Yesterday, races, today classes.
Bard (d8 HD)
Proficiencies: Charisma saves, Communication skill, leather armor, three musical instruments [Common instruments in Teirn are the fiddle, flute, tin whistle, Uilleann pipes, bodhran drum, harp, banjo, and bouzouki.]
Smooth-talking travelers who can do a bit of everything, bards are welcome in any party for their musical abilities.
Berserker (d12 HD)
Proficiencies: Strength saves, Physical or Survival skill, leather armor, chain armor, shields
Weapon Boost: Two-handed weapons
Seething with rage, the berserker goes all-in in combat, seeking to destroy their enemies as messily as possible.
Fighter (d10 HD)
Proficiencies: Strength saves, Physical skill, leather armor, chain armor, plate armor, shields
Weapon Boost: All weapons
The more-disciplined relative of berserkers, fighters are typically well-armed and armored, and masters of unique fighting styles.
Kasunda (d8 HD)
Proficiencies: Strength or Dexterity saves; Physical, Knowledge, or Subterfuge skill; one set of artisan tools or musical instrument
Weapon Boost: Unarmed attacks
Masters of unarmed combat, the kasunda uses his own pain and suffering to fuel his martial arts. ["Kasunda" is the Elven word for "penitent." They get pain points by being attacked.]
Mystic (d6 HD)
Proficiencies: Intellect saves, Knowledge skill
Wielders of a force some would call *unnatural,* mystics are erudite scholars capable of wielding arcane energy to alter reality. [Their spells are individual talents; every mystic gets Magic Missile because _it's Magic Missile._]
Nomad (d10 HD)
Proficiencies: Strength or Dexterity saves, Physical or Survival skill, leather armor, chain armor, shields
Weapon Boost: All ranged weapons (thrown, bows, crossbows)
Masters of the hunt, nomads prefer to keep their distance between opponents. Some nomads choose to fight from horseback, while others get the most from their ranged weapons.
Thief (d8 HD)
Proficiencies: Dexterity saves, Subterfuge skill, leather armor, thieves' tools
Fair fights are for SUCKERS; thus, the thief is as pragmatically efficient as possible in ending one. They, of course, are also capable of getting things the party needs. (Just don't ask where they found it.)
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