Weapon Master

The weapon master is a student of all forms of weaponry and through years of training has reached the point where he can actually have his weapons join him in battle. The Weapon Master is typicly obsessed with weapons to the point of being considered thoroughly insane by those who do not understand his bond to them. To him they are a portion of the spirit of whoever created them and have developed a soul and a voice that only they can hear.

Read more...

   

Mariner

The mariner class from the Dragonlance Campaign Setting.

Read more...

   

Hedge Knight

I'm laying the groundwork for adapting the Sovereign Press' 3.5 version of the original Dragonlance adventure path to run it under Pathfinder rules.  Three of the core classes in the Tome of Magic struck me as particularly appropriate to the setting: the Swashbuckler, which, with some minor tweaking, can replace the Mariner core class from the Sovereign Press books; the Warlord, which can replace the rather useless Noble core class with no tweaking at all; and the Knight, which fits well with the key concepts behind the Knights of Solamnia.

However, some of the Knight's class features are implausible for the original Solamnic Knight PC, Sturm Brightblade, due to his background.  I created this class to represent would-be Knights like Sturm, who try to live according the Knighthood's precepts despite their separation from the Orders of the Crown, Sword and Rose -- or, for that matter, the Legion of Steel, Knights of Takhisis, or any other knightly order that exists or has existed in Ansalon at some point in its history.

Read more...

   

Knight*

Disciplined Men & Women of Honour.

Read more...

   

Zealot

Zealots are a deity’s wrath incarnate; they marry martial might with divine power to strike down blasphemers of their faith.

Read more...

   

Vanguard

Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.

Read more...

   

Jinxblade

Warriors of all kinds use different tactics to defeat their opponents. Fighters constantly train to improve their martial skill. Paladins draw upon the power of their deities to crush their foes. Barbarians simply assault their enemies with brute force. The key weapon of the jinxblade, however, is bad mojo. Jinxblades train in the use of dark energies to inflict their foes with curses, hexes, and magic before cutting them down. Not all jinxblades are evil, but the path of the jinxblade is certainly not one that a good-aligned character would be comfortable taking. Jinxblades use a combination of weapons training, magic, and a well of other-worldly force to deflate and disable his opponents. Role: A jinxblade is a very good melee combatant, but because of his limited armor training and spell use, he is more of a skirmisher than a front-line combatant. Most jinxblades prefer to bestow their curse abilities, let his allies do most of the damage, then move in for the final strike.

Read more...

   

Ardwright

In balefire-lit forges and great libraries one might find an ardwright, honing his craft. Utilizing ancient methods and alchemical schema, the ardwright instills his own energy into weapons, armor, and devices of legend. Away from his workshop, the ardwright lends his power to the weapons of his allies, dispels ancient and deadly glyphs, and bends magical instruments to his will. When his allies come upon a ward surging with deadly necrotic energy, it is the ardwright they turn to safely harness the accursed device and unravel the threads of its magic into the aether. Returning to his workshop, the ardwright puts down his bounty and takes up his quill. With a loyal homunculus by his side, he records his observations and devises new schema. For him, each answered question only sharpens his curiousity about the workings of the primal forces.

Read more...

   

Animist

Animists are living avatars the elements; air earth, fire and water. Without the elements, there could be no life; which is sometimes thought of as the fifth element. Animists have the powers of nature at their disposal and are also able to protect and heal those that find themselves in need of her services.

Read more...

   

Druid*

A mixture of the variant from the Player's Handbook II and the Pathfinder Barbarian. This is for those who don't like only have 1~8 Wild Shapes per day that last for too long. This way you have more control over when you are and are not shape changed.

Read more...

   

Page 1 of 3

Favorite Classes

  • Barbarian*
    by Brodiggan Gale, 4.15 with 27 votes
  • Hedge Knight
    by Alex Harman, 4 with 3 votes
  • Ardwright
    by Paul O'Connell, 3.93 with 14 votes
  • Swashbuckler
    by Morten Jørgensen, 3.9 with 21 votes
  • Bard*
    by Ash Thomason, 3.75 with 16 votes
  • Favorite Character Options

  • Kerchief of Vanishing
    by James Thomas, 4.86 with 7 votes
  • Ground Freeze
    by Tim Jenkins, 4.75 with 8 votes
  • Chelonei
    by Eyolf The Wild Commoner, 4.75 with 4 votes
  • Sculpted Channel
    by Tricky Bob, 4.75 with 4 votes
  • Dust of Teleportation
    by Charles Wenzler, 4.67 with 3 votes
  • Cleric Variant: Priest
    by Tim Jenkins, 4.67 with 3 votes
  • Evasive Maneuvers (Combat)
    by Morten Jørgensen, 4.6 with 5 votes
  • Green Death
    by James Thomas, 4.6 with 5 votes
  • Freezing Spell (Metamagic)
    by Tim Jenkins, 4.5 with 8 votes
  • Strong Arcane Bond
    by Matt Thompson, 4.5 with 8 votes
  • Community Sites

    Interested in seeing details on officially released Pathfinder content? Head on over to Pathfinder Wiki.

    wiki

    Need to look up some Pathfinder RPG details while you're gaming? Check out PathfinderSRD.com!

    pathfindersrd