The ability to gain class levels based on experiences is part of the Gift of the Guardians; only the Accursed, the Valkyr, and certain creatures created since the apotheosis of the Guardians are capable of gaining class levels.
Skill-monkey. Limited combat skills.
Master of weapons and armor
Berserkers are fueled by their rage to achieve great feats of strength and savagery
- Basic rage
- Blind rage: stronger, but lose the ability to distinguish between friend and foe.
- Restrained rage: bonus to intimidate
- Rage powers:
- claws, bite
- increase of critical multipliers
- reduction in damage taken?
- roar: intimidate do social damage to all in range. Causes fear levels when SHP depleted. Targets resistant to roar for next 30 seconds. Extra damage to anyone that has attacked or been attacked by the berserker within the past turn.
- Savage display: on any successful crit, intimidate to do social damage to all in range. Causes fear levels when SHP depleted. Requires immediate standard action.
- Ability to use extremely large weapons with only a small penalty
Wizards are those who've learned to manipulate reality from first principles. They are smart and studious but tend to be weaker and less sociable than others due to their devotion to books and studies.
At first level, they gain one level of one spell school (their primary school). At third level, they again a second level of their primary school and a first of a secondary school. At fifth level, they gain a level in their primary and secondary schools and a level in a tertiary school. At seventh level and every two levels thereafter, they gain a level in each of their primary, secondary, and tertiary schools, along with an additional level that can be applied to any other school.
Sorcerers are those born with innate magical abilities that they've learned to control and channel. These innate abilities usually firest manifest during adolescence and tend to cause uncontrolled magical effects during states of hightened emotions. Most born with such abilities eventually learn to control or at least suppress them; those who don't eventually ends up dead, imprisoned, or cast out as a result of the strings of magical catastrophies surrounding them.
Breaks the rules: those of civilized society, those of magic, and eventually those of the world itself.
Spell-thievery: steal a random magical effect from the target. roll Sleight of Hand vs. the effect's caster level; on success, that effect now applies to the rogue rather than its original target. No effect on failure or fumble. Warning: this can result in you stealing a curse, a magical disease, or a harmful effect. Attempting to steal from a mysterious statue or a lycanthrope == BAD IDEA
Improved spell-thievery: steal a specific magical effect from the target. If the target does not in fact have that magical effect, nothing happens.
More limited spell-casting than a wizard or sorcerer, but also gets a divine minion (summon, raised undead, construct, etc. depending on the god)
Denial of self allows a monk to draw on a reserve of strange powers.
Get bonuses against the enemies of their gods. Limited spellcasting from cleric list. Auras that boost allies and weaken enemies: courage, cleansing, etc.