steeldragons
Steeliest of the dragons
Ok...So...
Class #1: The Fighter - Strength class. Combat Expert. "Stamina/2nd Wind." Adds "Fighting Styles (weapon specializations)." Adds -and gains the most over levels- "Maneuvers."
-- Class #2: Specialist ("subclass") Fighter, the Cavalier - Str. Class + Charisma. Highly trained Attack & Tactics Expert. Adds "Code of Honor" abilities. Limited prescribed Fighting Style & Maneuvers.
Class #3: Alternate Fighter Archetype, the Barbarian - Str. class + Constitution. Damage Expert. Adds "Berserker/Rage" abilities. Limited prescribed Fighting Style & Maneuvers. "Subclass choice," a Totem/Clan, built into character progression for varying abilities, "class features," & skills.
Class # 4: The Mage - Intelligence class. Magic Expert. Arcane Magic-user. Spell Progression (levels and numbers cast). Occult Knowledge and abilities.
-- Class #5: Specialist ("subclass") Mage, the Illusionist - Int. class + Dexterity. "Illusion Magic"[Arcane] User. Spell Progression (as Mage).
Class #6: Alternate Mage Archetype, the Psychic - Int. class + Charisma. Mental Powers Expert. Adds "Mental Talents." Limited prescribed Occult Knowledge and abilities. "Subclass choice," a Power/Discipline, built into character progression for varying abilities, class features, & skills.
Class # 7: The Thief - Dexterity class. Skill Expert. "Expertise Progression." Specialized Damage boost ("Sneak Attack"). Adds - and gains the most over levels - "Tricks & Tasks."
--Class #8: Specialist ("subclass") Thief, the Acrobat - Dex. class + Charisma. Maneuverability Expert. Adds "Stunt" abilities. Limited prescribed Tricks & Tasks.
Class #9: Alternate Thief Archetype, the Bravo - Dex. class + Contitution. Covert Expert. Specialized Damage boost ("Coup de gras"). Limited prescribed Tricks & Tasks. "Subclass choice," a Guild, built into character progression for varying abilities, "class features," & skills.
Class #10: The Cleric - Wisdom class. Support Expert. Divine Magic-user. Divine Energy Channeler. Spell Progression (fewer levels and numbers cast than Mages). Sacred Knowledge and abilities.
--Class #11: Specialist ("subclass") Cleric, the Templar (the class formerly known as Paladin) - Wis. class + Strength. Divine Energy Channeler. Spell Progression fuels "Divine Smite" feature. Limited prescribed Sacred Knlowledge & abilities.
Class #12: Alternate Cleric Archetype, the Adept (the class formerly know as Monk)- Wis. class + Constitution. Combat & Skill Support. "Ki/Chi/Divine Self" Channeler. Adds Maneuvers & Stunts (see Acrobat). "Subclass choice," a Martial Art/Path, built into character progression for varying abilities, class features, & skills
Class #13: Ranger - Constitution class. Combat Support. Wilderness Expert. Adds Specialized Damage Boost ("Mark/Quarry"). Maneuvers and "Tricks & Tasks" over levels.
--Class #14: Specialist ("subclass") Ranger, the Swashbuckler - Con. class + Charisma. Combat & Skill Support. Maritime Expert. Adds "Panache" abiltiies. Limited precscribed Maneuvers/Tricks & Tasks.
Class #15: Alternate Archetype, the Swordmage - Con. class + Intelligence. Combat & Magic Support. Arcane Magic-user. Spell Progression ("Half" caster) Adds Maneuvers. "Subclass choice," an Origin/Source, built into character progression for varying abilities, class features, & skills.
Class # 16: the Druid - Charisma class. Magic Support. Nature Magic-user. Nature("Primal") Energy Channeler. Spell Progression. Nature Knowledge and abilities.
-- Class #17: Specialist ("subclass") Druid, the Bard - Cha. class + Dexterity. "Inspiration" Channeler. Limited Spell Progression ("Half" caster). Adds "Tricks & Tasks," Limited prescribed Nature Knowledge & abilities.
Class #18: Alternate Druid Archetype, the Witch - Cha. class + Int. Occult (Multi-) Magic-user. Arcane Channeler. Spell Progression. Mental Powers. Adds "Incantations." Limited prescribed Nature & Occult Knowledge and abilities. "Subclass choice," a Coven, built into character progression for varying abilities, class features, & skills.
Class #1: The Fighter - Strength class. Combat Expert. "Stamina/2nd Wind." Adds "Fighting Styles (weapon specializations)." Adds -and gains the most over levels- "Maneuvers."
-- Class #2: Specialist ("subclass") Fighter, the Cavalier - Str. Class + Charisma. Highly trained Attack & Tactics Expert. Adds "Code of Honor" abilities. Limited prescribed Fighting Style & Maneuvers.
Class #3: Alternate Fighter Archetype, the Barbarian - Str. class + Constitution. Damage Expert. Adds "Berserker/Rage" abilities. Limited prescribed Fighting Style & Maneuvers. "Subclass choice," a Totem/Clan, built into character progression for varying abilities, "class features," & skills.
Class # 4: The Mage - Intelligence class. Magic Expert. Arcane Magic-user. Spell Progression (levels and numbers cast). Occult Knowledge and abilities.
-- Class #5: Specialist ("subclass") Mage, the Illusionist - Int. class + Dexterity. "Illusion Magic"[Arcane] User. Spell Progression (as Mage).
Class #6: Alternate Mage Archetype, the Psychic - Int. class + Charisma. Mental Powers Expert. Adds "Mental Talents." Limited prescribed Occult Knowledge and abilities. "Subclass choice," a Power/Discipline, built into character progression for varying abilities, class features, & skills.
Class # 7: The Thief - Dexterity class. Skill Expert. "Expertise Progression." Specialized Damage boost ("Sneak Attack"). Adds - and gains the most over levels - "Tricks & Tasks."
--Class #8: Specialist ("subclass") Thief, the Acrobat - Dex. class + Charisma. Maneuverability Expert. Adds "Stunt" abilities. Limited prescribed Tricks & Tasks.
Class #9: Alternate Thief Archetype, the Bravo - Dex. class + Contitution. Covert Expert. Specialized Damage boost ("Coup de gras"). Limited prescribed Tricks & Tasks. "Subclass choice," a Guild, built into character progression for varying abilities, "class features," & skills.
Class #10: The Cleric - Wisdom class. Support Expert. Divine Magic-user. Divine Energy Channeler. Spell Progression (fewer levels and numbers cast than Mages). Sacred Knowledge and abilities.
--Class #11: Specialist ("subclass") Cleric, the Templar (the class formerly known as Paladin) - Wis. class + Strength. Divine Energy Channeler. Spell Progression fuels "Divine Smite" feature. Limited prescribed Sacred Knlowledge & abilities.
Class #12: Alternate Cleric Archetype, the Adept (the class formerly know as Monk)- Wis. class + Constitution. Combat & Skill Support. "Ki/Chi/Divine Self" Channeler. Adds Maneuvers & Stunts (see Acrobat). "Subclass choice," a Martial Art/Path, built into character progression for varying abilities, class features, & skills
Class #13: Ranger - Constitution class. Combat Support. Wilderness Expert. Adds Specialized Damage Boost ("Mark/Quarry"). Maneuvers and "Tricks & Tasks" over levels.
--Class #14: Specialist ("subclass") Ranger, the Swashbuckler - Con. class + Charisma. Combat & Skill Support. Maritime Expert. Adds "Panache" abiltiies. Limited precscribed Maneuvers/Tricks & Tasks.
Class #15: Alternate Archetype, the Swordmage - Con. class + Intelligence. Combat & Magic Support. Arcane Magic-user. Spell Progression ("Half" caster) Adds Maneuvers. "Subclass choice," an Origin/Source, built into character progression for varying abilities, class features, & skills.
Class # 16: the Druid - Charisma class. Magic Support. Nature Magic-user. Nature("Primal") Energy Channeler. Spell Progression. Nature Knowledge and abilities.
-- Class #17: Specialist ("subclass") Druid, the Bard - Cha. class + Dexterity. "Inspiration" Channeler. Limited Spell Progression ("Half" caster). Adds "Tricks & Tasks," Limited prescribed Nature Knowledge & abilities.
Class #18: Alternate Druid Archetype, the Witch - Cha. class + Int. Occult (Multi-) Magic-user. Arcane Channeler. Spell Progression. Mental Powers. Adds "Incantations." Limited prescribed Nature & Occult Knowledge and abilities. "Subclass choice," a Coven, built into character progression for varying abilities, class features, & skills.