Core Classes
| Class | Description | HD | Skill Points | BAB | Fort Save | Ref Save | Will Save |
|---|---|---|---|---|---|---|---|
| Archer | Patient and accurate, Archers are masters of the bow and crossbow. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Bad |
| Bard | Performance artists of the highest caliber, Bards’ songs buff allies and hamper foes. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Good |
| Beastmaster | Beastmasters seek a return to the simple ways of nature, and by tooth and claw, they will attain it. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
| Black Mage | Black Mages seek nothing less than mastery over magical destruction and enfeeblement. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
| Dragoon | Much like the dragons whose names are similar to theirs, Dragoons can be found soaring through the sky, not via wing power, instead with jump power. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
| Fighter | Masters of martial prowess, Fighters of the party cannot be stopped once they pick up their chosen weapon. | d10 | 4 + Int modifier | Full | Good | Bad | Bad |
| Knight | Knights are noble soldiers whose shield arm, once placed between their foes and allies, will not be moved. | d12 | 4 + Int modifier | Full | Good | Bad | Good |
| Monk | Monks are thoughtful unarmed fighters that have learned to tap into the Ki around them. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
| Red Mage | Jacks of all trades but masters of none, Red Mages will make sure that your victory will be achieved with style. | d8 | 6 + Int modifier | 3/4 | Good | Bad | Good |
| Thief | Quick in hand, foot, and mind, Thieves will keep your enemies on their toes. | d8 | 8 + Int modifier | 3/4 | Bad | Good | Bad |
| White Mage | White Mages specialize in magic to help the party, whether heals or empowerments. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Base Classes
| Class | Description | HD | Skill Points | BAB | Fort Save | Ref Save | Will Save |
|---|---|---|---|---|---|---|---|
| Astrologian | Predictors of future events, Astrologians know the secrets to changing the fates of those around them. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
| Berserker | Berserkers are brutal ragers from beyond the edge of civilized lands. | d12 | 4 + Int modifier | Full | Good | Bad | Bad |
| Blue Mage | Blue Mages fight fire with fire, learning the attacks of the monsters they fight to throw right back. | d8 | 6 + Int modifier | 3/4 | Bad | Bad | Good |
| Chemist | Creators of alchemical items, Chemists are masters at the use of potions and explosives. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
| Chocobo Knight | Chocobo Knights ride their steed into battle, challenging the enemy into attacking them instead of their allies. | d10 | 4 + Int modifier | Full | Good | Bad | Bad |
| Cleric | Obtaining power from their deity, Clerics are capable of powerful miracles. | d8 | 4 + Int modifier | 3/4 | Good | Bad | Good |
| Dark Knight | Sacrificing their health to gain darkness’s favor, Dark Knights’ aggressive actions on the battlefield protects their allies and inspires them to greater aggression themselves. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
| Engineer | Engineers experiment with gears and wires until something beautiful (and probably deadly) is made. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
| Gambler | Gamblers are a lucky sort, able to rely on chance and charm in any situation. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Bad |
| Geomancer | The land has mighty power, and Geomancers are the wielders of it. | d8 | 4 + Int modifier | 3/4 | Good | Bad | Good |
| Gunner | Gunners use grit and gunpowder to punch holes in their enemies. | d8 | 4 + Int modifier | 3/4 | Bad | Good | Bad |
| Holy Knight | Holy Knights guide their party by divine light, healing those who have been harmed and shielding those in harms way. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
| Illusionist | Never trust your eyes around Illusionists, their deceptive skill goes far beyond mere words. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
| Medic | Even non-magical people can heal their allies, as the Medic can attest. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
| Necromancer | Necromancers turn death into an art, and they often need more paint. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
| Summoner | Summoners are masters of conjuring monsters to assist them in their time of need. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
| Time Mage | Many people believe that time is immutable. Time Mages are extremely capable of disproving that. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
Hybrid Classes
| Class | Description | HD | Skill Points | BAB | Fort Save | Ref Save | Will Save |
|---|---|---|---|---|---|---|---|
| Black Belt | Lacking the armor of the Fighter or the spiritualism of the Monk, Black Belts use their adaptability to their advantage. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
| Dancer | Combining the style of the Bard with the martial talent of the Monk, Dancers are agile fighters capable of inspiring allies and harming foes. | d8 | 4 + Int modifier | 3/4 | Good | Good | Bad |
| Druid | Taking the animal compansionship of a beastmaster and the spellcasting and features of a geomancer, Druids get a variety of animal and plant spells and abilities that help them prosper. | d8 | 4 + Int modifier | 3/4 | Good | Bad | Good |
| Fencer | Style and grace are all Fencers need to become as agile as a Gunner but as powerful as a Fighter. | d10 | 4 + Int modifier | Full | Bad | Good | Bad |
| Gunbreaker | Sturdy as a Knight, deadly as a Gunner, Gunbreakers break the mold as offensive melee gunslingers. | d10 | 4 + Int modifier | Full | Good | Good | Bad |
| Ninja | Silent as a Thief, agile as a Monk, Ninjas are master assassins. | d8 | 6 + Int modifier | 3/4 | Bad | Good | Bad |
| Samurai | Masters of the eastern weapons, Samurais are honorable warrior-monks. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
| Scholar | Scholars are skilled with both White and Black magic. | d6 | 4 + Int modifier | 1/2 | Bad | Bad | Good |
| Sword Saint | Defenses as a Knight and offenses as a Fighter, once Sword Saints have their weapons out, they’ve committed themselves to slaying their foes, and often do. | d10 | 4 + Int modifier | Full | Good | Bad | Good |
