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Class Options

 

A number of class options exist for starting characters, however each campaign may have unique limitations just as Hurssia is not suitable for all the classes created. Check with the DM if the class you want is not on the list below.

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The SL column indicates the class modifier to the character's Social Level. Multiclass characters use the highest bonus, plus any penalty. Hence a multiclass Expert/Rogue/Wizard would have an adjustment of +2 (Wiz, ignore the +1 for expert) plus –1 (Rogue), making a total adjustment of +1. The Attribute column indicates the prime statistic(s) required to determine how long it takes to train into this class (See Level Advancement). Where multiple attributes are listed, use the un-rounded average.

Anchor 1

The above is for base classes only, not for prestige classes (see separate document). The following base classes are unavailable to player characters : Anti-Paladin, Arcanist, Chronomancer, Sorcerer, Temporal Champion, Temporal Raider, Witch.

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For Bardic Casting see the Spell Points page.

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Classes Detailed

Note all spell casters use the new Spells system, adapted from the 2nd Edition Campaign.

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Berserkers

Berserkers were found in the Vikings Handbook printed for 2nd Edition.

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Alignment : Any Chaotic

Hit Die : d10

Class Skills : As Barbarian

Armour & Weapon Proficiency : Martial Weapons. Light, Medium & Heavy Armour and Shields.

Beserk : A beserker must spend a full round action working up into a frenzy.  At the end of the round the character must make a Willpower Save (DC: 12).  If the save is successful the character goes beserk.  If the save fails the character can continue trying, and succeeds automatically after 10 full rounds.  When the character beserks her strength increases by 2 points.  He also gets +2 hit points a level.  The character's armour class increases by +1 per level.  This bonus is counted as natural armour.  The beserker also gains a +2 saving throw bonus against charms.  The drawbacks of beserking are : the character cannot retreat from combat unless his opponent is slain or cannot be pursued.  A beserker cannot hang back in combat.  If the beserker retreats or hangs back he finishes beserking.  As soon as the beserk rage ends all benefits are lost (including the extra hit points).  When the beserk rage ends the character must make another Will save (as above).  Failure indicates the character's strength is reduced by 5 points.  The character can end her rage at any point.

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Shapechange :

As a standard action the character can change into either a wolf or a bear.  The beserker's hits, base attack and saves remain the same.  However, the character gets the Strength, Dexterity, movement, armour class and damage of the creature.  The beserker can understand the language of the animal she has changed into.  The transformation lasts as long as the character wishes.  Any worn or carried equipment is absorbed, but becomes non-functional.  The attribute changes are :

The above is for base classes only, not for prestige classes (see separate document). The following base classes are unavailable to player characters : Anti-Paladin, Arcanist, Chronomancer, Sorcerer, Temporal Champion, Temporal Raider, Witch.

​

For Bardic Casting see the Spell Points page.

​​

​​

Classes Detailed

Note all spell casters use the new Spells system, adapted from the 2nd Edition Campaign.

​​

Berserkers

Berserkers were found in the Vikings Handbook printed for 2nd Edition.

​

The above is for base classes only, not for prestige classes (see separate document). The following base classes are unavailable to player characters : Anti-Paladin, Arcanist, Chronomancer, Sorcerer, Temporal Champion, Temporal Raider, Witch.

​

For Bardic Casting see the Spell Points page.

​​

​​

Classes Detailed

Note all spell casters use the new Spells system, adapted from the 2nd Edition Campaign.

​​

Berserkers

Berserkers were found in the Vikings Handbook printed for 2nd Edition.

​

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