4.1 Job Classes

Job Classes List

“Few are those who hear the Calling, Blessed are those who follow the Call.”

Players can create any Job they want with any mixture of abilities they would like. With Warden discretion new Jobs can be created or Players can switch out certain Training Abilities while still staying within a particular Job title. A Player’s occupation doesn’t make the character… the character makes the occupation.

Once you are an accomplished adventurer within your profession you have access to the places, people, items, and information not available to those outside your Job and hold a position of authority over lower levels of your profession. 

Melee: Focus on fighting with weapons, no reliance on Magic.
Fighter, Warrior, Brawler, Knight, Samurai, Shield Clad, Archer, Rogue, Ninja
True Casters: Focus on Magic. Cannot swap out Training Abilities as True Casters must focus on completing all 9 Degrees of Magic. Unable to wear Armor or use Shields.
Sorcerer, Mystic, Occultist
Mixed: A mix of Casting and Melee. Using Imbue takes one action- for the rest of the encounter the attack will be a casting of Spiritual Weapon (at no cost) instead of any weapon stats. Attack rolls with this imbued weapon would be casting Magic.
Bard, Ranger, Paladin
Monks: A mix of Casting and Melee. Using Imbue takes one action- for the rest of the encounter the attack will be a casting of Spiritual Weapon (at no cost) instead of any unarmed weapon stats. Attack rolls with this imbued unarmed weapon (Fists, Kicks, etc) would be casting Magic.
Elemental, Purity, Third Eye
Alternate Mages: Unique magic paths that focus on Magic but do not reach the 9th Degree of Magic.
Paper Mages, Blood Magician, Puppet Master, Shadow Mage
Specialty: Unique Jobs that follow unique skills.
Animal Handler, Card Master
Sword Caster: A type of Mixed Casting and Melee. Sword focused Jobs that imbue their blades with elemental Magic.
Water Dancer, Wind Blade, Crimson Rake
Conduit: Non melee or caster jobs that use other skills to be resourceful and can be used as a Conduit for magic.
Merchant, Politician, Academic, Chef

Job Progression

Melee

Fighter (no shield)
Stand and Fight
Warrior (no armor or shield)
Bring the Battle
Brawler
Iron Chin, Iron Fist
1: Medium Weapons
2: Armor
3: Weapon Master M
4: Superior Defense
5: First Aid
6: AntiToxin
7: Fleetfoot
8: Attack Stack
9: Telegraphing
1: 2 Handed Weapon
2: Weapon Master 2
3: Fury
4: First Aid
5: Jiu Jitsu
6: Bull
7: Attack Stack
8: Superior Defense
9: Reach
1:Unarmed Combat, or other
2: Target
3: Weapon Mastery U
4: Telegraphing
5: Bull
6: Attack Stack
7: Jiu Jitsu 
8: Fleetfoot
9:  First Aid
Knight
Heroic Protector
Samurai
(no shield)One with the Blade
Shield Clad
Wall of Defense
1: Medium Weapon
2: Armor
3: Shield
4: Weapon Master M
5: Defender
6: Superior Defense
7:Fearless
8: Telegraphing
9: Target
1: 2 Handed Weapon
2: Armor
3: Weapon Master 2
4: Iaijutsu
5: Reach
6: Fearless
7: Fury
8: Attack Stack
9: Target
1: 2 Handed Weapon
2: Armor
3: Shield
4: Weapon Master 2
5: Bull
6: Defender
7: Superior Defense
8: Reach
9: Telegraphing
Archer
A Sharp Eye and Feathered Arrow
Rogue
The Sneaky
Ninja
The Hidden Blade
1: Distance Weapons
2: Target
3: Fleetfoot
4: Weapon Mastery D
5: Fury
6: Lucky
7: Sneak
8: Attack Stack
9: Assess
1: Sneak
2: Small Weapons
3: Lockpicking
4: Shade Hand
5: Fleetfoot
6: Target
7: Assess
8: Greed
9: Fearless
1: Sneak
2: Small Weapons
3: Jiu Jitsu
4: Shade Hand
5: Fleetfoot
6: Target
7: Assess
8: Fey Portal
9: Attack Stack

True Casters

Sorcerer
Practitioner of Wizardry Magic
Mystic
Cleric of Holy Magic
Occultist
Weaver of Weirding Magic
1:Wand,Spellbook
2: Wizardry lv1
3: Wizardry lv2
4: Wizardry lv3
5: Wizardry lv4
6: Wizardry lv5
7: Wizardry lv6
8: Wizardry lv7
9: Wizardry lv8
1:Wand,Spellbook
2: Holy lv1
3: Holy lv2
4: Holy lv3
5: Holy lv4
6: Holy lv5
7: Holy lv6
8: Holy lv7
9: Holy lv8
1:Wand,Spellbook
2: Weirding lv1
3: Weirding lv2
4: Weirding lv3
5: Weirding lv4
6: Weirding lv5
7: Weirding lv6
8: Weirding lv7
9: Weirding lv8

Monk

Monk, Elements
One with All
Monk, Purity
The Endless Prayer
Monk, Third Eye
Seeker of Truth
1:Unarmed Combat, or other
2: Imbue: Wizardry
3: AntiToxin
4: Weapon Mastery U
5: Glide
6: Fearless
7: Water Walk
8: Jiu Jitsu 
9: Fleetfoot
1:Unarmed Combat, or other
2: Imbue: Holy
3: AntiToxin
4: Weapon Mastery U
5: Glide
6: Fearless
7: Water Walk
8: Jiu Jitsu 
9: Fleetfoot
1:Unarmed Combat, or other
2: Imbue: Weirding
3: AntiToxin
4: Weapon Mastery U
5: Glide
6: Fearless
7: Water Walk
8: Jiu Jitsu 
9: Fey Portal

Alternate Mage

Paper Mage
3 types Painter, Calligrapher, Origami
Connection of Art
Blood Mage
Endless Sacrifice
Puppet Master (uses up the Player’s reaction)
Controlling the Inanimate
1: Wand, Notebook/Pen
2: Imbue: Weirding Combat Paper Magic
3: Paper Art
4: Weirding 1
5: Weirding 2
6: Weirding 3
7: Weirding 4
8: Weirding 5
9: Weirding 6
1:Wand,Spellbook
2: Imbue: Weirding Combat Blood Magic
3: Blood Art
4: Weirding 1
5: Weirding 2
6: Weirding 3
7: Weirding 4
8: Weirding 5
9: Weirding 6
1: Wand, Spellbook (Wooden Creation)
2: Imbue: Conduit
3: Puppet Art
4: Weirding 1
5: Weirding 2
6: Weirding 3
7: Weirding 4
8: Weirding 5
9: Weirding 6

Alternate Mage                           Specialty 

Shadow Mage (uses up the Player’s reaction)
The Shape of Manipulation
Animal Handler
Leader of the Pack
Card Master
Gambler Extraordinaire
1: Wand, Spellbook
2: Imbue: Conduit
3: Shadow Art
4: Weirding 1
5: Weirding 2
6: Weirding 3
7: Weirding 4
8: Weirding 5
9: Weirding 6
1: 2hands/Reach
2: Animal Mastery
3: Rider
4: Fleet Foot
5:First Aid
6: Reach
7: Animal Mastery
8:Assess
9: Animal Mastery
1: Wand, Card Deck
2: Imbue Weirding: Combat Card Magic
3: Bluff
4:Lucky
5: Shadehand
6:Greed
7:Golden Words
8: Closed Mind
9: Deep Sleeper

Mixed                                                                                           

Mixed/Sword Caster

Bard
The Story Shaper
Ranger
Nature’s Defender
Paladin
The Holy Blade
1: Distance Weapons
2:Wand (Book of Tales and Songs)
3: Golden Words
4: Music
5: Lucky
6: Fleetfoot
7: Fey Portal
8: Weirding 1
9: Weirding 2
1: Distance Weapons
2: Wand (leaf)
3: Weirding 1
4: Animal Mastery
5: Fleetfoot
6: Lucky
7: Weirding 2
8: Fey Portal
9: Aim
1: Medium Weapon2: Armor3: Imbue Holy: Spiritual Weapon Sword4: Holy 15: Shield6: Animal Mastery7: Rider8: Wand (Oath and Holy Symbol)9: Defend

Mixed/Sword Caster

Water Dancer
Weapon of Water
Wind Blade
Weapon of Air
Crimson Rake
Weapon of Flame
1: Medium Weapon
2: Imbue Wizardry: Elemental Weapon Water
3: Water Breathing
4: Water Walk
5: Glide
6: Lucky
7: Fey Portal
8: AntiToxin
9: Water Resistance 
1: 2Hand/Reach
2: Reach
3: Imbue Wizardry: Elemental Weapon Wind
4: Glide
5: Wind Resistance
6: Fleet Foot
7: Fey Portal
8: Water Walk
9: Lucky 
1: Medium Weapon
2: Imbue Wizardry: Elemental Weapon Fire
3: Wand-Holy Item
4: Glide
5: Fury
6:Lucky
7: Fire Resistance
8: AntiToxin
9: Fleet Foot

Conduit Classes

Non Adventuring Adventurer. NAA. 

No Magic, No Weapon

Many NPC’s have a variety of jobs that live in a world away from the dangers and monsters of adventuring. Many of the world leave the adventuring to professionals. There are, however, those who have been known to follow as companions to Adventuring Parties. Beyond Liminal Guides who lead Adventurers through the unnavigable Liminal City, a party might include certain jobs that do not possess solid combat experience. Merchants in search of riches will often hire a party to protect them… or if money is lacking may try to tag along with a party to try to change their coinless status. Chefs are often hired by a party to keep them healthy and well fed, or join a party in search of new or unique ingredients. Politicians may be hiring a party as muscle for their own gain, or are protected by a party who believe in that Politician’s cause. Academics use parties in search of knowledge or are brought into a party to offer intel and lore on locations. Players who play these jobs need to think of how they will make themselves useful to their party and understand the dangers of proverbially bringing a spoon to a knife fight, as direct combat generally does not favor these jobs. In order to become Adventurers, these jobs are given Conduit training and marking so that Casters have the ability to use magic through them, even if they are not capable of casting magic themselves. In this way Conduits can become strategically useful in combat situations

Merchant
Item Master
Politician
Decision Master
Academic
Lore Master
Chef
Ingredients Master
1: Greed
2: Conduit
3: Item Mastery
4: First Aid
5: Sneak
6: Lucky
7: Every Piece
8: Bluff
9: Assess
1: Golden Words
2: Conduit
3: First Aid
4: Closed Mind
5: Sneak
6: Lucky
7: Bluff
8: Assess
9: Deep Sleep
1: Lore
2: Conduit
3: Assess
4: First Aid
5: Sneak
6: Lucky
7: Closed Mind
8: Every Piece
9: Item Mastery
1: Chef
2: Conduit
3: Item Mastery
4: First Aid
5: Sneak
6: Lucky
7: Every Piece
8: Assess
9: Deep Sleep