Classes

Class Roles

Barbarian:

Bard:

Cleric:

Druid:

Fighter:

Monk:

Paladin:

Ranger:

Rogue:

Sorcerer:

Wizard:

Alternative Class Interpretations

Inventor: Re-skinning the alchemist class to use gadgets and apparatuses instead of infusions and mutagens results in an ingenious inventor in the tradition of Daedalus. Players may swap Craft (alchemy) for Craft (seige engine) or Knowledge (engineering) for their Alchemy (Invention) class feature, identify limited use wondrous items rather than potions, and trade Sleight of Hand as a class skill for Escape Artist.

Inventors have a strong tradition in Kosm through the Codex Daedalus, a tome of schematics, practices, and secrets passed down, copies, revised, and appended through generations. The primary scholars of the Codex are the Erude, from the city-states of Agapor. Members of the Erude have become renowned for their weapons of war and fortifications used to topple or save whole cities.

Runeseer: Using the words of power system is an excellent way to represent runic magic. Each word may be tied to a rune, and a spellbook replaced with a collection of such runes, whether they be carved into stone chits or represented by various small animal bones.

Runesight is a gift that is bestowed to only a few out of any generation, who are often identified through annual tests at village festivals by elder seers. It is to these few apprentices that the runeseers bestow their knowledge. The tradition of runesight is most common among brownies and the humans of Dattsvar, though many rural settlements practice rune magic through similar traditions.

Classes

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