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The Warrior The conquering warlord, the elite foot soldier, the hardended mercenary, warriors all. Warriors focus on the martial aspects of combat, getting close and personal with their enemies, choosing great weapons or two weapon fighting styles to dispatch them. Characteristics Of all classes, Warriors have the most well rounded martial fighting capabilities. Warriors are familiar with both the offensive and defensive aspects of combat, though any given warrior will choose only a select set of weapons, armor, and styles with which to fight. However, some warriors are capable of mastering all weapons, armors, and styles. Alignment Warriors may be of any alignment. Good warriors may feel honor bound to seek out and destroy evil. Lawful warriors may prove useful as constables. Chaotic warriors may find themselves employed as mercenaries. Evil warriors may be bullies or vagabonds that take what they want, by force. 1 Prerequisites Great Weapon Proficieny or Two Weapon Fighting Medium Armor Proficieny Leadership Intense Training(2) Superior Battle Maneuver Coercion Athletic

Arms Master - - - - - - - - SpellSword v Duelist - - - - - - - - Reaver - - - - - - - - 2

Warlord Warlords are granted access to 16 additional powers

Immediately gain "Inspiring Presence"

Immediately gain "Command: Kneel" 3 Inspiring Presence NPCs are inspired by the aura of the Wardlord's might and seek to join their cause Command: Kneel Once Daily, combat may be ended immediately with any humanoid that does not pass a DC 10 Will save. The Warlord gains Superior Combat Advantage against humanoids that pass the check.

The Knight The Crusader, the loyal enforcer of the king, the embodiment of law and justice. The Knight is focus on the defensive aspects of combat and lives by a strict code, good or evil. A crushing hammer or mace and shield are the chosen weapons on the knight, who would prefer winning battles by enduring any attack an enemy can muster. Any knight, good or evil, can be found in the vanguard of any army carrying a shield with the crest of their order, leading the charge. Characteristics Knights are defensive martial fighters that use slow but devastating attacks to crush and cripple their opponents. They are characterized by their heavy armor and large shields, many can be seen flying a battle standard to rally allies and demoralize foes. Alignment Knights are Lawful. Good knights may find themselves in the employ of kings and lords, carrying out tasks at their behest without the slightest mental reservation.Evil knights may find themselves as the enforcers of evil lords. Hit Die d12 Skill Points Skill Points at 1st Level: (2 + INT modifier) x 4 Skill Points Thereon: 2 + INT Modifier Weapon Specialization Knights are proficient with all Simple and Martial Weapons Armor Specialization Knights are proficient with Heavy Armor and Shields Starting Package Armor: Full Plate: +6 AC, -8 Armor Check Penalty, Steel Kite Shield: +2 AC, -4 Armor Check Penalty Weapons: Steel Warhammer: Great Weapon(1d12, 6x Crit, Bludgeoning) Steel Mace: Martial Weapon(1d10, 2x Crit, Bludgeoning-Piercing Steel Warhammer: Great Weapon(1d12, 6x Crit, Bludgeoning) Steel Mace: Martial Weapon(1d10, 2x Crit, Bludgeoning-Piercing Gear leather waterskin, Metal symbol of Order leather waterskin, Metal symbol of Order Gold 2d4 4 Vocations When a knight reaches the 7th level they may choose a vocation and expand their powers arsenal. Vocations, and their respective requirements are shown on the table below. Vocation Pre-requisite Sentinel 7th Level Knight Cleric 7th Level Knight/3rd Level Wizard Eldritch Knight 7th Level Knight/Evil Alignment Paladin 21st Level Knight/Good Alignment Death Knight 21st Level Knight/Evil Alignment

Sentinel - - - - - - - - Cleric - - - - - - - - Eldritch Knight - - - - - - - - 5

Paladin Paladins are granted access to 16 additional powers

Immediately gain "Stand Together"

Immediately gain "Redemption"

Immediately gain "Lay on Hands"

Immediately gain "Blessing of Kings" Stand Together Whenever an ally suffers an attack, the Paladin may take a move action Redemption Recently slain humanoids may be resurrected for a short time Lay on Hands Once Daily, Paladins may heal their HP total on touch Blessing of Kings Grant an friendly ally +4 attack and 1d6 damage until combat ends Death Knight Death Knights are granted access to 16 additional powers

Immediately gain "Death and Decay"

Immediately gain "Dark Arbiter"

Immediately gain "Defile"

Immediately gain "Unholy Might" Death and Decay Enemies within 25ft are unable to recieve healing Dark Arbiter Creatures slain by the Death Knight rise from the dead under the command of the Death Knight Defile The Death Knights physical attacks deal 1d10 + 4 additional damage as necrotic Unholy Might Friendly undead gain +2 attack and 1d4 damage

The Thief The skilled assassin, the silent burglar, the nimble thief. The Thief focuses on subterfuge and stealth, quietly navigating around unwary enemies or finding a position in the shadows to strike from. The goal of most thieves is material wealth and trinkets, but when the time to fight comes, if it comes, they are swift and deadly. Thieves aim to end combat quickly, as their arsenal is better suited for infiltration than outright brawling. Characteristics Thieves are highly offensive martial fighters that use precise and rapid attacks to dispatch foes before they are able to draw their weapon. Thieves are not honorbound to test this ability, however. If a thief believes they are at a disadvantage or at risk of being caught, they may just abandon their goal all together, or at least until they find a way to sway the odds back into their favor. Alignment All thieves are Chaotic in nature. Good thieves may find themselves laying booby traps for tyrants and stealing food for the poor.Evil thieves find themselves as freelance agents and spys, or work to enrich themselves. Hit Die d6 Skill Points Skill Points at 1st Level: (4 + INT modifier) x 6 Skill Points Thereon: 6 + INT Modifier Weapon Specialization Thieves are proficient with all Simple and Finesse Weapons Armor Specialization Thieves are proficient with Light Armor Starting Package Armor: Dyed Leather: +2 AC, -2 Armor Check Penalty Weapons: Iron Daggerx2: Finesse Weapon(1d4, 3x Crit, Piercing), Short Bow: Simple Weapon(1d10, 2x Crit, Piercing) Gear backpack, bedroll, leather waterskin, flint and steel, thieves tools backpack, bedroll, leather waterskin, flint and steel, thieves tools Gold 6d6 7 Vocations When a thief reaches the 7th level they may choose a vocation and expand their powers arsenal. Vocations, and their respective requirements are shown on the table below. Vocation Pre-requisite Burglar 7th Level Thief Scout 7th Level Thief/3rd Level Wizard Nightblade 7th Level Thief/3rd Level Sorcerer Agent 21st Level Thief Assassin 21st Level Thief/Evil Alignment

Burglar - - - - - - - - Scout - - - - - - - - Nightblade - - - - - - - - 8

Agent Agents are granted access to 16 additional powers

Immediately gain "A Tool For Every Job"

Immediately gain "Gadget Master"

Immediately gain "Noxious Gas"

Immediately gain "My Own Invention!" A Tool For Every Job Agents can carry any amount of objects smaller than their hand Gadget Master Agents recieve triple positive effects from gadgets and deal double negative effects with gadgets Noxious Gas Whenever an Agent is struck with a physical attack, the Agent may release a 10ft explosion of blinding gas which the Agent is immune to My Own Invention! Agents may craft Custom-Master tier gadgets Assassin Assassins are granted access to 16 additional powers

Immediately gain "Mark For Death"

Immediately gain "Wine to Venom"

Immediately gain "Beyond Silence" Mark For Death Assassins gain +8 attack and +150% critical damage on unaware targets Wine To Venom Once daily, an assassin may create an instantly lethal poison that is completely undetectable Beyond Silence When sneaking, assassins are undetectable by sound or smell 9

The Monk The humble seeker of inner peace, the monk focuses on defensive countering to deal damage, cripple, and manuveur the battlefield. The monk's real battle is a volatile inner duality characterized by the fierce passion of the dragon and the primal calm of the tiger. Characteristics Monks do not clad themselves in animal pelts or heavy metals, they instead choose light cloth in which they may move freely. This armor choice make the monk's physical discipline and flexability apparent in moments as they flow through fights like a winding river. Alignment All monks are lawful neutral. Hit Die d8 Skill Points Skill Points at 1st Level: (2 + INT modifier) x 4 Skill Points Thereon: 4 + INT Modifier Weapon Specialization Monks are proficient with all Simple and Finesse Weapons Armor Specialization Monks are proficient with Light Armor Starting Package Armor: None Weapons: Iron Punch Dagger: Finesse Weapon(1d4, 3x Crit, Piercing), Gear None Gold None 10 Duality When a monk reaches the 7th level they may choose a form of duality. Dualities, and their respective requirements are shown on the table above. Duality Pre-requisite Primal 7th Level Monk Balance 7th Level Monk Divine 7th Level Monk

Primal - - - - - - - - Balance - - - - - - - - Divine - - - - - - - - 11

The Marksman The distance setter, the dead eye, the defender of the castle walls. The marksman focuses on taking down enemies at range. Marksmen find themselves in the invaluable backline of armies and on the highest towers of a fort. Not all marksmen are military however, many prefer to take their longbows into the woods to hunt game and earn an honest living. Characteristics Marksmen are defensive ranged-martial fighters that excel at picking off key targets in a fight. They are characterized by their keen perception and survival abilities. The most successful marksmen are capable of following their target and placing their shots accurately, like hitting a bee in a swarm. Alignment Marksmen may be of any alignment. Good marksmen may find themselves in the military, defending the walls of forts and castles. Lawful marksmen may find themselves fighting alongside knights and warriors as constables.Chaotic marksmen may be wildmen hunters, using the bow and arrow as only a method of survival.Evil marksmen may find themselves in poor company among seedy assassins and thiefs as hitmen. Hit Die d8 Skill Points Skill Points at 1st Level: (4 + INT modifier) x 4 Skill Points Thereon: 2 + INT Modifier Weapon Specialization Marksmen are proficient with Simple and Finesse Ranged-Weapons Armor Specialization Marksmen are proficient with Medium Armor Starting Package Armor: Studded Leather: +3 AC, -4 Armor Check Penalty, Weapons: Iron Shortsword: Simple Weapon(1d8, 2x Crit, Slashing-Piercing) Long Bow: Simple Weapon(1d12, 4x Crit, Piercing) Gear Backpack, leather waterskin, bedroll, quiver with 40 arrows Gold 2d6 +4 12 Vocations When a marksman reaches the 7th level they may choose a vocation and expand their powers arsenal. Vocations, and their respective requirements are shown on the table below. Vocation Pre-requisite Hunter 7th Level Marksman Ranger 7th Level Marksman/3rd Level Druid Archer 7th Level Marksman/3rd Level Warrior Deadeye 21st Level Marksman

13 Hunter - - - - - - - - Ranger - - - - - - - - Archer - - - - - - - -

14 Deadeye Deadeyes are granted access to 16 additional powers

Immediately gain "Legendary Action: Bullseye"

Immediately gain "Tracking Master" Legendary Action: Bullseye Once per-encounter, the deadeye may turn a miss or critical failure into a hit or critical success. Attacks made with ranged weapons changed in this way deal 250% bonus critical damage Tracking Master All creatures and incorporeals are trackable

The Wizard The magical mystic, the master of the elements, the court healer. Wizards focus on the use of specific magical energies to achieve their goals. Using magic in this way is time consuming, as spells must be prepared before their use and specific components are required to use them. This puts the wizard at odds with classes that are able to innately use magic. Characteristics Wizards are whatever they want to be, there is no form or calling card of a wizard other than they will likely use spells, and need to to reach into their component pouches many times to do so. Alignment Wizards may be of any alignment. Good wizards may find themselves curing illness in a local temple.Lawful wizards may find themselves fighting alongside knights and warriors as constables, making use of their magical prowess to catch criminals.Chaotic wizards may be found in an underground lair, performing experiements on plants and animals in order to better understand them.Evil wizards may find themselves using their magical abilities to bully others or enrich themselves. Hit Die d6 Skill Points Skill Points at 1st Level: (6 + INT modifier) x 4 Skill Points Thereon: 4 + INT Modifier Weapon Specialization Wizards are proficient with all Implements and Staffs Armor Specialization Wizards are proficient with Light Armor Starting Package Armor: Cloth Robes: +1 AC, -1 Armor Check Penalty, Weapons: Ironbark Stave: Staff(1d6, Elemental) Gear Backpack, leather waterskin, bedroll, component pouch Gold 2d4 +1 15 Vocations When a wizard reaches the 7th level they may choose a vocation and expand their powers arsenal. Vocations, and their respective requirements are shown on the table below. Vocation Pre-requisite Arcanist 7th Level Wizard Elementalist 7th Level Wizard Vitaelist 7th Level Wizard

16 Elementalist(Right) - - - - - - - - Arcanist(Left) - - - - - - - - Vitaelist(Left) - - - - - - - -

The Druid The village shaman, the forest hermit, the animagus. Like wizards, druids focus on the use of specific magical energies to achieve their goals. Druids are innate users of these magical energies and are not bound by long nights crafting spells and gathering ingredients. Druids shapeshift natrually, and need speak no words or burn effigies to achieve their various forms. Characteristics Druids are rarely seen outside of their native forests and swamps, atleast in their human form. Druids are versatile shapeshifters that take on the aspect of various plants and animals to do battle, or to simply live. Alignment Druids are Chaotic Neutral. Hit Die d8 Skill Points Skill Points at 1st Level: (4 + INT modifier) x 4 Skill Points Thereon: 2 + INT Modifier Weapon Specialization Druids are proficient with all Implements and Staffs Armor Specialization Wizards are proficient with Medium Armor Starting Package Armor: Leather Robes +2 AC, -2 Armor Check Penalty, Weapons: Ironbark Stave: Staff(1d6, Elemental) Gear leather waterskin, wooden symbol, wooden totemx2 Gold none 17 Animal Forms When a druid reaches the 7th level they may choose an animal form to focus and expand their powers arsenal. Animal forms and their respective requirements are shown on the table above. Animal Form Pre-requisite Bear 7th Level Druid Stag 7th Level Druid Wolf 7th Level Druid Panther 7th Level Druid Eagle 7th Level Druid Cat&Dog 7th Level Druid Wyvern 14th Level Druid Bombardier Beetle 14th Level Druid Titanoboa 14th Level Druid Gorilla 14th Level Druid Dragon 21st Level Druid

18 Bear - - - - - - - - Stag - - - - - - - - Wolf - - - - - - - - Panther - - - - - - - -

19 Eagle - - - - - - - - Cat&Dog - - - - - - - - Wyvern - - - - - - - - Bombadier Beetle - - - - - - - -

Titanoboa - - - - - - - - Gorilla - - - - - - - - Dragon - - - - - - - - 20

Warrior Progression The Warrior -- Level Progression Level Attack Bonus Power Slots Ability Score Improvement 1st +1 +1 +1 2nd 0 0 +1 3rd 0 0 +1 4th +1 0 +0 5th 0 0 +1 6th 0 0 +1 7th +1 +1 0 8th 0 0 +1 9th 0 0 +1 10th +1 0 0 11th 0 0 +1 12th 0 0 +1 13th +2 0 0 14th 0 +2 0 15th 0 0 +2 16th +2 0 0 17th 0 0 +2 18th 0 0 +2 19th +2 0 0 20th 0 0 +2 21st +3 +2 +3 Warrior Powers Rend 1st-level Warrior Vocation: None

None Action Type: Standard

Standard Range: Adjacent

Adjacent Attack: AC

AC Hit 1d4 + Base Weapon Damage Rend one creature, the creature must make a DC 14 fortitude save or be dealt an additional 1d4 damage per turn(this effect stacks), until sutured or magically healed Battle Stance 1st-level Warrior Vocation: None

None Action Type: Minor

Minor Range: Self

Self Attack:

Hit Shift your stance to a balance of offence and defence, gain +1 Attack, +1 AC Defensive Stance 1st-level Warrior Vocation: None

None Action Type: Minor

Minor Range: Self

Self Attack:

Hit Shift your stance to a defensive one, gain -1 Attack, +1 AC Berserk Stance 1st-level Warrior Vocation: None

None Action Type: Minor

Minor Range: Self

Self Attack:

Hit Shift your stance to a offensive one, gain +2 Attack Bull Rush 1st-level Warrior Vocation: None

None Action Type: Standard

Standard Range: Adjacent

Adjacent Attack: Reflex

Reflex Hit Push one creature, the creature must make a DC 12 Strength save or be pushed back 5ft, for every size class the creature is above the warrior, the creature's save is lowered by 4. For every size class the creature is below the warrior, the creature's save is increased by 4. Triggers an adjacent attack of opportunity. Disarm 1st-level Warrior Vocation: None

None Action Type: Standard

Standard Range: Adjacent

Adjacent Attack: Reflex

Reflex Hit Attempt to knock an object or weapon from a creature's hand, the creature must make a DC 8 Reflex save or be disarmed. Creatures with weapon chain may re-arm with a minor action.