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This list is going to be a continuing list of all of the classes and races offered in my DnD 3.5 quests.

Some of these classes are prestige. Note, if you want to take a prestige class and turn it into a base
class, this will be possible. I just need a bit of what you want to do with your character, and I will
personally craft a class for you. It is not a problem! In this list I will go over class names, class
functions, class highlights, among other things. If anyone has any questions, text, facebook or email
me. <3 Remember I love you guys and please take the time to read this over.

Updated 5/2/11: Added three base classes (Swashbuckler, Hexmage and Samurai – all very powerful).
Also added complete Warrior classes.

Don't forget you can cross-class (take more than 1 class) or prestige class.

Format:

Class Name
Hit Dice(HD), Land Speed, Base Attack Bonus, Spells, Spell-like Abilities
Skill Points, Armor Proficiency, Weapon Proficiency,
Saves, Religion, Alignment
Class Functions: Common Races:
Class Highlights

Base 3.5 Classes – From the Players Handbook.

Barbarian:
HD: D12, Land Speed: Race + 10ft, BAB: High, Spells: None, Spell-like Abilities: Yes
Skill Points: Average/Low, Armor Prof: Light/Medium/Shield, Weapon Prof: Simple/Martial
Saves: Fort High, Reflex Avg, Will Avg Religion: Any/None Alignment: Never lawful
Class Primary Stats: Strength and Constitution Common Races:Half-orc, orc, ogre, big things.
Class Functions: Hello there big guy. You are almost ALWAYS melee, due to your rage which severely
boosts melee stats. You're not the brightest crayon in the box, but you can crush the box with your
normal two handed weapon. Possibly one of the main physical attacks, maybe even the strongest
attacker in the party, you pride yourself on moving fast and hitting hard. You might be honorable (or
not but never lawful. “Thoughtlessly destructive”
Class Highlights:
-Illiterate
-Damage Reduction
-Rage (increased Constitution/Strength)
-Uncanny Dodge/Improved (can't be flanked, don't lose dex on surprise attacks)

Bard:
HD: D6, Land Speed: Race, BAB: Average, Spells: Yes/Arcane Limited, Spell-like Abilities: Yes
Skill Points: High, Armor Prof: Light/Shield, Weapon Prof: Simple+ Bard list
Saves: Fort Avg, Reflex High, Will High Religion: Any Alignment: Never lawful
Class Primary Stats: Charisma, Intelligence(skillpoints) Common Races: Human, Gnome, Elf, etc
Class Functions:The epitome of a buff character. Bards find their magic in illusions, mind twisting and
song. You buff your party, seek through the thoughts of opponents and manage to have a heal here or
there. You are a buff character which means your attack bonus isn't going to be on par with a fighter or
barbarian. “Ultimate Generalist”
Class Highlights:
-Bardic Knowledge: Another knowledge check you can use on virtually anything.
-Bardic Music
-Inspire Courage/Competence/Heroics, etc – whole party buffs on skill checks, att/dmg rolls, etc
-Spells

Cleric:
HD: D8, Land Speed: Race, BAB: Average, Spells: Yes/Divine Spell-like Abilities: Yes
Skill Points: Low, Armor Prof: All/Shields, Weapon Prof: Simple
Saves: Fort High, Reflex Avg, Will High Religion: Any Alignment: One Step away from Rel
Class Primary Stats: Wisdom, Int, Con Common Races: Any
Class Functions:The strongest divine class in the base books. A cleric is a spell-caster who can be built
any which way you please. You receive two domains, and from those domains you get a list. You can
then substitute those spells with prepared spells of the same level. Therefore, you could play a healer
who literally prepares no heals. “Divine Master”
Class Highlights:
-Turn Undead: send the undead fleeing away
-Large Variety of spells and domains to choose from
-Divine prowess, huge amounts of spells can be prepared.

Druid:
HD: D8, Land Speed: Race, BAB: Average, Spells: Yes/Divine, Spell-like Abilities: Yes
Skill Points: Low, Armor Prof: Non-metal/Shield, Weapon Prof: Druid List
Saves: Fort High, Reflex Avg, Will High Religion: Any Alignment: Always one shade of Neutral
Class Primary Stats: Wisdom, Cha(animal companion) Common Races: Human, Gnome, Elf, etc
Class Functions:The Druid is a very versatile character as well. The problem with a playing a Druid is
that you must know what kind of druid you want to play. Typically a loner-type of character, Druids are
always some type of neutral. They revere nature over deities. Because of their extreme ties with nature,
it is not possible for druids to wear metal armors and retain their powers. If you choose to play/consider
a druid, which is an excellent choice, than let me know asap. . “Divine Versatility”
Class Highlights:
-Wild Shape – shape into a character and use their Con, Str and Dex modifiers
-Nature Feats – moving quickly through wilderness, animal companions
-Divine power – second to only the cleric, a large array of spells.

Favored Soul:
HD: D8, Land Speed: Race, BAB: Avg, Spells: Yes/Divine, Spell-like Abilities:Yes
Skill Points: Low, Armor Prof: Light/Med/Shield, Weapon Prof: Simple/Diety's Weapon
Saves: Fort Above Avg, Reflex Abv Avg, Will Abv Avg Religion: Any Alignment: Any within God
Class Primary Stats: Charisma, Wisdom Common Races: Human, Gnome, Elf, etc
Class Functions: Think of Favored Souls as Divine Sorcerers. They know a certain number of spells
and don't have to prepare them. They have relatively high saves and a decent attack bonus but lose out
on domain advantages. “Spontaneous Divine”
Class Highlights:
-Deity’s weapon focus
-Energy Resistance
-Weapon Proficiency
-Wings and Damage reduction
-Higher attack bonuses and saves
Fighter:
HD: D10, Land Speed: Race, BAB: High, Spells: No Spell-like Abilities: No
Skill Points: Low, Armor Prof: All/Shield Weapon Prof: Simple/Martial
Saves: Fort High, Reflex High, Will Avg Religion: Any Alignment: Never lawful
Class Primary Stats: Str/Dex(att stat), Con Common Races: Human
Class Functions: Fighters are the ultimate combatant. No spells, no SLA, just pure attack bonus and
feats. Fighters get a gorgeous amount of feats to use in combat, double any other class. You can choose
to play a ranged to melee character. Fighters are also amazing bases for a lot of prestige classes, due to
the feats they get. Fighters are also very commonly used in cross-class situations, like with rogues to
base attack bonus. “Born to Fight”
Class Highlights:
-Ridiculous Amount of Feats
-Custom feat lists
-Ability to wear and use basically anything.

Healer:
HD: D8, Land Speed: Race, BAB: Low, Spells: Yes/Divine- Healer List, Spell-like Abilities:Yes
Skill Points: Low, Armor Prof: Light/Nonmetal, Weapon Prof: Simple
Saves: Fort High, Reflex Avg, Will High Religion: Good Alignment: Good
Class Primary Stats: Wisdom, Cha, Con Common Races: any
Class Functions:Healers use their powers of good to heal, restore and resurrect. While lacking the
complete offensive capabilities of Clerics, the healers get numerous spell-like abilities to heal paralysis,
fear, poison and get to add Charisma to their heals.. “Curative Caster”
Class Highlights:
-Healing Hands – add Cha to heals, Skill Focus (Heal)
-Cleanse Paralysis, Disease, Fear, Poison
-Effortless Healing ( no attacks of opp)
-Unicorn Companion
-New Limb/ New Life

Hexblade:
HD: D10, Land Speed: Race, BAB: High, Spells: Yes Spell-like Abilities: Yes
Skill Points: Low, Armor Prof: Light Weapon Prof: Simple/Martial
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Any nongood
Class Primary Stats: Cha, Str Common Races: Human or half-elf
Class Functions: Combing the powers of martial prowess and arcane might, the hexblade is a deadly
challenge to those unused to the foe. At lower levels, the hexblade relies on his melee might and spell-
like curses to slay his enemies. As he levels, he gains a limited number of spells and his curses become
more potent as he gains power. He also has the power to gain familiars to help augment his ability.
Hexblades often get along with one another and are self-taught. “Cursing Blade”
Class Highlights:
-High base attack bonus – especially for a spell casting class.
-Curses that can ruin enemies attacks, saves, abilities, skill checks and damage rolls.
-Add charisma go saving throws and spell-like effects.
-Familiar summon and spells
-Resist magical attacks and melee/ranged attacks
-Learn spells like a sorcerer, no preparing
Marshal:
HD: D8, Land Speed: Race, BAB: Avg/Above, Spells: No, Spell-like Abilities: Aura
Skill Points: Low, Armor Prof: All/Shields, Weapon Prof: Simple/Martial
Saves: Fort High, Reflex Avg, Will High Religion: Often-list Alignment: Any
Class Primary Stats: Charisma, Con, Attacking State Common Races: Human, Gnome, Elf, etc
Class Functions:Marshals are leaders. They use their auras to inspire their allys. A mix between a buff
class and a seasoned warrior, Marshals are natural-born leaders. They almost always have military
background and have served in leadership positions. “Inspiring Warrior”
Class Highlights:
-Skill Focus (Diplomacy)
-Major and Minor auras
-Grant move attacks
-Decently high base att bonus and saves

Monk:
HD: D8, Land Speed: Increases with Level BAB:High, Spells: No, Spell-like Abilities: Yes
Skill Points: Low, Armor Prof: None, Weapon Prof: Monk Weapons
Saves: Fort Above Avg, Reflex Above Avg, Will Above Avg Religion: Any/None Alignment: lawful
Class Primary Stats: Str, Con, Wis Common Races: Human, half-races
Class Functions:Focused and distant, Monks do not value worldly possessions or riches. Masters of
unarmed fighters with rigorous training, Monks can focus in tripping, disarming and other focused
strikes. “Focused towards Perfection”
Class Highlights:
-Ki Strike- uses fists as a magical weapons
-Flurry of Blows, have more attacks for a slightly lower bonus
-Bonus feats
-Improved evasion/ evasion
-Slow fall
-Gains speed for being unarmed and AC from Wisdom.
-Unarmed attacks hit for higher as level goes up.

Ninja:
HD: D6, Land Speed: Race, BAB: Average, Spells: No, Spell-like Abilities: Yes
Skill Points: Average, Armor Prof: Light + Ninja List, Weapon Prof: None
Saves: Fort Avg, Reflex High, Will Avg Religion: Any Alignment: Any
Class Primary Stats: Dex, Con, Wis Common Races: Human, Half-races
Class Functions:Sneaky sneak sneak SNEAK. Ninjas are sneakier than even rogues. They can be
disguised as diplomats, steady guards, or infiltrators. They gain insane bonuses and are extremely
flexible and agile. . “Deadly and Swift.”
Class Highlights:
-Ki Power/Dodge
-Sudden strike adds D6s, trapfinding, poison use
-Acrobatics, Great Leap, Ghost Step/Walk/Mind/Strike
-AC Bonus

Paladin:
HD: D10, Land Speed: Race, BAB: High, Spells: Yes/Divine Limited, Spell-like Abilities: Yes
Skill Points: Low Armor Prof: All/Shield, Weapon Prof: Simple/Martial
Saves: Fort High, Reflex Avg, Will Avg Religion: Any/Pelor Alignment: Lawful Good
Class Primary Stats: Charisma, Wis, Attack Mod Common Races: Human, Half-elf
Class Functions:The righteous Defender. Paladins are always Lawful Good. They don't tend to get
along with chaotic party members because a paladin cannot willingly go along with or let a disruptive
plan happen. They get their power from being divine protectors and never back down from a quest or
challenge for good. Can deal pretty explosive damage, but not likely to be the main source of power
due to the lack of focus in pure attacking skills. Paladins play a secondary damage role with a bit of
healing, spells, and utility in there. “Holy Defender”
Class Highlights:
-Good Aura/ Aura of Courage, Detect Evil, Smite Evil
-Add Cha to your saving throws
-Lay on Hands – heal using Charisma
-Special Mount
-Turn Undead, Divine Health(immunities to diseases), Spells, Remove disease.

Ranger:
HD: D8, Land Speed: Race, BAB: High, Spells: Yes/Divine Limited, Spell-like Abilities: Yes
Skill Points:Average, Armor Prof: Light/Shield, Weapon Prof: Simple/Martial
Saves: Fort High, Reflex High, Will Avg Religion: Any Alignment: Any
Class Primary Stats: Att Stat, Dex/Str, Wis(11+) Common Races: Elves, half-elves
Class Functions: A foresty fighter, Rangers benefit from a high attack bonus, decent saves and a ton of
special abilities. Starting at level 1, they pick favored enemies and gain tons of bonuses towards those
kind of foes. A favored weapon style (2 weapon fighting or ranged) gives the ranger bonus feats for
free. They get forest-based abilities and are best classified as a mix between druids and fighters with
extra specials. “Forest Fighters”
Class Highlights:
-Up to 5 favored enemies
-Combat style
-Animal companion
-Spells – Divine
-High base attack and decent saves

Rogue:
HD: D6, Land Speed: Race, BAB: Average, Spells: No, Spell-like Abilities: Yes
Skill Points: High, Armor Prof: Light, Weapon Prof: Simple+ Rogue list
Saves: Fort Avg, Reflex High, Will Avg Religion: Any Alignment: Any
Class Primary Stats: Dex/Str, Int, Con, Wis Common Races: Human, Gnome, Elf, etc
Class Functions:Sneaky sneak sneak. Hello Mr. Rogue. The rogue is a very sought after character for
many reasons. The base attack bonus rogues receive is not terrible at all. They get a sneak attack bonus
that increases with levels, and the ability to find traps and dodge like crazy. They also get a huge array
of skills and a ton of skill points. . “Opportunist Extraordinaire.”
Class Highlights:
-Trapfinding – only class with this skill and trapsense help rogues help their parties through dungeons
-Evasion, uncanny dodge and improved forms
-Sneak Attacks add d6s of damage
-Special abilities such as con drain, rerolling failed saved and other specials to choice from.
Samurai:
HD: D10, Land Speed: Race, BAB: Avg/Above, Spells: No, Spell-like Abilities: Yes
Skill Points: Low, Armor Prof: All Armor No shields, Weapon Prof: Simple/Martial
Saves: Fort High, Reflex Avg, Will Avg Religion: None/Law Dieties Alignment: Lawful Neutral
Class Primary Stats: Str, Con, Cha Common Races: Dwarf, Elf
Class Functions:Heavy armor and razor-sharp blades, Samurai are the front-liners. They also make
good negotiators and spokesmen due to their proper etiquette. Very trained, they gain feats that are very
hard to get and are melee masters. “Frontline Honor”
Class Highlights:
-Daisho Proficiency – favor the katana and the wakizashi. Exotic Weapon Proficiency
-Use both at the same time – two-weapon fighting feat for free as well as Greater/Improved
-Kiai Smite – additional att/dmg bonus – Add Cha modifier
-Drawing blades can panick/shake creatures (Iaijutsu Master)
-Frightful presence

Scout:
HD: D6, Land Speed: Race, BAB: Average, Spells: No, Spell-like Abilities: Yes
Skill Points: Abv Avg,Armor Prof: LightWeapon Prof: Simple+ handaxe/throwing axe short sword/bow
Saves: Fort Avg, Reflex High, Will Avg Religion: Any Alignment: Any
Class Primary Stats: Dex/Str, Int, Con, Wis Common Races: Human, Gnome, Elf, etc
Class Functions:Scouts are the first ones out and the last ones spotted. Similar to a rogue, scouts are
used to gain information but are more Skirmish orientated. Because of this, they deal damage
differently and get different feats.. . “Moving Force”
Class Highlights:
-Skirmish d6s, extra damage after moving
-trapfinding, uncanny dodge
-Bonus feats, extra AC bonus
-Blindsense
-Battle fortitude

Sorcerer:
HD: D4, Land Speed: Race, BAB: Low, Spells: Yes/Arcane, Spell-like Abilities:None
Skill Points: Low, Armor Prof: None, Weapon Prof: Simple
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Any
Class Primary Stats: Charisma, Intelligence Common Races: Human, Gnome, Elf, etc
Class Functions:Sorcerers are much different then their wizard counterparts. They cast from
knowledge, so instead of preparing spells, they have a list of spells known and can cast any number of
them (within spells per day) any number of times. They also get a familiar summon, who is magically
linked to them. Also like wizards, they are a bit weaker than normal classes at lower levels but explode
once they get higher. “Innate Arcane”
Class Highlights:
-Familiar who adds to their skill points that can help in combat and checks.
-Ability to cast any spell they want from their spell list at any time – no preparing.

Spellthief:
HD: D6, Land Speed: Race, BAB: Average, Spells: Yes, Spell-like Abilities: Yes
Skill Points: High, Armor Prof: Light, Weapon Prof: Simple+ Rogue list
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Any
Class Primary Stats: Cha, Dex, Str/Con Common Races: Human, Gnome, Elf, etc
Class Functions:Rogue with spells and the ability to sneak attack and steal spells. Spelltheives Also get
spell-like abilities, and resistances. They combine a nerfed arcane might and brute force to mix and
match melee and casting . “Rogue Caster”
Class Highlights:
-Steal Spells with sneak attacks
-Trap finding, Detect Magic
-Spellgrace, Sneak attack D6s

Swashbuckler:
HD: D10, Land Speed: Race, BAB: High, Spells: No, Spell-like Abilities: No
Skill Points: Abv Avg,Armor Prof: Light Weapon Prof: Simple/Martial
Saves: Fort High, Reflex Avg, Will Avg Religion: Any Alignment: Any
Class Primary Stats: Dex, Cha Common Races: Human, Gnome, Elf, etc
Class Functions: Daring and agile, the swashbuckler leap into action when the call comes. Skill and
finesse, swashbucklers avoid heavy weapons and armor. Charisma boosts the playability and versatility
of this class. . “Agile and Deadly”
Class Highlights:
-Weapon Finesse so Str is not a primary statAdds Int bonus to light weapons/Finesse
-Dodge – extra AC
-Acrobatic Charge – over difficult terrain and Improved Flanking and Slipper Mind
-Lucky- reroll any failed att/skill/ability/saving throw
-Wounding Critical – Con damage

Warlock:
HD: D6, Land Speed: Race, BAB: Low, Spells: No, Spell-like Abilities:Yes
Skill Points: Low, Armor Prof: Light Weapon Prof: Simple
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Any chaotic or evil
Class Primary Stats: Cha, Dex, Con, Common Races: Any
Class Functions:Warlocks are not made, they are born. Being any chaotic or evil, their deities follow
so. Warlocks can wear light armor without taking arcane negatives. Warlocks do not prepare or cast
spells as other do. They use invocations, and he knows them and doesn't prepare them. These are spell-
like abilities. “Born Destruction”
Class Highlights:
-Eldritch blast
-least, lesser, greater and dark invocations
-damage reduction, fiendish resilience
-detect magic, imbue item

Warmage:
HD: D6, Land Speed: Race, BAB: Low, Spells: Yes/Arcane, Spell-like Abilities:Yes
Skill Points: Very Low, Armor Prof: Light/Light Shield/ Med(Lv8), Weapon Prof: Simple
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Mostly Neutral
Class Primary Stats: Charisma, Dex, Con Common Races: Human, Gnome, Elf, etc
Class Functions:Warmages are spellcasters who dream of war, devastating magic and drilled only and
utterly in the casting of spells most useful for destruction, confusing enemies or helping allies. Success
on the battlefield is most important. Must prepare his spells but no spell books. “Battle-ready Casters”
Class Highlights:
-No penalties for armor
-Higher HD than Wizards/Sorcerers
- Spells
-Advanced Learning- add spells to your lists
-Sudden empower/widen/maximize
-Warmage edge

Wizard:
HD: D4, Land Speed: Race, BAB: Low, Spells: Yes/Arcane, Spell-like Abilities:None
Skill Points: Low, Armor Prof: None, Weapon Prof: Simple
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Any
Class Primary Stats: Intelligence, Dex, Common Races: Any
Class Functions:Wizards are book-learned arcane casters. They cast from intelligence and their spell
books, so they prepare their spells and can cast more spells per day than Sorcerers. They also get a
familiar summon, who is magically linked to them as well as bonus feats. Also like wizards, they are a
bit weaker than normal classes at lower levels but explode once they get higher. “Intelligent
Destruction”
Class Highlights:
-Familiar who adds to their skill points that can help in combat and checks.
-Bonus feats
-Schools of specialization which lets you gain extra spells.

Wu Jen:
HD: D4, Land Speed: Race, BAB: Low, Spells: Yes/Arcane, Spell-like Abilities:None
Skill Points: Low, Armor Prof: None, Weapon Prof: Simple
Saves: Fort Avg, Reflex Avg, Will High Religion: Any Alignment: Any nonlawful
Class Primary Stats: Intelligence, Dex, Common Races: Any
Class Functions: Wu Jen are spellcasters with mysterious powers. They command the elements, spirit
forces and the powers of nature. They crave magical power and seek out other hermits, recluses or
exiles. “Arcane Hermits”
Class Highlights:
-Secret Spells unlocked
-Bonus feats
-Elemental Mastery, Watchful spirit

Variety Bases
Paladins and Rangers who give up their spells can gain other abilities.

Prestige Bases
Stars denote interesting classes that are attainable.

These classes can be adapted to a base class if anyone wants. I'm only going to give base decriptions
unless someone wants to choose one of these for now, due to the time it takes to write everything out.
There are also tons more prestige in other books but like I said, time constraints.

Complete Warrior Classes:

Bear Warrior – gain bear forms and scents


Bladesinger- combine melee with spells and spellsongs

Cavalier – mounted combat and skills

*Dervish – speed, quickness, AC bonuses and dances. Spring attack for free, “Dance of Death”.

Drunken Master – Drunk Monks- potion drinking as free actions, extra AC, improvised weapons,
improved feint and grapples

Exotic Weapon Master – get stunts for special skills such as ranged disarm, exotic sunder and reach and
close-quarter ranged combat (only 3 levels)

Gnome Giant-slayer – favored attacks against giants and fast movement, improved mobility.

Halfling Outrider – halfling champions – mount, alertness, defensive riding, unbroken charge, stand on
mount, leap from the saddle.

Hunter of the Dead – detect evil, smite undead, true death, positive energy burst and spells

*Invisible Blade- Possibly one of the most badass rogue classes ever. Extra sneak attack damage, adds
Int to attack, can make sneak attacks do damage over time, can faint to gain extra sneak attacks without
flanking, etc. uses daggers to attack.

Justiciar- Lawful class who hunts down lawbreakers. Does nonlethal extra damage, crippling strikes,
can use manacles and hog-tie in the middle of battle

Knight of the Chalice – Fiendslaying – special bonuses against evil outsiders. Censure Demons. You
channel cestial energy from lawful good planes. Courage of the Heavens, Holy Aura and consecrated
casting.

Knight Protector- dedicated to restoring the ideals of knightly chivalry. Defensive Stances, shining
beacon, Iron Will, Supreme Cleave, No Mercy, Retributive attack.

Master Thrower – quick draw, thrown weapon tricks (increase crit, defensive thrown, palm thrown).
Evasion, snack arrows, critical throws.

*Master of the Unseen Hand – improved caster levels, telekinesis, extra concentration, fling skyward.

Mindspy – anticipate, combat telepathy, instant mindscan, etc. Get inside your enemies mind as free
actions.

*Nature's Warrior – nature's Armament – additional elemental power and such and additional divine
classes.

The Occult Slayer – magical haters. Magical defense, weapon bond, mind over magics etc

**Order of the Bow Initiate – Add additional D8s to attack and get free archery feats. A very powerful
ranged class that should be considered by anyone who wants to play an archer.
**Purple Dragon Knight – Melee class who gets inspiring attacks like heroic shields, inspire courage,
fear and temp HP for allies.

**Rage Mage- work yourself into a frenzy and get bonuses to your spellcasting abilities. Also gives
you additional arcane spellcasting class.

**Spellsword – ignore spell failure on armors and shields, get bonus feats and be able to channel spells

*Stonelord – Dwards who are so assimilated with earth that he uses it inh his combat to grap enemies,
maximize spells and grant bonuses.

Tattooed Monk- gain tattoos that possess bonuses.

*War Chanter – conditioned warrior who can inspire toughness and recklessness at the best time. A
buffed up bard

*War shaped – polymorpher who can self heal, flashmorph and gain str and con bonuses

Miniatures:
Bond Summoner: spellcaster with strong elemental ties. Gain elemental summons, energy resistant and
immunities to sleep, poison, paralysis, stun, crits and energy. Low BAB low/low/high saves Must be
able to cast 2nd level arcane spells and know certain languages.

Dragon Samurai: a warrior with draconic traits. Gains breathe weapon, a dragon friend, immunity to
dragon fear, elemental weapon D6s, resistance to energy and other things. Knowledge arcana 2 ranks is
the only requirement, so this class is available after 1 level.

Havoc Mage: arcane casters who cast spells which making physical attacks. Does this simltaneously
without taking attacks of opportunity.

Skullclan Hunter: Ruthless stalker of the undead. Gets track undead, divine strike, immunities to
undead features, sneak attack and sword of light.

Tactic Soldier: master of melee teamwork. Can flank from seemingly impossible angles, Can designate
any adjacent squares as the square from which he/she is flanking. Also gets Sidestep, interpose(take the
damage for someone), Defensive Shield, Offensive Strike, Delayed Cleave, Unbalancing Blow.

War Hulk: giant trained to hammer smaller foes. great swing,mighty swing, ability boosts – a ton of
them.

Warchief: a savage battle leader. Tribal Frenzy – inspire followers gains +2 str to any allies any ability
boosts. Also get deflections.

Dread pirate, shadowbane inquisitor, shadowbane stalker, vigilante, animal lord, daggerspell shaper, ,
nightsong enforcer, streetfighter, tempest, wild plains outrider, bloodhound, Fochlucan lyrist, highland
stalker, master of many forms, exemplar, ollam, birtuoso, spymaster, thief-acrobat.
Acolyte of the Skin: non good transformational class that acquires fiendish traits.

Alienist: Full caster nonlawful caster that drives them insane

Argent Savant: Caster that is an expert with force spells

Blood magus- unique caster that uses blood powers.

Effigy Master: expert in constructs

Elemental savant: Expert with energy spells

Enlightened fist: noncaster monklike wizard

Fatespinner: manipulate probability – full caster

Geometer: master of signs and sigils

Green star adept: transformational indestructible mage

Initiate of the sevenfold veil: fulcaster master of abjurations and prismatic

Master transmogrifist: polymorph expert

Mindbender: mind-affecting expert.

Seeker of the song- noncaster who trades bard spells for better music abilities.

Sublime chord: trade bardic music for better spells

suel arcanmach: mage slayer

Wayfarer guide: teleportation expert

Wild mage: full caster who is a master of chaotic magic.

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