The barbarian is a brutal berserker from beyond the edge of civilized lands.
- Armored Hulk
- Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle.
- While most barbarians are skilled at breaking things, some find the need to destroy their surroundings an almost uncontrollable urge when in the middle of a rage. These barbarians are a danger not only to their foes, but also to the very environment around them.
- Brutal Pugilist
- Some barbarians focus on using their bare hands to tear their opponents limb from limb. These brutal pugilists also learn a great deal about various combat maneuvers, using them to cripple or crush their foes.
- Drunken Brute
- Barbarians are known for their ability to consume potent drink, but drunken brutes turn drinking into a combat tactic, using the potent liquor to fuel their rage and grant them additional powers.
- Elemental Kin
- Some barbarian tribes have strong ties to the elemental forces of nature. Their shamans anoint the warriors at birth, tying them to the patron element of the tribe and granting them lasting boons against such forces.
- Feral Gnasher (Goblin)
- Feral gnashers grow up in the wild, either raised by animals or scraping by on their own, and soon learn to fend for themselves. These barbarians often utilize pieced-together armor and fight with their sharp teeth and whatever improvised weapons are within reach.
- Hateful Rager (Half-orc)
- From a young age, many half-orcs are treated cruelly, bullied, ridiculed, and made outcasts. While some hide their shame, others foster a deep, burning hatred that they channel into a raw fury and unleash against their enemies. These half-orcs are called hateful ragers.
- A raging barbarian is frightening enough in melee, but some become skilled at throwing objects at their foes before closing in for the kill.
- Invulnerable Rager
- Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage.
- Mounted Fury
- Many barbarian tribes are masters of the horse, teaching their members how to ride from a young age. As a result, barbarians from such tribes are even more terrifying when mounted, using their steeds' speed and strength to great advantage.
- Savage Barbarian
- Some barbarians are truly savage, having little training in modern arms. These savage barbarians learn to avoid blows and toughen up their skin.
- Scarred Rager
- Some barbarians wear marks of prowess and savagery upon their bodies. The scarred rager believes each wound tells the tales of her prowess and bravery. She augments these ragged trophies with brands and tattoos in order to win the notice and favor of her gods, ancestors, or totem spirits. The scarred rager's gnarled and exotic appearance terrifies civilized onlookers, but is awe-inspiring to her savage kin.
- Sea Reaver
- Not all barbarians hunt forests, plains, and mountains. Some are raiding terrors on the sea and coasts, pillaging those who hoard treasure and pursuing monsters of the deep. Some sea reavers are no more than hunters of the open sea, while others are raiders striking fear into coastal settlements within reach of the sea reavers' longships.
- Many barbarians distrust magic. While most just shy away from magic, others focus their rage on users of such foul arts. These barbarians are naturally distrusting, and develop keen senses to protect them from harm.
- Titan Mauler
- In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of barbarians hone tactics and traditions with one purpose—to bring low these massive foes. While her enemies' size makes the creatures strong, the titan mauler is even stronger, taking up weapons from her fallen foes that no lesser warrior can lift, and using them when she beseeches the spirits to grant her increased size and greater ferocity against her titanic foes.
- Totem Warrior
- A barbarian often has a special totem that is the patron of her tribe. While individual totems vary, those in the tribe that call upon a totem receive similar abilities.
- True Primitive
- Isolated and xenophobic tribes that dwell in areas untouched by civilization often see anything from cities and organized settlements as strange, dangerous, and decadent. They gain power from their truly primitive nature; their bodies and spirits are hardened by the wild and untainted existence far from the pathetic softness of so-called civilization. Even when forced to mingle with civilization, the true primitive stays apart in both traditions and trappings.
- Urban Barbarian
- Every barbarian knows that city life can soften the spirit and the body, but some barbarians take on the trappings and ways of their adoptive homes and bend their savage powers to its challenges. While these urban barbarians' rough edges are smoothed into civility, they can use their primal nature and upbringing to move with the ebb and flow of civilization's natural rhythms.
- Wild Rager
- Rages are barely controlled, but there are those who wholly give in to their more savage side, letting their rages take them to a confusing and uncontrolled place of terrible savagery. These barbarians become beasts, consumed with absolute bloodlust to the point where they cannot tell friend from foe.
The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
- Animal Speaker
- An animal speaker focuses not on the ears and minds of humans, but on the creatures of the wild and those in the underbellies of cities.
- Arcane Duelist
- A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.
- Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.
- Known for being known, a celebrity bard is a master of performance who captures the imagination and attention of his audience. He trades on his charisma, his wit, and his exploits to build his renown—and that of his companions.
- Court Bard
- Spending years studying all of the finer points of erudition and etiquette, the court bard takes up the role of resplendent proclaimer and artist-in-residence at the hand of nobility, royalty, and the well-moneyed elite who aspire to join their ranks.
- Not content with providing amusing and occasionally instructive performances, the demagogue seeks to inflame and ignite his audience, driving them toward a specific purpose with carefully chosen words and tones that may spark momentous change.
- Piecing together clues and catching the guilty with sheer cleverness, the detective is skilled at divining the truth.
- Dirge Bard
- A composer of sonorous laments for the dead and elaborate requiems for those lost yet long remembered, dirge bards master musical tools and tropes that must appeal to the ears and hearts of both the living and the dead.
- Flame Dancer
- A flame dancer studies the movements of fire, adding its grace to his repertoire. He seeks truth in fire's burning essence, and uses his performance to unleash the power of fire against those who dare oppose him.
- In some cultures, the professional entertainer is a prestigious role. Specially trained entertainers called geisha are praised for their appearance and skill at conversation, music, dancing, singing, poetry, and calligraphy. A geisha provides social intimacy and status but not physical intimacy.
- A magician dabbles in performance, but sees it as a means to tap into universal energies and channel them.
- Prankster (Gnome)
- The prankster sees humor as the highest form or art, and pranks as the highest form of humor. In addition to setting friends up for light-hearted pranks, the prankster can use his quick wit and cruel sense of humor to enrage foes before incapacitating them with a clever turn of phrase.
- Combining performance with stealth, trickery, and guile, the sandman uses cleverness to keep others off-balance.
- Savage Skald
- Far from civilization, furious tribes have their own war-singers, work-chanters, and lore-keepers, savaging enemies with song and sword alike.
- Sea Singer
- The sea singer calls the blue waters his home, and is much in demand among sea captains wishing good fortune for their crew and hull as they ply the tradewinds far and wide.
- Words can harm, but they also heal. The songhealer brings peace and surcease of pain, calming wild emotions and providing a balm for the wounded body.
- Sound Striker
- They say that words can cut deeper than any blade, and the sound striker proves this true. Using music and words as a weapon, he can focus his performances into a deadly delivery.
- Street Performer
- Whether acrobat, troubadour, or thespian, the street performer mixes with the masses, singing for his supper.
- Voice of the Wild
- Most bards are inspired by the art of civilization, yet the voice of the wild's muse is the grandeur of nature. The voice of the wild has discovered nature's magical secrets, and can use his performance to bring out the bestial side in his allies.
- Watersinger (Undine)
- The watersinger's song reaches from the depths of his soul into the elemental waters from which life first sprang. His voice commands water, bending and shaping it to his desire.
A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
- Cloistered Cleric
- Cloistered clerics typically live in a temple and rarely interact with the outside world. They are bookish and well learned in the lore of the faith, paying less attention to its magical and martial aspects.
- Crusaders serve the militant arm of a church, ready to stand guard over the religion's holy places and to be its swift, avenging arm against those who resist its truth.
- Demonic Apostle (Drow)
- In order to survive, the drow threw in their lot with demon lords. Thus, demon worship is common among the drow, and so are ranks of demonic apostles, who gain magical insight from their dark lords and crush their chaotic masters' enemies by channeling demonic energy.
- Divine Strategist
- The divine strategist leads the armies of the faithful, not from the front lines but through her clever strategy and tactical acumen.
- Eschewing physical armor for the protection of his faith, an ecclesitheurge focuses on the miracles his deity bestows and the breadth of that deity's dominion.
- The evangelist is the voice of her religion in the world. Where others nurture the faith among believers, an evangelist proclaims the coming glory of her deific patron and issues the clarion call to all around to heed the truth, or obey the call to war and crusade against the enemies of the church.
- Fiendish Vessel (Tiefling)
- Many clerics pray to or make evil bargains with fiendish powers, devoting body and soul to the insane plans and wicked aims of their despicable patrons. But these mortal clerics are often just shallow beings searching for quick power or the caress of true and final oblivion—few truly grasp the full scope of the entities they worship. Fiendish vessels, through their fiendish heritage, share an innate connection with their patron, and that connection grants them understanding and power.
- Forgemaster (Dwarf)
- Forgemasters are priestly dwarves who are ritual casters and expert enchanters, able to produce their rune-graven armaments with astonishing speed.
- Merciful Healer
- The merciful healer is a master of battlefield revivification, sustaining and restoring allies to keep them in the fight.
- A radical cleric, unsatisfied with the orthodoxy of her deity's teachings, forges her own path of defiant divine expression. Though most members of her faith would call her a separatist or heretic, she continues to receive spells from her deity. Charismatic separatists may develop a large following of like-minded believers and eventually found a splinter church of their deity—and they are just as likely to be the cause of a holy civil war as the branches of the religion fight to determine which is the true faith.
- A theologian is an expert on one particular area of her religion. She is so focused on that area that she eschews the broader sweep of her deity's dogma and focuses intensely upon that aspect of it, embodying its power in all she does. Theologians tend to be more zealous than other clerics, and many crusades are started by theologians.
- Undead Lord
- An undead lord is a cleric focused on using necromancy to control undead. Her flock is the walking dead and her choir the keening spirits of the damned. This unliving congregation is the manifestation of her unceasing love affair with death.
The druid is a worshiper of all things natural—a spellcaster, a friend to animals, and a skilled shapechanger.
- Animal Shaman
- Some druids form a close bond with one type of animal, exploring the unique bond between a druid and her totem.
- Aquatic Druid
- Shepherds of the lakes and seas, aquatic druids guard ecosystems ranging from shallows streams to deep ocean trenches, ministering to their residents and communing with the tides.
- Arctic Druid
- An arctic druid watches over the stark landscape of the far frozen reaches of the world, tending the stunted and rugged life that ekes out its survival in the least habitable climes.
- Blight Druid
- The devoted servants of nature corrupted, ruined, and destroyed, blight druids are the caretakers of lands ravaged by natural disaster. While some are devoted to reforming and reclaiming lands despoiled by the ravages of civilization, others seek out the more rapacious violence inherent in nature and feed the creeping rot and decay that brings an end to all things.
- Cave Druid
- Far from the green fields of the world above lies a lightless expanse beneath the surface. This darkling fairyland is not without beauty and natural wonders of its own, and a few druids seek to preserve this hidden realm and purge it of the fell horrors that creep up from below.
- Desert Druid
- Not all climates are verdant paradises, but even in the sere deserts there is life—though often hidden from the sun and rarely friendly—and raw, desolate beauty. Here desert druids come to pay homage, protect and maintain the few habitable locales, and witness nature's majesty in all its burning, merciless glory.
- Feral Child (Human)
- Some youths, abandoned in the wilderness and then raised by animals, are so connected with their adoptive home and family that they become feral. Suspicious of civilized society, these foundlings often choose allegiance to the wild over their human forebears.
- Feral Shifter
- A feral shifter internalizes her communion with and mastery over animals. Instead of forming a bond with an animal companion or an aspect of nature, she alters her own essence or being in an homage to the noble creatures of the wild. More in tune with transformation and animal bodies than a normal druid is, a feral shifter blurs the line between humanoid and beast.
- Jungle Druid
- The fecund jungles of the equatorial regions are rich in life and ancient tradition; druidical guardians of sacred pools, elder trees, and trembling volcanoes watch over crumbling temples and the inevitable reclamation of lost civilizations by the beating heart of nature untamed.
- Mountain Druid
- As more and more of the soft, easy lands become cultivated and civilized, many druids look for refuge and solitude among the eternal peaks of the highest mountains.
- A mooncaller is bound to the subtle influences of the ever-changing moon and its endless cycles from light to dark and back again.
- Nature Fang
- A nature fang is a druid who stalks and slays those who despoil nature, kill scarce animals, or introduce diseases to unprotected habitats. She gives up a close empathic connection with the natural world to become its deadly champion and avenger.
- Pack Lord
- Some druids bond with many animal companions rather than just one, achieving a level of communion rare even in druidic circles and leading their pack brothers and pack sisters with total authority.
- Plains Druid
- Out upon the wide and rolling prairies and savannahs, plains druids stand guard over the grasslands. These druids range far and wide, watching over nomadic tribes and wandering herds and preserving the sometimes fragile ecosystem of the wide open spaces.
- Reincarnated Druid
- Spun off into the endless circle of life, an incarnate druid is an embodiment of nature's eternal renewal. She lives many lives and wanders the world devoid of attachments, a stranger to all yet one with all life.
- Sky Druid (Slyph)
- Some druids develop ties not to a particular landscape, but instead to the endless blue expanse of the skies. Such are the sky druids, who are more at home soaring through air than standing on the ground.
- Storm Druid
- While most druids focus their attention upon the rich earth and the bounty of nature that springs forth from it, the storm druid's eyes have ever been cast to the skies and the endless expanse of blue, channeling the most raw and untamed aspects of nature.
- Swamp Druid
- Some druids eschew pleasant glades and groves and instead seek out dank marshes, misty bogs and heaths, and trackless swamps as the place they call home and watch over with care, finding beauty and life in abundance in places few others would willingly enter.
- Treesinger (Elf)
- Elves live far longer than other common races, and a single elf may see whole empires rise and fall. Given the impermanence of the cultures around them, it's small wonder that some elves turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest's plants into combat.
- Undine Adept (Undine)
- An undine adept dedicates herself to preserving the knowledge of the first undines and ensuring her people's ancient connections to the natural world remain undisturbed. They serve as the keepers of the roots of the undine people and as their protectors.
- Urban Druid
- While many druids keep to the wilderness, some make their way within settlements, communing with the animals and vermin who live there and speaking for the nature that runs rampant in civilization's very cradle.
- Wild Whisperer
- A wild whisperer is an expert at studying, predicting, and explaining animal behavior. She is less interested in plants, fey, and other aspects of the natural world, and uses her gifts to tame or relocate dangerous beasts and soothe the hurts of wounded and sickly creatures.
- World Walker
- While all druids traverse the wilderness with ease, the world walkers take it upon themselves to travel the entire world. Some act as messengers and scouts for druidic circles, while others have a seemingly unquenchable wanderlust; each new land provides new mysteries to discover and new wisdom to be gained from mastering those mysteries.
Brave and stalwart, the fighter is a master of all manner of arms and armor.
- The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines.
- Armor Master
- All fighters have two main tools of their trade—weapons and armor. While many fighters hone their weapon skills to a point of inescapable grace and lethality, there are those who live under the maxim that a good offense can be accomplished though an impenetrable defense. To these fighters, proper use of armor and shields ensures that they can fight another day, and that the frustration of enemies who can't seem to crack an armor master's superior defenses is just the first symptom of his foes' eventual defeat.
- All melee is up close and personal, but some warriors bring it as close as they can get. Brawlers can be found anywhere, among all races and societies. A brawler could be hired muscle in a tavern, a local crime syndicate enforcer, or a hotheaded recruit among the ranks of a baron's guard. Often brawlers' in-your-face attitudes are as powerful as their tactics.
- In combat, most fighters have some sort of code of honor. Some believe that one should not kick enemies when they are down, or should limit use of other such dirty tricks to the most dire of circumstances. The cad places no such limitations on himself. Battles are for winning, and anything that gives the cad the upper hand against his enemies is a legitimate tactic. No trick is too treacherous if it leads to victory.
- Cavern Sniper (Drow)
- Perfectly at home in the darkness, the cavern sniper capitalizes on stealth and ranged attacks imbued with his spell-like abilities to harass his opponents. The cavern sniper focuses on surprise, his innate magical abilities, and poison to take down unwary foes.
- The crossbowman has perfected the deadly use of the crossbow, a simple but cruelly efficient weapon, as a craftsman mastering a lethal tool.
- Dirty Fighter (Orc)
- The dirty fighter laughs at concepts like honor and fair play. He cares only for victory, no matter how he achieves it, and spends as much time mastering sneaky combat maneuvers as he does drilling with weapons or learning how to wear armor.
- These gallant lancers serve in the vanguard of many armies or as knights-errant. They are born leaders and masters of the mounted charge.
- Free Hand Fighter
- The free hand fighter specializes in the delicate art of handling a single weapon in one hand while using his free hand to balance, block, tip, and distract his opponents. While not a brawler, his open hand is as much a weapon as a bow or blade. His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand.
- Foehammer (Dwarf)
- While the axe is the most famous dwarven weapon, the hammer is at the heart of dwarves' heritage as forgemasters and warriors alike.
- Most fighters battle out of necessity, with each battle a contest of life and death. Some, however, fight for glory and for the adulation of the crowd. The gladiator is both a cunning warrior and a consummate performer, knowing life and death are balanced not only on a sword's edge, but also on the cheers or jeers of the crowd.
- Martial Master
- There are those who learn the fighting arts though countless hours of repetition and training, while others seem to pick up new stances and forms as if they were born to them.
- Mobile Fighter
- Where some fighters focus on strength and raw power, the mobile fighter relies on swiftness and mobility, gliding across the battlefield like a steel whirlwind and leaving destruction in his wake.
- Mutation Warrior
- While most fighters rely on physical fitness and rigorous training to achieve martial superiority, a few prefer to create and imbibe dangerous concoctions that mutate them into fearsome creatures.
- Phalanx Soldier
- The phalanx soldier specializes in defensive tactics, using his shield to guard himself and his allies and forming a shield wall like an unbreakable anvil against which his enemies break.
- Polearm Master
- The polearm master is schooled in the ancient wisdom that enemies are best faced at the end of long striking pole, lashing like a serpent before clumsy swords and axes can even be brought to bear.
- Roughriders study and practice the fine points of mounted combat, drilling endlessly with warbeasts—from noble thoroughbreds to trained monsters—to form a perfect synergy between rider and steed.
- Savage Warrior
- Warriors' might is not measured only by their skill with steel, but also by their ability to inflict death with fang and claw, horn and hoof, and every exotic appendage the natural and unnatural world has to offer.
- Shielded Fighter
- A shielded fighter focuses on both offense and defense, blending weapon and shield in perfect balance to impede his enemies while delivering deadly blows, and even turning the shield itself into a formidable weapon. These fighting school benefits apply when wielding a weapon and a shield simultaneously.
- While many fighters focus on the fundamentals of melee and ranged combat, there are those who are trained to view the bigger picture on the battlefield. These fighters use their training and tactical acumen to overcome challenges that would overwhelm mere brute strength and skill at arms.
- The thunderstriker adopts an unusual fighting style, gripping a heavy weapon with both hands and switching to a defensive posture with weapon and buckler, lashing out with the shield with surprising speed and power.
- Tower Shield Specialist
- Many fighters believe the tower shield is a tool suitable only for troops on the battlefield, claiming it is too large and bulky to use in skirmishes or within dungeon corridors. Tower shield specialists defy those notions, using their massive shields with startling skill and incredible effect. They use these seemingly clumsy shields to perform deft maneuvers that confound their enemies.
- Two-Handed Fighter
- Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.
- Two-Weapon Warrior
- Trained under great masters who preached the simple truth that two are better than one when it comes to weapons, the two-weapon warrior is a terror when his hands are full. From paired daggers to exotic double weapons, all combinations come equally alive in his skilled hands.
- Unarmed Fighter
- Not all fighters need weapons to make their mark on the world. The unarmed fighter picks up a weapon only rarely, and when he does, he prefers the weapons of the monk. There are even those who mistake them for monks, but these fighters enter the fight without ki, and instead have a tough perseverance that few can rival.
- The unbreakable is a warrior of indomitable will, unstoppable and implacable once he has set his mind upon a course of action. The unbreakable endures any trial to do what must be done, and when his mind is set toward a goal, nothing can stop him from achieving it, though many may try. He is a juggernaut and a zealot, supremely confident in his own abilities.
- Weapon Master
- Devoted to the perfection of a single weapon, the weapon master's meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type.
A student of martial arts, the monk trains his body to be his greatest weapon and defense.
- Drunken Master
- Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting.
- Flowing Monk
- The flowing monk is the wind and the river. He knows how the world flows, and forces his enemies to flow with it. Even the most powerful stone breaks under the graceful and persistent pressure of wind and water.
- Hungry Ghost Monk
- The hungry ghost monk looks to spirits that prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost monk reaches his ultimate goal: power—personal, pure, and simple.
- Ironskin Monk (Hogoblin)
- Through discipline and training, an ironskin monk hardens his body to withstand punishing blows. Though slow on his feet, his calloused hands and feet can shatter stone and stagger foes.
- Kata Master
- The kata master takes the visual aspect of his martial art to its logical extreme, harnessing his flowing movements and skilled maneuvers as a psychological weapon against his enemies. A kata master forsakes the mental discipline of his more contemplative brethren in favor of flamboyant exhibitions. He often performs in staged fights and tournaments, utilizing stylized forms to amaze the audience and shock and dismay his opponents.
- Ki Mystic
- The ki mystic believes that violence is sometimes necessary, but knowing and understanding is the true root of perfection. Through meditation and spiritual visions, a ki mystic can see beyond the veil of reality to the underlying truth of all existence.
- Maneuver Master
- The maneuver master specializes in more complicated moves than simple damage-dealing strikes.
- Martial Artist
- The martial artist pursues a mastery of pure martial arts without the monastic traditions. He is a master of form, but lacks the ability to harness his ki.
- Master of Many Styles
- The master of many styles is a collector. For every move, he seeks a counter. For every style, he has a riposte. Ultimately, he seeks perfection through the fusion of styles.
- Monk of the Empty Hand
- The monk of the empty hand eschews normal weapons in favor of whatever is lying around—rocks, chair legs, flagons of ale, even a simple quill pen all become deadly weapons in the hands of such a monk. A monk of the empty hand draws on his own ki to infuse his improvised weapons with power, and can transform a broken bottle into a magical weapon.
- Monk of the Four Winds
- The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself.
- Monk of the Healing Hand
- Monks of the healing hand seek perfection through helping others. By focusing their meditations on the flow of life within themselves and all creation they gain an understanding of how to share their ki with others, healing wounds and even bringing the dead back to life. For such a monk, sacrificing himself to save another is the surest way to achieve transcendence.
- Monk of the Lotus
- Monks are warriors who hone their bodies into deadly weapons, but some monks eschew violence in favor of a more peaceful philosophy. While a monk of the lotus realizes that combat cannot always be avoided—and is more than capable in a fight—he understands that all creatures are connected, and to harm another is to harm the self. Instead, he strives to find peaceful resolutions to conflicts, and in doing so, hopes to achieve inner peace.
- Monk of the Sacred Mountain
- The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning though the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain.
- Nimble Guardian (Catfolk)
- Some catfolk monks dedicate their graceful prowess to the defense of others, especially those dedicated to a similar ethos or who prove themselves as stalwart allies of the monk's cause.
- Qinggong Monk
- The qinggong monk is a master of her ki, using it to perform superhuman stunts or even blast opponents with supernatural energy. Some achieve their power over ki through extreme discipline, while others attain this power by intentionally or accidentally ingesting rare herbs or strange mystical fruits, and a few are gifted these abilities by a dying qinggong master.
- The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.
- The sohei are masters of the horse and the hunt. A monastic soldier, the sohei is equally adept at combat afoot or on horseback. While skilled in unarmed techniques, many sohei favor weapons they can use while mounted on horseback or against others' horses.
- Student of Stone (Oread)
- By following the path of the stone, students of stone give up much of monks' mobility in favor of sheer resilience.
- The style of the tetori is that of the majestic wrestler—a warrior with a dizzying array of grabs, holds, and locks with which to bewilder and incapacitate his foes.
- Underfoot Adept (Halfling)
- An underfoot adept turns his diminutive stature and unorthodox footwork into a powerful weapon. Effortlessly moving across the battlefield, he ducks under the legs of larger creatures and then topples them with surprising attacks.
- Weapon Adept
- While all monks train in both unarmed combat and with weapons, the weapon adept seeks to become one with his weapons, transforming them into perfect extensions of his own body. Through such training, a weapon adept seeks to attain perfection by becoming a living weapon himself.
- Wanderer (Human)
- Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need.
- A wildcat is a student of the school of hard knocks who dedicates himself to learning how to take down foes by any means necessary. A wildcat isn't afraid to smash a tankard over a foe's head, stomp an opponent's foot, gouge an eye, or generally create mayhem to gain any possible advantage.
- Zen Archer
- Some monks seek to become one with another weapon entirely—the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true.
The paladin is the knight in shining armor, a devoted follower of law and good.
- Antipaladin (Alternate Class)
- Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. It's said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons.
- Knight of the Sepulcher
- Not content with the antipaladin's mere corruption of the soul, the knight of the sepulcher sacrifices mortality along with morality.
- Divine Defender
- Some paladins see themselves as the last line of defense between the teeming hordes of evil and the innocent folk trying to make a living in a harsh, unforgiving world. These defenders spend their lives protecting others and taking on foes that the common man should not even know exist. To aid them in their holy mission, they have special powers to protect themselves and those around them.
- Divine Hunter
- Most paladins rush into battle, meeting evil toe-to-toe. The divine hunter prefers to engage evil from afar, striking down her foes before they can threaten her allies.
- Empyreal Knight
- The empyreal knight dedicates her life to serving the celestial beings that guide mortals in their struggle toward the light.
- Holy Guide
- A holy guide believes he has a sacred calling to clear the roads of bandits between towns as well as to escort travelers to safety. He must enforce the rule of law in the wilderness and help those that cannot defend themselves against the many dangers of the area.
- Holy Gun
- Not all paladins are knights in shining armor. Holy guns roam the world searching for evil. And where they find it, they put it down.
- Holy Tactician
- The holy tactician inspires her allies on the field of battle. Her place is at their side against overwhelming odds, and her guidance brings out their true potential.
- Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need.
- Oathbound Paladin
- While all paladins have their own codes of conduct, either taught by an order, handed down from the gods, or inspired by personal conviction, an oathbound paladin devotes herself to a singular cause, which grants her additional powers but also gives further edicts she must follow. An oathbound paladin swears an oath to eradicate a certain kind of evil. This powerful oath gives her access to new spells and adds to or alters typical paladin abilities.
- Redeemer (Half-orc)
- As most half-orcs are outcasts, a half-orc paladin recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some half-orc paladins take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These paladins are called redeemers.
- Sacred Servant
- Paladins as a general rule, venerate the gods of good and purity, but some take this a step further, dedicating themselves to a specific deity and furthering the cause of the faith. These sacred servants are rewarded for their devotion with additional spells and powerful allies. A sacred servant must select one deity to worship. This deity's alignment must be lawful good, lawful neutral, or neutral good.
- Sacred Shield
- When faced by evil, the sacred shield reaches first not for a weapon, but for her trusty shield. With her faith, she can ward others from harm.
- Shining Knight
- While paladins often are seen mounted atop a loyal steed, the shining knight is the true symbol of mounted bravery. They are never far from their steeds and are always clad in brightly polished armor.
- Stonelord (Dwarf)
- A stonelord is a devoted sentinel of dwarven enclaves, drawing the power of the earth and ancient stone to protect her people.
- Temple Champion
- A temple champion is a powerful warrior dedicated to a good or lawful deity. She thinks of herself primarily as a servant of her deity and secondarily as an agent of her deity's church. She has a refined understanding of a specific aspect of that faith and gives up standard paladin spellcasting in favor of a warpriest's domain-based blessings and granted powers.
- Tranquil Guardian (Aasimar)
- A tranquil guardian is a missionary of peace and tranquility, a soothing voice of succor in a violent and dangerous world.
- Undead Scourge
- Undead are an abomination in the eyes of the just and righteous. It is no surprise then that there are some paladins that dedicate themselves to wiping these unholy terrors from the world.
- Warrior of the Holy Light
- Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price.
A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
- Battle Scout
- Armies need clean water, safe routes, and intelligence about their enemies. Though regular outdoorsmen might suffice in many cases, some large forces look to battle scouts to keep the body of their troops safe and prepared for the terrain and whatever dangers that terrain hides.
- Beast Master
- Some rangers, particularly those in primitive lands or who were raised by animals, have unusually strong bonds with animals. Unique among rangers, they can bond with multiple animals of any kind, creating a menagerie of wild yet loyal creatures, like a strange family.
- Deep Walker
- Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore—and perhaps the reason they fear to explore them.
- Divine Tracker
- Blessed by his deity, a divine tracker hunts down those he deems deserving of his retribution. His weapon is likely to find purchase in his favored enemy.
- Dusk Stalker (Fetchling)
- Hunters and guides through the Shadow Plane, dusk stalkers are rangers that thrive in shadow. Adept at hunting in dusk, darkness, and twilight, these rangers excel at manipulating shadows.
- Rangers have always enjoyed a special bond with a specific animal, but the falconer takes this bond to a deeper level. Falconers begin with their companion earlier than other rangers, and have the ability to teach their companions special tricks.
- Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges.
- Hooded Champion
- The hooded champion lives on the periphery of civilized lands, and is often at odds with the forces of law and order. He is frequently a hero of oppressed peoples, lurking in the woods near their homes and trying to right the injustices inflicted upon them by the wealthy and powerful.
- Horse Lord
- Rangers of the plains use horses or other riding beasts to hunt their lands, forging a near-mystical relationship with their mounts. Horse lords are unparalleled mounted combatants, the envy of even the most dedicated cavalier. Though called “horse lords” as a generic term, these rangers are not restricted to horses for their animal companions—any creature the ranger can ride is included in these abilities.
- Some rangers study their favored enemies and learn their ways, applying this knowledge to their own abilities and using their foes' strengths against them. Infiltrators are willing to walk a mile in an enemy's shoes so as to learn eveything there is to know about their foes in order to more effectively hunt and kill them.
- Most rangers venture into the wilderness, but there are some who let the wilderness seep into them. Whether by curse, disease, ancient rite, a slight lycanthropic influence in the blood, or the corrupting influence of chaos, these rangers embrace the wild to transform themselves into something untamed and feral. Shapeshifters are often held in awe, but are even more often feared.
- Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests.
- Spirit Ranger
- Some rangers nurture a connection with the spirits that reside in all things. By communing with these spirits, the spirit ranger can gain glimpses of things to come.
- A trapper is a ranger who focuses exclusively on traps, rather than learning conventional magic. A trapper has the following class features.
- Trophy Hunter
- Some rangers have taken up the mysteries of black powder in order to become big game hunters. Finding firearms useful for taking down large and dangerous prey, they enter the fight with the crack of black powder fire, often ranging far and wide in their safaris and searches for ever-more-dangerous denizens of the wild to track, study, appreciate—and kill. While this might strike some as going against the ranger's usual respect for nature and the creatures of the wild, trophy hunters understand that they are just more pieces in nature's grand puzzle, and that the laws of the jungle—the right to kill and feed on those weaker than you, and the need to establish dominance through cunning and bloodshed—are both their rights and their duty as the current top of the food chain.
- Urban Ranger
- For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests.
- All rangers have a bond with the wilderness, but the warden may have the strongest. This protector sits guard in the middle of the wilderness, keeping a lookout for any dangers that might spill from the deeper wilderness beyond, and protecting civilization from the savagery of nature—and vice versa. His long weeks, months, and sometimes years of isolation cause him to "hear" what the land is saying. Not all are crazy.
- Wild Hunter
- A wild hunter seeks to emulate the animals around him to keep him safe while he tracks his prey. Instead of studying the traits and behaviors of a favored enemy, a wild hunter studies those of various animals, incorporating those attributes into his hunting strategy.
- Wild Shadow (Half-elf)
- The isolation that some half-elves feel leads them to live a life of isolation amid the wild places of the world. Such rangers stalk the wild like shadows, creating close bonds with the wild itself instead of seeking the solace and aid of companions. While ill at ease within cities and other urban areas, they are adept at using the terrain to tactical advantage; they dart through brambles and rough terrain with uncommon grace and use the land itself to lock down enemies.
- Wild stalker
- Civilization grows stronger and more decadent with each passing year. It tears into unclaimed wilderness and destroys the fragile ecology in its constant push for expansion and exploitation. The wild stalker forsakes the bonds of community and lives in the trackless wilds far from others of his kind, or perhaps grew up there, never knowing of civilization as anything more than his enemy. He drives pioneers back to civilization and strives to keep the land unspoiled.
The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
- Ninja (Alternate Class)
- These shadowy killers are masters of infiltration, sabotage, and assassination, using a wide variety of weapons, practiced skills, and mystical powers to achieve their goals.
- Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues.
- Bandits, brigands, and highwaymen hone their craft along the roadsides and byways of the world, where they leap from the shadows to plunder the spoils of passing travelers. Bandits tend to have a variety of skills; sometimes these skills are similar to a ranger's, but a bandit's tactics always deal with surprise followed by intimidation, with the clear threat of naked force if intimidation does not do the trick. But not all bandits are ruthless thugs. There are those who become outlaws in opposition to tyrants or similar oppressors. These bandits target the status quo and distribute their spoils back into the needy hands of the peasantry.
- Adept at infiltration, trap removal, and lock picking, burglars prey on the homes of the wealthy and forgotten tombs alike. Such riches are guarded with vicious traps and hazards, but the devious mind of the burglar allows her to find such dangers and avoid them.
- Cat Burglar (Catfolk)
- Gifted with finesse and stealth, catfolk make excellent burglars. Cat burglars are masters of breaking and entering, using their feline grace to make it seem as though no crime was ever committed in the first place. Few locks can withstand skilled cat burglars, and such nimble rogues are capable of bypassing traps without activating them and enabling associates to do the same.
- An absolute master of disguise, a chameleon effortlessly blends into any environment. Whether disappearing into crowded city streets, vanishing into desert sands, or slipping into the darkness of subterranean tunnels, the chameleon relies upon her ability to become part of her surroundings.
- A charlatan is a master of lies and deception. Whether creating simple cons or elaborately woven hoaxes capable of swaying the masses and those in positions of power, a charlatan is often a purveyor of snake-oil, forgeries, and rumormongering.
- Counterfeit Mage
- Charlatans and stage magicians use sleight of hand to fake magic. A counterfeit mage goes a step further, parroting the motions and phrases used by arcane casters to activate wands or other magical accoutrements. While counterfeit mages rarely fool a real wizard, their command of the arcane is enough to convince most lay people.
- Everyone who lives in the city understands that a wealthy man stays wealthy by guarding his purse while wandering the streets and markets. Cutpurses are often trained by guilds to collect the guild's tax from local businesses on a daily basis, whether through intimidation or pickpocketing. Some find themselves taking up the mantle of adventurer, and their talents are generally appreciated in this role, but the cutpurse is still the first person her companions look to when an item goes missing.
- A driver makes her living driving vehicles in the service of those who can pay for her considerable talents. She may be a wagon-driver practiced at smuggling contraband, an accomplished musher blazing arctic trails, or a seemingly refined coach driver placing her roguish talents in the service of a wealthy patron.
- Filcher (Halfling)
- A filcher steals valuables without their owners even realizing it. Whether cutting purses in the midst of combat or replacing prized items with fakes under the noses of their owners, the filcher is the master of the quick and quiet steal.
- Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across her path. Of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.
- Knife master
- The knife master is a trained killer who specializes in close-up combat and the wave and weave of knife fighting. In her hands, daggers and other similar light blades become truly deadly instruments.
- A pirate breaks from the confines of country and king to commit her crimes upon the high seas. She holds allegiance only to her ship and its captain (if even that much is true), and lives a lawless life upon the waves, plundering ships and shorelines as suits her whim.
- Some consider poisoning an evil act. The poisoner knows poison is just a tool toward an end, and is no different than any other weapon. Some poisoners see themselves as great equalizers, as they are able to craft weapons that the weakest of creatures can wield to devastating effect, but most have no lofty delusions about their work.
- The rake is a rogue who is open about her skills and talents, often to the point of being boastful. Usually she has the protection of an important figure who finds her services useful, but sometimes her bravado is enough to keep enemies away. She is often used as a face for the group for diplomacy, gathering information, negotiations, or to gain the most lucrative contracts and quests from local authorities.
- Roof Runner
- A specialized urban acrobat, the roof runner makes her home high atop the spires and gables of great cities. She is skilled at traveling these uneven surfaces at full speed, performing daring leaps and deftly balancing upon narrow and precarious ledges.
- Sanctified Rogue
- The sanctified rogue serves a higher purpose, acting as a representative of a church or cult, or following the tenets of a specific faith or deity. While most sanctified rogues share the beliefs or ideals of the religions they represent, not all of them are necessarily pious. A handful of disreputable holy thieves serve purely as mercenaries. At the other end of spectrum, however, more sanctified rogues adhere to the tenets of their faith with fanatical devotion. Regardless, all seem blessed with the ability to call upon divine favor to aid them in times of need.
- Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon.
- Skulking Slayer (Half-orc)
- Pushed into a life of crime by the society around them, half-orcs gravitate toward criminal activities that suit them best. Half-orc rogues leave subtle tactics and finesse to halflings and elves, and rely on brute strength and thuggery when they go about making mischief. Skulking slayers have turned the use of raw strength and surprise into an art form.
- Some say that the sniper is the worst kind of assassin: a killer who waits silently in the shadows and then strikes from a distance without remorse. Snipers, of course, understand that such protestations about “cowardice” and “honor” regarding their profession are in fact merely the bleatings of sheep fearing the slaughter and pay them no heed. Most snipers take pride in their formidable abilities, which allow them to take life quickly, quietly, and efficiently, then disappear into their surroundings without a trace.
- The best spies are like chameleons, but not only can they change their appearances to fit the situation, they can also change their personalities, allegiances, and even loves if that's what it takes to achieve their clandestine goals. Spies are the ultimate manipulators, and even those who commission their services sometimes find that they've merely served the spies' own interests.
- The survivalist focuses her talents on surviving harsh and unforgiving conditions that would kill a lesser rogue. Whether in blazing deserts or frigid arctic wastes—or simply the cold, hard reality of the streets—the survivalist uses her training to both ensure her own success and provide for the safety of her allies.
- A paragon of mobile swordplay, the swashbuckler is a rogue who focuses almost exclusively on honing her skill at arms and perfecting daring acrobatic moves and elaborate flourishes that border on performance.
- Swordmaster (Tengu)
- A swordmaster meditates to strengthen her spiritual connection to her blade. She strives to perfect her skills by mastering six deadly trances.
- Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed.
- Some rogues are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The trapsmith may have started out putting together traps in order to better understand how to disable them, but for most, it's long since gone beyond that—they now relish the challenge of creating the perfect combat machine.
- Underground Chemist
- Underground chemists are part of the fetid underbelly of the alchemical world. While underground chemists can't hold a candle to dedicated alchemists, their use of alchemical substances and potions makes them tricky and dangerous.
The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
- A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.
- Eldritch Scrapper
- An eldritch scrapper is usually spoiling for a fight, looking to prove that she's just as tough as a martial character. A veteran of many brawls against opponents who were suspicious of her manifesting magic, an eldritch scrapper has a thick skin and a fighting style that blends weapons with spells.
- Imperious Bloodline (Human Bloodline)
- A scion of forgotten kings, with a lineage rich with the dust of ancient empires spanning every golden age of humanity's history, an imperious embodies the apex of human potential, as well as human temerity and uninhibited hubris.
- Kobold Sorcerer Bloodline (Kobold Bloodline)
- While many kobold sorcerers tout their purely draconic bloodline, over generations of eldritch training, some such spellcasters have created a bloodline that, while tinged with some draconic magic, is the embodiment of the race's virtue distilled into arcane form. Many practitioners of this bloodline go on to lead powerful kobold tribes.
- Mongrel Mage
- A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn't clearly associated with any bloodline source. A mongrel mage's bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerers.
- A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline.
- Wishcrafter (Ifrit)
- Wishcrafters are born with a talent for manipulating reality inherited from their efreeti ancestors. However, like the genies they are descended from, wishcrafters can only draw upon this power to fulfill the desires of others.
The wizard masters magic through constant study that gives him incredible magical power.
- Arcane Bomber
- To many wizards, the experimentation of the alchemist seems quaint, if not dangerous or frightening. A few wizards take up the secrets of the bomb, however, fusing alchemy with their already considerable magical power.
- Cruoromancer (Dhampir)
- To those who know how to manipulate it, the blood of a dhampir can be a powerful component to magic. A cruoromancer infuses his necromantic magic with the power of his unique mixture of living blood and undead ichor. As his power increases in this strange arcane art, a cruoromancer finds potent ways to infuse his unique blood with necromancy spells.
- Elemental Arcane Schools
- Instead of specializing in one of the standard eight schools of magic, a wizard can choose to specialize in one of the four elemental schools of magic.
- Exploiter Wizard
- Contrary to traditional wizardly study, an exploiter wizard forgoes the tried and true methods of arcane focus and arcane schools for the exploits favored by an arcanist. Some wizards regard this blatant exploitation of arcane magic as somehow "cheating," but most exploiters believe this prejudice is closed-minded and overly traditional.
- Focused Arcane Schools
- Wizards that specialize in one of the schools of magic can instead chose to focus their studies still further.
- To some wizards, a scroll is not just a written form of a spell, it is a physical weapon meant to be used in combat like a sword or a shield. These strange wizards enter battle armed with scrolls, often one in each in each hand, practicing combat techniques resembling some monk martial arts.
- Siege Mage
- The siege mage combines his arcane mastery with a supernatural link to siege engines.
- Spell Sage
- A spell sage has mastered spells of all types, and is able to increase the effectiveness of his own spells and eventually even cast spells from other classes' spell lists. While most wizards focus on a school, the spell sage looks at the particular aspects of individual spells and is not afraid to modify them with interesting bits of insight to gain a deeper understanding of the formulae.
- Spellbinder (Elf)
- A spellbinder is an elven wizard who forges an arcane bond between himself and one or more wizard spells. These spells become so well understood by the spellbinder that he can prepare them in spell slots that already have other spells prepared in them.
- While few contest the seductive allure of commanding arcane and occult powers, there are those wizards who become obsessed with the natural mysteries of black powder. Combining this emerging technology with their considerable arcane skills, they transform firearms into a powerful focus.
- Spirit Whisperer
- Spirit whisperers are a breed apart among wizards, and are often mistaken for witches. While spirit whisperers do gain and store their spells by communing with familiars, the spirits they gain guidance from are somewhat closer to the world and more direct than the powers with which witches typically traffic. These wizards treat such spirits as mentors and friends, conversing with them rather than appeasing them in an effort to gain and use arcane knowledge.
- Wind Listener (Slyph)
- The wind listener takes a sylph's natural curiosity to the extreme, enhancing his natural skill at subterfuge and eavesdropping with potent arcane magic.
The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.
- Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.
- Bramble Brewer (Half-elf)
- Some half-elven alchemists merge human curiosity with their elven link to nature. Such alchemists can manipulate the forces of alchemy to create bombs that reshape terrain and defoliate swaths of vegetation or to create mutagens that bestow the resilience of oak or the tenacity of bamboo.
- An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon. A chirurgeon has the following class features.
- Clone Master
- Clone masters practice duplicating existing creatures in order to better understand how to create new life. A clone master has the following class features.
- Fire Bomber (Goblin)
- Fire bombers are exceptionally good at using bombs to burn creatures and blow things up, but are not quite as good at creating other types of bombs or extracts.
- Inspired Chemist
- Akin to a mindchemist, inspired chemists use a type of cognatogen that, instead of increasing their mental ability scores, grants them an inspiration pool like that of an investigator. This inspiration provides an inspired chemist amazing powers to avoid danger, but takes a toll on both physical power and health.
- Internal Alchemist
- An internal alchemist studies medicine, diet, and the living body to purify the self in the hope of gaining immortality by means of alchemical concoctions and controlling vital energy. Internal alchemists develop unusual physical abilities from heightened knowledge of how their bodies work. An internal alchemist has the following class features.
- While most alchemists use mutagens to boost their physical ability at the cost of mental ability, some use alchemy for the opposite purpose—to boost the power of the mind and memory. A mindchemist can reach incredible levels of mental acuity, but suffers lingering debilitating effects to his physique. A mindchemist has the following class features.
- Plague Bringer (Ratfolk)
- The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master.
- Some alchemists are obsessed with collecting and preserving exotic creatures. These preservationists may use bottled animals and monsters as teaching tools, but some learn how to reanimate them for short periods to battle on the alchemist's behalf. A preservationist has the following class features.
- A psychonaut uses his knowledge to explore altered states of consciousness and even other planes of existence. A psychonaut has the following class features.
- Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves.
- A reanimator is an alchemist who has discovered how to infuse a corpse with a semblance of life. Many work in tandem with necromancers to explore the fine border between the worlds of the living and the dead. A reanimator has the following class features.
- Saboteur (Gnome)
- The saboteur is an alchemist who specializes in destroying the plans, materials, and allies of his enemies. A saboteur has focused his alchemical research toward new ways to conceal his presence, sow confusion, and blow up large structures.
- A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist's goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil. A vivisectionist has the following class features.
Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.
- Samurai (Alternate Class)
- Trained from an early age in the art of war and sworn to the service of a lord, the samurai holds a position of power and respect in many lands, often serving as the voice and justice of the local noble.
- Beast Rider
- The cavalier is defined not only by his dedication to his order or his skill on the battlefield, but also by the special relationship he maintains with his mount. Where some cavaliers are simply skilled with horses or well-trained knights, the beast rider spends his life in constant pursuit of the most perfect mount, forming bonds with greater, more powerful, and more exotic creatures.
- Daring Champion
- While many cavaliers are the champions of old fighting forms, some younger, more daring cavaliers mix a martial style influenced by the lighter armored and more flamboyant swashbuckler forms with the dedication of cavalier orders.
- Cavaliers serve many roles on the battlefield, from bold leaders and shock troops to dashing knights and mounted juggernauts. Some cavaliers, however, focus more on speed and mobility than they do on the raw power of the mounted charge. On foot or in the saddle, the emissary is usually first to meet the enemy, with a pointed lance, a drawn sword, or terms for surrender.
- Fell Rider (Hobgoblin)
- The fell rider rides a bestial steed, a mount mastered by him alone. He tramples his enemies down, leaving twisted bodies in his wake, and fear rides with him.
- The gendarme cares less for the finer points of tactical precision than he does for the exhilaration of the charge: the rush of wind through the visor of his helmet, the feel of his couched lance, the satisfying shriek of armor giving way before his weapon's force as the point drives past metal into his foes.
- Honor Guard
- Certain cavaliers are trained not as advance combatants, but as loyal guards, standing as firm defenders in the face of threats to their chosen charge. These honor guards are sometimes merely ornamental, performing their functions on a ceremonial basis, but a surprising number are capable, deadly opponents, able to take down a threat long before their liege knows of the danger. To be an honor guard is to constantly place one's self in harm's way, and to always be willing to lay down one's life at a moment's notice.
- Luring Cavalier
- Those who study the perfection of strategy and tactics know that picking the battlefield can grant advantages that only overwhelming numbers of allies can eclipse. The luring cavalier is a special type of cavalier that helps accomplish that goal. Typically, he uses a bow or other ranged weapon to lure opponents toward him, and then makes strategic retreats to position his enemies exactly where he wants them.
- Some cavaliers are entrusted by their masters with the care and use of expensive and powerful oddities—firearms. Capable of inflicting shocking amounts of destruction without the aid of magic, these musketeers lead the advance of their troops, firing devastating fusillades long before the enemy can prepare for the armed charge that follows.
- Order of the Paw (Halfling Order)
- Only dog- or wolf-riding halflings are eligible to join this order of cavaliers. When they do, they pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.
- Standard Bearer
- Not all cavaliers are content to ride at the head of a charge, leading from the front and facing down their enemies directly. Some prefer to stand away from the fray, their banners a beacon shining brightly over the battlefield, rallying their troops to victory. The standard bearer employs the banner of his order, his lord, or his own house to raise the spirits of his allies and warns enemies of impending doom.
- Some cavaliers make a lifelong mission out of their exceptional ability to direct troops on the battlefield, combining tactical insight with a preternatural skill at improving the teamwork of their allies in order to win the day. Such strategists are masters at learning the strengths and weaknesses of those they fight alongside, and at employing those observations at the most opportune moments. The best of them are also skilled at determining the strengths and weaknesses of their enemies, as well as at countering some of those strengths with their own formidable abilities.
For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.
- Bolt Ace
- While most gunslingers are full of sound and fury, a few never soil their hands with powder or smell gun smoke.
- Buccaneer (Human)
- Freebooters who cling to the convoluted codes that rule independent ships, the buccaneer is a gunslinger of the high seas. Their exploits are fueled by the thrill of danger and often by the temporary courage provided by grog.
- Bushwhacker (Kobold)
- The bushwhacker specializes in the art of the ambush. For her, gunplay works best when it comes from a concealed position and is directed against a target that falls with the very first volley and is dead before the smoke clears.
- Experimental Gunsmith (Gnome)
- The experimental gunsmith is obsessed with creating the ultimate firearm, and is willing to take risks to work the kinks out of her design.
- Gulch Gunner (Ratfolk)
- Ratfolk warfare often occurs in cramped, claustrophobic spaces such as the ratfolk's own underground warrens and heavily trapped gulch fortresses, or the subterranean tunnels of goblins and similar foes. Since these battlegrounds often have tight corners and few areas with long lines of sight, those ratfolk who seek to master the use of firearms almost inevitably become experts in close-quarters combat. These gulch gunners often specialize in proficiency with a single pistol (easily handled in tight spaces) and wander from warren to warren selling their tunnel-shooting skills to the highest bidder.
- Gun Tank
- Gunslingers usually don't use heavy armor, but there are a few who use and modify their armor to protect themselves from both traditional weapons and gunfire. These gun tanks trundle into battle with barrels blazing, dealing out punishment with their firearms while knowing few can penetrate their hard protective shells.
- Musket Master
- Pistols and other one-handed firearms are often easy to conceal and faster to load than other firearms, and do sufficient damage for most situations. But some gunslingers want a little more firepower and range. These are the musket masters; the best of these gunslingers can reload a musket with dazzling speed, potentially putting even their pistol-wielding brethren to shame.
- Mysterious Stranger
- Gunslingers use a potent mixture of common sense and manual dexterity in order to control the fickle power of their weapons. But a few rare gunslingers seem to accomplish their chosen tasks purely through willpower and an unwillingness to ever give up. These mysterious strangers use their force of personality to keep going when the chips are down, often moving on from a region as soon as they accomplish their goals—hence the name.
- While most gunslingers have favorite firearms, there are those rare ones who choose to specialize in one-handed firearms exclusively. These gunslingers are called pistoleros. While they lack the flexibility of being able to pick up any kind of firearm and use it with reasonable proficiency, they are crackerjack shots with pistols and similar firearms. Their skill and aim with these firearms at close range is second to none, and they rarely misfire with these weapons.
Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.
- Exarch (Dwarf)
- The gruff traditionalism of most dwarves finds its apex in those who adhere to a strict orthodoxy rooted in ancient principles and practices and who are not amenable whatsoever to change or innovation.
- Some inquisitors, as they learn more about the threat of possession and the machinations of the planes, task themselves to expel possessing spirits and conniving outsiders from the world whenever possible. Eventually they learn the secret of the verdicts of exorcism, exile, and anathema.
- While all inquisitors hunt the enemies of the faith, sometimes, either through political maneuvering by her enemies or an unyielding tenacity that breaks her faith's basic tenets, an inquisitor can find herself a heretic. Still unyielding in her cause, these heretics are accustomed to using guile and deception to hide themselves and their activities while they continue to hunt their enemies.
- Some magic items are heretical by nature, enabling the unfaithful to spread wickedness. Iconoclasts seek out and remove such crutches, cleansing the taint these items exude.
- Immolator (Ifrit)
- The immolator puts her pyromaniacal urges to work in the service of a deity. She brings burning retribution down upon the enemies of her faith, consigning their souls to the sacrificial flames.
- This inquisitor uses guile and deception to blend in among the enemies of the faith rather than confronting them head-on.
- Kinslayer (Dhampir)
- Appalled and guilt-ridden by the horrific circumstances of her birth, a kinslayer dedicates herself to eradicating the very creatures whose blood flows within her veins. She spends her life hunting and slaying those vampiric monsters for whom humans have become prey
- Some inquisitors wander the land to spread the true word of their faith. Often they come into conflict with those hostile to their teachings or to the preacher's need to help those who cannot help themselves. The leaders of evil or aggressive religions send these preachers into new territories to win converts and hopefully allies. Often, they start uprisings against powers hostile to their religion, or defend a group of honest believers from the depredations of the unfaithful.
- Sacred Huntsmaster
- Some inquisitors create a strong bond with an animal companion, and the two of them hunt and punish threats to the faith as an awe-inspiring duo. When they work together as one, there are few that dare to stand in their way.
- Sanctified Slayer
- While all inquisitors root out enemies of the faith, in many orders and churches there's a select group of these religious hunters devoted to one goal, and one goal alone—to terminate the enemies of the faith wherever they can be found. Sometimes these sanctified slayers are given special dispensation to commit ruthless murders for the faith's greater good. Other times, they're simply willing to take the initiative to revel in the zeal of their grisly work.
- Sin Eater
- There is a sect of inquisitors in some religions that believes it is not enough to hunt the enemies of the church—one must also devour those enemies' sins. More benign versions of the practice believe that sin, or evil, is taken out of the world when a sin is devoured, denying the enemy's soul to the enemy's god and purifying the world of its taint. Followers of malevolent churches believe that consuming the sins of good folk not only corrupts the enemy soul to keep it from the celestial planes, but also taints the souls of those who witness the sin-eating or the corpse of its victim. Consuming sins empowers the sin eater, at least for a time.
- The world is full of dangerous magic, and many recoil in the face of such power. The spellbreaker, by contrast, learns to recognize and resist certain types of magic, wading through waves of magic to reach her foes.
- Witch Hunter
- When pursuing justice for their faith, inquisitors sometimes hunt sorcerers, witches, wizards, and other practitioners of arcane magic—but especially witches, since their devotion to a patron is often seen as suspect by many religions.
The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect.
- Eldritch Scion
- Unlike typical magi, eldritch scions find that their spells and abilities come to them instinctively.
- Fiend Flayer (Tiefling)
- Some tiefling magi can tap the dark energy of their fiendish blood to enhance their arcane and combat talents. By physically carving away their tainted flesh, they can use its dark energies to enhance their powers, call forth weapons from thin air, and bypass enemies' strongest defenses.
- A hexcrafter magus has uncovered the secret of using his arcane pool to recreate witch hexes. These magi can hex friend and foe, curse those they strike, and expand their spell selection to include many curses and harmful spells.
- A kensai spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.
- The myrmidarch is a skilled specialist, using magic to supplement and augment his martial mastery. Less inclined to mix the two than a typical magus, the myrmidarch seeks supremacy with blade, bow, and armor.
- Sometimes called a shield-vassal or shieldmaiden, the skirnir has learned to infuse his power into his shield.
- Soul Forger
- The soul forger has learned the skill of infusing the raw magical essence of his soul into armaments of surpassing power, combining the mystic arts with the arts of war in a unity of steely perfection.
- Spell Dancer (Elf)
- The strong emphasis on wizards within elven culture influences how even non-wizard elves see themselves. Many elven magi do not consider themselves masters of a blend of martial and magical talents, but rather a sub-category of wizards who study the effect of physical movement and techniques upon spellcasting ability. They believe their ability to cast spells while fighting is an outgrowth of the concept of the "spell dance," which itself is just another kind of wizardry.
- A spellblade magus can manifest a ghostly blade of force that can be used as an off-hand weapon.
- Staff Magus
- While most magi use a one-handed weapon as their melee implement of choice, one group of magi uses the quarterstaff instead. These lightly armored magi use staves for both defense and inflicting their spells upon enemies. Skilled in manipulating these weapons with one hand or two, they eventually learn how to use arcane staves as well, and are just as formidable in combat as their sword-swinging brethren.
Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.
- Ancient Lorekeeper (Elf)
- The ancient lorekeeper is a repository for all the beliefs and vast knowledge of an elven people. She shows a strong interest in and understanding of histories and creation legends at a young age, and as she matures her calling to serve as the memory of her long-lived people becomes clear to all who know her.
- Community Guardian (Halfling)
- The community guardian is chosen to protect and succor the weak and innocent within her community. Her calling also allows her to draw upon and focus the collective will in order to achieve those goals.
- Dual-Cursed Oracle
- All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.
- Enlightened Philosopher
- The enlightened philosopher seeks enlightenment through compassion, moderation, and humility. By following her philosophy's teachings, the enlightened philosopher seeks to reach enlightenment and become one with the universe.
- Planar Oracle
- A planar oracle has an affinity with one of the Outer Planes. She is at home on the multiple planes of the Great Beyond, and can eventually become an outsider herself.
- Possessed Oracle
- Some oracles are possessed by spirits, demons, or similar beings. Instead of the possessed oracle drawing her powers from deities, these otherworldly forces work their magic through her.
- Psychic Searcher
- A psychic searcher is devoted to revealing the hidden within the world around her by sensing and communing with residual mental energy, haunts, and fragments of living spirits that can dwell in objects or rooms.
- Purifier (Aasimar)
- The purifier seeks out signs of possession or mind control that manifest from unwilling (and often unwitting) servants for fiendish corruptors and their mortal minions. A purifier seeks liberation of mind, body, and spirit from the bondage of sin and the taint of the unholy.
- While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.
- Shigenjo (Tengu)
- The shigenjo walks the path of enlightenment and transcendence by seeking oneness with the celestial spirits. In doing so, she unlocks the martial potential of her own spiritual power.
- Spirit Guide
- Through her exploration of the universe's mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.
- Some oracles seek meaning in the pattern of the stars across the night sky, the trails of comets, and the eternal orbits of the planets.
- A warsighted's unique gifts are not grounded in strange magical revelations, but rather in her ability to adapt in the midst of a battle with new fighting techniques. The warsighted is a master of combat, as dedicated as a fighter and as flexible as a brawler.
Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.
- Blood God Disciple (Half-orc)
- A half-orc summoner who devotes himself to one of the bloody orc gods may believe his eidolon is an avatar of that god rather than a mere supernatural creature. A blood god disciple generally fights by the avatar's side and offers it blood sacrifices in exchange for martial prowess.
- Most summoners bond with one eidolon for their entire lives, but the broodmaster forges a link with multiple smaller eidolons that make up his brood. Separately, a broodmaster's eidolons are no match for a summoner's single eidolon, but taken as a whole, an eidolon brood makes up in quantity what it lacks in individual power.
- Changing an eidolon's evolutions is normally a slow process. As a summoner progresses in levels, his control over his eidolon's abilities increases. But an evolutionist possesses greater power over his eidolon's form, and is able to evolve his eidolon and its abilities to meet any challenge or face any threat as it comes up, seemingly on a whim.
- Master Summoner
- Most summoners forge a bond with a single, powerful eidolon, but some summoners seek to control a variety of creatures. The master summoner sacrifices the power of his eidolon in favor of summoning a plethora of otherworldly creatures to aid him.
- A naturalist is a summoner who is in tune with the natural world, using his magic like a lens to focus various animal aspects onto his eidolon. More akin to a hunter than to other arcane spellcasters, a naturalist instinctively masters the power of such creatures as the bear, wolf, mouse, and tiger to make his exotic eidolon the perfect living tool for battle or stealth, and he eventually discovers how to apply these transformations to himself as well.
- Shadow Caller (Fetchling)
- While most summoners can call any manner of creature from across the planes to serve them in combat, supplementing the skills of their eidolon with a diverse range of creatures, others eschew this broad utility and instead concentrate upon calling forth entities from the Shadow Plane.
- Shaitan Binder (Oread)
- Shaitan binders call upon a reflection of their genie ancestors to serve as their eidolons.
- Spirit Summoner
- A spirit summoner is an arcane spellcaster whose eidolon is a manifestation of a shamanic spirit. The bond connecting the summoner and this spirit might be friendly, such as a member of a tribe giving flesh to his protector spirit, or hostile, such as an outlander or a rival compelling service from an unwilling spirit. The summoner can draw upon the divine power of this spirit, but is not constrained by the spirit's morals or ethics.
- Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon's essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.
- Wild Caller (Half-elf)
- Often a half-elf's ties to nature and elven heritage are so strong that they can dramatically affect the nature of his summonings. The wild caller calls eidolons that take more natural and savage forms and summons from nature rather than the Great Beyond.
Fighting against corruption and the evil that lurks within society makes you a target and, even worse, puts your friends and family in danger. For those who must maintain a social persona, being a part of the greater community while secretly fighting against powerful forces within it requires leading a double life.
Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.
- While all witches are intimately tied to their familiars, a beast-bonded witch's craft focuses specifically on her familiar bond and developing the relationship with her patron through her familiar.
- Having much in common with necromancers, the gravewalker is obsessed with the occult manipulations of the dead, particularly mindless undead such as zombies. Unlike the creations of standard necromancers, a gravewalker's creations remain forever tied to her will, and she can produce vile apparitions of tremendous power.
- Hedge Witch
- Among witches, there are those who devote themselves to the care of others and restrict their practices to the healing arts. They often take the place of clerics in rural communities and may wander the countryside servicing the needs of several small communities.
- Hex Channeler
- A hex channeler is a witch who devotes herself either to life (healing the wounded and destroying the undead) or to death (slaying the living and aiding the undead).
- Mountain Witch
- Mountains can be sanctuaries for witches hunted by society. Here they form bonds with the spirits of the lofty reaches.
- Scarred Witch Doctor (Orc)
- The scarred witch doctor draws power from her ability to endure pain and suffering. She mutilates her own flesh, inflicting horrific scars, in order to attract the attention of her patron. Rather than call forth a familiar, she creates a repulsive fetish mask that she uses as a repository for her power. A scarred witch doctor has the following class features.
- Sea Witch
- A sea witch's affinities are tied to the vast oceans and the rolling waves. Her magic concerns the moon, tides, water, and winds, and she is most at peace when she is upon or near the sea.
Blending the power of the sorcerer with the versatility of the wizard, the arcanist draws upon a reservoir of power to bend magic to her will.
- Blade Adept
- A small number of arcanists learn to use blades as part of their spellcasting and in combat. While these blade adepts are not as capable with a sword as a true master duelist, their combination of swordplay and arcane power makes them quite deadly.
- Blood Arcanist
- Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.
- Brown-Fur Transmuter
- Frequently called "brown-furs," these transmutation-focused arcanists are known for transforming themselves into animals. What few realize is that these specialized arcanists excel at turning themselves—and others—into all kinds of creatures.
- Eldritch Font
- For some arcanists, the power bubbling up from within is nearly too much to contain. They become adept at shaping this magical energy without needing to bind it up in spells.
- Elemental Master
- Arcanists with an affinity for elemental forces sometimes focus on one and display its power in everything they do.
- Not all arcanists peer inward to discern the deepest secrets of magic. Some look outward, connecting with extraplanar creatures and bartering for secrets, power, and favor.
- School Savant
- Some arcanists specialize in a school of magic and trade flexibility for focus. School savants are able to prepare more spells per day than typical arcanists, but their selection is more limited.
- Spell Specialist
- Where most arcanists are broad in their study of magic, a spell specialist has her power focused in a few spells. Spell specialists are able to warp and twist the magic of their signature spells in ways other casters cannot.
- Unlettered Arcanist
- Some arcanists store their spells as whispered secrets within familiars instead of on paper.
- White Mage
- A white mage is an arcanist touched by a divine power and gifted with the ability to heal others.
Fusing the frenzy of the barbarian with the bloodline might of the sorcerer, the bloodrager calls upon innate power to give himself extraordinary abilities.
- Blood Conduit
- Blood conduits learn to channel their arcane might directly through their flesh, without the need for mystical words or gestures.
- In the world's wild lands, a mount is an advantage in both everyday life and the dealing of death. In many barbarian tribes, the true stature of a warrior is determined by his skill and ferocity when fighting astride his mount. A number of bloodragers not only are skilled in the art of mounted combat, but have learned to channel their arcane energies directly into their mounts.
- Crossblooded Rager
- While most bloodragers manifest only one bloodline, there are some who, through some quirk of heredity or the conjunction of other powers, manifest two. This combination of two distinct bloodlines can create a versatile and powerful rager who stands out among the horde.
- Typically, nature finds its greatest harmony with divine magic, but sometimes a connection with the natural world manifests itself through the arcane current in the veins of the bloodragers called greenragers. These bloodragers funnel their eldritch heritage into abilities that allow them to call powerful allies from nature and empower them with their bloodrage.
- Metamagic Rager
- While metamagic is difficult for many bloodragers to utilize, a talented few are able to channel their bloodrage in ways that push their spells to impressive ends.
- While bloodline powers come from the very essence of a bloodrager's being and are often strict and immutable, some bloodragers tap into ancient traditions and primitive wisdom to enhance their rages with something more primal. The primalist mixes his bloodline with more traditional rage powers.
- All bloodragers blend the unpredictable surge of arcane power with the savage fury of battle lust. For most, their rage is a conduit for the eldritch power locked in their heritage, but for a rageshaper, the latent magical energies in his blood bring about physical transformations and facilitate the blending of arcana and aggression into a deadly synthesis that few other barbarians (or even other bloodragers) can match.
- Where other bloodragers learn to avoid or shrug off minor damage of all sorts, spelleaters tap into the power of their bloodline in order to heal damage as it comes, and can even cannibalize their own magical energy to heal more damage and continue taking the fight to the enemy.
- Most bloodragers prefer light armor, but some learn the secret of using heavy armor. These steelbloods plod around the battlefield inspiring fear and delivering carnage from within a steel shell.
- Untouchable Rager
- While most bloodragers are known for their inexplicable ability to focus their bloodline into a horrifying mix of martial terror and spellcasting fury, from time to time a bloodrager's bloodline acts differently. Instead of empowering the bloodrager, it shields the bloodrager from magic of all types, often keeping the bloodrager untouched within the midst of magical effects.
Focusing on hand-to-hand combat, the brawler mixes the martial artistry of the monk with the specialist training of the fighter.
- A versatile soldier who inspires her companions with her fighting prowess, an exemplar is at home on the front lines of battles anywhere.
- Mutagenic Mauler
- Not content with perfecting her body through natural methods, a mutagenic mauler resorts to alchemy to unlock the primal beast within.
- Shield Champion
- Stalwart in battle, a shield champion has perfected an entire martial discipline relying only on her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon.
- Snakebite Striker
- With her lightning quickness and guile, a snakebite striker keeps her foes' attention focused on her, because any one of her feints might be an actual attack. By giving up some of a brawler's versatility, she increases her damage potential and exposes her opponents to deadly and unexpected strikes.
- The steel-breaker studies destruction and practices it as an art form. She knows every defense has a breaking point, and can shatter those defenses with carefully planned strikes.
- A strangler is trained to choke the life out of her victims with her vise-like grip. Some stranglers are self-taught and are little more than brutish murderers, unhinged sociopaths, or opportunistic alley-bashers. Others are members of murder cults or specialized schools of assassination, trained since childhood to kill with their bare hands.
- Wild Child
- The wild child works with his sworn animal friend to conquer the challenges that lay before them. This kinship could come from being lost in the wilderness and raised by animals or growing up with an exotic pet.
Though both the druid and ranger can have animal companions, the hunter takes this bond to the next level, forming a deadly duo with her savage ally.
- Divine Hunter
- While most hunters heed the call of nature and fight to protect its bounty, some are inspired to serve a higher power. These divine hunters use faith to aid them in their struggles, and their faith infuses their animal companions, making these companions champions of their deities.
- Feral Hunter
- A feral hunter has forged a bond with nature that's so strong that she doesn't merely channel the aspects of animals—she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her flesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not influenced by moonlight or silver.
- Some hunters form bonds with packs of well-trained creatures. Whether such a hunter is a northern berserker running with a pack of timber wolves or a savage warrior dashing through the jungle alongside her herd of dimetrodons, the packmaster revels in the thrill of the hunt and the glory of the kill. A packmaster is more comfortable in groups than alone, and although her animal companions may be weaker than a typical hunter's, what they lack in strength they make up for in numbers.
- Primal Companion Hunter
- Most hunters are skilled at awakening the primal beasts inside themselves. However, some can instead activate the primal essence within their animal companions. These primal companion hunters bestow upon their companions the ability to suddenly manifest new and terrifying powers—whether throwbacks to long-extinct beasts, bizarre mutations from extreme environments, or new abilities crafted through generations of selective breeding.
- Verminous Hunter
- A verminous hunter calls on the ceaseless, single-minded dedication of vermin to hunt and overwhelm her prey. Where other hunters invoke the cunning, animalistic powers of the alpha predators, she calls on the powers of the lowest life forms, reaching out to the spider instead of the monkey, the mantis instead of the snake, or the moth instead of the owl.
With the rogue's cunning complemented by the alchemist's magical talent, the investigator is a peerless problem solver.
- Champions of deductive reasoning and logical insight, empiricists put their faith in facts, data, confirmed observations, and consistently repeatable experiments—these things are their currency of truth.
- An infiltrator specializes in investigating or disrupting groups from within. He uses his specialized set of skills and alchemical abilities to take the shape of the people or creatures whose company he's infiltrating, or even of specific individuals.
- Although many investigators use their honed senses and cunning insight for personal gain, no one excels at such endeavors like the mastermind. Typically, these investigators dwell at the centers of complex networks of lies, minions, or precious information, from which they dispense commands, threats, and rumors, all carefully crafted to increase the power of their peculiar empires. While masterminds often act as the heads organizations such as criminal families, thieves' guilds, or corruption-riddled bureaucracies, they aren't always evil.
- A sleuth is an investigator who relies on good fortune and guile rather than alchemy. Having no intrinsic mystical energy, she must forgo the more magical aspects of alchemy to solve her mysteries with wits, gumption, and the fickle consideration of luck.
- While most investigators look to the physical world to gain their knowledge, there are those who seek out knowledge beyond the pale. Those who think that the dead tell no tales are quickly proven wrong by the spiritualist. Instead of toying with chemicals and reagents to find clues, he talks directly to the spirit world to uncover the ways and means of skulduggery and the desperate acts committed in the heat of dark passions.
- Steel Hound
- Black powder and firearms are a natural extension of the alchemical experimentation that investigators use on a regular basis. Steel hounds are investigators who have taken to using firearms in place of the more mundane weapons their counterparts favor.
Calling on the divine power of the oracle and the hexes of a witch, the shaman communes with her spirit animal to unleash doom upon her foes.
- Even among mystical practitioners, the animist has a strange perspective and even stranger magic. The animist perceives that all things have a spirit, including objects, constructs, illnesses, buildings, and the environment.
- Possessed Shaman
- For a possessed shaman, merely communing with the spirit world is insufficient. Instead, she invites the spirits to share her body, granting them the chance to experience corporeal existence. In return, they grant her their skills and protect her from otherworldly influence.
- Speaker for the Past
- A speaker for the past is a shaman who serves as the voice for spirits from her people's history. A speaker for the past is often an advocate of the ancestors of a specific group, the voice of experience, and a powerful resource that enables the past to aid the present.
- Spirit Warden
- Not all spirits deserve reverence and respect. Some are twisted and despicable. It's a spirit warden's duty to end these spirits' existence.
- Unsworn Shaman
- An unsworn shaman never binds herself to one specific spirit, always making new deals as she deems necessary for the circumstances that she finds herself in. While this vacillation weakens the powers she can access from any one spirit, it gives her access to a broader overall range of abilities.
- The visionary is a master of divination, drawing upon her intimate relationship with the spirit world to ferret out all manner of secrets and insights about the world around her and beyond.
- Witch Doctor
- The witch doctor is a healer who specializes in afflictions of the soul. Often misunderstood, she protects her tribe with healing powers, powerful defensive magic, and her own divine "witchcraft."
Sharing fury through song and deed, the skald takes the rage that lives in the heart of the barbarian and inspires it in others using the performances of the bard.
- Fated Champion
- Many cultures see fate as a limit that is both stifling and unwanted, regardless of the destiny that lurks in the days and years ahead. Among cultures where skalds are the keepers of lore and wisdom, there are those who learn to read the winds of fate and take up the mantle of the fated champion, knowing and embracing their destined paths with strength born of conviction.
- Herald of the Horn
- Even the loudest voice can often times be drowned out by the din of battle. Whether with the polished metal trumpet of a standing army or the crude curved animal horn of savage raiders, a herald of the horn sounds his raging song with thunderous blasts, which can bolster allies or shatter castle walls.
- Spell Warrior
- The spell warrior uses his arcane knowledge rather than his rage to turn the tide of battle in favor of himself and his allies. With a clash of bracers and a sonorous chant, the spell warrior's song reaches out to touch the weapons of his allies, lending them arcane power. While his song does not inspire rage, he can use the power of his music to enchant the weapons of his allies and counter the spells of his foes.
- Totemic Skald
- The totemic skald forms a close connection to an animal totem. Through the power of this mystical ally, the skald can change shapes, assuming its form as his own. Additionally, the totem animal grants the skald a measure of its spiritual power that he can share with his allies.
Mixing the precise strikes of the rogue with the special training of the ranger, the slayer hunts down his foes with ruthless efficiency.
- Bounty Hunter
- Whether tasked with bringing in wanted criminals or paid to drag debtors back to their loan sharks, bounty hunters are valued for their ability to capture targets alive.
- A cleaner is responsible for destroying or removing incriminating evidence from a crime scene, disposing of corpses and eliminating witnesses as necessary to make a crime look like an accident or a mere disappearance.
- Street-smart and extremely resourceful, cutthroats stalk city streets and alleyways, preying on those unfortunate enough to catch their eye. More opportunists than careful planners, they don't care who they victimize, and they take advantage of whatever circumstances put them near a suitable target.
- Also known as a divine assassin, god's blade, or wrath-bringer, a deliverer is a weapon chosen by a god to punish those who have committed an affront to that deity. Evil deities are more likely to use assassins than deliverers, but some good deities use deliverers to deal with problems of a subtler nature than a cleric, inquisitor, paladin, or warpriest can typically handle.
- Grave Warden
- While paladins and inquisitors use their connection with the divine to fight undead hordes and other horrors of the night, a grave warden relies on knowledge, skill with weapons, and tenacity to put an end to these night-born terrors.
- Whether it's with a bullet from a sling, a quarrel from a crossbow, or even an expertly thrown dagger, the sniper ensures that a single shot disables his target.
- Stygian Slayer
- A stygian slayer crawls out of the darkest shadows to strike fear into the hearts of civilized folk. He's a merciless killer who can control a sliver of magic, allowing him to arrive unseen, commit murder, and depart without detection.
- Vanguards are battlefield commanders who focus on brutally effective combat strategies and lead their allies to bloody victory. Quick to react to danger, a vanguard is a valuable scout, a capable officer, and a skilled tactician.
Combining the prowess of the fighter with the determination of the gunslinger, the swashbuckler is an acrobatic melee combatant.
- Daring Infiltrator
- Not known for their flashy entrances or for standing out in a crowd, a daring infiltrator uses stealth, disguise, and ruthless guile to pursue her goals. Some of these swashbucklers work to undermine evil organizations, while others are master thieves or mysterious assassins.
- Flying Blade
- While most swashbucklers prefer their battles up close, others prefer dealing death from a distance.
- Inspired Blade
- An inspired blade is both a force of personality and a sage of swordplay dedicated to the perfection of combat with the rapier. Inspired blades use the science and geometry of swordplay to beautiful and deadly effect.
- In the hands of a trained warrior, a well-sharpened blade is deadly regardless of size. A mouser moves in close, using her size and skill to her advantage.
- A number of organizations and kingdoms search for warriors who are brave (or foolish) enough to wield firearms on the battlefield. The daring nature of swashbucklers often makes them ideal candidates for such service.
- Mysterious Avenger
- While some swashbucklers fight for queen and country, and others for coin, glory, or just the enhancement of their own reputations, the mysterious avenger fights directly for a cause. Instead of gaining personal glory for her heroic deeds, she keeps her identity hidden in order to better fight for those who cannot fight for themselves.
- While some swashbucklers take pride in their ability to wear down an opponent with great skill at arms and clever positioning, others use firearms to get in close and hit hard.
Blending the cleric's divine might and the fighter's martial skills, the warpriest brings the fight to the enemies of his faith.
- Champion of the Faith
- Champions of the faith are crusaders who use the power of their divine patron to annihilate the faith's enemies.
- Cult Leader
- Referred to as fanatics, lunatics, or obsessives, cultists see themselves as genuine devotees of their deity. And the hierarchs of those devotees, the cult leaders, are the most fanatical of them all. Cult leaders are known for turning reasonable hearts toward corrupted teachings and striking at those that get in the way of their agenda.
- While many warpriests focus on threats to the body, the disenchanter focuses on dangers to the mind and the soul. Using the power of his patron, the disenchanter seeks to keep the powers of magic in check.
- Divine Commander
- Some warpriests are called to lead great armies and face legions of foes. These divine commanders live for war and fight for glory. Their hearts quicken at battle cries, and they charge forth with their deity's symbol held high. They assume the mantle of leadership to promote the agenda of their faith, and gather armies of devoted followers willing to give their lives for the cause.
- Armorers of exquisite skill, forgepriests take inspiration from their deity to produce the most perfect weapons and armor they can, the better to equip the armies of the faithful.
- Sacred Fist
- Sacred fists leave behind armor and shield and instead rely on their fists and whatever protection their deity grants.
With a connection to the elements, a kineticist can bring forth energy in the form of kinetic blasts. Instead of casting psychic spells, the kineticist uses unique psychic spell-like abilities called wild talents to manipulate elemental energy and matter.
- Blood Kineticist
- To a blood kineticist, the water in a creature's blood is just like any other sort, and she uses that knowledge to brutal ends.
- Elemental Annihilator
- For some kineticists, nothing in life is as sweet as destruction and pain. Elemental annihilators pursue only uses of their powers that harm others.
- Elemental Ascetic
- Combining the elemental powers of a kineticist with the rigid physical discipline of a monk, an elemental ascetic channels his powers through his body to enhance himself in combat.
- Kinetic Chirurgeon
- While any hydrokineticist or telekineticist can learn the rudiments of healing, some kineticists are virtuosos of the curative arts.
- Overwhelming Soul
- Some kineticists have such a powerful personality that they can seize control of their element with their minds alone, without endangering their bodies.
By contacting spirits in places of power, the medium allows the personalities of legendary heroes to overcome his own, vastly changing his abilities and spells. He holds seances to benefit himself and his allies.
- Kami Medium
- Some mediums channel the power of nature spirits called kami rather than the spirits of legend. See more information on kami here.
- Reanimated Medium
- Sometimes a departed soul destined for legend gains a second chance at life by possessing his own revived body.
- Relic Channeler
- A relic channeler carries relics of legend around with her. She need not rely on locating the specific spirits that she seeks, but the relics limit the number of unique spirits she can channel.
- Spirit Dancer
- A spirit dancer enacts an exuberant dance to the spirits, accepting many roles in the shifting dance and changing dance partners quickly.
- While all mediums connect to legendary spirits, storyteller mediums take their obsession with legends to the extreme, suffusing their lives with epic tales at the cost of some of their spiritual power.
A mesmerist's piercing stare lets him insinuate himself into other people's minds. A master of enchantment and illusion, the mesmerist controls and influences the behavior of others.
- Cult Master
- The leaders of some cults are simply charlatans, bathing in the adulation of their followers. Others believe themselves to be truly in touch with an unknown power, bringing their unique messages to those willing to follow and obey them.
- Spirit Walker
- Some mesmerists specialize in dominating and controlling undead rather than the living.
- Toxiticians forgo the mesmerist's stare, instead combining their psychic power with their alchemical knowledge to craft injections that torment their foes and bolster themselves and their allies.
- Vexing Daredevil
- Vexing daredevils train their psychic powers for combat, specializing in momentarily blinding and confusing their foes with sudden feints and tricks.
To make use of his powers, an occultist channels psychic energy into a varied collection of antiques and mementos with storied pasts. Every type of implement allows him to use a different school of magic.
- Battle Host
- Well versed in military history, battlefield lore, and the occult, a battle host forms a supernatural bond with a chosen weapon, suit of armor, or shield, from which he can channel psychic energy to cast spells, conjure the spirit of the object's former owner, increase his own physical might, and produce a number of other remarkable abilities.
- Necroccultists' fascination with death and the undead drives them to explore the forbidden necromantic arts as they search for secrets they can use to manipulate the natural cycle of life and death. They contact and learn from the dead, rather than from items or outsiders, allowing them to drain the life of their foes to feed their own power, and even call forth phantasmal hordes of spirits to destroy their enemies.
- Sha'irs delve into the occult not through power over objects but instead via their connection with minor servitor genies from the elemental planes. A sha'ir's jin is both a precious ally and a living implement for its master.
- Tome Eater
- Tome eaters have learned how to tap into the latent psychic energy of the written word by physically devouring books and scrolls to create magical effects and gain mystical insights. They use their bonded tomes to gain access to all sorts of magic, and as they grow in power, they gain an innate sense of the books and writings around them.
With her incredibly potent mind, the psychic can cast spells that are more powerful than those of members of any other occult class. She accesses these spells through a specific discipline, and can bend and amplify psychic spells as she casts them.
- The amnesiac once possessed great psychic power, but mental blocks—resulting from either a traumatic event or intentional implantation—have caused her to forget what she knew before. The amnesiac's struggle to control her psychic magic leads to wild and unpredictable results.
- Formless Adept
- Formless adepts master their psychic powers to unshackle themselves from the confines of the flesh and empower their spellcasting. They learn to assume increasingly insubstantial forms until they become like living ghosts.
- Mutation Mind
- Exposure to unintended spell effects, curses, or sources of radiation cause some to manifest psychic powers. When a mutation mind uses her psychic abilities, her physical body changes under the stress, and she risks losing control if she pushes too far.
- Psychic Duelist
- Psychic duelists hone their mental powers for combat, much as warriors do with their blades. They specialize in psychic duels, perfecting their thought-form creatures into mighty weapons.
Attuned to the spirits of the dead, a spiritualist forms a bond with a phantom—a returned spirit that has unfinished business but did not become undead. This spectral ally can alternate between forms, emerging from the safety of the spiritualist's mind to take on an incorporeal form or an ectoplasmic body.
- Instead of calling upon a phantom from the Ethereal Plane, an ectoplasmatist infuses herself with the mysterious substance called ectoplasm.
- Fractured Mind
- Most spiritualists harbor the spirits of the deceased in their psyches, but a small number of them—known as fractured minds—draw their powers instead from a fraction of their own souls that resonates with extremely powerful emotions. These spiritualists' phantoms are not spiritual allies, but rather extensions of the fractured minds' own inner thoughts and emotions.
- Geist Channeler
- Some phantoms retain less of their personalities and memories than others. Though most phantoms maintain some semblance of their former selves, others of their kind, known as geists, came close to being lost forever before they became phantoms. Incapable of manifesting in ectoplasmic form and devoid of human emotions, these strange entities are much closer to ghosts than most other phantoms. The spiritualists who work with them, known as geist channelers, are able to call on them in unique ways.
- The haunted are a dangerous breed of spellcasters bound to temperamental and unpredictable phantoms that leech power from their spiritualists.
- Though most spiritualists are chosen by their phantoms, others deliberately call phantoms to them through years of careful preparation and study in obscure divine traditions. These spiritualists, known as onmyoji, form close bonds with their phantoms, as any other spiritualist does, but see the phantoms as partners and tools in their work. Onmyoji serve as emissaries between the mundane world and the spiritual one, either working to ensure that troubles in the spiritual world do not spill over into the world of mortals, or stirring up spiritual trouble in order to achieve their ends among the living.
Core Prestige Classes
An arcane spellcaster who draws upon ancient elven traditions to infuse his arrows with potent magical power.
A troublemaker and a scoundrel who uses arcane magic to enhance her thievery and trickery.
A remorseless murderer who kills for money and the sheer thrill of death-dealing.
An arcane spellcaster who has embraced his latent draconic heritage and, over the course of training and devotion, undergoes a partial transformation into a dragon.
A swashbuckling swordfighter who relies upon grace, poise, and acrobatics to win the day.
An arcane spellcaster who augments his magical skills with combat to create a deadly combination of weapons and magic.
A spellcaster who devotes his life to research and rumination upon the mysteries of the world.
Equally devoted to divine and arcane magic, the mystic theurge combines both magical traditions into one incredibly
An explorer at heart, the Pathfinder chronicler travels to distant, exotic lands to expand her knowledge of the world.
A mysterious adventurer who walks the boundaries between the real world and the realm of shadows, and who can command shadows to do her bidding.
Advanced Prestige Classes
A veteran whose masterful tactics and air of command inspire allies to greater feats of heroism.
A pious warrior who spreads religion at the edge of a sword.
A scout and wanderer comfortable in even the strangest terrain.
An alchemist whose mutagens create an alternate, brutish personality.
An espionage expert specializing in disguises and striking swiftly from the shadows. diverse class.
A master of the wilderness bonded spiritually to a fearsome animal companion.
A bold and barbaric champion who embraces otherworldly powers in order to perfect the art of combat.
A master of defending territory and holding the line at all costs.
Extended Prestige Classes
Agent of the Grave
Agents of the Grave learn the deepest arcane secrets in their quest for undeath, gaining undead-like traits before their final shift to a state beyond death. Agents of the Grave master the necromantic arts, yet instead of controlling hordes of undead minions, they instead seek ultimate enlightenment, and possess subtle and murderous skills to help them attain it.
Arcane savants are specialists in the theory and practice of magic, illuminating mysteries of the eldritch fabric that permeates existence. The path of the arcane savant brings expertise in the lore of glyphs and sigils, knowledge of exotic spells, and the power to unlock the full potential of magical devices. This skill also makes savants quite valuable to adventuring parties, both in their mastery over ancient traps that utilize old magic and in their skill at identifying and utilizing magic items found in the field.
Some individuals delve into the secrets and lore of magical performances. These talented individuals study not only the history of the songs and plays popular among bards, but also the underlying structures and themes from which these performances derive their magical potential. Using this knowledge, these argent dramaturges subtly alter their bardic performances to make them more effective.
An asavir’s bond with her genie-blessed mount is even closer than the partnership most horselords share with their steeds, and her human compatriots fight with extra ferocity, knowing that they have a tireless protector.
Campaign Setting Prestige Classes
Aldori Swordlord (Brevoy and River Kingdoms)
The Aldori Swordlords arose when famed swordsman Baron Sirian Aldori agreed to train a select group of pupils in his dueling techniques. They ruled Rostland for generations, each as prickly and impulsive as the order's founder. They are known for their mastery of the Aldori dueling sword. Though they are considered some of the finest sword fighters in the Inner Sea they are also obsessed with personal standing and honor.
Arclord of Nex
The Arclords of Nex trace their lineage to the personal retinue of the archmage Nex, and though the demiurge has been missing for over four millennia, the Arclords still seek to enact his will. Whenever possible, they follow in the literal footsteps of Nex by looking to the wizard-king's diary entries, workbooks, and scrolls.
Ashavic Dancer (Ashava)
Worshiped throughout the Inner Sea region, but particularly along Varisia’s Lost Coast, the empyreal lord Ashava inspires her followers to leave the safety of cities and caravans to venture into the dark places of the world, where lonely souls are often set adrift from their natural course on the River of Souls. Using the light of the moon and mesmerizing performances, Ashavic dancers hope to rescue these lost souls from their eternal torment.
The Aspis Consortium employs many unscrupulous individuals in its conniving plots to achieve wealth and subversive dominion throughout the Inner Sea. Aspis agents are the Consortium's chief instruments in this endeavor—public ambassadors who put a pleasant and disarming face forward while deflecting attention away from the company's true interests and activities.
Bellflower Tiller (Cheliax and Andoran)
Perhaps no group has done more to sow the seeds of freedom in devil-haunted Cheliax than the Bellflower Network, and no agents of that network do or risk more than its dedicated bellflower tillers. Charged with freeing slaves from the infernal nation's many plantations and escorting them to the safety of Andoran and Rahadoum, bellflower tillers are a constant thorn in the side of House Thrune and its diabolical minions.
In places where the borders between planes are thin or torn, reality itself burns with an ebony flame. Taking their name from this phenomenon, the Blackfire Adepts are a group of loosely associated travelers and mystics. They journey through the many planes of the Great Beyond, in an effort to acquire dark powers from otherworldly entities.
Bloatmage (Kaer Maga)
Bloatmages—are arcanists who believe there’s literal truth to the old aphorism that “magic runs in the blood.” Bloatmages are consummate spellcasters, often operating as heavy artillery in battle, but their potential to run amok when strained can make them nearly as dangerous to their friends as to their enemies.
Brewkeeper (Cayden Cailean)
Among the most ardent and celebrated members of Cayden Cailean’s devoted are his brewkeepers, members of the Drunken God’s faith who specialize in the creation of fine alcohol and magical concoctions.
Brightness Seeker (Elf)
Revered as seers, able to channel memories and even physical features of prior incarnations as people and animals, Brightness Seekers devote themselves to the pursuit of enlightenment. During their uniquely personal journeys, they learn how to interpret signs and portents that allow them to make uncannily accurate predictions about possible actions for themselves and others. Over time, as they forge ever-deeper connections with their past lives and approach an ultimate state of oneness with the world around them, they develop the capacity to manifest the abilities and eventually the actual forms of many different animals.
Brother of the Seal (Kaer Maga)
Few things are more dangerous than a righteous warrior, and the Brothers of the Seal are a prime example. Hundreds of years ago, this militant sect of monks was formed around a single purpose: protecting an enormous circular seal, hidden somewhere deep below Oriat.
Champion of Irori (Irori)
The little-known champions of Irori give their lives in service to the perfection and uplift of society, their ultimate goal to create a safe and orderly world within which each person can find and perfect her true purpose in service to the whole. In their ethos, only through the accumulated perfection of each individual can societal transformation truly occur. Though Irori's core teachings apply equally to good, evil, and neutral individuals, champions of Irori focus on embodying and promulgating the virtues of hard work, discipline, and devotion to the causes of justice, truth, and the pursuit of perfection.
Daggermark Poisoner (Daggermark)
Poison is a common weapon of cultures and nations across Golarion, but the craft reaches its acme in the city of Daggermark, the festering heart of the chaotic and war-torn River Kingdoms. Members of the Daggermark Poisoners' Guild and aspiring hopefuls experiment with their craft constantly, creating hundreds of potent toxins either to sell or use for their own nefarious purposes.
Crimson Templar (Ragathiel)
Even the most devout followers of good can recognize the need for ruthlessness when opposing true evil. The crimson templars of Ragathiel are taught that mercy is a virtue reserved for only those capable of accepting redemption. They must learn this lesson well, for they are trained to face the heartless legions of Hell. These women and men are Heaven’s assassins, and they tread a bloody path so the oaths of others remain untarnished. Their mission is a thankless one, as righteous allies often view them as just a step away from corruption.
While Kurgess’s faithful thrive in sporting arenas, they understand that nature itself creates the greatest obstacle courses. The athletic fanatics known as darechasers seek out these untamed obstacles as challenges against which to test their strength. In order to continue improving, darechasers must often resort to besting their own records. Sometimes a darechaser will even bet against herself, only to strain to prove herself wrong and amaze bystanders. Darechasers travel widely and delight in both officiating competitions and performing physical feats that inspire a new generation of athleticism. Some even go so far as to use sports as a form of diplomacy, settling disputes with athletic competitions.
Dawnflower Anchorite (Sarenrae)
Although most of Sarenrae’s worshipers seek to aid others or seek out those villains who can be redeemed, a rare few instead raise their eyes in awe of the greatest of Sarenrae’s gifts to mortals: the sun. These Dawnf lower anchorites hope to receive enlightenment in their retreat to the wilds so that they can, some day, return to civilization and use their newfound grace to help heal the church’s wounds.
Dawnflower Dissident (Sarenrae)
Dawnflower dissidents arise to deal with schism and heresy within their own faith, seeking either to expunge or heal the divisions that plague their religion. In order to avoid identification by hostile eyes, Dawnflower dissidents must constantly work in secret, and eschew holy symbols for more discreet shows of faith, such as tattoos or well-hidden pieces of jewelry.
Devoted Muse (Shelyn)
With Aroden’s death came the Age of Lost Omens, the tumultuous time in which imperial Lung Wa collapsed, and its half-millennium of art and culture was threatened by aggressive warlords and squabbling successor states. In the century since, the passionate Muses of Five Flowers have trained and dispatched Shelyn’s faithful to study, recover, and propagate the dying art forms abandoned and despoiled in the intervening decades. To protect themselves and the valuable works they preserve, each muse trains extensively in self-defense. Their unique fighting styles are an eclectic tribute to lost martial schools, fending off foes as much with fascinating form as with actual harm.
Golden Legionnarie (Andoran)
The foremost protectors of Andoran and its populace, the Legionnaires primarily guard Andoran's borders and watch over the country's untamed rural areas.
Gray Gardener (Galt)
The Gray Gardeners are the hooded executioners of Galtan justice, and are violent, mob-ruled, and rarely just. During the ever-changing Red Revolution that has soaked Galt in blood for over 40 years, the Gray Gardeners have remained a constant. They have seen revolutionary leaders rise, and then separated their heads from their bodies scant months later. The Gray Gardeners are the guardians and maintainers of the final blades, the guillotines which are the most feared symbols of Galtan justice.
Green Faith Acolyte
All followers of the Green Faith appreciate and respect nature, but for a Green Faith acolyte this admiration blossoms into a profound reverence for the power and infinite majesty of the natural world in all its aspects, both brutal and tender. Green Faith acolytes seek balance, and hold that no single power can be too great for long. All things must ebb and f low, and nothing is exempt from the endless cycle of life, death, decay, and rebirth.
Hellknight Signifer (Cheliax)
Hellknight signifers form the spellcasting arm of the Hellknight orders. They serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law.
Knight of Ozem (Lastwall)
Guardians of a sacred trust, the Knights of Ozem are a chivalrous order based out of Lastwall and dedicated to guarding against the return of Tar-Baphon, the dreaded Whispering Tyrant. They also fight against the schemes of all undead creatures and any plots to increase the power of undeath, especially those associated with the Whispering Way.
Lantern Bearer (Elf)
Lantern bearers are entrusted with secretly eliminating the drow and containing any knowledge of their existence. While the vast majority of lantern bearers are elves, a rare few members of the organization have proven themselves trustworthy and dedicated enough to join their ranks despite their non-elven heritage.
Magaambyan Arcanist (Mwangi Jungle)
A Magaambyan arcanist studies and follows traditions of magic originally discovered by Old-Mage Jatembe himself, and uses these arcane secrets to continue Jatembe’s quest to bring decency and integrity to civilization.
From the inhospitable arctic wastes of the far north come the mighty mammoth riders, fearsome warriors who have trained the great beasts that wander the chilly wilds to serve as their faithful steeds. Toughened by their harsh environment, mammoth riders tame their surroundings through tenacious determination and sheer force of will, fighting alongside their bestial companions to take down huge game and carve out a hard existence in the icy north.
Heritor Knight (Iomedae)
Some seek to follow in the footsteps of Iomedae the Inheritor through study of the miracles of her mortal life.
Guards patrol great cities and druids protect the deep forests, but what of the boundaries between them? The hinterlands comprise the farmlands and woodland villages of Golarion, a liminal space between humanity and the wild. Some of the rugged men and women who defend these pockets of civilization are the hinterlanders.
Whether from a privileged upbringing or social elevation through worthy deeds, nobility is a station to which many aspire. To some noble scions, their mantle is one of responsibility and the duties of governance. To others, the privileges of rank are rewards to flaunt and lavish upon themselves, without consideration of the commoners, peasants, and other underlings who exist wholly beneath their notice.
Any good pit fighter will tell you, it doesn’t matter how well you fight—all the crowd cares about is blood, and they don’t care if it’s yours or the other guy’s. So if you want to survive your time in the pit, make sure the people get their blood, and lots of it. If you’re lucky enough, the audience will be on your side, you’ll feel the roar of the crowd pounding in your chest, and nothing can stop you.
Prophet of Kalistrade (Druma)
Any fool off the street can earn a few copper pieces for his labor, but the white-gloved leaders of Druma know that the only true path to success is that set forth in the Prophecies of Kalistrade, a series of directives that detail a strict regimen believers must follow in order to achieve wealth and prosperity. Such prohibitions include abstaining from several kinds of meat, most sexual activity, and virtually all physical contact with other people (wearing full-length white gloves in public to avoid inadvertent touching).
Razmiran Priest (Razmir)
Those who live within the boundaries of Razmir’s holy lands know the power of the Living God. He makes his presence felt through demands of fealty, ever-increasing tithes, and the less-than-gentle hands of his most devout subjects. Of these devotees, it is Razmir’s clergy that most accurately represents the fervor of their lord. They roam the lands spreading word of the power of Razmir, and using that power to convince the unfaithful of their misplaced loyalties in other gods and governments.
Guardians of the Great Beyond’s integrity and stability, the Riftwardens can be found virtually anywhere throughout the multiverse combating their hated foes, the Blackfire Adepts. They travel throughout the Great Beyond as guides and wardens, sworn to protecting the boundaries between planes and punishing evildoers who would seek to use planar gateways for their own nefarious purposes.
Rose Warden (Milani)
Tyrants may attempt to crush the seeds of dissent before they can ever bloom, but the goddess Milani is always there to cultivate hope in the very heart of oppression and uplift the subjugated. Those known as rose wardens serve as her champions, their elite skills contributing to the cause of revolution—yet they are not obvious crusaders who revel in personal fame or glory. Though they oppose despotic governments, they do not act as anarchists or criminals; for example, rose wardens try to prevent demonstrations from becoming destructive riots to avoid harming innocents. Some of the greatest rose wardens are former thieves who adapted their talents to aid the downtrodden.
The ancient traditions of Thassilonian magic became mired in the culture of sin due to the legacy of that land’s runelords, but taken in its purest form, Thassilonian magic is no more good than evil. Indeed, at Thassilon’s outset—before the runelords seized control—the original incarnations of these seven schools of magic were not associated with sins at all, but rather with the seven virtues of rule. This original lore is all but lost, but within the city-states of Varisia (particularly in Magnimar), a small order of spellcasters seeks to reclaim the knowledge of those empowering virtues. With the might of virtuous runes, they protect their homes from the lingering evil of Thassilon and look to the guidance of Soralyon, the Mystic Angel, to aid them in their quest. These spellcasters have also come to believe that a runelord’s return to power is practically an inevitable threat that must be prepared for and defended against.
Sacred Sentinel (Torag)
Torag is thought of by many as a god of forging, but his primary areas of concern also include protection and strategy. Among the followers of Torag, some feel drawn to devote themselves to these later aspects of the Father of Creation. Known as sacred sentinels, these holy warriors view themselves as mortal shields of defense in Torag’s service, and seek to place themselves where defenders are most needed. Many speak of themselves as pillars, strong structures that can hold up a vast building but only by supporting the other beams and supports needed. The pillar is the source of the strength, but its strength must serve to support a network of other beams or it accomplishes little.
Scar Seeker (Vildeis)
The empyreal lord Vildeis doesn’t demand acts of selfmortification. Nonetheless, some devoted turn their own skins into scarred manuscripts of noteworthy deeds and unforgettable failures. Those who wholly embrace these rites of scarification are known as scar seekers.
Shieldmarshals are the chief law enforcement officials of the Grand Duchy of Alkenstar, gunsmithing capital of the Inner Sea. The sheer skill with which they wield their favored firearms makes shieldmarshals a force to be reckoned with, and their silver crossed-rifle shield-badges are enough to open virtually any door in the Grand Duchy and to hold any citizen to account.
Many dwarves long for a return to their days of glory, when they stood upon the surface of Golarion as champions of both the surface and the Darklands below.Those dwarves who commit themselves to making this dream a reality are known as the skyseekers. They travel the width and breadth of Avistan as well as Garund, unearthing every scrap of dwarven history and lore they can find.
Sleepless Detective (Ustalav)
Although it operates mainly in the mist-shrouded principality of Ustalav, the Sleepless Agency provides unscrupulous security and investigative services to clientele all across Avistan. Famous the world over for their astounding powers of logic and observation, Sleepless detectives solve some of the strangest, most impenetrable mysteries ever to trouble the citizens of the Inner Sea region—as long as someone has the coin to pay for such investigations.
Sphere Singer (Desna)
The faithful of Desna are legendary for their love of wayfaring, but the sphere singer takes this wanderlust to almost extreme lengths. Sphere singers combine faith and song to help them in their travels. They are always eager to discover what is past the horizon or in the next chamber. As the sphere singer advances in level, she learns to inf luence dreams and manipulate luck. Eventually, she even transcends her mortal origins to travel among the stars. Yet a sphere singer never loses sight of the fact that no matter how powerful she grows, she is still subject to the fickle whims of fate, and she trusts in luck to aid her in times of need.
The empyreal lord Pulura, the Shimmering Maiden, is said to dance among the lights of the aurora. Some of her worshipers seek her guidance in the starry skies, attuning themselves to the constellations of the Cosmic Caravan.
Storm Kindler (Gozreh)
Those who focus their studies on the Eye of Abendego can unlock and master potent techniques to augment their already impressive command of storm and wind. These scions of the hurricane take the name of Storm Kindler as more than merely the organization they belong to—they seek to develop not only power to manipulate storms, but also the ability to awaken the storms within their own bodies, physically transforming into vortexes of destruction.
Tattooed Mystic (Varisia)
The tattooed mystics of Varisia are renowned throughout Avistan for both the artistry with which they adorn their bodies and the powerful magic they summon from these markings. Those seeking the powers of the tattooed mystic invariably turn to the runes of ancient Thassilon and the study of magic, combining the two into an elaborate and dangerous form of spellcraft.
Umbral Court Agent (Nidal)
Zon-Kuthon’s agents in the mortal realm preserve the god’s grip on the shadowy nation of Nidal through darkness and horror. The rare few Kuthites gifted with the right to rule are known as the Umbral Court, and Umbral Court agents are their enforcers.
Vieled Illusionist (Sivanah)
Many who seek to master the art of illusion turn to Sivanah, goddess of mysteries, ref lections, and veils. She awards powerful insights into the nature of illusion and deception to those who are especially devout in their worship, possess exceptional skill in a craft, or simply manage to catch her eye. These rare few are known as veiled illusionists, the favored disciples of the Seventh Veil.
Winter Witch (Irrisen)
In the minds of the folk of the arctic north, the otherworldly powers of winter witches are inextricably linked with the frozen realm of Irrisen and its cruel aristocracy. These rulers, the Jadwiga, have the bitter blood of Baba Yaga running through their veins, and possess unique abilities that make them unparalleled in their power over ice, snow, and cold.