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ClassRoleDescriptionHPs at 1st level
+ Con Score
HP per levelHealing Surges per day
+ Con Mod
Bonus to DefenseKey Abilities
ArcherStrikerPatient and accurate, Archers are masters of the bow and crossbow.1256+1 Fortitude, +1 ReflexStrength, Dexterity, Wisdom
BardLeaderPerformance artists of the highest caliber, Bards’ songs buff allies and hamper foes.1257+1 Reflex, +1 WillCharisma, Dexterity, Intelligence
BeastmasterStrikerBeastmasters seek a return to the simple ways of nature, and by tooth and rage, they will attain it.1568+2 FortitudeStrength, Constitution, Charisma
Black MageControllerBlack Mages seek nothing less than mastery over magical destruction and enfeeblement.1046+2 WillIntelligence, Wisdom, Dexterity
Blue MageControllerBlue Mages fight fire with fire, learning the attacks of the monsters they fight to throw right back.1256+1 Reflex, +1 WillCharisma, Intelligence, Wisdom
ChemistControllerCreators of alchemical items, Chemists are masters at the use of potions and explosives.1256+1 Fortitude, +1 ReflexIntelligence, Wisdom, Dexterity
DancerControllerDancers are agile fighters capable of inspiring allies and harming foes.1257+2 ReflexDexterity, Intelligence, Charisma
Dark KnightDefenderSacrificing their health to gain darkness’s favor, Dark Knights’ aggressive actions on the battlefield protects their allies and inspires them to greater aggression themselves.15610+1 Fortitude, +1 Reflex, +1 WillStrength, Charisma, Wisdom
DragoonStrikerMuch like the dragons whose names are similar to theirs, Dragoons can be found soaring through the sky, not via wing power, instead with jump power.1569+1 Fortitude, +1 ReflexCharisma, Strength, Dexterity
FighterDefenderMasters of martial prowess, Fighters of the party cannot be stopped once they pick up their chosen weapon.1569+2 FortitudeStrength, Dexterity, Wisdom, Constitution
GeomancerLeaderThe land has mighty power, and Geomancers are the wielders of it.1258+1 Fortitude, +1 ReflexWisdom, Constitution, Intelligence
GunnerStrikerGunners use grit and gunpowder to punch holes in their enemies.1256+2 ReflexDexterity, Wisdom, Charisma
Holy KnightDefenderHoly Knights guide their party by divine light, healing those who have been harmed and shielding those in harms way.15610+1 Fortitude, +1 Reflex, +1 WillStrength, Charisma, Wisdom
KnightDefenderKnights are noble soldiers whose shield arm, once placed between their foes and allies, will not be moved.17710+1 Fortitude, +1 WillStrength, Charisma, Constitution, Intelligence
MonkStrikerMonks are thoughtful unarmed fighters that have learned to tap into the Ki around them.1257+1 Fortitude, +1 Reflex, +1 WillDexterity, Strength, Wisdom
Red MageStrikerJacks of all trades but masters of none, Red Mages will make sure that your victory will be achieved with style.1258+1 Fortitude, +1 WillIntelligence, Wisdom, Charisma, Strength
SummonerControllerSummoners are masters of conjuring monsters to assist them in their time of need.1046+2 WillCharisma, Intelligence, Constitution
ThiefStrikerQuick in hand, foot, and mind, Thieves will keep your enemies on their toes.1256+2 ReflexDexterity, Strength, Charisma
White MageLeaderWhite Mages specialize in magic to help the party, whether heals or empowerments.1046+2 WillCharisma, Dexterity, Wisdom