Classes

# Classes in Pathfinder: Wrath of the Righteous

Your class is a very important decision in Pathfinder: Wrath of the Righteous, as it forms the basis for what your abilities and specialties will be, both in and out of combat. As such, it's very important to pick a class that suits your playstyle. A brief blurb is given about each class below, with more details being available on the relevant class page.

## Base Classes

Base Classes will be the primary classes used for leveling your characters. There are a wide range of different classes available, suiting a wide range of playstyles. You can reach up to level 20 on a given character, and Base Classes will have abilities and power increase for each level up to 20. It's possible to take levels in more than one class (see Multiclassing below), but for the most part, a pure 1-20 build of a single class will serve you well.

All class entries will contain the following summary information:

* **Hit Die:** This determines how many hitpoints the class receives when leveling up.
* **Skill Points:** The number of skill points they receive when leveling up.
* **Base Attack Bonus (BAB):** The speed of their BAB progression.
* **Saves:** How strong or weak their various saving throws are.
* **Alignment:** Valid alignments for the class.
* **Skills:** Which skills are considered class skills for the class.

### Archetypes

All base classes in Pathfinder: Wrath of the Righteous have a number of archetypes available to choose from, instead of (or in addition to) the base version of the class. Archetypes typically swap some of the base class features out for different ones, usually to fit a particular theme or role in the group. The archetypes for each class are noted in its entry below, with more details being available in the relevant class page.

## List of Base Classes

### Alchemist

The Alchemist is a sort of mad scientist class, specialising in making various potions, elixirs, extracts and bombs to buff allies and hinder enemies. They can learn spells and prepare those spells as extracts. Their primary stat is Intelligence. They are a prepared spellcaster, which means they choose their spells for each day from a wider list and assign them to specific slots prior to resting.

* **Hit Die:** d8
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Reflex, low Will
* **Alignment:** Any
* **Skills:** Trickery, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception, Use Magic Device

**Archetypes**

* **Grenadier** - a more bomb-focused Alchemist
* **Vivisectionist** - exploits the weak points of the body to gain rogue-like abilities, such as sneak attack
* **Chirurgeon** - a healing-focused Alchemist
* **Preservationist** - an Alchemist who keeps preserved specimens in bottles, allowing them to summon them during battle
* **Metamorph** - an Alchemist who focuses primarily on transforming the body
* **Incense Synthesiser** - an Alchemist who focuses on supporting teammates

### Arcanist

The Arcanist is a hybrid class, combining the abilities of both a wizard and a sorcerer. Like a wizard, they prepare a list of spells each day from their spellbook, but they are able to cast from that prepared list spontaneously, like a sorcerer. Their primary stat is Intelligence, but some of their abilities also depend on Charisma.

* **Hit Die:** d6
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Low
* **Saves:** Strong Will, low Fortitude and Reflex
* **Alignment:** Any
* **Skills:** Knowledge (Arcana), Knowledge (World), Lore (Religion), Lore (Nature), Use Magic Device

**Archetypes**

* **Brown-Fur Transmuter** - an Arcanist who focuses on transforming themselves (and allies) into various creatures
* **Eldritch Font** - an Arcanist who consumes their spell slots to power various other abilities
* **Unlettered Arcanist** - an Arcanist who stores their spells in a familiar, like a witch, rather than a spellbook, like a wizard
* **White Mage** - an Arcanist who has gained some healing abilities
* **Nature Mage** - this Arcanist draws from the druid spell list, rather than the sorcerer/wizard one
* **Phantasmal Mage** - a gnome-only archetype that strengthens illusion magic

### Barbarian

The Barbarian is the archetypal bruiser, focusing on damage output with weapons. Their main feature is their rage, which boosts their damage and grants them other benefits through rage powers. If you want to swing a big weapon for big damage, or like charging furiously into the fray, consider a barbarian. Their primary stats are strength and constitution.

* **Hit Die:** d12
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude, low Reflex and Will
* **Alignment:** Any non-lawful
* **Skills:** Athletics, Mobility, Lore (Nature), Perception, Persuasion

**Archetypes**

* **Armoured Hulk** - a Barbarian who wears heavy armour
* **Mad Dog** - a Barbarian who fights alongside an animal companion
* **Invulnerable Rager** - a Barbarian focused on damage reduction
* **Beastkin Beserker** - a Barbarian who transforms into animals to fight
* **Raging Tactician** - a Barbarian who uses their rage to inspire allies and grant teamwork feats
* **Instinctual Warrior** - a wisdom-based Barbarian

### Bard

The Bard is the archetypal support character, inspiring allies with their songs and granting them the strength to overcome their foes. In addition to a wide array of support buffs, Bards can also be masterful battlefield controllers, using their spells to cripple and confound their enemies and give their allies an opening to attack. They are charisma-based, spontaneous spellcasters.

* **Hit Die:** d8
* **Skill Points:** 4
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Reflex and Will, low Fortitude
* **Alignment:** Any
* **Skills:** Athletics, Mobility, Trickery, Stealth, Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Perception, Persuasion, Use Magic Device

**Archetypes**

* **Archaeologist** - a Bard who mixes in some Rogue abilities
* **Thundercaller** - a Bard attuned to ancient spirits of the land, calling thunder down on their enemies
* **Flame Dancer** - a pyromaniac Bard who brings the grace of fire into their performance
* **Tranquil Whisperer** - a Bard who uses their performance to soothe and protect allies, rather than inspire them
* **Dirge Bard** - a Bard who performs for both the living and the dead
* **Beast Tamer** - a Bard who uses Summoning spells to call animals to their side in battle

### Bloodrager

The Bloodrager is similar to a Barbarian, but they use their rage to help channel arcane power that resides in their blood, manifesting in bloodline abilities like that of the Sorcerer. They are spontaneous, Charisma-based spellcasters.

* **Hit Die:** d10
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude, low Reflex and Will
* **Alignment:** Any
* **Skills:** Athletics, Mobility, Knowledge (Arcana), Lore (Nature), Perception, Persuasion

**Archetypes**

* **Bloodrider** - a Bloodrager who can channel their power into their mount
* **Greenrager** - a Bloodrager who is attuned to the land and summons animals to aid them in battle
* **Primalist** - a Bloodrager who mixes their arcane magic with more traditional rage powers
* **Spelleater** - a Bloodrager who consumes their own magical energy in order to heal themselves
* **Steelblood** - a Bloodrager who can wear heavy armour
* **Reformed Fiend** - this Bloodrager fights evil with vicious and unmatched fury

### Cavalier

Cavaliers are warriors who have dedicated themselves to a cause, and excel at combat from horseback. They draw their power from their ideals, their oaths and the challenges made to their foes. Their special abilities use their Charisma stat.

* **Hit Die:** d10
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude, low Reflex and Will
* **Alignment:** Any
* **Skills:** Athletics, Mobility, Persuasion

**Archetypes**

* **Beast Rider** - opens up more options for mount choices
* **Disciple of the Pike** - a Cavalier who focuses on hunting monsters
* **Knight of the Wall** - a Cavalier who specialises in shields
* **Gendarme** - a Cavalier who focuses more on combat than tactics, gaining extra bonus feats
* **Standard Bearer** - a Cavalier focused on inspiring and strengthening allies
* **Fearsome Leader** - a Cavalier who specialises in fear and using their Dazzling Display to frightening enemies and bolster allies
* **Cavalier of the Paw** - a halfling-specific Cavalier who pledges to defend halfling settlements, and rides a dog or a wolf

### Cleric

Clerics are the devoted and versatile servants of their deities, channeling their divine power to heal and bolster allies while confounding their enemies. They are prepared, Wisdom-based spellcasters.

* **Hit Die:** d8
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Must be within one step of their deity's alignment
* **Skills:** Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion

**Archetypes**

* **Crusader** - a more martial-focused Cleric
* **Ecclesitheurge** - a more magic-focused Cleric
* **Herald Caller** - a Cleric who focuses on calling powerful outsiders to aid them in battle
* **Demonbane Priest** - a Cleric who wears heavy armour and focuses on exploiting the weaknesses of demons
* **Anglefire Apostle** - a Cleric who focuses on using their Channel Energy to cure a wide range of ailments
* **Priest of Balance** - a neutral Cleric who can channel both positive and negative energy

### Druid

Druids are closely attuned with nature, wielding spells, calling animals to their side, and transforming into savage beasts during combat. They may worship a nature deity, devote themselves to the power of the elements, or attune to the wild spirits of the land. They are a prepared, Wisdom-based caster.

* **Hit Die:** d8
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Any neutral
* **Skills:** Athletics, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception

**Archetypes**

* **Blight Druid** - a Druid devoted to corrupted, ruined lands, to either heal or propagate the destruction
* **Feyspeaker** - a Druid who incorporates fey magic into their repertoire, and is a Charisma-based caster
* **Defender of the True World** - a Druid who specialises in taking down fey
* **Drovier** - a Druid focusing on strengthening and protecting allies
* **Elemental Rampager** - a Druid who uses the destructive power nature to fuel their prowess in melee combat
* **Primal Druid** - a Druid focused on ancient creatures, such as dinosaurs and other megafauna

### Fighter

The Fighter is the archetypal martial character, skilled with a wide array of weapons and armour. They have access to bonus combat feats which allow them to specialise in different styles.

* **Hit Die:** d10
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude, low Reflex and Will
* **Alignment:** Any
* **Skills:** Athletics, Knowledge (World), Lore (Nature), Persuasion

**Archetypes**

* **Aldori Defender** - a Fighter trained with the Dueling Sword
* **Two-Handed Fighter** - a Fighter who specialises in two-handed weapons
* **Tower Shield Specialist** - a Fighter who specialises in using tower shields
* **Dragonheir Scion** - a Fighter who channels the power of the draconic blood in their veins to improve their prowess in combat
* **Armiger** - a Fighter who is training to become a Hellknight
* **Mutation Warrior** - a Fighter who utilises alchemical concoctions to make themselves stronger

### Hunter

Hunters a hybrid of the Ranger and the Druid, fighting alongside their animal companion and wielding powerful nature magic to bolster both themselves and their companion. They are spontaneous, Wisdom-based spellcasters.

* **Hit Die:** d8
* **Skill Points:** 4
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Reflex, low Will
* **Alignment:** Any
* **Skills:** Athletics, Stealth, Knowledge (World), Lore (Nature), Perception, Persuasion

**Archetypes**

* **Divine Hunter** - a Hunter who serves a deity
* **Urban Hunter** - a Hunter who operates primarily in the city
* **Colluding Scoundrel** - a Hunter focused on manipulating enemies and leveraging allies for their own benefit
* **Forester** - a Hunter focused more on the environment around them than on the animals who dwell within it
* **Wandering Marksman** - a Hunter focused on striking from a distance
* **Divine Hound** - a Hunter who specialises in Hunting other people with a loyal hound by their side

### Inquisitor

Inquisitors are amongst the most zealous servants of their faith, chasing down enemies and observing emerging threats wherever they go. They are spontaneous, Wisdom-based spellcasters.

* **Hit Die:** d8
* **Skill Points:** 4
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Within one step of their deity's alignment
* **Skills:** Athletics, Mobility, Trickery, Stealth, Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Perception, Persuasion, Use Magic Device

**Archetypes**

* **Monster Tactician** - a summoning-focused Inquisitor
* **Tactical Leader** - an Inquisitor focused on working together with allies
* **Sacred Huntmaster** - an Inquisitor with an animal companion
* **Faith Hunter** - an Inquisitor who is zealously opposed to enemies of certain convictions
* **Sanctified Slayer** - an Inquisitor who utilises Slayer abilities, such as sneak attack
* **Judge** - this Inquisitor can sentence enemies to death, bolstering their allies' power against them

### Kineticist

The Kineticist is a living channel for elemental matter and energy, drawing strength from their own bodies to manipulate the world around them. They are not true spellcasters, but their powers greatly resemble spells. Their primary stat is Constitution.

* **Hit Die:** d8
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Reflex, low Will
* **Alignment:** Any
* **Skills:** Mobility, Stealth, Perception, Persuasion, Use Magic Device

**Archetypes**

* **Dark Elementalist** - this Kineticist uses souls, rather than their own bodies, to fuel their powers. They are Intelligence-based instead of Constitution-based
* **Psychokineticist** - a Kineticist who channels their power through their mind, rather than their body. They are Wisdom-based instead of Constitution-based
* **Kinetic Knight** - an armour-wearing, melee-focused Kineticist
* **Blood Kineticist** - a Kineticist who manipulates the blood of the creatures around them
* **Overwhelming Soul** - a Kineticist whose personality is so strong that they can control the elements without endangering their bodies. They are Charisma-based, rather than Constitution-based
* **Elemental Engine** - a Kineticist who uses their Burn to push themselves to even greater limits

### Magus

The Magus is a hybrid of the Fighter and the Wizard, using both magic and weapons in combat. They are prepared, Intelligence-based casters.

* **Hit Die:** d8
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Any
* **Skills:** Athletics, Knowledge (Arcana), Knowledge (World), Persuasion

**Archetypes**

* **Eldritch Scion** - a Magus who draws power from their bloodline rather than from study. They are spontaneous, Charisma-based casters
* **Sword Saint** - a Magus who specialises in a single weapon type, and uses Intelligence rather than armour for protection
* **Eldritch Archer** - a ranged-focused Magus
* **Hexcrafter** - a Magus who can apply Witch hexes to both enemies and allies
* **Armoured Battlemage** - a Magus who specialises in armoured protection
* **Arcane Rider** - a Magus who shares their power with their mount

### Monk

Monks are masters of mobility and martial arts, darting around the battlefield to lend their aid where it is needed most. They use Wisdom to power their special abilities.

* **Hit Die:** d10
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude and Reflex, low Will
* **Alignment:** Any lawful
* **Skills:** Athletics, Mobility, Stealth, Knowledge (World), Lore (Religion), Perception, Persuasion

**Archetypes**

* **Scaled Fist** - a Monk who draws their power from draconic heritage. They use Charisma to power their special abilities
* **Sensei** - a Monk who focuses on strengthening their allies and spurring them to victory
* **Traditional Monk** - a Monk who incorporates more traditional training methods into their style
* **Zen Archer** - an archery-focused Monk
* **Sohei** - a Monk with a mount
* **Quarterstaff Master** - a Monk who specialises in using the quarterstaff as a weapon
* **Student of Stone** - an oread-only Monk who specialises in defence

### Oracle

An Oracle is a divine spellcaster, but unlike a Cleric, their power is granted without their consent, and is a mixed blessing and curse. They are spontaneous, Charisma-based spellcasters.

* **Hit Die:** d8
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Will, low Fortitude and Reflex
* **Alignment:** Any
* **Skills:** Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion

**Archetypes**

* **Lone Strider** - an Oracle who draws their power from the lonely places of the world
* **Enlightened Philosopher** - an Oracle who focuses on knowledge
* **Divine Herbalist** - an Oracle who blends their power with alchemy and focuses on healing
* **Seeker** - an Oracle who is determined to track down the source of their divine power
* **Possessed Oracle** - an Oracle who is possessed by the being that granted them power. These beings work their magic directly through the Oracle
* **Purifier** - an Oracle who seeks out and cleanses those possessed by fiendish corruptors
* **Wind Whisperer** - an Oracle who draws their power from the wind

### 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 others and blessing the fallen with the strength to continue fighting.

* **Hit Die:** d10
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Lawful Good
* **Skills:** Knowledge (World), Knowledge (Arcana), Lore (Nature), Lore (Religion), Persuasion

**Archetypes**

* **Divine Guardian** - a Paladin that trades their spellcasting progression for the ability to create a protective link with an ally.
* **Divine Hunter** - a long range combat-oriented Paladin. Has the ability, at later levels, to share some Ranged Feats with their nearby allies.
* **Divine Scion** - a Paladin that incorporates some Sneak Attack progression as well as Studied Target (as the Slayer's ability).
* **Hospitalier** - a Paladin focused on Channeling. Trades Mark of Justice and Smite Evil in the process of doing so.
* **Martyr** - a Paladin that can also use some Bard songs. Loses Smite Evil, but retains Mark of Justice.
* **Stonelord** - a dwarf-specific Paladin that gets a wide range of defensive bonuses while losing both Smite Evil and Mark of Justice.
* **Warrior of the Holy Light** - a Paladin that can obtains a powerful Aura that grants several bonuses to nearby allies, such as Critical Hit protection and resistance to various types of damage. However, they lack the ability to cast spells.

### Ranger

Ranger 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 of enemies. They also learn limited spellcasting abilities, mostly in the form of buffs.

* **Hit Die:** d10
* **Skill Points:** 4
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude and Reflex, low Will
* **Alignment:** Any
* **Skills:** Athletics, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception, Persuasion, Stealth.

**Archetypes**

* **Demonslayer** - a Ranger that has a deep knowledge on the extermination of Demons.
* **Espionage Expert** - a Ranger that has mastered the ability of deception, trickery and stealth. Does not get an animal companion.
* **Flamewarden** - a Ranger that fights with fire. They learn several fire spells (including some Summons) at the cost of their animal companion.
* **Freebooter** - a Ranger specialized in combat tactics to organize crews and parties instad of hunting specific enemies.
* **Nomad**- a Ranger that starts off with a Horse and is focused exclusively on ranged weapons (Archery Combat Style).
* **Stormwalker**- a Ranger that fights with lightning. They only use ranged weapons, and they can imbue them with electric powers.

### 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. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

* **Hit Die:** d8
* **Skill Points:** 5
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Reflex, low Fortitude and Will
* **Alignment:** Any
* **Skills:** Athletics, Knowledge (World), Mobility, Perception, Persuasion, Stealth, Trickery, Use Magic Device.

**Archetypes**

* **Eldritch Scoundrel** - a Rogue that is also a student of Arcane Magic. Has a slower Sneak Attack progression.
* **Knife Master** - a Rogue specialized in close-up combat with Daggers, Kukris, Punching Daggers, Starknives and Sai.
* **Master of All** - a half-elf-specific Rogue subclass that gets less Sneak Attack, but gains the Skill Focus Feat three times.
* **Rowdy** - a Rogue that chooses brute force instead of stealthiness. They strike enemies down with powerful attacks.
* **Sylvan Trickster** - a Rogue with minor magical abilities reminiscent of those used by Fey. They can utilize Hexes, similar to a Witch.
* **Thug** - a Rogue that chooses intimidation and violence instead of finesse. They are masters of persuasion.
* **Undergound Chemist** - a Rogue that can make use of potions and dangerous substances to aid themselves in battle.

### Shaman

Shamans make for potent divine spellcasters, capable of using divine spells and the power of their spirits to aid their allies and destroy their foes. While they aren’t the healers that clerics are, they can still fill that role when needed.

* **Hit Die:** d8
* **Skill Points:** 5
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Will, low Fortitude and Reflex
* **Alignment:** Any
* **Skills:** Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion

**Archetypes**

* **Possessed Shaman** - a Shaman that uses spirits in order to boost their skills and protect them from otherworldy influences
* **Shadow Shaman** - a Shaman that befriends shadows instead of spirits. They gain Sneak Attack progression as a result
* **Spirit Hunter** - a Shaman that chooses to fight spirits. They gain the ability to enchant their weapon with different enchantments to better suit their needs
* **Spirit Warden** - a Shaman specialized in harming Undead. They gain some extra spells to further improve their abilities against them
* **Unsworn Shaman** - a Shaman that is not bound to a specific Spirit, but has the versatility to choose lesser versions of every spirit available
* **Wildland Shaman** - a half-orc-exclusive Shaman that fights alongside an animal companion. They must choose the Battle spirit.
* **Witch Doctor** - a Shaman focused on healing afflictions of the soul. They can protect their allies from curses and channel energy.

### Skald

Skalds inspire their allies, and often press forward to fight enemies in melee. Outside of combat, They are useful as healers and scholars, less versatile but more durable than Bards.

* **Hit Die:** d8
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Any
* **Skills:** Athletics, Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Mobility, Perception, Persuasion, Use Magic Device

**Archetypes**

* **Battle Scion** - a Skald that can share their abilities (Teamwork Feats) with party members
* **Battle Singer** - a Skald that can sing songs powerful enough to damage their enemies with direct damage
* **Court Poet** - a Skald with the ability to enhance the spellcasting capabilities of not only themselves, but also their companions
* **Demon Dancer** - a demon-worshipping Skald. They obtain some demonic powers at the cost of some of their base Rage powers
* **Herald of the Horn** - a Skald that boosts the power of their Sonic spells in order to deal maximum amounts of damage
* **Hunt Caller** - a Skald that can transform their allies into Beasts instead of maximizing the effect of their Rage powers

### Slayer

The slayer is elusive, and good at finding the opportune time and location to strike. Combining the deadliest talents of rangers and rogues, a slayer’s abilities are all about getting into combat, dealing with a target, and then getting back out again.

* **Hit Die:** d10
* **Skill Points:** 3
* **Base Attack Bonus (BAB):** High
* **Saves:** Strong Fortitude and Reflex, low Will
* **Alignment:** Any
* **Skills:** Mobility, Perception, Athletics, Persuasion, Knowledge (World), Stealth, Lore (Nature)

**Archetypes**

* **Arcane Enforcer** - a Slayer that shares some abilities with Arcanists. They study arcane knowledge to learn efficent ways of hunting their targets
* **Deliverer** - a Slayer that acts as the weapon of a specific God. They gain bonuses against enemies whose alignment is two steps away from theirs
* **Executioner** - a Slayer that is very experienced with the assassination of humanoids. They usually work independently
* **Imitator** - a Slayer with the ability to adapt to the flow of battle, choosing martial styles from other classes to catch enemies off guard
* **Spawn Slayer** - a Slayer that chooses to take down some of the most fearful enemies. They know techniques to counteract a foe's size advantage
* **Stygian Slayer** - a Slayer with the ability to become invisible. They can arrive unseen, commit murder, and depart without detection
* **Vanguard** - a Slayer that acts as a battlefield commander, leading their allies to victory by sharing their knowledge with them

### 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 of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

* **Hit Die:** d6
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Low
* **Saves:** Strong Will, low Fortitude and Reflex
* **Alignment:** Any
* **Skills:** Persuasion, Knowledge (Arcana), Use Magic Device

**Archetypes**

* **Crossblooded** - a Sorcerer that trades a reduced spellbook for a secondary bloodline (which grants them bonus spells and selections)
* **Empyreal Sorcerer** - a Sorcerer that must select the Empyreal Bloodline. Scales off Wisdom instead of Charisma
* **Nine Tailed Heir** - a Kitsune-exclusive Sorcerer. Must select the Nine-Tailed Heir Bloodline. Gains extra abilities at 3rd level and 2 levels thereafter
* **Overwhelming Mage** - a Sorcerer that trades bonus feats for extra Spell Penetration and Difficulty Class (DC)
* **Sage Sorcerer** - a Sorcerer that must select the ArcaneBloodline. Scales off Intelligence instead of Charisma
* **Seeker** - a Sorcerer that focuses on learning their history and source of power. They gain bonus feats as a result of their research
* **Sylvan Sorcerer** - a Sorcerer that must select the Sylvan Bloodline. Obtains an animal companion at level 1

### Warpriest

Warpriests can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.

* **Hit Die:** d8
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Medium
* **Saves:** Strong Fortitude and Will, low Reflex
* **Alignment:** Any
* **Skills:** Athletics, Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion

**Archetypes**

* **Champion of the Faith** - a Warpriest that obtains Smite (as the Paladin's ability) and can treat their weapons as Sacred. They are unable to enchant their weapon with elements
* **Cult Leader** - a Warpriest that obtains Sneak Attack Progression, but reduces the amount of Bonus Combat Feats gained through level up
* **Disenchanter** - a Wapriest that trades some Bonus Combat Feats for the ability to Dispel Magic (as the Spell)
* **Feral Champion** - a Warpriest that must select the Animal Blessing. They are able to polymorph through the Wild Shape ability, which is gained at specific levels (7, 9, 11 and 13)
* **Proclaimer** - a Warpriest that loses their Channeling ability to gain some extra terrain-control abilities (pushing Evil Outsiders outside of a zone, damaging them, etc)
* **Shieldbearer**- a Warpriest that can fully utilize their Shield as a weapon, treating it as Sacred and gaining several benefits as they level up

### Witch

While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

* **Hit Die:** d6
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Low
* **Saves:** Strong Will, low Fortitude and Reflex
* **Alignment:** Any
* **Skills:** Knowledge (Arcana), Knowledge (World), Lore (Nature), Persuasion, Use Magic Device

**Archetypes**

* **Elemental Witch** - a Witch that focuses on elemental spells. They gain extra Ray spells at the cost of roughly halving the total number of Hexes available through level up
* **Hagbound** - a Witch that trades Hex progression for other bonuses. They include the ability to gain Strength as they level up, cursing enemies for 24 hours and growing claws
* **Hex Channeler** - a Witch that is capable of channeling Energy (as the Cleric's ability) to heal allies or damage enemies. They trade a single Hex to do so
* **Ley Line Guardian** - a Witch that can supercharge spells to make them stronger. They lose their familiar and their level 1 Hex. Is a spontaneous caster
* **Stigmatized Witch** - a spontaneous caster Witch that trades their Patron for a Curse (as the Oracle's ability), obtaining new spells and abilities at the cost of a hinderance
* **Witch of the Veil** - a Witch that obtains several new spells through leveling up, but cannot select a Patron and has a reduced Hex list

### 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 masters of the impossible and can aid their allies in overcoming any danger.

* **Hit Die:** d6
* **Skill Points:** 2
* **Base Attack Bonus (BAB):** Low
* **Saves:** Strong Will, low Fortitude and Reflex
* **Alignment:** Any
* **Skills:** Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion)

**Archetypes**

* **Arcane Bomber** - a Wizard that has experimented enough with Alchemist-like projects and has the ability to throw bombs infused with a type of energy
* **Cruoromancer** - a Wizard that infuses necromantic power with Dhampir blood. They learn Blood Infusions, which allow them to further empower their spells
* **Elemental Specialist** - a Wizard that has the ability to convert all spell damage to their chosen element. Later on, they can convert half of their damage to untyped damage, that bypasses resistances
* **Exploiter Wizard** - a Wizard with Arcanist-like abilities. They have an Arcane Reservoir, which allows them to improve their spells in new ways as they level up
* **Scroll Savant** - a Wizard that considers scrolls as an extension of their magic capabilities. These become stronger, resulting in added versatility
* **Spell Master** - a Wizard that has decided to not master a specific school of magic. They are universalists, and are well known for having the most diversity among arcane casters
* **Thassilonian Specialist** - a Wizard that studies the runelords of Thassilon. They have to choose Spellbooks that include two prohibited schools of magic, but gain extra spells for their preferred schools.

## Prestige Classes

A Prestige Class is a more advanced or specialized class, usually taken after getting a few levels in an appropriate Base Class. Unlike Base Classes, Prestige Classes only have abilities and increases mapped out for 10 levels, and you usually have to fulfill a number of prerequisites to be able to take levels in them in the first place. They can be tricky to use well.

## Multiclassing

It is possible to take levels in more than one class. There isn't really a limit on how many different classes you can take (beyond the limits that apply to some classes, such as alignment), but regardless of what combination of classes you have, your character has a hard level cap of 20. This means that if you take 1 level of fighter and the rest in wizard, you will only be able to become a level 19 wizard. The exception to this is the Legend Mythic Path, which extends the level cap for the player character to 40. Multiclassing is the only way to get access to Prestige Classes, as you cannot take them at level 1 and need to fulfill various prerequisites before they are available.

Multiclassing has the potential to be very powerful, but it's also very easy to accidentally weaken your character if you go in without a plan. There are a lot of interesting synergies with odd one- or two-level dips outside of your main class, with popular examples being 1 level of Monk for the AC boost, or 1 level of Fighter for the extra feat and proficiencies. With each dip, however, you are limiting the number of high-level abilities you will get access to from your main class. Use with caution.

Finally, it is worth to point out that the game is not balanced around Multiclassing in difficulties below Daring. That means that most classes work perfectly fine as a single-class, without the need of dipping into several other classes for specific bonuses. On higher difficulties, however, gaining extra advantages through several dips is recommended in order to offset the boosts in stats that enemies receive.

## Respeccing

If you end up not liking your class, or make a mistake with your build, it is possible to respec your character (and your companions) in-game by speaking to the NPC Hilor. You can respec your character from level 1, and your companions from the level you recruited them at. The first few respecs are free, with subsequent ones earning an increasing gold cost. Respeccing is also limited by difficulty - it is not available on Core difficulty or higher.