
What are Classes?
Which class is right for you as a player and which class is right for your character will depend on a lot of factors, not the least of which is personal preference. Below, we have described the class types and roles each class tends to fill. Class type will typically indicate the way the class excels, while the class role will typically indicate the things that class wants to be doing. None of these are hard and fast categorizations, and many classes have pieces borrowed from outside their type/role. These categorizations are intended to be starting points to get you thinking about how each class operates and what its goals are, rather than to dictate the way they must be played.
Classes Defines your characters Combat Style, more than anything.
Check COMBAT Rules for further information about conditions etc.
You may request a class change if you feel another fits your character better.
This will be a one time curtesy.

Knave
Rogue - Type
Melee
"A Dexterous expert is Stealth and Subterfuge." Passive ​Menace - Standard Action: If you have no remaining Surge Points, you may use a Quick Action instead of a Standard Action. Roll a d20. On an 11+, target enemy with the Frontline or Taunted Condition takes 1 damage and may choose to remove that Condition. Surges Vicious Exchange - Quick Action: Apply the Bleeding Condition to target enemy and yourself. Cruel Barbs - Standard Action: Gain the Frontline Condition, then make an attack. If it hits, choose one: You lose the Bleeding Condition. Your target gains the Taunted Condition. Silent Strike - Quick Action: Choose one: Choose a Positive Condition on target enemy. You gain that Condition. Choose a Negative Condition on yourself. Target enemy gains that Condition. Special Ambush - Standard Action: You may immediately use each of your Surges without expending SP and without using any additional actions. For each Surge you use beyond the first, you take 1 damage. Note: This does not stop you from using your Surge for the turn as normal.

Oracle​
Wizard Type
Full Caster
"A Scholarly Magic-User of Arcane Power" Foresight - Passive: You may take an additional Standard Action during your turn if none of your Standard Actions, including this action, could inflict damage on any enemies. Surges Divined Outcome - Quick Action: Remove any number of Conditions from target character. Savant’s Insight - Standard Action: Choose up to two target characters. For each, apply the Unnerved or Vulnerable Condition. Grim Portents - Standard Action: Make an attack. If it hits, it does no damage and you gain the Backline Condition. Additionally, pick two: Apply the Pacified Condition to the target. Apply the Exposed Condition to the target. Apply the Unnerved Condition to the target. Apply the Vulnerable Condition to the target. Special Sealed Fate - Quick Action: For each enemy, choose one: If the target has the Unnerved Condition, apply the Vulnerable Condition to them. If they have the Vulnerable Condition, apply the Unnerved Condition to them. If the target has the Stunned Condition, apply the Exposed Condition to them. If they have the Exposed Condition, apply the Stunned Condition to them. If the target has the Bleeding Condition, apply the Frontline Condition to them. If they have the Frontline Condition, apply the Bleeding Condition.

Sentinel
Ranger -Type
Ranged /Half-Caster
"A Wandering Warrior Imbued with Primal Magic" Nature’s Bounty - Passive: So long as your Natures Claim target is not defeated, on a successful attack, you may apply Frontline to another character you can see within range. Surges Volley - Standard Action: Make an attack, but roll twice and pick the higher value. Venomous Coating - Standard Action: Make an attack. If it hits, apply the Exposed Condition to the target before your damage is dealt. If it misses, you gain the Stunned Condition. Flanking Maneuver - Quick Action: Choose target enemy. If that enemy has the Frontline Condition, apply the Vulnerable Condition to them. Otherwise, apply the Frontline Condition to them. Special Nature’s Claim - Quick Action: Choose an enemy to be your Nature’s Claim target. You Gain the bolstered Condition. Should your Natures Claim mark be defeated by some one other than you, you lose bolstered when Nature's Bounty ends when your Nature's Claim mark falls.

Mage
Sorcerer - Type
Full Caster
"A dazzling Mage filled with innate Magic" Arcane Conduit - Passive: Whenever you miss an attack against an enemy, apply the Vulnerable Condition to them. Surges Elemental Blast - Standard Action: You gain the Unnerved Condition, then make attacks against up to three targets. Alter Environment- Standard Action: Choose any number of target enemies with the Frontline Condition. Each target may choose to either lose the Frontline Condition, and then gain the Backline Condition or gain the Exposed Condition. Call Familiar - Standard Action: You gain the Bolstered and Vulnerable Conditions. When you next take damage, you lose the Bolstered Condition. Special Transcendent Sorcery - Standard Action: Choose any number of target enemies with the Backline Condition. Apply the Bleeding Condition to each of them.

Rector
Cleric (Healer) - Type
Melee / Full Caster
"A Miraculous Priest of Divine Power" Passive Beseech - Standard Action: Roll a d20. On an 11+, apply the Recovering Condition to target ally. Surges Mending Word - Standard Action: Roll a d20. On a roll of 20+, apply the Recovering Condition to target character, then all allies with the Recovering Condition gain 1 HP. On a roll of 7-19, apply the Recovering Condition to target character. On a roll of 4-6, you gain 1 SP. Asylum - Quick Action: Apply the Backline and Pacified Conditions to yourself or target ally. Aegis - Quick Action: Remove the Stunned Condition and apply the Shielded Condition to target character Special Rally - Quick Action: Target defeated ally gains 1 HP and rejoins the fight. They are no longer defeated, and are moved to the next spot in the initiative order.

Shaman
Druid - Type
Full Caster
"A Nature Priest of Primal Power" Channel Energy - Passive: At the start or end of your turn, you may have target enemy with less than their maximum SP gain 1 SP. If you do, target character also gains 1 SP. Note: This gain can not exceed your maximum SP. This ability may be used once per turn, at the start or end of that turn. Surges Totemic Sanction - Quick Action: If target enemy is at 0 SP, apply the Exposed Condition to them. Spirit Font - Quick Action: Target ally may immediately use a Surge, spending their SP as normal. Essence Drain - Quick Action: Target enemy may spend 1 SP. If they do not, apply the Pacified or Taunted Condition to them. Special Ancestral Guidance - Quick Action: Choose one: Target character’s Special counts as used. Target character’s Special no longer counts as used.

Marshal
Fighter - Type
Melee
"A Master of All Arms and Armor." Prepare for War - Passive: For the purposes of targeting, you consider yourself your own ally. Surges Perfect Discipline - Quick Action: Choose up to three target allies. For each, apply the Frontline or Backline Condition. Sword and Spirit - Standard Action: Choose up to three target allies. For each, apply the Focused or Reinforced Condition. Iron and Blood - Standard Action: Choose one: If target ally has at least two Positive Conditions, apply the Shielded Condition to them. If target ally has at least three Positive Conditions, apply the Recovering Condition to them. If target ally has at least four Positive Conditions, apply the Bolstered Condition to them. Special Inevitable Triumph - Quick Action: Choose a Condition that target ally has. Any number of target allies gain that Condition.

Redeemer
Paladin - Type
Melee / Half Caster
"A Devote Warrior of Sacred Oaths." Rebuke - Passive: At the start of your turn, you may deal 1 damage to each enemy who caused your Shielded Condition to prevent damage since your last turn. Note: You must choose to evoke this via the menu as many time as is valid. This can deal multiple damage to the same target if they have caused multiple Shielded Conditions to prevent damage since your last turn. Surges Sacrifice - Quick Action: Target character gains the Recovering Condition and you take 1 damage. This damage can not be prevented. Temptation - Quick Action: You gain the Vulnerable and Shielded Conditions. Judgment - Standard Action: Apply the Frontline Condition to target enemy, then make an attack against them. After the attack is completed, you gain the Frontline Condition and they gain the Exposed Condition. Special Inspiring Presence - Quick Action: You gain the Pacified Condition. If you have the Frontline Condition, you also gain the Shielded Condition. Until you lose the Pacified Condition, once per turn you may use a Standard Action to apply the Bolstered Condition to target character.

Warden
Barbarian (Tank) - Type
Melee
"A Fierce Warrior of Primal Rage" Staunch - Passive: At the end of your turn, you may remove a single Condition from yourself. Surges Staggering Blow - Standard Action: Gain the Frontline Condition, then make an attack. If you hit, apply the Stunned Condition to the target. Challenge - Quick Action: Apply the Taunted Condition to target character. Steadfast - Quick Action: You gain the Shielded or Reinforced Condition. Special Unwavering Bastion - Standard Action: Gain the Vulnerable Condition. Until you are defeated, if you have the Vulnerable Condition you ignore the effects of the Bleeding Condition. Additionally, you may take a Quick Action on each of your turns to gain the Vulnerable Condition.

