Sage's Sanctum

Classes

Classes represent the specialization of a character. Each Class consists of 4 Templates that must be taken in order. When a character gains a new Class level, they can choose to take the next Template of a Class they already have a Template of, or the first Template of a new Class. Mixing and matching is encouraged, but players should consider how a new Class fits for their character!

Some Classes have a requirement to enter, but most don’t. Each Class also has starting gear, which a character only receives when they take the first Template of a Class during character creation.

Custom Classes

If you don’t see a Class you like, talk to your GM. You can probably work together to make a new one.

Classes have the following features:

Description: A 1-3 sentence description of the class. This should capture the essence of the class fantasy.

Starting Inventory: Starting inventory for every class should include a weapon, and trinket. A trinket is a small flavorful item primarily to spark the player’s creativity, such as an heirloom from a historical battle, or the contract from the Adventurer's first job. You may also include crude armor or a small amount of money (no more than 20s) if it is appropriate for the class.

Features: Each class has 4 Templates, which have 1-2 features each. Try to think about what you want the class to allow your character to do, then work with your GM to write features that cover those actions.

Try to make most of your features useful for Dungeoneering or Exploration, as those will make up most of your time playing Revolver. It’s ok to have some features that focus on other aspects of the game but features that can be used during Dungeons and Exploration will come up the most often.

Class List