| Class | Role | Description | HPs at 1st level + Con Score | HP per level | Healing Surges per day + Con Mod | Bonus to Defense | Key Abilities |
|---|---|---|---|---|---|---|---|
| Archer | Striker | Patient and accurate, Archers are masters of the bow and crossbow. | 12 | 5 | 6 | +1 Fortitude, +1 Reflex | Strength, Dexterity, Wisdom |
| Bard | Leader | Performance artists of the highest caliber, Bards’ songs buff allies and hamper foes. | 12 | 5 | 7 | +1 Reflex, +1 Will | Charisma, Dexterity, Intelligence |
| Beastmaster | Striker | Beastmasters seek a return to the simple ways of nature, and by tooth and rage, they will attain it. | 15 | 6 | 8 | +2 Fortitude | Strength, Constitution, Charisma |
| Black Mage | Controller | Black Mages seek nothing less than mastery over magical destruction and enfeeblement. | 10 | 4 | 6 | +2 Will | Intelligence, Wisdom, Dexterity |
| Blue Mage | Controller | Blue Mages fight fire with fire, learning the attacks of the monsters they fight to throw right back. | 12 | 5 | 6 | +1 Reflex, +1 Will | Charisma, Intelligence, Wisdom |
| Chemist | Controller | Creators of alchemical items, Chemists are masters at the use of potions and explosives. | 12 | 5 | 6 | +1 Fortitude, +1 Reflex | Intelligence, Wisdom, Dexterity |
| Dancer | Controller | Dancers are agile fighters capable of inspiring allies and harming foes. | 12 | 5 | 7 | +2 Reflex | Dexterity, Intelligence, Charisma |
| Dark Knight | Defender | Sacrificing their health to gain darkness’s favor, Dark Knights’ aggressive actions on the battlefield protects their allies and inspires them to greater aggression themselves. | 15 | 6 | 10 | +1 Fortitude, +1 Reflex, +1 Will | Strength, Charisma, Wisdom |
| Dragoon | Striker | Much 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. | 15 | 6 | 9 | +1 Fortitude, +1 Reflex | Charisma, Strength, Dexterity |
| Fighter | Defender | Masters of martial prowess, Fighters of the party cannot be stopped once they pick up their chosen weapon. | 15 | 6 | 9 | +2 Fortitude | Strength, Dexterity, Wisdom, Constitution |
| Geomancer | Leader | The land has mighty power, and Geomancers are the wielders of it. | 12 | 5 | 8 | +1 Fortitude, +1 Reflex | Wisdom, Constitution, Intelligence |
| Gunner | Striker | Gunners use grit and gunpowder to punch holes in their enemies. | 12 | 5 | 6 | +2 Reflex | Dexterity, Wisdom, Charisma |
| Holy Knight | Defender | Holy Knights guide their party by divine light, healing those who have been harmed and shielding those in harms way. | 15 | 6 | 10 | +1 Fortitude, +1 Reflex, +1 Will | Strength, Charisma, Wisdom |
| Knight | Defender | Knights are noble soldiers whose shield arm, once placed between their foes and allies, will not be moved. | 17 | 7 | 10 | +1 Fortitude, +1 Will | Strength, Charisma, Constitution, Intelligence |
| Monk | Striker | Monks are thoughtful unarmed fighters that have learned to tap into the Ki around them. | 12 | 5 | 7 | +1 Fortitude, +1 Reflex, +1 Will | Dexterity, Strength, Wisdom |
| Red Mage | Striker | Jacks of all trades but masters of none, Red Mages will make sure that your victory will be achieved with style. | 12 | 5 | 8 | +1 Fortitude, +1 Will | Intelligence, Wisdom, Charisma, Strength |
| Summoner | Controller | Summoners are masters of conjuring monsters to assist them in their time of need. | 10 | 4 | 6 | +2 Will | Charisma, Intelligence, Constitution |
| Thief | Striker | Quick in hand, foot, and mind, Thieves will keep your enemies on their toes. | 12 | 5 | 6 | +2 Reflex | Dexterity, Strength, Charisma |
| White Mage | Leader | White Mages specialize in magic to help the party, whether heals or empowerments. | 10 | 4 | 6 | +2 Will | Charisma, Dexterity, Wisdom |
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