Classes
From Heroes of the Great Tree
Contents |
Barbarians
Changes to class
- None
Aerynth Notes: Barbarians in Aeryn live in areas such as the Roof of the World and in the wilds to the west of Knox river. Barbarians are more likely to be human, especially savages, trow, and two-forms. It is rare for the other races to voluntarily live in such harsh and primitive conditions.
Bards
Changes to class
- Bards must choose two paths of magic to follow during chargen. They are limited to spells from those paths.
- While Charisma is important to Bards, their magic is based on Wisdom like all spell-casters. Bards must have a Wisdom of 10 + spell level in order to learn or cast a spell. The number of spells a Bard can cast per day is augmented by Wisdom, not Charisma.
Aerynth Notes: Except in the Midnight Empire, bards are organized into a guild. During the reign of the Aerynth Empire, membership in the guild was legally required in order to publically entertain. The guild survived the end of the empire and, while it isn't legally required for entertainers to be members now, many won't hire someone to perform who doesn't have entertainment credentials. Bards believe their musical abilities draw on the very essence of creativity itself. This is controversial among magic experts.
Beloved
The Beloved are the chosen priests, either of the Six or the anima. While a person may join the Church or an anima cult and work hard every day, stay pious and faithful, in the end it is the deity who choses his or her Beloveds. They are the elite of the priesthood and given deferential treatment. They are also expected to take responsibility for their followers and guide them on the right path. A new base class.
Clerics
Clerics are not an allowed class. The gods don't give spellcasting abilities to their followers. For the alternative, see Beloved.
Druid
Changes to class
- Druids cast spells from the Seeds path. They also pick either Stone or Bone for a second path. They are limited to spells from those paths.
- Druids don't have alignment restrictions on spells.
- No bonus languages. We'll be handling languages differently in this game.
- Animal Companions can be from the following list: badger, dire rat, hawk, wild horse (light), owl, snake (small or medium viper), wolf. Since we're starting at 4th level the following choices are available but at Level – 3: bear (black), boar, crocodile, dire badger, dire bat, dire weasel, mountain lion (use leopard stats), snake (constrictor or large viper), wolverine
Aerynth Notes: Druids are not a religious order in Aeryn. Instead, they are the pinnacle of Whistler society. They serve as rulers and guardians. Whistlers will train people from other races to be Druids. Since the war there have been more people of other races training with the Whistlers, especially the Dryad.
Fighter
Changes to class
- None
Aerynth Notes: There are a lot of these around. Most of them are veterans of the Daemon War. Many belong to Mercenary Companies.
Monk
Changes to class
- Ki is called Essence.
Aerynth Notes: The Monastic orders date to the earliest days of the Aerynth empire. They were founded by philosophical soldiers who sought peace after a long career of conquering. Over the centuries, the number of these orders have grown. They can often be found far away from cities, where the monks provide protection to small villages and towns.
Paladin
Paladins are not an allowed class. The gods don't empower warriors in Aerynth.
Ranger
Changes to class
- Favored enemy list is adjusted for the races of Aeryn.
- Rangers cast only cast spells from path of Vision.
Aerynth Notes: Ranger was the formal classification given to a corps of scouts and trackers during the Daemon War. They were drawn from the huntsmen, foresters, and sheriffs. After the war ranger stuck as a nickname for those various professions.
Rogue
Changes to class
- None
Aerynth Notes: Rogues are much as they are in 3.5. They can be thugs, spies, diplomats, treasure hunters, or more. There is no organized guild for thieves though there are rumors of secret societies of assassins. Sorcerer
Sorcerers
Changes to class
- Sorcerers can cast from any path of magic.
- Sorcerers are not proficient in light armor but they can buy the feat and will suffer no penalty to their spell-casting.
- Spell-casting is based on Wisdom. Sorcerers may only cast spells if they have a Wisdom score of at least 10 + the spell level. Extra spells per day are based on Wisdom, not Charisma.
- Sorcerers get (3 + Int modifier) x 4 skills to begin with and 3 + Int modifier per additional level.
- Sorcers use the Wizard skill list and not the Sorcerer skill list.
Aerynth Notes: Sorcerers are the general magic users of Aeryn. Each sorcerer has an innate ability to draw the essence out of an object and focus it into magical effect. Training enhances this talent, allowing for greater effect.
| Heroes of the Great Tree Topics | ||
| Heroes of the Great Tree | Barsaive • Adepts • NPCs • House Rules | |
| Impossibilities | I-verse background • Player Characters • NPCs • House Rules | |
| Phantapunk | Aeryn Background • Player Characters • NPCs • House Rules | |
| Concrete & Crimson | World Background • Scoobies • NPCs • House Rules | |
| Keep Flying | The 'Verse • The Crew • NPCs • House Rules | |
| Polybius | The World • Investigators • NPCs • House Rules | |
| Labyrinth | The World • PCs • NPCs • House Rules• Leads | |
| Arkham by Cyberlight | The City • The Runners • Everyone Else • House Rules | |
| Keep Flying v2 | The 'Verse • The Crew • Other Folk • House Rules | |
| Savage Effect | The Galaxy • The Cliens • Everyone Else • House Rules | |
