Core Classes
Class | Description | HD | Skill Points | BAB | Fort Save | Ref Save | Will Save |
---|---|---|---|---|---|---|---|
Archer | Patient and accurate, Archers are masters of the bow and crossbow. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Bad |
Bard | Performance artists of the highest caliber, Bards’ songs buff allies and hamper foes. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Good |
Beastmaster | Beastmasters seek a return to the simple ways of nature, and by tooth and claw, they will attain it. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
Black Mage | Black Mages seek nothing less than mastery over magical destruction and enfeeblement. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Dragoon | Much like the dragons whose names are similar to theirs, Dragoons can be found soaring through the sky, not via wing power, instead with jump power. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
Knight | Knights are noble soldiers whose shield arm, once placed between their foes and allies, will not be moved. | d12 | 4 + Int modifier | Full | Good | Bad | Good |
Monk | Monks are thoughtful unarmed fighters that have learned to tap into the Ki around them. | d12 | 4 + Int modifier | Full | Good | Bad | Bad |
Red Mage | Jacks of all trades but masters of none, Red Mages will make sure that your victory will be achieved with style. | d8 | 6 + Int modifier | 3/4 | Good | Bad | Good |
Thief | Quick in hand, foot, and mind, Thieves will keep your enemies on their toes. | d8 | 8 + Int modifier | 3/4 | Bad | Good | Bad |
Warrior | Masters of martial prowess, Warriors of the party cannot be stopped once they pick up their chosen weapon. | d10 | 4 + Int modifier | Full | Good | Bad | Bad |
White Mage | White Mages specialize in magic to help the party, whether heals or empowerments. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Base Classes
Class | Description | HD | Skill Points | BAB | Fort Save | Ref Save | Will Save |
---|---|---|---|---|---|---|---|
Astrologian | Predictors of future events, Astrologians know the secrets to changing the fates of those around them. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Berserker | Berserkers are brutal ragers from beyond the edge of civilized lands. | d12 | 4 + Int modifier | Full | Good | Bad | Bad |
Blue Mage | Blue Mages fight fire with fire, learning the attacks of the monsters they fight to throw right back. | d8 | 6 + Int modifier | 3/4 | Bad | Bad | Good |
Chemist | Creators of alchemical items, Chemists are masters at the use of potions and explosives. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
Chocobo Knight | Chocobo Knights ride their steed into battle, challenging the enemy into attacking them instead of their allies. | d10 | 4 + Int modifier | Full | Good | Bad | Bad |
Cleric | Obtaining power from their deity, Clerics are capable of powerful miracles. | d8 | 4 + Int modifier | 3/4 | Good | Bad | Good |
Dark Knight | Sacrificing their health to gain darkness’s favor, Dark Knights’ aggressive actions on the battlefield protects their allies and inspires them to greater aggression themselves. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
Engineer | Engineers experiment with gears and wires until something beautiful (and probably deadly) is made. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
Gambler | Gamblers are a lucky sort, able to rely on chance and charm in any situation. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Bad |
Geomancer | The land has mighty power, and Geomancers are the wielders of it. | d8 | 4 + Int modifier | 3/4 | Good | Bad | Good |
Gunner | Gunners use grit and gunpowder to punch holes in their enemies. | d8 | 4 + Int modifier | 3/4 | Bad | Good | Bad |
Illusionist | Never trust your eyes around Illusionists, their deceptive skill goes far beyond mere words. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Medic | Even non-magical people can heal their allies, as the Medic can attest. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
Necromancer | Necromancers turn death into an art, and they often need more paint. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Paladin | Paladins guide their party by divine light, healing those who have been harmed and shielding those in harms way. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
Psychic | Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the psychics can shape the world around them, the minds of others, and pathways across the planes. They are capable of manipulating invisible force to wield a weapon at a distance as if they were right up next to their enemies, staying safe from danger while still inflicting damage both martial and mental. | d8 | 4 + Int modifier | 3/4 | Bad | Good | Good |
Summoner | Summoners are masters of conjuring monsters to assist them in their time of need. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Time Mage | Many people believe that time is immutable. Time Mages are extremely capable of disproving that. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Hybrid Classes
Class | Description | HD | Skill Points | BAB | Fort Save | Ref Save | Will Save |
---|---|---|---|---|---|---|---|
Black Belt | Lacking the armor of the Warrior or the spiritualism of the Monk, Black Belts use their adaptability to their advantage. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
Dancer | Combining the style of the Bard with the martial talent of the Monk, Dancers are agile fighters capable of inspiring allies and harming foes. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
Druid | Taking the animal compansionship of a beastmaster and the spellcasting and features of a geomancer, Druids get a variety of animal and plant spells and abilities that help them prosper. | d8 | 4 + Int modifier | 3/4 | Good | Bad | Good |
Fencer | Style and grace are all Fencers need to become as agile as a Thief but as powerful as a Warrior. | d10 | 4 + Int modifier | Full | Bad | Good | Bad |
Gunbreaker | Sturdy as a Knight, deadly as a Gunner, Gunbreakers break the mold as offensive melee gunslingers. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
Ninja | Silent as a Thief, agile as a Monk, Ninjas are master assassins. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Bad |
Samurai | Masters of the eastern weapons, Samurais are honorable warrior-monks. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
Scholar | Scholars are skilled with two sets of magic. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Sword Saint | Defenses as a Knight and offenses as a Warrior, once Sword Saints have their weapons out, they’ve committed themselves to slaying their foes, and often do. | d10 | 4 + Int modifier | Full | Good | Bad | Good |