Core Classes in the World of Ere

Barbarian
Warriors who draw deeply into their own inner reserves to gain strength and fortitude are well known and respected fixtures on Ere. Nestled in the hills of Callen, human barbarians are tribal heroes and generally the first line of defense for their people. Halfling caravans in the area also boast a number of their own who have learned the secrets of the Rage from their human friends.

In the jungles of Vini Tresolm, Tresolmi elves have also discovered similar means and employ them to devastating effect against their foes. And in Genmide, phalanxes of dwarven berserkers are integral parts of dwarven armies.

New Barbarian Rules or Variants:

  • Barbarians on Ere do not have to be non-lawful. This supercedes the Alignment and Ex-Barbarians entries in the PH.
  • Barbarians on Ere can read and write any languages they speak without spending additional skill points.
  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, barbarians have 4 + Intelligence modifier times 4 skills as their starting skill points and gain 4 + Intelligence modifier skill points each level.

Bard
Bards have a special place on Ere as teachers and purveyors of news. Dubbed loremen/women and story spinners, they often find themselves employed long term by wealthy lords and innkeepers. Across the entire continent, many bardic colleges exist to train and connect bards from all races.

New Bard Rules or Variants:

  • Bards on Ere do not have to be non-lawful. This supercedes the Alignment and Ex-Bards entries in the PH.
  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, bards have 8 + Intelligence modifier times 4 skills as their starting skill points and gain 8 + Intelligence modifier skill points each level.
  • Variant: Some bards tap their own inner power through their words and music instead of simply the innate power of such forces. Such bards use spell points rather than spell slots.

Cleric
Clerics serve several different roles on Ere, dependant on their religion. In churches of the greater Pantheon, clerics are the martial arm, charged with defending the temples, protecting the faithful and carrying their god’s will out into the world.

For small gods, clerics are usually their only true clergy, any true believer being given the mantle of cleric by the strength of their belief. They serve to maintain their god’s memory and power on Ere. For Dragon Cults, clerics are envoys to the actual dragon nations, serving as diplomats for their people and attempting to win special favor for them.

New Cleric Rules or Variants:

  • Clerics can cast spells heedless of descriptors. This supercedes the Chaotic, Evil, Good, and Lawful Spells entry in the PH.
  • All clerics are proficient with their deity’s chosen weapon. Clerics with the War Domain gain Weapon Specialization in their deity’s chosen weapon.
  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, clerics have 4 + Intelligence modifier times 4 skills as their starting skill points and gain 4 + Intelligence modifier skill points each level.

Druid
While Sylph has clerics, she is also served by the druids. Where Sylphian clerics tend to people, the druids tend to her domain – the whole of nature, wherever it may be found.

Because of this, it is not uncommon to see druids in cities, maintaining public gardens, or even the private holdings of the wealthy. Nature is nature to Sylph and her servants.

New Druid Rules and Variants:

  • Druids using wild shape use the new Shapeshifting rules listed in the Magic Section.
  • Druids may have vermin as animal companions in addition to normal animals.
  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, druids have 6 + Intelligence modifier times 4 skills as their starting skill points and gain 6 + Intelligence modifier skill points each level.

Fighter
While combatants are more specialized, there is definitely a place for men at arms on Ere. Many nations find that the discipline, martial flexibility and professionalism of a fighter are better for building armies than the bravado and focus on a single weapon of a combatant.

New Fighter Rules and Variants:

  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, fighters have 4 + Intelligence modifier times 4 skills as their starting skill points and gain 4 + Intelligence modifier skill points each level.

Monk
The deeply lawful nature and alignment based abilities of the monk class means that they do not generally exist on Ere. Solitary monks who have sensed power beyond normal comprehension on Ere are entirely possible, however.

New Monk Rules and Variants:

  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, monks have 6 + Intelligence modifier times 4 skills as their starting skill points and gain 6 + Intelligence modifier skill points each level.

Paladin
In concept and in execution, Paladins are at odds with some of the primary concepts of Ere. For this reason, they in general do not exist on Ere. Holy Crusaders are represented instead by the Champion prestige class.

Ranger
With the new dangers found in the wilds, rangers are highly valued and respected on Ere. Any number of organizations have sprung up across the continent to train and hire out the services of rangers, mostly under to auspices of the Temple of Sylph.

New Ranger Rules and Variants:

  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, rangers have 8 + Intelligence modifier times 4 skills as their starting skill points and gain 8 + Intelligence modifier skill points each level.

Rogue
Rogues make up the bulk of the professional adventurer class that has sprung up in many larger cities. Highly skilled in combat and knowledgeable about the obstacles that often hinder expeditions, rogues are often placed in charge of ventures on the behalf of organizations.

New Rogue Rules and Variants:

  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, rogues have 10 + Intelligence modifier times 4 skills as their starting skill points and gain 10 + Intelligence modifier skill points each level.

Sorcerer
The heirs of powerful inborn and draconic bloodlines, low level sorcerers are the most numerous classes of spellcasters on Ere. The ease at which they cast magic and their lack of a need to learn spells has historically put them at odds with wizards who view them as a threat. Recently, however, wizards have found that the talents of sorcerers are best put to use for their purposes rather than alienated.

New Sorcerer Rules and Variants:

  • Sorcerers on Ere gain the Eschew Materials feat for free at first level.
  • Add Diplomacy, Intimidate and Use Magic Device to the sorcerer class skill list.
  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, sorcerers have 4 + Intelligence modifier times 4 skills as their starting skill points and gain 4 + Intelligence modifier skill points each level.

Wizard
The wizards of Ere are equivalent to real world scientists, delving deep into the principles of their art to improve and develop new spells and applications of magic. They are responsible for the wide availability of magic in the world and for constantly pushing the limits of metaphysics.

New Wizard Rules and Variants:

  • On Ere, learning and honing one’s skills has a more important role than normal. To reflect this, wizards have 4 + Intelligence modifier times 4 skills as their starting skill points and gain 4 + Intelligence modifier skill points each level.

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