These are the three base classes, for the most part they are the classes that keep you alive, where as the more advanced classes are your key to awesomeness.
The base classes are very incomplete, and for the most part the first testing phase will not revolve around them, but the other functions of the game.
Mage, the basic spell-caster,
this class sets you up for classes such as wizard, sorcerer, cleric, priest or necromancer, and has mastery classes like Arch-Magus, High Priest, or Grand Arcanist
this class and fighter class unlike expert class can become a paladin,
this class and expert class unlike fighter class can become a bard.
at level 1 you gain these benefits;
-lose untrained magic that all players start out with,
-you gain the ability to use magical scrolls and items without using a use magic item check
-when using rituals or arcane circles instead of a 5% chance of success, it becomes 12% chance of success.
-proficiency in any two weapons of your choice.
+6 talent points
shield proficiency (light)
school expertise-mages must choose a spell school, when casting a spell from that school, they gain 10% extra experience for that spell, rounded up (added in after the original experience change, for example a spell gains 7xp after experience gain change from its effects, it than gains 10% of that extra, making it 8 instead of 7)
every level you gain 4 talent points
you gain +2 mind every level
+1 spirit every level
+1 body every 2 levels
at level 2 you gain these benefits;
-ritual/arcane circle 18% of success
at level 3
-magical aptitude- increases magic per intelligence by 1
at level 5 you gain these benefits;
- magic recovery- gain magic regen every 6 intelligence instead of 8
extra spell school expertise ( choose different school)
at level 6 you gain;
-magical aptitude 2
at level 8 you gain;
school mastery- +5% to one schools expertise (added into the original 10%, may not choose different school)
At level 9 you gain these benefits;
School focus-Choose one school of magic (soul arts, dark arts, divining arts, etc.)
Gain +2 to your spells ability to overcome saves when casting from that spell school (meaning if you cast a spell and the spell has 13 spell save, and that spell is in the school of your choosing, the save becomes 15 instead)
at level 10 you gain these benefits;
c1: path of the holy- the mages max spell level for divine spells raises by 1, while arcane drops by 3. Rituals also gain 2% chance to succeed
c2: path of the arcane- the mages max spell level for arcane spells raises by 1 while divine drops by 3. Arcane Circles gain a 2% chance to succeed.
c3:path of the scholar- the mages max spell level for both divine and arcane raises by .4. Rituals and Arcane Circles gain a 17% chance to succeed.
at level 12 gain these benefits
school focus II- choose a second school, cannot choose same school as last.
Mages in the world
Mages are far superior to the other three base classes at spell casting. Most mages focus on either divine or arcane spell types, those that focus on Divine become clerics or priests, those that focus on arcane usually become wizards or mancers (necro/pyro/electro/etc.).
A mage is usually either someone born with a raw natural talent for magic, or who has studied, usually their whole lives thus far, until they have become more than just adept at their powers. A mage has no need to become a sorcerer, as the sorcerer class does not compliment a mage, as sorcerers are primarily to improve a battle class’s or a talent class’s magical abilities, but not quite as well as a cleric, wizard or other spell casting prodigy.
Some mages see the need to take up weapons for their cause, and thus the paladin class, who specializes in both melee combat and divine magics, along with its role as a justice bringer, speaker, and commander, makes a good compliment for a divine mage, or perhaps a magi-blade, who specializes in using the arcane arts to full their combat prowess, or the battle wizard, who can fight just as well weighed down in heavy equipment, as they can in heavy combat, which needless to say is quite well, given they find it easier to cast a fireball under pressure better than a mage.
Of course the warlock, wizard, cleric, and priest classes are for primarily spell casting characters, wizards and warlocks focusing on arcane magic in their own way, and clerics and priests focusing on divine magics in their own way.
Then again, there are always the crafting magic classes, such as a witch or an alchemist. Witches who excel as potions, and are much better with ritual/diagram/circle spells than any other class except the druid, or alchemists who focus on altering reality with magic, potions and crafty contraptions.
fighter, he who fights,
this class sets you up for classes like knight, paladin, road-warrior, soldier, or monk.
this class has mastery classes such as champion, mounted lancer, or dragon slayer
at level 1 you gain these benifits;
-martial weapons expert (+3 to chance to hit with martial weapons)
-combat intuition (when not sneak attacked you gain +4 to initiative)
+3 talent points
-weapon proficiency - gain weapon proficiency with 4 weapons of your choice
armor proficiency light and medium
-shield proficiency ( all non tower shields)
+2 body per level
+1 spirit per level
+1 mind per 3 levels
+2 talent points per level
at level 3 you gain these benifits;
-weapon proficiency (you gain proficiency with any weapon of your choice)
-skilled defender (+2% to chance to block)
at level 4 you gain these benifits;
-skilled defender +3%
armor proficiency heavy
at level 5 you gain these benifits
-cleave (you can use this with any attack, if you do take -2 to your chance to hit, any time you use this ability and drop your opponent to 0 or less, and your opponent falls unconcious, your opponent is cleaved in half, dying instantly, also your follow through cuts an adjecent opponent for 25% of original cleaving damage, you do not reroll your chance to hit, but the threatened opponent can roll a chance to block or dodge.)
at level 7,9,11,13,15 gain racial practice as a bonus feat
at level 8 gain weapons focus, or weapons mastery if applicable
at level 9 gain practiced strike, choose a weapon, gain 10% chance to hit with that weapon
at level 10 you gain shield proficiency (tower) and a bonus feat
at level 12 gain improved cleave
if your cleave attack drops an opponent to 6 or less health you cleave them in half, also your follow through does 50% damage and has +3% to hit.
-armor mastery (you are considered proficient in any armor)
Fighters in the world
Fighters are the best weapon using class; they’re the ones who are always at the front of the charge. If a wizard needs time for his powerful spells, if an expert needs someone to by time to pick a dangerous and unique troublesome lock, than the fighter is there to save the day. A fighter has the option to become the meat shield barbarian, who focuses on learning how to take all kinds of damage, magical and mundane all the same. Though barbarians require the character to be chaotic in alignment, they lose that requirement later on in their leveling process, allowing for unique combinations. Or the fighter can become a focused monk, whose ki energies allow him to stretch the boundaries of the laws of physics and the world. Of course being required to be a lawful character makes it hard, but a barbarian monk makes an excellent combination if you can get the barbarian high enough.
A fighter could also go for a swashbuckler appeal and become a pirate or a weapons artist. Pirates fight focusing on cheap tricks along with a slightly fancy fighting style, allowing them to be versatile in their approach to combat, if they need to take on more than one opponent at a time. A weapons artist learns all the best uses for one weapon, and knows the difference between being flashy, and being skilled. A weapons artist focuses on one opponent at a time, as he/she has no need to worry about multiple enemies when it can kill one foe before it blinks.
Of course there is always the legionnaire, whose long march into battle brings fear to those who know them, with their untiring tactics, and shining heavy armor.
But then a fighter may want to be versatile with his skills, and dabble in magic. If it is to improve his and his always combat skills he would become a paladin, whose divine magic compliments his combat skills. Then again he may want the magic that would destroy his foes before he gets to them. He then would become a sorcerer, and learn what is known as wild magic.
A fighter could also become a knight, though probably one of the harder classes to become, as the knight class requires the title knight, It is definitely worth the hassle. The knight class focuses on fighting a single enemy, along with protecting himself and his allies. The knight follows a code, less strict than the samurai, but strict enough to keep them in line. A knight like the samurai or weapons artist is intended for one on one encounters. Though the knight has the unique talent of drawing enemies to him, usually causing him to take on more enemies than one. The knight like the barbarian gains the feat to half opponents that try to pass them free.
Samurai are talented fighters, using bows and duel wielding swords. The samurai can wield the Katana and wakizashi, or daisho as the pair is called, without duel wielding restrictions.
expert, the one who gets the job done.
The expert would be the bard, the thief, or a crafts master, the expert is the person who is "good at what he does". The expert would be the talented one, the one who opens locks, picks pockets, crafts weapons and armor, is a master trader or even master traitor, if the expert could do anything, he could do everything, or perhaps instead of everything and being a jack of all trades, he would be the best at his chosen career.
the expert starts at level 1 with these benifits;
-master of jobs; when using talent points for the jobs talent, the cost never exceeds 2 per rank, (normally every 5 levels increases a talent cost by 1)
-concealed weapon; When carrying small weapons, the expert can conceal one small weapon, (meaning it can't be seen by guards or enemies even when searched thoroughly)
-proficiency with any 3 weapons of your choice
+8 talent points
armor proficiency light, and light shield proficiency
every level you gain 6 talent points
+1 mind every level
+1 spirit every 2 levels
+2 body every level
at level 3 you gain these benefits;
-1- sneak attack, using your concealed weapon, or attacking an enemy that does not see you, you gain 1d6 to your attack
-2 skilled trader. even when losing appraisal checks you get 10% off of buy prices, and gain 10% more on sell prices.
-3 voice of reason- once using your voice, you are able to sway people to follow you or do your bidding, though if only to a degree, they will not do something they strongly oppose, nor will they break laws simply because you ask. The DC for your enemies to resist the voice of reason is mind based, and is 1/5 your wisdom + 1/5 your skill + 1/2 your levels in expert.
from now on your leveling will be based off of the choice you made, for choice one the level bonus will be called c1, and choice 2 c2, and choice 3 c3.
at level 5 you gain these benefits;
+2 to max skill meter per point in skill
c2 bribe king- when attempting to bribe, you add your appraisal talent to the % chance of the bribe working.
c3 specialist- choose one talent, that talent will always cost 1 talent point no matter what.
At level 6 you gain these benefits;
c1- deadly flanker- once per target, while flanking you gain your sneak attack damage on a hit
at level 7 you gain these benefits
+ proficiency in any weapon
1 extra feat.
+4 talent points for this level.
at level 9 you gain these benefits:
c1-gain additional 1d6 to sneak attack
c2-witty comeback- when succeeding a focus check, you may act as if you were the one bribing, intimidating, or taunting and treat it as successful without giving money in a bribe.
c3- king of distraction- when using the perform or bluff talent to distract, you may roll twice and keep the best of the two.
At level 10 you gain these benefits:
C1- gain an additional sneak attack on a flanked target
C2- Lady’s man/enchantress- gain +5 to any talent roll used against the opposite sex, along with a +5% to dodge against opposite sex.
C3- gain an additional feat, and +2 talent points per level, along with +3 talent points for this level.
At level 12 you gain these benefits:
Gain resistant to the lady’s man/enchantress expert ability.
Enemies with sneak attack lose one die against you.
Experts in the world:
Experts are neither fighters nor are they mages, they are the people who are devoted to their jobs, they are the talented, the witty, they are the ones who get the job done when no one else can.
Experts are definitely one of the harder classes to play, especially early on if they don’t take early advanced classes. However for those that are patient come great things.
Experts choices set them up to do great or terrible things, from bribery to assassination, experts do it all.
At level 3 is when it all begins, either they gain the sneak attack and set themselves up for the blackguard, or the assassin, or they choose the voice of reason for the entertainer or the bard, of course they could choose the skilled trader, setting them up to be the money man of the party, the guy everyone comes to when they come short on the money, the man who owes nobody, but everybody owes something to.
While I do have some advanced classes I wish for my main focus right now to be on the three base classes, none of the mastery classes are even close to playable.