"Class" Builds
While there aren't classes in this system, there ARE combinations of feats and Focused Skills that if you squint hard enough more or less ressemble classes.
These "classes" are DESIGNED to be combined, but it is advisable to stick to a single "class" for at least the first couple CL.
The Glue Class is there to assist players with helping combine disparate classes into one, most players should take a glance at the very least.
- If you wish to use another Stat Mod than STR for damage rolls, take the Unique Attack feat.
- If you wish to use another Stat Mod for ONLY 3 Skills (Saves, Attacks, etc) take the Unique Perspective feat. These "classes" require different Focused Skills, so it is advisable to choose your secondary classes when first making your character, even if you don't intend to take feats for the secondary "class" until later. The classes state whether they preclude Spellcasting, but within some classes that can hypothetically use Spellcasting there are some feat options that prevent it. While it is not mentioned in any of the Class sections, every Character should take at least one of the following feats (whichever is their primary Stat used, and potentially a secondary Stat or whatever Stat is used for the Defense Skill), Strong, Agile, Tough, Smart, Wise, and Charming. The first feat like this should be taken by CL 2. While relying on party members for healing and buffing is to be expected, all non-spellcasters can access a limited number of spells with the Unnatural Ability and Mutation feats. For example, almost every Character by CL 8 (except Spellcasters) should take the Haste spell as a Supernatural Ability through the Unnatural Ability, Dwarf Mage ( Platinum ), or Patron of Wisdom feats. If planning on playing up to CL 10, it is adviseable to choose 2-3 classes. If planning on playing up to CL 15+, it is adviseable to choose 3-4 classes. How to use this... Choose your primary class, mostly take feats from that class early on. If there are no feats available for that class, look at your secondary classes' feats and take those instead. If your primary class is an Alternate class, choose another class to dip into regularly. Alternate classes tend to be weak on their own. Choosing a weapon class and taking the first several feats early on is never a bad idea, even if it isn't your primary class. This gives a Character a little more combat damage or utility.
Bow Fighter
Crossbow or Firearms Fighter
Master of Weapons CC (no spellcasting)
Master of Weapons DPS (no spellcasting)
Melee CC Fighter
Melee DPS Fighter
Melee Tank Fighter
Polearm Fighter
Precision Fighter (bad spellcasting choice)
Shield Fighter
Thrown Weapon Fighter
Two-weapon Fighter
Unarmed Fighter (bad spellcasting choice)
Whip Fighter
Druid (Spellcaster)
Guild Mage (Spellcaster)
Guild Sister (Spellcaster)
Healer (Spellcaster)
Lucky Bastard (TECHNICALLY not a Spellcaster, but uses the spell list)
Pact Mage (Spellcaster)
Artificer (non-spellcaster option to cast spells)
Banner Bearer
Berserker
Dwarf Mage (technically no Spellcasting)
Glue Class
Monk
Mounted Pet Class
Skill Monkey
Spell Scripter (non-spellcaster option to cast spells)
Unmounted Pet Class
Templar of Nergal - A herald of disease and destruction, who arrives mounted atop their steed waving a Banner
Hero of Ages - Pure and simple DPS utilizing Dwarf Magic
Adventuring Archaeologist - Got a Whip? Check. Got a gun? Check. Got a brain? Check.
Jesus O'Christ Son of Odin - Wanna play a delusional paladin, since there's uh...no gods?
Dietrich und Schnitzel - Do you want a flesh scepter (see also polearm)? Do you want a pet pig? Well here's the class for you
Another Man's Hero - One man's terrorist is...
- If you wish to use another Stat Mod than STR for damage rolls, take the Unique Attack feat.
- If you wish to use another Stat Mod for ONLY 3 Skills (Saves, Attacks, etc) take the Unique Perspective feat. These "classes" require different Focused Skills, so it is advisable to choose your secondary classes when first making your character, even if you don't intend to take feats for the secondary "class" until later. The classes state whether they preclude Spellcasting, but within some classes that can hypothetically use Spellcasting there are some feat options that prevent it. While it is not mentioned in any of the Class sections, every Character should take at least one of the following feats (whichever is their primary Stat used, and potentially a secondary Stat or whatever Stat is used for the Defense Skill), Strong, Agile, Tough, Smart, Wise, and Charming. The first feat like this should be taken by CL 2. While relying on party members for healing and buffing is to be expected, all non-spellcasters can access a limited number of spells with the Unnatural Ability and Mutation feats. For example, almost every Character by CL 8 (except Spellcasters) should take the Haste spell as a Supernatural Ability through the Unnatural Ability, Dwarf Mage ( Platinum ), or Patron of Wisdom feats. If planning on playing up to CL 10, it is adviseable to choose 2-3 classes. If planning on playing up to CL 15+, it is adviseable to choose 3-4 classes. How to use this... Choose your primary class, mostly take feats from that class early on. If there are no feats available for that class, look at your secondary classes' feats and take those instead. If your primary class is an Alternate class, choose another class to dip into regularly. Alternate classes tend to be weak on their own. Choosing a weapon class and taking the first several feats early on is never a bad idea, even if it isn't your primary class. This gives a Character a little more combat damage or utility.
Combat Classes
If you plan on using a weapon, you should at least take a few feats and skills from one of the following. If weapon based combat is your primary role in the party take the Patron of War feat Blunt Weapon FighterBow Fighter
Crossbow or Firearms Fighter
Master of Weapons CC (no spellcasting)
Master of Weapons DPS (no spellcasting)
Melee CC Fighter
Melee DPS Fighter
Melee Tank Fighter
Polearm Fighter
Precision Fighter (bad spellcasting choice)
Shield Fighter
Thrown Weapon Fighter
Two-weapon Fighter
Unarmed Fighter (bad spellcasting choice)
Whip Fighter
Spellcasting Classes
There are other ways to use magic, but if you want to manipulate the raw forces of the world, these are the classes to look at. Most of these classes DO NOT combine well with other Spellcasting classes. If you wish to have more spellcasting utility look at the Artificer, Alchemist, or Spell Scripter Bard (Spellcaster)Druid (Spellcaster)
Guild Mage (Spellcaster)
Guild Sister (Spellcaster)
Healer (Spellcaster)
Lucky Bastard (TECHNICALLY not a Spellcaster, but uses the spell list)
Pact Mage (Spellcaster)
Alternate Classes
Alternative means of using magic and utility classes live here. Most of these classes can combine with just about any other class. Alchemist (non-spellcaster option to cast spells)Artificer (non-spellcaster option to cast spells)
Banner Bearer
Berserker
Dwarf Mage (technically no Spellcasting)
Glue Class
Monk
Mounted Pet Class
Skill Monkey
Spell Scripter (non-spellcaster option to cast spells)
Unmounted Pet Class
Some Class Combo Examples
Ranger
Usually they have pets, a little spellcasting, a little bit of skills, and either two-weapon fighting or bow fighting.- Start with Unmounted Pet Class
- Choose Two-weapon Fighter or Bow Fighter
- Use Skill Monkey for tips on how to buff outdoorsy skills such as Survival
- Start taking Druid feats (probably just Patron of Nature for a little while) around CL 3 or 4
Paladin
While there aren't gods per se in the setting, you can still play an armored, spellcasting, champion of justice and virtue.- Start with Melee Tank Fighter and Shield Fighter, but make sure to take Magic skills
- Take Pact Mage around CL 2-4
- Take Banner Bearer around CL 3-5
- Banner Bearer operates as the "aura" class, Pact Mage as the spellcasting (take Regeneration and Channel energy spells for healing), with the two Fighter classes providing combat capabilities.
- Pact Mage should be the least prioritized after taking Divinity and Quicker Cast
Rogue
Traditionally focused on precision damage, skill proficiency, and stealth.- Take a single Skill Monkey feat (such as Patron Bound- Patron of Intellect feat)
- Choose a melee or ranged weapon to focus on, but otherwise use Precision Fighter early on
- Once Improved Sneak Attack or Precision Attack is taken, begin taking more Skill Monkey feats
- Melee CC Fighter, especially focusing on the Dirty Trick combat maneuver is another fantastic source of feats to take
Only Magic using Mage
Don't want to use weapons? Ever? Ok, learn to throw stuff then.- This is a combination of Alchemist and Guild Sister, so it's a little Focused Skill heavy
- Use the Favored Arms feat (sometime early) to get Defense and Whips and Thrown Weapons
- Your four starting skills are the magic skills (other than Dwarf) and Alchemy
- Focus on Guild Sister for CL 1-3, then take Self-Experimentation and Bombchymist to start the Alchemy
- Skip Poisoner feat, but otherwise take all Alchemist feats in between Guild Sister feats, which take priority
Some Examples of Completed Class Combinations
This list is not exaustive, and isn't really for run of the mill builds, but strange combinations that are interesting yet still effective. Card Shark - Focuses on using Dwarf Magic and other tricks to manipulate others, while fighting with a set of metal coated cards.Templar of Nergal - A herald of disease and destruction, who arrives mounted atop their steed waving a Banner
Hero of Ages - Pure and simple DPS utilizing Dwarf Magic
Adventuring Archaeologist - Got a Whip? Check. Got a gun? Check. Got a brain? Check.
Jesus O'Christ Son of Odin - Wanna play a delusional paladin, since there's uh...no gods?
Dietrich und Schnitzel - Do you want a flesh scepter (see also polearm)? Do you want a pet pig? Well here's the class for you
Another Man's Hero - One man's terrorist is...

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