Difference between revisions of "Telkarion Character Classes"

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'''Alchemist''' (Int, Dex) (Pathfinder AdvPH) - While more practical means of harnessing arcane power have since been discovered, the humans' first practical successes were in the field that became known as alchemy. The rare practitioners of alchemy are most commonly found in the Empire, where they continue a tradition begun in the early days of human settlement. They are more unpopular with the temples than other practitioners of arcane magic, as the alchemists were amongst the first to go against edicts that banned arcane magic, and to this day they infringe on the market for elixirs and potions that is largely under temple control.
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'''Alchemists''' (Int, Dex) (Pathfinder AdvPH) - While more practical means of harnessing arcane power have since been discovered, the humans' first practical successes were in the field that became known as alchemy. The rare practitioners of alchemy are most commonly found in the Empire, where they continue a tradition begun in the early days of human settlement. They are more unpopular with the temples than other practitioners of arcane magic, as the alchemists were amongst the first to go against edicts that banned arcane magic, and to this day they infringe on the market for elixirs and potions that is largely under temple control.
  
'''Armoured Mage''' (Duskblade) (Int/Str, Con) (PH2) - When humans first encountered elves, they were amazed to find that some elven warriors were capable of easily casting spells while in full armour. In the manner of conquerors since time immemorial, some humans adopted this fighting style, some even going so far as to study under teachers from the friendlier elven houses. As with other users of arcane magic, they are often viewed with suspicion by mainstream human society. Armoured mages are uncommon in human society, with their traditions being passed down from teacher to student. They are common in elven communities.
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'''Armoured Mages''' (Duskblade) (Int/Str, Con) (PH2) - When humans first encountered elves, they were amazed to find that some elven warriors were capable of easily casting spells while in full armour. In the manner of conquerors since time immemorial, some humans adopted this fighting style, some even going so far as to study under teachers from the friendlier elven houses. As with other users of arcane magic, they are often viewed with suspicion by mainstream human society. Armoured mages are uncommon in human society, with their traditions being passed down from teacher to student. They are common in elven communities.
  
 
'''Barbarians''' (Str, Dex/Wis/Con)(PH) - Barbarians generally tend to hail from nomadic human tribes that have made the great Eastern Plains their home, or from other tribal societies beyond the civilized lands and may even originate from a lost human settlement in the Feywild. Occasionally a barbarian will find that his adventures lead him to the wild, untamed borderlands, where his savage instincts serve him well. Totem Barbarian class variant (Unearthed Arcana) is permissible. Whirling Frenzy class feature is permitted (Unearthed Arcana), as is Spiritual Totem class feature (Complete Champion) and Berserker Strength (PH2).
 
'''Barbarians''' (Str, Dex/Wis/Con)(PH) - Barbarians generally tend to hail from nomadic human tribes that have made the great Eastern Plains their home, or from other tribal societies beyond the civilized lands and may even originate from a lost human settlement in the Feywild. Occasionally a barbarian will find that his adventures lead him to the wild, untamed borderlands, where his savage instincts serve him well. Totem Barbarian class variant (Unearthed Arcana) is permissible. Whirling Frenzy class feature is permitted (Unearthed Arcana), as is Spiritual Totem class feature (Complete Champion) and Berserker Strength (PH2).
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'''Inquisitors''' (Wis, Cha) (Pathfinder AdvPG) - The mysterious agents of the Empire's temples, they are often tasked with rooting out enemies of the faith who hide amongst the population, corrupting the faithful. While relatively rare, they are most active in the borderlands, especially those where the Empire's frontiers are constricting or threatened by the encroachment of other races. It has also been long-rumoured that inquisitors have been employed to undermine the institutions of arcane magic.
 
'''Inquisitors''' (Wis, Cha) (Pathfinder AdvPG) - The mysterious agents of the Empire's temples, they are often tasked with rooting out enemies of the faith who hide amongst the population, corrupting the faithful. While relatively rare, they are most active in the borderlands, especially those where the Empire's frontiers are constricting or threatened by the encroachment of other races. It has also been long-rumoured that inquisitors have been employed to undermine the institutions of arcane magic.
  
'''Knight''' (Cha, Con/Str)(PH2)or Cavalier (Pathfinder AdvPG) - While the Telkarion Empire has now stood for a century, a kaleidoscope of noble houses still dot the landscape, from minor local lords to major Houses that vie for position throughout the land. One of the oldest traditions of this feudal society is that of the knight. These mounted noble warriors form the backbone of most cavalry units in the Empire and neighbouring human realms. Knights specialize in singling out powerful opponents for one-on-one combat,  and in otherwise being a bulwark of defence for the party.
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'''Knights''' (Cha, Con/Str)(PH2)or Cavalier (Pathfinder AdvPG) - While the Telkarion Empire has now stood for a century, a kaleidoscope of noble houses still dot the landscape, from minor local lords to major Houses that vie for position throughout the land. One of the oldest traditions of this feudal society is that of the knight. These mounted noble warriors form the backbone of most cavalry units in the Empire and neighbouring human realms. Knights specialize in singling out powerful opponents for one-on-one combat,  and in otherwise being a bulwark of defence for the party.
  
 
'''Marshals''' (Cha, Con/Int) (MH) - One of the reasons that House Telkarion was able to reunite most of the human lands under a strong empire was the discipline and loyalty of its field officers. Under the Empire, this tradition continues. Marshalls are trained to inspire trust in those they lead. They develop a tactician's cunning, a cartographer's overview of the battlefield, and a way with words that can inspire battle-hardened fighters to give it their all. Marshalls are almost exclusively human, with the exception of a small number of non-humans who have earned officers' positions in the Legions (most importantly, in the Goblinoid Legion).
 
'''Marshals''' (Cha, Con/Int) (MH) - One of the reasons that House Telkarion was able to reunite most of the human lands under a strong empire was the discipline and loyalty of its field officers. Under the Empire, this tradition continues. Marshalls are trained to inspire trust in those they lead. They develop a tactician's cunning, a cartographer's overview of the battlefield, and a way with words that can inspire battle-hardened fighters to give it their all. Marshalls are almost exclusively human, with the exception of a small number of non-humans who have earned officers' positions in the Legions (most importantly, in the Goblinoid Legion).
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'''Rogues''' (Dex, Int/Wis) (PH) - The ubiquitous rogue may be found throughout the lands. They often can fit in anywhere, appearing as commoners. In the Borderlands, they are often scavengers who search out fey relics. Wilderness Rogue class variant (Unearthed Arcana) is permitted, as is Antiquarian (Complete Champion).
 
'''Rogues''' (Dex, Int/Wis) (PH) - The ubiquitous rogue may be found throughout the lands. They often can fit in anywhere, appearing as commoners. In the Borderlands, they are often scavengers who search out fey relics. Wilderness Rogue class variant (Unearthed Arcana) is permitted, as is Antiquarian (Complete Champion).
  
'''Scout''' (Dex, Wis)(CAdv) - These are individuals who have learned their skills as outriders for various military units. They have received military training, specializing in fast movement and devastating attacks, and also excel in stealth and observation. They are extremely well-respected throughout the borderlands, and by Imperial units and officials. They do not revere nature as rangers do.
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'''Scouts''' (Dex, Wis)(CAdv) - These are individuals who have learned their skills as outriders for various military units. They have received military training, specializing in fast movement and devastating attacks, and also excel in stealth and observation. They are extremely well-respected throughout the borderlands, and by Imperial units and officials. They do not revere nature as rangers do.
 
   
 
   
 
'''Shadow Walkers''' (Ninjas) (Dex/Wis)(CAdv) - Elite spies and assassins of the Empire and a select few noble houses. Their existence is rumoured, but most are sceptical. Those who find out they do exist, often do not live to tell about it.  
 
'''Shadow Walkers''' (Ninjas) (Dex/Wis)(CAdv) - Elite spies and assassins of the Empire and a select few noble houses. Their existence is rumoured, but most are sceptical. Those who find out they do exist, often do not live to tell about it.  
  
'''Sorceror''' (Cha, Dex/Con) (PH) - Sorcerors dabble near or past the limits of what is generally considered forbidden magic, often derived from the magic of the fey or goblinoid mages that once populated the lands now occupied by the Empire. Many derive their power from caches of ancient power, or from pacts with fey or demonic forces. People in general are scared of sorcerors and the power they are believed to wield. The Battle Sorcerer class variant (Unearthed Arcana) is permitted. Stalwart Sorceror class feature (Complete Mage) is permitted. Metamagic Specialist class feature (PH2) is permitted. Sorcerors may be limited in spell choice by their choice of pact.
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'''Sorcerors''' (Cha, Dex/Con) (PH) - Sorcerors dabble near or past the limits of what is generally considered forbidden magic, often derived from the magic of the fey or goblinoid mages that once populated the lands now occupied by the Empire. Many derive their power from caches of ancient power, or from pacts with fey or demonic forces. People in general are scared of sorcerors and the power they are believed to wield. The Battle Sorcerer class variant (Unearthed Arcana) is permitted. Stalwart Sorceror class feature (Complete Mage) is permitted. Metamagic Specialist class feature (PH2) is permitted. Sorcerors may be limited in spell choice by their choice of pact.
  
'''Spirit Shaman''' (Wis, Cha, Dex/Con) (CDiv) - These divine spellcasters from the eastern plains (and other remote tribal areas) are rarely encountered in Telkarion. They're most at home accompanying their barbarian tribes, but within the Empire they are most at home in the borderlands and areas where traces of prehistoric spiritual power can still be felt. Those who integrate themselves into society tend to honour the known deities, while those who remain on the fringes, communing with wild spirits, are often shunned for habits that are seen as fey-like. Spirit shamans move more safely than most at the fringes of the borderlands, enjoying natural protections against fey and elementals.
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'''Spirit Shamans''' (Wis, Cha, Dex/Con) (CDiv) - These divine spellcasters from the eastern plains (and other remote tribal areas) are rarely encountered in Telkarion. They're most at home accompanying their barbarian tribes, but within the Empire they are most at home in the borderlands and areas where traces of prehistoric spiritual power can still be felt. Those who integrate themselves into society tend to honour the known deities, while those who remain on the fringes, communing with wild spirits, are often shunned for habits that are seen as fey-like. Spirit shamans move more safely than most at the fringes of the borderlands, enjoying natural protections against fey and elementals.
  
'''Swashbuckler''' (Dex, Int/Cha) (CWar)- Swashbucklers come from the ranks of the affluent nobles in the major towns and cities of the Empire, or from the affluent merchants who ply the major rivers. Some seek to right injustices, while others seek fame and fortune. All share a tendency to leap into action. Swashbucklers combine skill and finesse with sheer combat prowess. They are rare in the borderlands, but will occasionally appear in search of adventure. The Arcane Stunt Swashbuckler class variant (Complete Mage) is permitted.
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'''Swashbucklers''' (Dex, Int/Cha) (CWar)- Swashbucklers come from the ranks of the affluent nobles in the major towns and cities of the Empire, or from the affluent merchants who ply the major rivers. Some seek to right injustices, while others seek fame and fortune. All share a tendency to leap into action. Swashbucklers combine skill and finesse with sheer combat prowess. They are rare in the borderlands, but will occasionally appear in search of adventure. The Arcane Stunt Swashbuckler class variant (Complete Mage) is permitted.
  
'''Swordsage''' (Dex/Wis, Str) (ToB) -  The swordsages of Telkarion trace their roots to martial disciplines of the ancient Emberek Empire. Blademasters who wear light armour, use maneuvers and stances on the battlefield to enable them to execute actions that appear supernatural or magical to the untrained eye. They gain a bonus to initiative, apply their wisdom as a bonus to AC and eventually also as a bonus to damage, and gain weapon focus in a variety of weapons associated with their chosen martial discipline. While most swordsages are human, halfling and half-elf swordsages have also been known to study the discipline, and even a rare elf, though elves often find that the focus on martial as opposed to magical feats goes against their nature.
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'''Swordsages''' (Dex/Wis, Str) (ToB) -  The swordsages of Telkarion trace their roots to martial disciplines of the ancient Emberek Empire. Blademasters who wear light armour, use maneuvers and stances on the battlefield to enable them to execute actions that appear supernatural or magical to the untrained eye. They gain a bonus to initiative, apply their wisdom as a bonus to AC and eventually also as a bonus to damage, and gain weapon focus in a variety of weapons associated with their chosen martial discipline. While most swordsages are human, halfling and half-elf swordsages have also been known to study the discipline, and even a rare elf, though elves often find that the focus on martial as opposed to magical feats goes against their nature.
  
'''Warblade''' - (Str/Dex/Con, Int)(ToB)  - While the Empire's Legions are famous for their ability to fight in massed formations, individual martial prowess is championed within the ranks. Those who excel in this capacity may apprentice to become Warblades, who trace their martial maneuvers and stances to disciplines developed by the armies of the Emberek Empire: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Hobgoblins have proven especially apt students of many of these disciplines, and it is not uncommon to have at least one warblade in each cohort of the 13th Legion.  Warblades have access to fighter feats as if they were a fighter of their warblade level -2.  They can shift their weapon focus and any other weapon-specific feat to a new weapon each day, gain Uncanny Dodge at second level, and at 3rd level can add their Int bonus to rolls to confirm critical hits.
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'''Warblades''' - (Str/Dex/Con, Int)(ToB)  - While the Empire's Legions are famous for their ability to fight in massed formations, individual martial prowess is championed within the ranks. Those who excel in this capacity may apprentice to become Warblades, who trace their martial maneuvers and stances to disciplines developed by the armies of the Emberek Empire: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Hobgoblins have proven especially apt students of many of these disciplines, and it is not uncommon to have at least one warblade in each cohort of the 13th Legion.  Warblades have access to fighter feats as if they were a fighter of their warblade level -2.  They can shift their weapon focus and any other weapon-specific feat to a new weapon each day, gain Uncanny Dodge at second level, and at 3rd level can add their Int bonus to rolls to confirm critical hits.
  
 
'''Warlocks''' (Cha, Dex, Con) (CArc) - Human/halfling/dwarf descendants of those who, in desperate days gone by, made pacts with the supernatural powers that originally inhabited the land. Or elves/goblinoids/gnomes who still practice the ancient magics of their peoples. As these supernatural powers are those of the threatening unknown that lays beyond the borders of Telkarion, they are viewed with intense suspicion by many superstitious commoners and even some of the educated elite. There are many stories of warlocks who have gone rogue, joining the armies of those who would make war against the Empire, or trying to carve out their own kingdoms from the lands of the Empire. However, in the borderlands a warlock can prove invaluable, as he can understand and help defend against supernatural assaults. A warlock who has proven his trustworthiness in these areas can quickly rise to a position of power and respect.
 
'''Warlocks''' (Cha, Dex, Con) (CArc) - Human/halfling/dwarf descendants of those who, in desperate days gone by, made pacts with the supernatural powers that originally inhabited the land. Or elves/goblinoids/gnomes who still practice the ancient magics of their peoples. As these supernatural powers are those of the threatening unknown that lays beyond the borders of Telkarion, they are viewed with intense suspicion by many superstitious commoners and even some of the educated elite. There are many stories of warlocks who have gone rogue, joining the armies of those who would make war against the Empire, or trying to carve out their own kingdoms from the lands of the Empire. However, in the borderlands a warlock can prove invaluable, as he can understand and help defend against supernatural assaults. A warlock who has proven his trustworthiness in these areas can quickly rise to a position of power and respect.
  
'''Warmage''' (Cha, Int, Dex/Con)(CArc)  - The Legions of Telkarion make frequent use of warmages, trained in a small number of specialized colleges or apprenticed under an experienced warmage in the field. Unlike many other magic users, they are trained to cast while wearing light armour and using light shields, and their combat spells tend to be more damaging. They are almost always ranking members of the military, but frequently operate independently on special assignments. There are a small number of warmages who have apprenticed under rogue or mercenary masters. Unlike most other arcane casters, warmages are seen as powerful protectors, and are especially welcomed in the borderlands. It is very rare for a warmage to be any race other than human.
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'''Warmages''' (Cha, Int, Dex/Con)(CArc)  - The Legions of Telkarion make frequent use of warmages, trained in a small number of specialized colleges or apprenticed under an experienced warmage in the field. Unlike many other magic users, they are trained to cast while wearing light armour and using light shields, and their combat spells tend to be more damaging. They are almost always ranking members of the military, but frequently operate independently on special assignments. There are a small number of warmages who have apprenticed under rogue or mercenary masters. Unlike most other arcane casters, warmages are seen as powerful protectors, and are especially welcomed in the borderlands. It is very rare for a warmage to be any race other than human.
  
 
'''Weapon Masters''' (Samurai) (Str/Cha, Dex/Con)(CWar) - In the Age of the Warring Kingdoms, elite warriors came to adopt a strict code of honour that demanded total obedience to their masters, bravery in the face of utmost peril, and honour and respect to superiors, peers, and lessers alike. Always lawful, they are stoic in demeanor and implacable when matters of honour and justice are concerned. Since the rise of the Empire, those noble houses within its borders no longer have need of these warriors. Many now serve in the legions, adopting new values. Those who are unable to change have become wandering warriors who seek causes worthy of their courage and honour. Note: unlike the standard Samurai in the Complete Warrior, Weapon Masters wield bastard sword and short sword or a similar combination of two weapons, possibly including exotic weapons. May be subject to honour points alternative rules (Unearthed Arcana). May gain access to an heirloom weapon.
 
'''Weapon Masters''' (Samurai) (Str/Cha, Dex/Con)(CWar) - In the Age of the Warring Kingdoms, elite warriors came to adopt a strict code of honour that demanded total obedience to their masters, bravery in the face of utmost peril, and honour and respect to superiors, peers, and lessers alike. Always lawful, they are stoic in demeanor and implacable when matters of honour and justice are concerned. Since the rise of the Empire, those noble houses within its borders no longer have need of these warriors. Many now serve in the legions, adopting new values. Those who are unable to change have become wandering warriors who seek causes worthy of their courage and honour. Note: unlike the standard Samurai in the Complete Warrior, Weapon Masters wield bastard sword and short sword or a similar combination of two weapons, possibly including exotic weapons. May be subject to honour points alternative rules (Unearthed Arcana). May gain access to an heirloom weapon.
  
'''Wizard''' (Int, Dex/Con)(PH) - The generic spellcasters, they are more common than any of their arcane bethren, but still not a common sight outside of large towns. The art of the wizard was learned from the fey races, as humans did not practice arcane magic in their homelands beyond the sea. Within the Empire, knowledge is passed down from master to apprentice, often within the confines of the mage towers that are found in most major human settlements. Certain specialists, such as diviners and illusionists, may occasionally have very prominent positions in society. Others, such as necromancers and enchanters, are viewed with deep suspicion, due to the dangerous or illegal use to which their spells are occasionally put. Many wizards belong to, or at least maintain relationships with, the official colleges of magic maintained by the Empire. The Domain Wizard and Specialist Wizard class variants (Unearthed Arcana) are permitted. Specialist wizards may further take the Focused Specialist class feature (Complete Mage). The Immediate Magic class feature (PH2) is also permitted.
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'''Wizards''' (Int, Dex/Con)(PH) - The generic spellcasters, they are more common than any of their arcane bethren, but still not a common sight outside of large towns. The art of the wizard was learned from the fey races, as humans did not practice arcane magic in their homelands beyond the sea. Within the Empire, knowledge is passed down from master to apprentice, often within the confines of the mage towers that are found in most major human settlements. Certain specialists, such as diviners and illusionists, may occasionally have very prominent positions in society. Others, such as necromancers and enchanters, are viewed with deep suspicion, due to the dangerous or illegal use to which their spells are occasionally put. Many wizards belong to, or at least maintain relationships with, the official colleges of magic maintained by the Empire. The Domain Wizard and Specialist Wizard class variants (Unearthed Arcana) are permitted. Specialist wizards may further take the Focused Specialist class feature (Complete Mage). The Immediate Magic class feature (PH2) is also permitted.
  
 
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Revision as of 10:16, 7 September 2010

Alchemists (Int, Dex) (Pathfinder AdvPH) - While more practical means of harnessing arcane power have since been discovered, the humans' first practical successes were in the field that became known as alchemy. The rare practitioners of alchemy are most commonly found in the Empire, where they continue a tradition begun in the early days of human settlement. They are more unpopular with the temples than other practitioners of arcane magic, as the alchemists were amongst the first to go against edicts that banned arcane magic, and to this day they infringe on the market for elixirs and potions that is largely under temple control.

Armoured Mages (Duskblade) (Int/Str, Con) (PH2) - When humans first encountered elves, they were amazed to find that some elven warriors were capable of easily casting spells while in full armour. In the manner of conquerors since time immemorial, some humans adopted this fighting style, some even going so far as to study under teachers from the friendlier elven houses. As with other users of arcane magic, they are often viewed with suspicion by mainstream human society. Armoured mages are uncommon in human society, with their traditions being passed down from teacher to student. They are common in elven communities.

Barbarians (Str, Dex/Wis/Con)(PH) - Barbarians generally tend to hail from nomadic human tribes that have made the great Eastern Plains their home, or from other tribal societies beyond the civilized lands and may even originate from a lost human settlement in the Feywild. Occasionally a barbarian will find that his adventures lead him to the wild, untamed borderlands, where his savage instincts serve him well. Totem Barbarian class variant (Unearthed Arcana) is permissible. Whirling Frenzy class feature is permitted (Unearthed Arcana), as is Spiritual Totem class feature (Complete Champion) and Berserker Strength (PH2).

Bards (Cha, Dex/Int)(PH) - These itinerant musicians and adventurers are common amongst the civilized lands, and are especially well-liked by commoners. Nobles are slightly more cautious of their quick tongues. Wherever one finds an inn, one will eventually encounter a bard. Bardic Sage, Divine Bard, and Savage Bard class variants (Unearthed Arcana) are permissible. Spellbreaker Song class feature (Complete Mage) is permitted, as is Healing Hymn and Hymn of Fortification (Complete Champion), and Bardic Knack (PH2).

Clerics (Wis/Cha)(PH) - These servants of the deities are common throughout the human world and are the traditional spellcasting class of the humans. They may serve any of the "traditional" D&D deities, or the player may create a unique deity. Clerics of non-human, chaotic good, or any evil deities often conceal their divine calling, only walking openly within their hidden temples, and will be treated with less deference, and perhaps with great suspicion by those who know which god they serve. Lawful evil clerics may be found within the Goblinoid Legion. Cloistered Cleric class variant (Unearthed Arcana) and Divine Counterspell (Complete Mage) are permissible, as is Spantaneous Domain Casting (PH2).

Crusaders (Str/Con, Int/Cha)(ToB)- While paladins serve their churches, crusaders are sworn to the Telkarion Empire, dedicating their lives to the pursuit of martial excellence and vanquishing the Empire's enemies. They are most commonly found in the borderlands, adventuring alone or leading the Legions as they make land safe for human settlements. They are considered to be heroes of the people, and their presence is always welcome. Crusaders benefit from a tradition of martial maneuvers and stances that can be traced back to the Emberek Empire, and are able to channel their injuries into vicious counterstrikes against their foes. Crusaders are almost always humans, but halfling and half-elf crusaders are not unknown. Any other races are rare, but it is rumoured that dwarves have also studied under human masters. A crusader's alignment may not be chaotic. May be subject to honour points (Unearthed Arcana).

Druids(Wis, Dex)(PH) - Druids are rare throughout most of the Empire, but are more common in the borderlands. The secrets of the Feywild are particularly attractive to them, but this fascination leads to a general mistrust amongst much of the population. Remote settlements often are much more receptive to druidic philosophy, and many borderlanders are active followers of their traditions. Druidic Avenger class variant (Unearthed Arcana) is permissible. Apect of Nature class feature (Unearthed Arcana),Elemental Companion class feature (Complete Mage), spontaneous rejuvenation and shapeshift class features (PH2) are permitted.

Favoured Souls (Cha/Wis, Str/Dex/Con) (CDiv)- These rare individuals are chosen by a deity at a young age to receive their divine favour. Divine casting comes to them naturally, and they often find themselves to be the earthly extension of their deity's divine will, but they exist outside of their church's command structure and may be viewed with suspicion. They know fewer spells that clerics, but can cast more often. They are limited to light & medium armour. Class skills include energy resistance and their deity's weapon focus.

Fighters (Str, Con/Dex) (PH) - The ubiquitous warriors found throughout the world. Thug (Unearthed Arcana) and Armoured Mage (Complete Mage) class variants permissible. Gena Clerics (Shugenja) (Cha, Dex/Con) (CDiv)- Since the Gena disaster, any mage of the Genasi order who has emerged in the Empire has been hunted down and destroyed. However, their divine spellcasters have gone largely unnoticed, living in the ruined land of Gena or in neighbouring borderlander communities amongst cultists who worship the elemental spirits unleashed by the disaster. Gena Clerics devote themselves to one elemental force and at least half of their spells must have a related elemental focus.

Gena Mages (Wu Jen) - (Int, Dex/Con) (CArc) - Wild mages of the borderlands, descendants of the outlawed mages of Gena. Their magic reflects the dangerous elemental forces of the lost kingdom of Gena and the fey wilds that threaten this region. Their magic can often be erratic, especially in the area near Gena, fizzling without effect or going off with much greater power than expected. Are often found in remote hamlets, and are often at odds with the regimented warmages of the legions. Unless they maintain a low profile, they risk being hunted down by rangers or legionary soldiers in service to the Empire. Occasionally a Gena Mage will pass himself off as a sorcerer to live in public.

Hexblades (Cha, Str/Dex/Con) (Complete Warrior)- Hexblades are warriors who have embraced a fighting style that is designed for combatting arcane spellcasters. Their discipline was developed by early human colonists to combat the magical creatures of this new land. They gain greater resistance to arcane spells, as well as limited spellcasting and the ability to curse opponents.

Inquisitors (Wis, Cha) (Pathfinder AdvPG) - The mysterious agents of the Empire's temples, they are often tasked with rooting out enemies of the faith who hide amongst the population, corrupting the faithful. While relatively rare, they are most active in the borderlands, especially those where the Empire's frontiers are constricting or threatened by the encroachment of other races. It has also been long-rumoured that inquisitors have been employed to undermine the institutions of arcane magic.

Knights (Cha, Con/Str)(PH2)or Cavalier (Pathfinder AdvPG) - While the Telkarion Empire has now stood for a century, a kaleidoscope of noble houses still dot the landscape, from minor local lords to major Houses that vie for position throughout the land. One of the oldest traditions of this feudal society is that of the knight. These mounted noble warriors form the backbone of most cavalry units in the Empire and neighbouring human realms. Knights specialize in singling out powerful opponents for one-on-one combat, and in otherwise being a bulwark of defence for the party.

Marshals (Cha, Con/Int) (MH) - One of the reasons that House Telkarion was able to reunite most of the human lands under a strong empire was the discipline and loyalty of its field officers. Under the Empire, this tradition continues. Marshalls are trained to inspire trust in those they lead. They develop a tactician's cunning, a cartographer's overview of the battlefield, and a way with words that can inspire battle-hardened fighters to give it their all. Marshalls are almost exclusively human, with the exception of a small number of non-humans who have earned officers' positions in the Legions (most importantly, in the Goblinoid Legion).

Monks(Wis, Dex/Str) (PH) - Monks were common in the age of the Emberek Empire, but most monastic traditions have died off since those times. Some monasteries are rumoured to exist in remote areas, and the occasional adventuring monk will arrive from the lands far across the Golden Sea. Most people of the Empire have never heard of monks, or believe them to exist only in ancient tales. When monks are encountered, they are usually mistaken for itinerant holy men. Fighting Styles class variant (Unearthed Arcana) is permitted. Soulwarp Strike class feature (Complete Mage)and Decisive Strike class feature (PH2) are permitted.

Paladins (Cha, Str/Wis/Con) (PH)- may take non-spellcasting variants (Complete Warrior). Paladins exist for many deities, though they most commonly serve lawful good deities. The most prominent order of paladins in the known world are the Knights of the Wall, who have manned the Great Southern Wall for several centuries, protecting human lands against the goblinoid hordes that regularly descend from the hills and mountains to the south. While their order has waned in numbers over the past century and they now share their responsibilities with the legions of the Empire, they still enjoy a degree of autonomy in the ruling of their lands. Class powers for non-LG paladins may vary from those stated in the Players Handbook. Paladins of freedom, slaughter, and tyranny class variants (Unearthed Arcana) are NOT permitted. Holy Warrior class feature (Complete Champion) is permitted. May be subject to honour points alternative rules (Unearthed Arcana).

Racial Paragons (UA) - Racial paragons are nearly ideal examples of the strengths and abilities of a race. Unlike members of other classes, racial paragons are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. They possess powers or capabilities that supersede those of normal members of their race. These classes have no prerequisites, and can be taken at 1st level. Characters can multiclass freely between racial paragons levels and standard character class levels. For example, taking all three levels of the dwarf paragon would confer good BAB and fort saves, plus craft expertise, improved stonecutting, improved darkvision, a save bonus against magic, and a +2 Con bonus. Taking three levels of elf paragon confers moderate BAB bonus, good reflex save bonus, elfsight, resist enchantments, weapon focus, +2 Int bonus, and two wizard casting levels. Paragon levels also confer weapon and armour proficiencies, and have their own class skill lists.

Rangers (Dex, Str/Wis) (PH) - The rangers are the renowned guardians of the borderlands. While the Legions may be the fist of the Empire, the rangers are the scalpel, seeking out and eliminating harmful fey threats. They are constantly vigilant, living most of their lives near or within the fey wilds. Near the Wasteward, they must also deal with creatures that wander out from the Gena Wastes. In addition to their normal skill points, rangers at 1st level gain 4 bonus skill points that may be divided up amongst two new knowledge skills; Knowledge (Fey) or Knowledge (Elementals). May take non-spellcasting variants (Complete Warrior). Planar Ranger class variant (Unearthed Arcana) is NOT permitted. Urban Ranger class variant (Unearthed Arcana) is permitted. Favoured Environment class feature is permissible (Unearthed Arcana), as is Champion of the Wild and Spiritual Connection (Complete Champion).

Rogues (Dex, Int/Wis) (PH) - The ubiquitous rogue may be found throughout the lands. They often can fit in anywhere, appearing as commoners. In the Borderlands, they are often scavengers who search out fey relics. Wilderness Rogue class variant (Unearthed Arcana) is permitted, as is Antiquarian (Complete Champion).

Scouts (Dex, Wis)(CAdv) - These are individuals who have learned their skills as outriders for various military units. They have received military training, specializing in fast movement and devastating attacks, and also excel in stealth and observation. They are extremely well-respected throughout the borderlands, and by Imperial units and officials. They do not revere nature as rangers do.

Shadow Walkers (Ninjas) (Dex/Wis)(CAdv) - Elite spies and assassins of the Empire and a select few noble houses. Their existence is rumoured, but most are sceptical. Those who find out they do exist, often do not live to tell about it.

Sorcerors (Cha, Dex/Con) (PH) - Sorcerors dabble near or past the limits of what is generally considered forbidden magic, often derived from the magic of the fey or goblinoid mages that once populated the lands now occupied by the Empire. Many derive their power from caches of ancient power, or from pacts with fey or demonic forces. People in general are scared of sorcerors and the power they are believed to wield. The Battle Sorcerer class variant (Unearthed Arcana) is permitted. Stalwart Sorceror class feature (Complete Mage) is permitted. Metamagic Specialist class feature (PH2) is permitted. Sorcerors may be limited in spell choice by their choice of pact.

Spirit Shamans (Wis, Cha, Dex/Con) (CDiv) - These divine spellcasters from the eastern plains (and other remote tribal areas) are rarely encountered in Telkarion. They're most at home accompanying their barbarian tribes, but within the Empire they are most at home in the borderlands and areas where traces of prehistoric spiritual power can still be felt. Those who integrate themselves into society tend to honour the known deities, while those who remain on the fringes, communing with wild spirits, are often shunned for habits that are seen as fey-like. Spirit shamans move more safely than most at the fringes of the borderlands, enjoying natural protections against fey and elementals.

Swashbucklers (Dex, Int/Cha) (CWar)- Swashbucklers come from the ranks of the affluent nobles in the major towns and cities of the Empire, or from the affluent merchants who ply the major rivers. Some seek to right injustices, while others seek fame and fortune. All share a tendency to leap into action. Swashbucklers combine skill and finesse with sheer combat prowess. They are rare in the borderlands, but will occasionally appear in search of adventure. The Arcane Stunt Swashbuckler class variant (Complete Mage) is permitted.

Swordsages (Dex/Wis, Str) (ToB) - The swordsages of Telkarion trace their roots to martial disciplines of the ancient Emberek Empire. Blademasters who wear light armour, use maneuvers and stances on the battlefield to enable them to execute actions that appear supernatural or magical to the untrained eye. They gain a bonus to initiative, apply their wisdom as a bonus to AC and eventually also as a bonus to damage, and gain weapon focus in a variety of weapons associated with their chosen martial discipline. While most swordsages are human, halfling and half-elf swordsages have also been known to study the discipline, and even a rare elf, though elves often find that the focus on martial as opposed to magical feats goes against their nature.

Warblades - (Str/Dex/Con, Int)(ToB) - While the Empire's Legions are famous for their ability to fight in massed formations, individual martial prowess is championed within the ranks. Those who excel in this capacity may apprentice to become Warblades, who trace their martial maneuvers and stances to disciplines developed by the armies of the Emberek Empire: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Hobgoblins have proven especially apt students of many of these disciplines, and it is not uncommon to have at least one warblade in each cohort of the 13th Legion. Warblades have access to fighter feats as if they were a fighter of their warblade level -2. They can shift their weapon focus and any other weapon-specific feat to a new weapon each day, gain Uncanny Dodge at second level, and at 3rd level can add their Int bonus to rolls to confirm critical hits.

Warlocks (Cha, Dex, Con) (CArc) - Human/halfling/dwarf descendants of those who, in desperate days gone by, made pacts with the supernatural powers that originally inhabited the land. Or elves/goblinoids/gnomes who still practice the ancient magics of their peoples. As these supernatural powers are those of the threatening unknown that lays beyond the borders of Telkarion, they are viewed with intense suspicion by many superstitious commoners and even some of the educated elite. There are many stories of warlocks who have gone rogue, joining the armies of those who would make war against the Empire, or trying to carve out their own kingdoms from the lands of the Empire. However, in the borderlands a warlock can prove invaluable, as he can understand and help defend against supernatural assaults. A warlock who has proven his trustworthiness in these areas can quickly rise to a position of power and respect.

Warmages (Cha, Int, Dex/Con)(CArc) - The Legions of Telkarion make frequent use of warmages, trained in a small number of specialized colleges or apprenticed under an experienced warmage in the field. Unlike many other magic users, they are trained to cast while wearing light armour and using light shields, and their combat spells tend to be more damaging. They are almost always ranking members of the military, but frequently operate independently on special assignments. There are a small number of warmages who have apprenticed under rogue or mercenary masters. Unlike most other arcane casters, warmages are seen as powerful protectors, and are especially welcomed in the borderlands. It is very rare for a warmage to be any race other than human.

Weapon Masters (Samurai) (Str/Cha, Dex/Con)(CWar) - In the Age of the Warring Kingdoms, elite warriors came to adopt a strict code of honour that demanded total obedience to their masters, bravery in the face of utmost peril, and honour and respect to superiors, peers, and lessers alike. Always lawful, they are stoic in demeanor and implacable when matters of honour and justice are concerned. Since the rise of the Empire, those noble houses within its borders no longer have need of these warriors. Many now serve in the legions, adopting new values. Those who are unable to change have become wandering warriors who seek causes worthy of their courage and honour. Note: unlike the standard Samurai in the Complete Warrior, Weapon Masters wield bastard sword and short sword or a similar combination of two weapons, possibly including exotic weapons. May be subject to honour points alternative rules (Unearthed Arcana). May gain access to an heirloom weapon.

Wizards (Int, Dex/Con)(PH) - The generic spellcasters, they are more common than any of their arcane bethren, but still not a common sight outside of large towns. The art of the wizard was learned from the fey races, as humans did not practice arcane magic in their homelands beyond the sea. Within the Empire, knowledge is passed down from master to apprentice, often within the confines of the mage towers that are found in most major human settlements. Certain specialists, such as diviners and illusionists, may occasionally have very prominent positions in society. Others, such as necromancers and enchanters, are viewed with deep suspicion, due to the dangerous or illegal use to which their spells are occasionally put. Many wizards belong to, or at least maintain relationships with, the official colleges of magic maintained by the Empire. The Domain Wizard and Specialist Wizard class variants (Unearthed Arcana) are permitted. Specialist wizards may further take the Focused Specialist class feature (Complete Mage). The Immediate Magic class feature (PH2) is also permitted.

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