PATHFINDER: KINGMAKER
Classes
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| Classes ↓ | Description |
|---|---|
| Wizard | While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are |
| Warrior | This class usually includes soldiers, bandits, and city guards — NPCs who have chosen war as their trade. |
| Vermin | This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. |
| Undead | Undead are once-living creatures animated by spiritual or supernatural forces. |
| Stalwart Defender | Stalwart defenders are masters of melee combat, striving to prove that the best offense is a good defense. Stalwart defenders are normally found on the front lines of battle, holding a position to cover their allies, leaping into breaches o |
| Sorcerer | Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use o |
| Slayer | Skilled at tracking down targets, slayers are consummate hunters, living for the chase and the deadly stroke that brings it to a close. Slayers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, an |
| Rogue | Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. |
| Ranger | Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner o |
| Plant | This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures. |
| Paladin | Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending other |
| Outsider | An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) |
| Mystic Theurge | Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruc |
| Monstrous Humanoid | Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. |
| Monk | Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies whe |
| Magus (Eldritch Scion) | Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, eldritch scions find that their spells and abilities come to them instinctively. |
| Magus | Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local |
| Magical Beast | Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can't necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, |
| Kineticist | Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic expe |
| Inquisitor | Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their fait |
| Humanoid | A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. |
| Fighter | Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle |
| Fey | A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. |
| Fey | A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. |
| Eldritch Knight | Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are c |
| Duelist | The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront alongside fighters, barbaria |
| Druid | While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship |
| Dragon Disciple | With the magic of a spellcasting class at their disposal, dragon disciples can assume the typical role of a magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their opponents. Dragon disciples' draconic abi |
| Dragon | A dragon is a reptilelike creature, usually winged, with magical or unusual abilities. |
| Corrupted Creature | |
| Corrupted Creature | |
| Corrupted Creature | |
| Construct | A construct is an animated object or artificially created creature. |
| Cleric | More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own an |
| Bard | Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and un |
| Barbarian | Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into |
| Arcane Trickster | With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as p |
| Animal | An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. |
| Aldori Swordlord | The swordlords follow no singular path to dueling mastery — some of those who take up the blade only dabble in its use, while others explore swordplay with the dueling weapon in unconventional ways. |
| Alchemist | The alchemist's reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own |
| Aberration | An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. |
