The class list I sent you earlier. Just for quick reference, before I post details on others.
Magic:
Changeling: (12)you turn things into other things. Start off with alchemy and partial shapeshifting and work your way
up. Don't like the shopkeeper? Turn him into a frog. Don't like that wall in your way? Turn into a gorilla and rip it down.
Wild Mage: (8) a natural with magic, but who has denied training and lacks experience. Powerful, but with unforeseen side-affects
to spells (too powerful, magical kickback, weakened, etc)
Wizard: (9) scholars with a strict and scientific approach to magic with specific spells
Sorcerer: (9) naturally gifted with magic, their spells are simpler than but more affective than wizards
Necromancer: (10) specializes in death, souls and the dead.
Shaman: (10) ritualistic and spiritual spell casters, incorporating a little of each casting class
Biomancer: (8) specialists on flesh and bone, they have magic specifically for manipulating the body
Wind Weaver: (11) command the skies, storms, and winds with ease
Occultist: (7) knowledgeable of demons, cults, and so on (not necessarily participating), and can summon lesser demons
Magician: (6) a simple class of wizard, mostly limited to puny but superficially impressive and dazzling spells
Mana Touched: (12) able to physically handle magic energies, primarily as personal explosives and weapons
Seer: (10) readily tapped into the minds of those around them, their thoughts can be compared and often produce a sense
of what will happen next
Mirrorist: (13) magic based on reflective objects, used to store, mimic, and deflect outside affects
Mirage: (11) illusion experts, able to create images that can fool other sense too (including causing pain).
Conjurer: creates and calls objects, people, and monsters. Greater creates can easily escape control
Livewire: (10) able to store energy to expel at later times
Warder: (12) naturally repels and eventually grows immune to all forms of magic
Demonologist: (12) experts on the darkest of arts, they can apply the laws of demons to bind them into servitude
Thermalist: (10) able to control the temperature of objects and people to a degree, freezing or boiling things at will
Weighter: (8) controls the weight and density of objects, including their own bodies, to make things light as a feather
or solid as rock
Stone Charmer: (12) communicates with and controls rock and earth
Fighter/monk
Knuckleduster: (6) a card-carrying goon, thug, and grunt. Includes basic ability with weapons and general increase in
toughness.
Bladesinger: (10) warrior with a strong spiritual attachment to their weapons, granting them personality, speech, and
consciousness that can help the fighter
Fubatsu: (15) wielding the ultimate martial art of brawling, the fighter is capable of attacking with absolutely everything,
from tools to body parts. Allows more attacks per turn than any other class.
Slinger: (9) with blazingly quick hands, they can throw just about anything as a deadly weapon
Thrasher: (12) specialist in raw strength, able to wield weapons far too big for other heroes. Can wield things like personal
catapults and axes capable of splitting tanks in two
Drunken Master: (11) wild movements are used to confuse and surprise opponents. Fueled by alcohol
Brawlmaster: (13) so experienced in spontaneous combat that they are talented with random objects as improvised weapons.
Fights with a pipe or chair are as well as a fencer with a sword
Eldritch Fist: (14) combines elemental magic with fist-fighting to maximize each
Wilder: (8) a stronger, fiercer Savage with sharp instincts and a body hardened by the wild
Breaker: (11) projects bodily energies in kinetic bursts. These can be used to fly short distances, charge at great speeds,
and attack harder and faster than normal
Piercer: (9) makes masterful uses of spears, javelins, staves, and other polearms
Guardian: (11) expert on defensive martial arts and counter attacks. Nothing gets past you easily, not even bullets. Abilities
increase when defending someone else
Swashbuckler: (8) an agile swordsman of nearly unmatched quickness
Tanker: (9) years of taking hits have hardened you against injury
War-bred: (13) practically raised by war and violence, they are experts in hectic combat and almost uneasy with ordinary
life. May bear some mental scarring, to positive and negative affect
Dragon Knight: (15) taught under the masterful mind of a dragon, giving them expertise, weapons, and maneuvers alien to
other races
Dervish: (10) uses whips, chains, etc to attack from great lengths and deflect projectiles
Assassin: (10) sneaky, swift, and downright good at killing people quickly and quietly. Talented with blades and throwing
weapons
Scoundrel: (8) you fight dirty, but dammit you do it well. If there’s a weak spot, you'll kick it. Possesses
abilities like a combat-based thief class
Iron Leg: (10) a martial art that greatly strengthens the legs. Allows powerful running, leaping, and primarily kicking
Kamikaze: (9) extremely powerful and fearless, though risks harming themselves while they attack
Siege: (11) think Juggernaut. When you get moving, it's hard to stop you, and you can take a fine beating
Holy:
Avatar: (9) a god lends you a portion of their power, allowing you to fight according to their own powers. You don't have
to praise this god, just be working towards its own plans.
Touched: (10) the gods have plans for you and want you in one piece. They have granted you power like that of a demi-god
Holy Man: (9) you follow a specific god, giving you the power to heal and additional magic based on the deity itself
Devout: (11) your deity watches over you directly, and you can speak with him/her/it at times. Plus, more magic than a
common Holy Man
World Keeper: (14) in return for providing partial care for the earth, they are directly protected and favored by the
earth and its animals
Source: (14) can create things, including life, from nothing, as well as add life to other things (such as healing or
making things grow)
Preemptive Embodiment: (16) you are very, very, very early, but on your way to becoming a god. You have powers based on
your realms and strengthen based on your followers
Exorcist: (8) specializing in fighting unworldly creatures (ghosts, elementals, demons etc), as well as repelling energy
attacks
Mind shapers/monks:
Selfists: (9) possess superb perception of self, allowing them to control every aspect of their body and its processes
Fear Tapper: (7) via accelerated adrenaline, they can possess superhuman abilities when panicked. This does demand an
enhanced sense of fear to make it more readily available
Vocalist: (8) possesses a supernatural voice, capable of producing nearly any sound or voice, including some that can
cause physical pain. Also gifted with extra sharp hearing
Freeform: (10) finds consciousness that is no longer concerned with the form, able to bend their shape around with ease
Monk: (9) gains power from their deity and martial arts talents, but must follow a code of conduct in exchange
Wraith: (11) becomes treated as an undead, with specialties in sneaky work and short range teleporting
Fusionist: (13) a psychic whose mind overcomes the body, allowing it to join with objects, substances, and people to enhance
their physical power.
Shadow Bender: (11) uses power over the shadows to shape them into solid objects
Shootist: (14) unmatched in the art of marksmanship. Extreme discipline and accuracy bring out otherwise impossible powers
from guns. Glorify firearms, which can irritate some gods
ESP
Dimension Jumper: (12) a rare knowledge of other dimensions, which can be used to teleport or create a practically guaranteed
escape
Medium: (11) can contact spirits through their own bodies, often able to harness them in battle
Clockwork: (14) able to ignore or control time for periods
Manipulator: (12) specializes in the control, misguidance, and mental suggestion among others. Part hypnotist, part mind
reader.
Psy Mage: (10) telekinetic expert who harnesses magic through their mind alone
Battlemind: (14) a powerful psionic with incredible offensive telekinetic powers, centralized on mass combat
Empath: (9) able to detect the emotions of those around them, as well as create them in themselves in others, crushing
their will or boosting morale.
Charismas:
Snakecharmer: (11) so gifted in deceit and social chemistry that people will take your word over their own senses. Also
capable in some thievery skills
Falconer: (10) an expert tamer, specifically having a 100% loyal animal partner of your choice
Headologist: (10) an intense will and iron mind are yours. Magic becomes unnecessary, since you possess such understanding
of the human psyche that your scowl will melt the nerve in nearly anything. You make people think of you exactly what you
want them to.
Bargainer: (13) can magically reason with anything, living or otherwise
Beast Tongue: (8) speaks with animals, able to command some to a degree
Great Minds
Chemist: (4) a useful side-class, harnessing magic via chemicals and herbs to create potions
Mastermind: (10) a genius of tactics and almost nothing goes unnoticed or unanalyzed
Engineer: (7) given some steel and a day’s work, you can create nearly anything
Silver Mage: (13) experts on combining magic and mechanics for optimum results
Pilot: (8) battles by steering their own personal robot as armor
Inventor: (11) an upgraded Engineer, since you can create concepts and devices with no existing example or theory
Wild Jack: (10) one of those “all trades” guys. He can do just about everything well, but nothing
great
Big Guns: (11) specialists in large arms and explosives
Enhanced: (9) your body is specially prepared to receive mechanical upgrades, strengthening body parts, enhancing senses,
or possessing a secondary energy source
Tech Solder: (10) while not a mechanic, they know enough how to fight using high tech weaponry like chainsaw blades and
laser cannons
Neutrals:
Bungler: (5) the god of luck smiles on you and you have a natural ability to last through nearly any situation, even if
you do find yourself in trouble more often as well.
Gunner: (7) your basic marksman
Monster Hunter: (13) a more large-scale version of the Hunter, capable of toppling even dragons and behemoths one-on-one,
given the right equipment and a little time
Hunter: (6) a survivor and animal expert, and not bad with a weapon
Spellslinger: (11) gunmen who can incorporate spells to enhance their bullets
Drifter: (8) been everywhere twice. So cultured that they can blend in anywhere, and can look so ordinary looking that
they may not even be noticed when alone in plain sight.
Toxin: (6) a specialist in poisons in numerous forms, primarily on their weapons. Also correspondingly capable in medicine
Dragon Disciple: (15) given the power of a dying dragon, the character can tap into the dragons powers and (more limited)
their very shape.
Quixote: (7) a self-trained hero, granting a basic ability with all weapons and a mount. Additional bonuses and costs
only 6 pts if chosen as a starting class
|