Character Classes

Archer
The archer is highly successful character hunter. They make their attacks at a distance, helping to keep them safe from enemy attacks. Archers are also successful guardians. They have a number of protection powers that allow them to interrupt attacks against their allies.
 * Starting Bonuses: +7 Hit Points, +1 Reflex Defense, +1 Fortitude Defense
 * Hit Points Per Level: 2D5 + Constitution Bonus
 * Attack Bonus Per Level: 0.7
 * Physical Defense Bonus Per Level: 0.4
 * Will Defense Bonus Per Level: 0.4
 * Fortitude Defense Bonus Per Level: 0.6
 * Reflex Defense Bonus Per Level: 0.6
 * Starting Feats: Light Armor, Bow Proficiency
 * Starting Skills: Nature, Perception, Stealth, History
 * Bonus Powers: Quickstep
 * Racial Favoured Class Bonus: +1 Dexterity

Bard
The Bard is a natural leader. His charisma is infectious and he is highly proficient at getting the best out of his allies. The bard is an excellent commander in both Duels and Combats.
 * Starting Bonuses: +12 Hit Points, +1 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D5 + Constitution Bonus
 * Attack Bonus Per Level: 0.7
 * Physical Defense Bonus Per Level: 0.4
 * Will Defense Bonus Per Level: 0.5
 * Fortitude Defense Bonus Per Level: 0.5
 * Reflex Defense Bonus Per Level: 0.6
 * Starting Feats: Light Armor, Basic Ranged Weapons, Exotic Ranged Weapons, Bardic Implements
 * Starting Skills:Diplomacy, Deception, Street Sense, Appraise, Perception, Dungeoneering
 * Bonus Powers: Song of Confidence, Song of Cowardice

Battlemaster
The Battlemaster provides different roles depending on if he is engaged in a Duel or in Battle. In a Duel, the Battlemaster is best suited to taking on the combat role of Anvil. Their high Hit Points plus their natural Threatening powers allow them to draw the enemy away from their allies and onto themselves. In a Battle however, the Battlemaster is a natural leader. She can provide excellent Commander powers as well as specialized Threatening powers, allowing him to put his defensively strongest units into harms way first.
 * Starting Bonuses: +8 Hit Points, +2 Fortitude Defense
 * Hit Points Per Level: 2D6 + Constitution Bonus
 * Attack Bonus Per Level: 0.5
 * Physical Defense Bonus Per Level: 0.6
 * Will Defense Bonus Per Level: 0.4
 * Fortitude Defense Bonus Per Level: 0.6
 * Reflex Defense Bonus Per Level: 0.4
 * Starting Feats: Light Armor, Heavy Armor, Light Shield, Heavy Shield, Basic Melee Weapons, Exotic Melee Weapons, Shield Bash, Martial Implements
 * Starting Skills:Intimidate, Street Sense, Heal
 * Bonus Powers: Issue Challenge, Bash ‘n Slash

Black Knight
The Black Knight is a master of the undead. He possesses specialized powers and abilities that allow him to manipulate the undead, empowering them and commanding them in battle.
 * Starting Bonuses: +10 Hit Points, +2 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D6 + Constitution Bonus
 * Attack Bonus Per Level: 0.5
 * Physical Defense Bonus Per Level: 0.6
 * Will Defense Bonus Per Level: 0.6
 * Fortitude Defense Bonus Per Level: 0.5
 * Reflex Defense Bonus Per Level: 0.5
 * Starting Feats: Heavy Armor, Heavy Shield, Basic Melee Weapons, Shield Bash, Holy Implements, Martial Implements
 * Starting Skills:Heal, History, Religion
 * Devotion Power: select one Level 1 power from chosen Deity’s Domains (must be one of Death, Evil or War)
 * Bonus Powers: Evil Fury

Cleric
The Cleric is the only natural healer. In addition to the powers granted to them by their deity, all clerics are adept at the art of healing.
 * Starting Bonuses: +15 Hit Points, +2 Will Defense
 * Hit Points Per Level: 2D5 + Constitution Bonus
 * Attack Bonus Per Level: 0.5
 * Physical Defense Bonus Per Level: 0.5
 * Will Defense Bonus Per Level: 0.7
 * Fortitude Defense Bonus Per Level: 0.4
 * Reflex Defense Bonus Per Level: 0.4
 * Starting Feats: Light Armor, Light Shield, Heavy Shield, Basic Melee Weapons, Holy Implements, Martial Implements
 * Starting Skills:Heal, History, Religion
 * Devotion Power: select one Level 1 power from chosen Deity’s primary domain
 * Bonus Powers Inspiring Word, plus one Level 1 power from any power from chosen Deity’s domains at each first level of heroic tiers (levels 1, 6, 11, 16, 21, 26)

Death Mage
The Death Mage's magic is centered primarily on necromancy powers. He can draw life from dying victims as well as raise those that have passed from this world and reanimate their lifeless corpses.
 * Starting Bonuses: +10 Hit Points, +2 Will Defense
 * Hit Points Per Level: 2D4 + Constitution Bonus
 * Attack Bonus Per Level: 0.8
 * Physical Defense Bonus Per Level: 0.6
 * Will Defense Bonus Per Level: 0.6
 * Fortitude Defense Bonus Per Level: 0.6
 * Reflex Defense Bonus Per Level: 0.6

Druid
The Druid is a mage in direct communication with the plants and animals of Orth. When the battle heats up, he can command them to come to his aid. The Druid is not an overly hearty character, but the aid he gets from his "nature" allies makes him very difficult to bring down.
 * Starting Bonuses: +12 Hit Points, +1 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D6 + Constitution Bonus
 * Attack Bonus Per Level: 0.5
 * Physical Defense Bonus Per Level: 0.6
 * Will Defense Bonus Per Level: 0.5
 * Fortitude Defense Bonus Per Level: 0.5
 * Reflex Defense Bonus Per Level: 0.5

Elemental Mage
The Elemental Mage is a master of the elements of Fire, Wind and Water. He bends them to his will and directs their powers on his enemies. The elemental mage is a natural Infiltrator.
 * Starting Bonuses: +12 Hit Points, +1 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D5 + Constitution Bonus
 * Attack Bonus Per Level: 0.6
 * Physical Defense Bonus Per Level: 0.4
 * Will Defense Bonus Per Level: 0.4
 * Fortitude Defense Bonus Per Level: 0.6
 * Reflex Defense Bonus Per Level: 0.6

Knave
Knaves are "light blade" specialists. They are particularly deadly with daggers. Knaves are natural hammers, they provide extremely high levels of damage however they are extremely fragile. Their necessity to get up close and personal in order to do damage puts them directly in harms way. The are excellent at avoiding damage, but if they do take damage, they won't last long in combat.
 * Starting Bonuses: +7 Hit Points, +2 Reflex Defense
 * Hit Points Per Level: 2D5 + Constitution Bonus
 * Attack Bonus Per Level: 0.7
 * Physical Defense Bonus Per Level: 0.4
 * Will Defense Bonus Per Level: 0.4
 * Fortitude Defense Bonus Per Level: 0.5
 * Reflex Defense Bonus Per Level: 0.7
 * Starting Feats: Light Armor, Basic Melee Weapons, Basic Ranged Weapons, Exotic Melee Weapons, Exotic Ranged Weapons, Martial Implements
 * Starting Skills:Thief, Stealth, Climb, Acrobatics, Street Sense, Appraise, Perception
 * Bonus Powers: Slip ‘n Slice

Monk

 * Starting Bonuses: +12 Hit Points, +2 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D4 + Constitution Bonus
 * Attack Bonus Per Level: 0.7
 * Physical Defense Bonus Per Level: 0.6
 * Will Defense Bonus Per Level: 0.5
 * Fortitude Defense Bonus Per Level: 0.4
 * Reflex Defense Bonus Per Level: 0.6
 * Starting Feats: Exotic Melee Weapons, Exotic Ranged Weapons, Way of the Fist, Holy  Implements
 * Starting Skills: Perception, Stealth, Diplomacy, Acrobatics, Climb
 * Devotion Power: select one Level 1 power from chosen Deity’s Domains
 * Bonus Powers: Way of the Tiger, Mystic Movement

Paladin

 * Starting Bonuses: +10 Hit Points, +2 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D6 + Constitution Bonus
 * Attack Bonus Per Level: 0.5
 * Physical Defense Bonus Per Level: 0.6
 * Will Defense Bonus Per Level: 0.6
 * Fortitude Defense Bonus Per Level: 0.5
 * Reflex Defense Bonus Per Level: 0.5
 * Starting Feats: Heavy Armor, Heavy Shield, Basic Melee Weapons, Shield Bash, Holy Implements, Martial Implements
 * Starting Skills:Heal, History, Religion
 * Devotion Power: select one Level 1 power from chosen Deity’s Domains (must be one of Good, Healing or Law)
 * Bonus Powers: Righteous Fury

Shaman
The Shaman has a special connection with the Spirit of Orth herself.
 * Starting Bonuses: +12 Hit Points, +1 Reflex Defense, +1 Will Defense
 * Hit Points Per Level: 2D5 + Constitution Bonus
 * Attack Bonus Per Level: 0.5
 * Physical Defense Bonus Per Level: 0.4
 * Will Defense Bonus Per Level: 0.4
 * Fortitude Defense Bonus Per Level: 0.4
 * Reflex Defense Bonus Per Level: 0.7