"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.  

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 Fighter
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
 

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.
  • Use Skill Monkey for tips on how to buff outdoorsy skills such as Survival
Skip Wildshape feat and hold off on Divinity until you absolute feel like you need more spells  
Paladin
While there aren't gods per se in the setting, you can still play an armored, spellcasting, champion of justice and virtue.
 
Rogue
Traditionally focused on precision damage, skill proficiency, and stealth.
  • Choose a melee or ranged weapon to focus on, but otherwise use Precision Fighter early on

  • 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.
  • 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
 

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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