Classes

Each character must choose one class to belong to. The class determines a character’s calling and its main abilities, which are the automatic class features. As the name implies, every character automatically knows all the features listed there, then he chooses one of the optional class features in the list from his class, plus one more per every tier past Heroic.

A character’s class also determines from which list he can pick his powers and abilities. Although it’s possible to multi-class through abilities and gain access to other classes’ abilities and powers, a character can only ever have the automatic class abilities from his main class.

Fighter

Starting HP: 15 + Constitution
HP per level: 6
Defence bonuses: +1 AC, +1 Fortitude or Reflex or Will
Armour proficiency: All
Weapon proficiency: All
Implements: None

Automatic class features

Heart in the fight: Add your Wisdom modifier (if positive) to the attack rolls of all your Attacks of Opportunity.
Fierce engagement: Whenever an enemy provokes an Attack of Opportunity by disengaging from you or moving past your threatened area, if you hit you stop the enemy’s movement and engage him to you. If an opponent shifts while engaged with you, you can make a basic attack against him as an Interrupt action.
Constant threat: Whenever you attack an enemy, you can also choose to mark him until the end of your next round.

Optional class features

One man army: As a move action, you threaten the area you are in, forcing all enemies to suffer an Attack of Opportunity whenever they try to engage someone other than you. If another allied Fighter is using One man army in the same area you are in and you activate it, your effect supersedes his.
Valiant duellist: When you are engaged, you gain a +1 bonus to AC. In addition to that, when you are engaged alone against a single enemy, once per round you can re-roll a failed attack roll.
Fury of the berserker: You gain a +1 bonus to all damage rolls for every Magic Point you spend when you perform an attack. In addition, you can spend additional Magic Points when using any attack power with the Weapon tag as if you were using an Augment: for every additional Magic Point spent this way, you deal an extra +1[W] damage.

Paladin

Starting HP: 15 + Constitution
HP per level: 6
Defence bonuses: +1 Fortitude, +1 Reflex, + 1 Will
Armour proficiency: All
Weapon proficiency: Simple + Varies on deity
Implements: Holy symbols

Automatic class features

Devotion: A paladin must choose one deity to whom he must devote himself and from whom he will be anointed in return. His class features change depending on the deity in question.

Paladins of Iria
Herald of benevolence: You gain a +2 bonus to all Diplomacy checks made to reach peaceful agreements and stop fights, and a +2 bonus to all Intuition checks to assess a creature’s state of mind. Demihumans and monsters will generally have a better disposition towards you than to other people.
Chastise the foul: Whenever you attack an enemy, you can also choose to mark him until the end of your next round. If an enemy you have marked performs an attack that does not include you in its targets, he suffers 1 + your Charisma modifier radiant damage.
Mixed martial arts: You can learn one At-Will attack power from another class instead of yours and you can learn up to one Charged attack power per rank from a different class. This stacks with the Multiclass ability.
Weapon proficiency: Paladins of Iria are proficient with Unarmed combat and 4 more weapon groups.

Paladins of Ehekatl
Feline empathy: Cats like you. As long as you are kind to them and give them food they will let you pet them. As a secondary benefit, you can use your preternatural empathy to have them return the favour by giving you a +2 bonus on all Streetwise checks you make in an area that has cats (almost every); your cat friends will also warn you of incoming dangers that they can perceive.
Lucky: Once per encounter, you can repeat any single d20 roll you just made, or force an enemy to repeat an attack roll against you. You must accept the second result, even if it is worse than the first.
Life without compunction: As a move action, you can either immediately disengage yourself from all enemies or remove all marks on you.
Weapon proficiency: Paladins of Ehekatl are proficient with Unarmed combat and 4 more weapon groups.

Paladins of Lulwy
Travel unbound: Your movement is not slowed by difficult terrain.
Winds of magic: You are capable of performing magical rituals and casting spells. You gain the Ritualist Caster ability, one ritual of your choice, and can purchase further skills from the Magic section.
Unmatched speed: You gain a +2 bonus to Initiative and can Engage an enemy as a minor action. You can also Shift in the same area as a move action.
Weapon proficiency: Paladins of Lulwy are proficient with Bows, Polearms and 3 more weapon groups.

Paladins of Jure
Sound mind in sound body: You make your saving throws at the beginning of your turn instead of the end.
Healing of Jure: Once per encounter, you can heal yourself or an ally in the same area for his Recovery + 1d6 + your Charisma modifier hit points, and your target can either choose to heal himself of an additional 1d6 hit points or make a saving throw.
To the rescue: When you engage an enemy, you can choose to mark him for as long as you are engaged to him. You cannot remove or change that mark as long as you are engaged with the same enemy. If you are unengaged, you can force an enemy that is engaging an ally in the same area to engage you instead.
Weapon proficiency: Paladins of Jure are proficient with Maces & Hammers and 4 more weapon groups.

Optional class features

Investment of power: You can perform holy rites and gain minor favours and boons in change of offerings and the devotion of the faithful. The exact nature of boons depends on your deity and are always indirect, often in the form of visions, enlightenment or even minor material gifts or the help of outsider creatures. You are recognized and invested with the authority of a priest and the faithful will naturally be drawn to you and give offerings and also requests.
Champion of the weak: When you mark an enemy, he suffers a -3 penalty to all attack rolls that do not include you amongst their targets instead of the ordinary -2. In addition to that, as a move action, you can mark an enemy in the same area as you are until the end of your next round.
Anointed blade: You can spend additional Magic Points when using any attack power with the Weapon tag as if you were using an Augment: for every additional Magic Point spent this way, you deal an extra +1[W] damage and you can choose to deal Radiant damage instead of the attack power’s normal damage type.

Rogue

Starting HP: 12 + Constitution
HP per level: 5
Defence bonuses: +2 Reflex, +1 Fortitude or Will
Armour proficiency: Cloth and Leather
Weapon proficiency: Simple, Light blades, Throwing weapons and 1 more weapon group.
Implements: None

Automatic class features

Jack of all trades: You receive training in one additional skill of your choice.
The quick and the dead: You automatically gain combat advantage against enemies that still haven’t acted in the encounter.
Vexing strike: When you attack an enemy that is marked by an ally, you gain a +1 bonus to the attack roll. When you hit an enemy that is marked by an ally or grants you combat advantage, you deal an extra +1 damage per rank.

Optional class features

Sneak attack: Once per round, when you hit an enemy that grants you combat advantage with an attack power with the Weapon tag and you are wielding a light blade, you deal 2D6 additional damage. This damage increases by 1D6 per rank beyond Heroic.
Assassinate: Once per round, as a minor action, you can choose an enemy in your area or an adjacent area and put an assassinate counter on him. These counters are cumulative but a single enemy can only have up to four of them. When you or an ally you can see hit an enemy that has assassination counters that you put on him, you can decide to remove all those counters and have the attack deal an extra 1D6 damage for each counter removed that way. In addition to that, whenever you’re not engaged in combat and in the same area as an ally, you are considered to be Concealed.
Hunter’s quarry: Once per round, as a minor action, you can choose an enemy you can see as your quarry. Once per round, when you hit the chosen enemy with an attack, you deal 1D6 additional damage. This damage increases by 1D6 per rank beyond Heroic. Once a quarry is chosen, the effect lasts until the end of the encounter, until the target is dead or until you use this ability again on a new enemy.

Cleric

Starting HP: 12 + Constitution
HP per level: 5
Defence bonuses: +1 Fortitude, +1 Reflex, +1 Will
Armour proficiency: Cloth, Leather and Chain
Weapon proficiency: Simple, Maces & Hammers, Polearms and 1 more weapon group.
Implements: Holy symbols.

Automatic class features

Sanctioned priest: You are a sanctioned priest of the Cult of Gaia, your office grants you duties and responsibilities but also various benefits: you can always count on the backing of your church for food and lodging and most commoners will be willing to share the same courtesy in change of help with local matters or just performing prayers and rites, especially for the fields. You can bless tilled soil and farmland to make the harvest more bountiful as long as a small part of it is offered to Gaia during the mandatory harvest festival and you are considered proficient in matters of agriculture: you automatically gain the Agriculture background skill and are trained in Nature in addition to your other skills. You are expected to tithe a part of all your earnings to the church.
Favour of Gaia: You possess the strength of the earth. Once per encounter, as a minor action, you or an ally in the same area gain 5 + your Constitution modifier temporary hit points. This amount increases by 5 for each rank beyond Heroic.

Optional class features

Favour of Iria: You have taken interest in the worship of Iria and have been ordained as a priest of the Creator Goddess. You still have your basic duties as a cleric of the cult, but being focused on Iria your duties are much closer to the world of diplomacy and relationships with other intelligent creatures, even the monstrous sort. That, and at the very least a crash course in pedagogy and midwifery. You gain a +2 bonus to all Diplomacy checks made to reach peaceful agreements and stop fights, and a +2 bonus to all Intuition checks to assess a creature’s state of mind. Demihumans and monsters will generally have a better disposition towards you than to other people.
Beacon of the community: You have an innate ability to draw others to yourself and have them listen to your preachings. Whenever you build a team or a building while working in a community where you are accepted, you gain a discount of 1 resource of your own choice. You can also call the service of a basic hireling for free. While most of these benefits come out of goodwill, you are expected to help the community grow through your actions.
Missionary: Your tie with nature is stronger than the norm and you find inhospitable lands strangely accommodating for your presence. Predators and dangerous natural animals are less likely to attack you and you automatically find enough food and water to sustain yourself while out in the wilderness.

Magic User

Starting HP: 10 + Constitution
HP per level: 4
Defence bonuses: +2 Will, +1 Fortitude or Reflex
Armour proficiency: Cloth
Weapon proficiency: Simple and 1 more weapon group.
Implements: Staves, Wands, Orbs, Books

Automatic class features

Magic battery: Your extensive magical training (and/or innate abilities) allow you to hold up to 4 Magic Points instead of 3. In addition, you gain the Ritualist Caster ability and begin the game with three rituals of your choice and can purchase further abilities from the Magic section; you also gain a +2 bonus to any check required when performing a ritual.
Winds of magic: Once per turn, as a move action, you can charge your energies and gain 1 Magic Point as if you had used an unaugmented At-Will attack power. This ability counts for the maximum of 1 Magic Point per turn you can gain by using unaugmented At-Will attack powers.
Implement training: You gain special expertise in the implements and instruments favoured by magic users. Whenever you use one of them, you gain the following benefits:
Quarterstaff: Whenever you are targeted by an attack, you can spend Magic Points to bolster your guard, gaining a +1 bonus to all defences for each Magic Point spent until the end of your next turn. In addition to that, you can use attack powers with a range of Melee and the Implement tag as if you had the Reach quality.
Wand: When you use a ranged attack power with the Implement tag, you ignore Concealment when you attack an enemy in the same area as you are, and consider all your attacks to have the Long Range quality.
Orb: When one of your attack powers with the Implement tag inflict a condition that can be removed with a successful saving throw, you can spend an additional Magic Point as if you Augmented your power: if you do, the target suffers a -2 penalty to all saving throws. Multiple uses of this ability are not cumulative.
Book: When you use an attack power that has an area or multiple target effect and the Implement tag, you can choose to not affect any number of targets that would normally be affected, and shape Zones to your convenience. If you use an Area attack power and only target one creature, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls (if any).
Magic blade: When you use an attack power that has the Implement tag, a range of Melee or Ranged, and you are wielding a melee weapon, you can choose to resolve that attack with a range of Melee, even if it would normally be Ranged, and not provoke attacks of opportunity. You can also choose to substitute the attribute the power specifies for the damage bonus (if any) with your Charisma.
Saint style: When you use an attack power that has the Implement tag and are not equipping an implement or a weapon, you do not provoke Attacks of Opportunity, even if you use Ranged or Area range attack powers while engaged.

Optional class features

Full power: When you use an attack power and have 3 or more Magic Points before resolving the attack, you gain a +2 bonus to damage rolls for every Magic Point you had before resolving the attack.
Surging wind: When you use an attack power and have no Magic Points before resolving the attack, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls (if any).
Territory control: As a move action, you can create a Zone in your Area. While this ability is active, you are considered Immobilized, but you and all your allies gain a +1 bonus to all defences against attacks with the Implement tag. In addition to that, whenever you or an ally within the affected Area recover hit points, they also gain an amount of temporary hit points equal to your Intelligence modifier. This effect lasts for as long as you are conscious or until you choose to end it as a free action.

Classes

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