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# Classes

# Class Basics

# Weapon Damage Progression

For levels 1-6 PC weapon damage is calculated as a character deals 1 die of weapon damage per class level, plus their ability modifier (double the modifier at champion tier, and triple it at epic tier). For levels 7-10 see the table below.

Level WEAPON Dice
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 8
8th 10
9th 12
10th 16

See Weapons for more on weapon damage rules.


# Recovery Dice Progression

For levels 1-6 PCs have a recovery dice multiplier equal to their class level. For levels 7-10 see the table below.

Level Recovery Dice Multiplier
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 8
8th 10
9th 12
10th 16

# Spell Progression

Most of the spells used by characters have higher-level versions. You automatically gain access to the higher-level effects of a spell when you level up if you have a lower-level version of it.

Higher-level spells have higher damage amounts than their lower-level counterparts, but these amounts and effects are not cumulative. Amounts from the highest level spell you have are used. New effects from higher level spells are added to the spell’s original effects.


# Shifting Choices during an Adventure

These are guidelines for allowing PCs to change their chosen spells, powers, talents, and feats during gameplay, subject to how forgiving you and your fellow players are.


# Talents

Talents are a core element of your character. If you’re going to rearrange your talents, something extremely significant needs to have happened in your character’s story, some personal transformation or revelation. It is a sign of character transformation, usually coinciding with shifts in relationships.

Characters gain an additional talent at champion tier and epic tier.


# Spells

You can change the spells you can cast after each full heal-up.


# Powers

You can reselect your power choices when you gain a level.


# Feats

If you’ve made changes to spells and powers, revise your feats appropriately. If the changes make sense for the character’s story and the GM agrees, play them.


# Starting Stats for 1st Level Characters

Class Base HP Usual Base AC* Base Physical Defense Base Mental Defense Recoveries Recovery Dice
Barbarian 7 12 11 10 7 d12/lvl
Bard 7 12 10 11 8 d8/lvl
Cleric 7 14 11 11 7 d10/lvl
Druid 6** 10** 11 11 8 d6/lvl**
Fighter 8 15 10 10 8 d10/lvl
Monk 7 10 11 11 8 d8/lvl
Necromancer 6 10 10 11 8 d4/lvl
Occultist 6 11 10 11 8 d6/lvl
Paladin 8 16 10 12 7 d10/lvl
Psion 6 10 10 11 9 d6/lvl
Ranger 7 14 11 10 7 d10/lvl
Rogue 6 12 12 10 10 d6/lvl
Sorcerer 6 10 11 10 8 d6/lvl
Warlord 7 12 10 12 8 d8/lvl
Wizard 6 10 10 12 10 d4/lvl

*The base AC numbers assume that the PC is in the armor that suits them best; see the class write-ups for details. PCs who know how to fight using a shield get +1 AC when they have a shield in one hand. **Various druid talents will change these stats.