Classes#
Nobody asks a smith what he believes. They ask what he's made. A class is the same: it's what you've done often enough that people started calling you by it.
What your class decides
Your class sets the two scores your character is built on, the abilities you learn from level 0 to 100, the health and willpower you gain each level, and the titles the world gives you past level 100. It doesn’t limit your race, your rode or your trade, and it doesn’t stop you doing anything else a person could do. A class is what you’ve done most, not all you’re allowed to do.
Choosing a class#
There are fourteen classes, grouped below by how they fight. Each one’s page has its abilities level by level, the races that start closest to it, the rodes and trades that suit it, and where it trains.
Any race can take any class. A race that starts high in a class’s two scores gets there sooner. The race finder ranks the races for a class, and the finder below works the other way, from your race to the classes it starts closest to.
Not a cage
A class says what a character has spent their life doing. It doesn’t forbid the rest. A page can sing, a mageling can swing a sword (badly), and anyone can learn to pick a lock if your storyteller agrees it makes sense. The class’s abilities are what it does well enough to count on.
Two scores#
Every class leans on two ability scores. The primary is the one every skill the class uses adds: when a pickpocket stabs, the roll adds their Dexterity modifier. The secondary backs it up and shapes how the character grows.
Training takes every score up to 5 above where your race starts it. Your class’s primary climbs 5 further and its secondary 3 further, so the class you choose decides which scores end up highest. Levels covers how training works.
The fourteen classes#
The classes fall into four kinds by how they fight. Pick one to read its page. Each card shows the two scores the class leads with and its health die.
Sword and shield#
Fighters first. They wear the heaviest armor, swing the most attacks and finish what the rest of the party starts.
Road and shadow#
Quick, light and hard to pin down. They track, scout, steal and strike from where nobody’s looking.
The weaves#
Casters who see the threads of magic, or feel them, and pull. Each tradition explains it its own way, and the Magic page has them all.
Spirit and song#
Healers, seekers and singers whose power comes from faith, balance or music, and who keep the rest of the party standing.
Five titles#
Each class has five ranks. The first is the class’s own name, and the other four are titles the world bestows at heroic levels: the second at level 100, then 200, 300 and 400. A title brings rights in society, set out on each class’s page, and the people who know what it means treat you accordingly.
Your class’s trainer bestows the title when you reach its level, usually with more ceremony than you’d like.
- Level1Rank 1
Page · Pickpocket · Mageling · Priest
Your class's own name. You earned it by doing the work, and nobody has to grant it.
- Level100Rank 2
Squire · Rogue · Mage · Deacon
The first heroic title. Your own class's people count you as one of theirs at full standing.
- Level200Rank 3
Knight · Thief · Wizard · Archdeacon
People outside your class know the name, and a few doors open because of it.
- Level300Rank 4
Centurion · Assassin · Magus · Bishop
Crowns and councils start to ask for you by name.
- Level400Rank 5
Templar · Shadow Walker · Supreme Magi · Archbishop
The last title. Few hold it at once, and the ones who do end up in the histories.
Declining a title
A title can be turned down. Declining one changes nothing about your rank or your abilities, only what you’re called and what you can claim. Some of the best in every class never took a title at all, and they’ll tell you so.
Which class suits my race?#
Pick your race to see every class ranked by how close the race starts to it: the class’s primary score counted twice and its secondary once. It’s where you start, not where you’ll end up, and every class is open to every race.
Where the classes train#
Every class has trainers all over Sedia, in garrisons, temples and back rooms, and any of them can take your training points. Each class also has one place its own people think of as home, with a trainer whose name gets around. That’s where titles are bestowed, and where you go when nobody else can teach you what’s next.
The classes side by side#
What each class leads with, what it gains each level and the heaviest armor it wears. Levels explains health and willpower. A class that doesn’t cast takes half the willpower.
| Class | Leads | Backs | Health | Willpower | Casts | Armor | Last title | Trains in |
|---|---|---|---|---|---|---|---|---|
| STR | CHA | 1d6+13 | 2 | No | Heavy | Warlord | Dumasque | |
| CON | STR | 1d6+11 | 4 | Yes | Any | Templar | Esthar | |
| STR | DEX | 1d6+13 | 2 | No | Medium | Berserker | Moria | |
| DEX | LUC | 1d6+8 | 3 | No | Light | Shadow Walker | Narsis | |
| DEX | CHA | 1d6+10 | 3 | Yes | Medium | Saedu-Morusai | New Saellem | |
| WIS | CON | 1d6+11 | 4 | Yes | Medium | Druid | Menusia | |
| INT | WIS | 1d6+6 | 8 | Yes | Light | Supreme Magi | Tharsis | |
| STR | INT | 1d6+12 | 5 | Yes | Heavy | Myrmidon | Amari | |
| WIS | CHA | 1d6+11 | 4 | Yes | Any | Tzaek’oth | Jewall | |
| INT | CHA | 1d6+6 | 8 | Yes | Medium | Liche | Esthar | |
| CHA | INT | 1d6+7 | 8 | Yes | Light | Archbishop | Tharsis | |
| WIS | DEX | 1d6+10 | 3 | Yes | Medium | Morusai | Moria | |
| WIS | INT | 1d6+7 | 8 | Yes | Light | Psion | Crecia | |
| CHA | LUC | 1d6+7 | 6 | Yes | Medium | Blademaster | Crecia |

