There are 11 different basic classes a character can be. Click on a link at the bottom of this page to see a more detailed explanation of the character, what they gain when they level, and other abilities.
Following the general class description comes game rule information. Not all of the following categories apply to every class.
Abilities: The Abilities entry tells you which abilities are most important for a character of that class. Players are welcome to “play
against type,” but a typical character of that class will have his or her highest ability scores where they’ll do the most good (or, in game
world terms, be attracted to the class that most suits his or her talents or for which he or she is best qualified).
Alignment: A few classes restrict a character’s possible alignments. For example, a bard must have a nonlawful alignment. An entry of “Any” means that characters of this class are not restricted in alignment.
Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level.
HD Type Class
d4 Sorcerer, wizard
d6 Bard, rogue
d8 Cleric, druid, monk, ranger
d10 Fighter, paladin
d12 Barbarian
A character rolls one Hit Die each time he or she gains a new level, then applies any Constitution modifier to the roll, and adds the result to his or
her hit point total. Thus, a character has the same number of Hit Dice as levels. For his or her first Hit Die, a 1st-level character gets the maximum hit points rather than rolling (although Constitution modifiers, positive or negative, still apply).
For example, Vadania gets a d8 Hit Die because she’s a druid. At 1st level, she gets 8 hit points instead of rolling. Since she has a Constitution score of 13, she applies a +1 bonus, raising her hit points to 9. When she reaches 2nd level (and every level thereafter), Vadania’s player rolls a d8, adds 1 (for her Constitution bonus), and then adds the total to Vadania’s hit points. If your character has a Constitution penalty and gets a result of 0 or lower after the penalty is applied to the Hit Die roll, ignore the roll and add 1 to your character’s hit point total anyway. It is not
possible to lose hit points (or not receive any) when gaining a level, even for a character with a rotten Constitution score.
Class Table: This table details how a character improves as he or she gains levels in the class. Some of this material is repeated from
Table 3–1: Base Save and Base Attack Bonuses, but with more detail on how the numbers apply to that class. Class tables typically include the following:
Level: The character’s level in that class.
Base Attack Bonus: The character’s base attack bonus and number of attacks.
Fort Save: The base save bonus on Fortitude saving throws. The character’s Constitution modifier also applies.
Ref Save: The base save bonus on Reflex saving throws. The character’s Dexterity modifier also applies.
Will Save: The base save bonus on Will saving throws. The character’s Wisdom modifier also applies.
Special: Level-dependent class abilities, each explained in the Class Features section that follows.
Spells per Day: How many spells of each spell level the character can cast each day. If the entry is “—” for a given level of spells, the
character may not cast any spells of that level. If the entry is “0,” the character may cast spells of that level only if he or she is entitled to
bonus spells because of a high ability score tied to spellcasting. (Bonus spells for wizards are based on Intelligence; bonus spells for
clerics, druids, paladins, and rangers are based on Charisma. See Table 1–1: Ability Modifiers and Bonus Spells, page 8.) If the entry is
a number other than 0, the character may cast that many spells plus any bonus spells each day. A character can always choose to prepare a lower-level spell to fill a higher-level slot (see Spell Slots, page 178).
Class Skills: This section of a class description gives the class’s list of class skills, the number of skill points the character starts with
at 1st level, and the number of skill points gained each level thereafter. A character gets some number of skill points each level, such depending on the class in question, such as 6 for a ranger or 8 for a rogue. To this number, apply the character’s Intelligence modifier (and 1 bonus point, if the character is human) to determine the total skill points gained each level (but always at least 1 skill point per level, even for a character with an Intelligence penalty). A 1st-level character starts with four times this number of skill points. Since the maximum ranks in a class skill for a character is the character’s level + 3, at 1st level you can buy as many as 4 ranks in any class skill, at a cost of 1 skill point per rank.
For example, Vadania is a half-elf druid, so she gets 4 skill points per level. She has a +1 Intelligence modifier, so that goes up to 5 skill points per level. At 1st level, she gets four times that amount, or 20 skill points. Her maximum rank for a class skill at 1st level is 4, so she could, for example, divvy up her 20 points among five class skills with 4 ranks each. (It’s more useful to have a higher score in a few skills than a lower score in many.)
You can also buy skills from other classes’ skill lists, but each skill point only buys 1/2 rank in these cross-class skills, and you can buy
only half the maximum ranks a class skill would have (thus, the maximum rank for a cross-class skill at 1st level is 2).
Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and disadvantages of the class. Class features include some or all of the following.
Weapon and Armor Proficiency: This section details which weapons and armor types the character is proficient with. Regardless of training, cumbersome armor interferes with certain skills (such as Climb) and with the casting of most arcane spells. Characters can become proficient with other weapon or armor types by acquiring the appropriate Armor Proficiency (light, medium, heavy), Shield Proficiency, and Weapon Proficiency (exotic, martial or simple) feats. (See Chapter 5: Feats.)
Spells: Wizards, sorcerers, clerics, druids, and bards use spells. Fighters, barbarians, rogues, and monks do not. Paladins and rangers gain the ability to use spells at 4th level.
Other Features: Each class has certain unique capabilities. Some, such as the rogue, have few; others, such as the monk, have many. Some abilities are supernatural or spell-like. Using a spell-like ability is essentially like casting a spell (but without components; see Components, page 174), and it provokes attacks of opportunity. Using a supernatural ability is not like casting a spell. (See Chapter 8: Combat, especially Attacks of Opportunity, page 137, and Use Special Ability, page 142.)
Ex-Members: If, for some reason, a character is forced to give up this class, these are the rules for what happens. Unless otherwise noted in the class description, an ex-member of a class retains any weapon and armor proficiencies he or she has gained.
Available Classes on Raden for Player Characters:
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Soulknife "New Class" - Added Kahrillar 21, 786
Wizard