Characters

Classes

Search all class abilities

ClassHit DieSkill RanksAlignment
Alchemist d8. 4 + Int modifier. Any.
Aldori Swordlord d10 2 + Int modifier.
Antipaladin d10. 2 + Int modifier. Chaotic evil.
Arcane Archer d10 4 + Int modifier. Arcane archers can be of any alignment. Elf or half-elf arcane archers tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.
Arcane Trickster d6 4 + Int modifier. All arcane tricksters have a penchant for mischief and thievery, and are therefore never lawful. Although they sometimes acquire their magical abilities through the studious path of wizardry, their magical aptitude more often stems from a sorcerous bloodline. As such, many arcane tricksters are of a chaotic alignment.
Arcanist d6. 2 + Int modifier. Any.
Archmage +3 hp/tier
Arclord of Nex d6 2 + Int modifier.
Argent Dramaturge d6 4 + Int modifier.
Asavir d10 4 + Int modifier.
Aspis Agent d8 4 + Int modifier.
Assassin d8 4 + Int modifier. Due to its necessary selfishness and callous indifference toward taking lives, the assassin class attracts those with evil alignments more than any others. Because the profession requires a degree of self-discipline, chaotic characters are ill suited to becoming these shadowy killers. Neutral characters sometimes become assassins, frequently thinking of themselves as simple professionals performing a job, yet the nature of their duties inevitably pushes them toward an evil alignment.
Barbarian d12. 4 + Int modifier. Any nonlawful.
Barbarian (Unchained) d12. 4 + Int modifier. Any nonlawful.
Bard d8. 6 + Int modifier. Any.
Battle Herald d10 4 + Int modifier.
Bellflower Tiller d8 6 + Int modifier.
Blackfire Adept d6 4 + Int modifier.
Bloatmage d6 2 + Int modifier. Bloatmages have no particular alignment, but their single-minded focus on the goal of attaining greater magical ability (and the general public’s prurient abhorrence of their ritualistic self-mutilation) tends to make them at least partially neutral.
Bloodrager d10. 4 + Int modifier. Any.
Brawler d10. 4 + Int modifier. Any.
Brother of the Seal d8 4 + Int modifier.
Cavalier d10. 4 + Int modifier. Any.
Champion +5 hp/tier
Cleric d8. 2 + Int modifier. A cleric’s alignment must be within one
Cyphermage d6 4 + Int modifier.
Daggermark Poisoner d8 4 + Int modifier.
Dawnflower Dissident d8 2 + Int modifier.
Death Slayer d8 4 + Int modifier.
Demoniac d8 2 + Int modifier
Divine Scion d8 2 + Int modifier.
Dragon Disciple d12 2 + Int modifier. Dragon disciples can be of any alignment, although they tend to be more chaotic than lawful. Those dragon disciples that assume the traits of chromatic dragons, such as bestial white and fearsome red dragons, have a proclivity for evil. Conversely, those that take after the metallic dragons, such as stoic brass and chivalric gold dragons, are often of good alignments.
Druid d8. 4 + Int modifier. Any neutral.
Duelist d10 4 + Int modifier. Duelists can be of any alignment, although since most hail from backgrounds as rogues or bards, they tend to eschew lawful behavior. Lawful duelists are not unheard of, however, and such duelists often adhere to a strict code of honor, refusing to attack unarmed or obviously inferior opponents.
Eldritch Knight d10 2 + Int modifier. The road to becoming an eldritch knight is as varied as the paths leading to apprenticeship under a wizard or a career as a soldier, and eldritch knights can therefore be of any alignment. Maintaining a balance between studies of arcane lore and martial techniques requires great discipline, however, and for that reason many favor lawful alignments.
Fighter d10. 2 + Int modifier. Any.
Genie Binder d6 2 + Int modifier.
Godling Path Abilities
Golden Legionnaire d10 2 + Int modifier.
Gray Corsair d8 4 + Int modifier.
Gray Gardener d8 6 + Int modifier.
Green Faith Acolyte d8 4 + Int modifier.
Guardian +5 hp/tier
Gunslinger d10. 4 + Int modifier. Any.
Halfling Opportunist d8 6 + Int modifier. Halfling opportunists view deception and taking advantage of others as a way of life. This makes it very difficult (but not impossible) for lawful characters that choose this prestige class to stick to their principles.
Harrower d6 2 + Int modifier.
Hellknight d10 2 + Int modifier.
Hellknight Signifer d8 2 + Int modifier.
Hierophant +4 hp/tier
Holy Vindicator d10 2 + Int modifier. While lawful vindicators are somewhat more common, vindicators may be of any alignment.
Horizon Walker d10 6 + Int modifier. Anyone can crave new vistas and constant travel, and thus a horizon walker can be of any alignment.
Hunter d8. 6 + Int modifier. Any neutral.
Inner Sea Pirate 6 + Int modifier. Inner Sea pirates are often chaotic and rarely good, but can be any nonlawful alignment.
Inquisitor d8. 6 + Int modifier. An inquisitor’s alignment must be within
Investigator d8. 6 + Int modifier. Any.
Knight of Ozem d10 4 + Int modifier.
Lantern Bearer d10 4 + Int modifier.
Loremaster d6 4 + Int modifier. Most loremasters cannot be bothered with distracting and pointless philosophies such as ethics, and so tend to be neutral, neutral good, or neutral evil.
Low Templar d10 2 + Int modifier.
Magaambyan Arcanist d6 2 + Int modifier.
Magus d8. 2 + Int modifier. Any.
Mammoth Rider d12 4 + Int modifier.
Marshal +4 hp/tier
Master Chymist d10 2 + Int modifier. A master chymist actually has two alignments (see the mutagenic form ability). The only restriction on these alignments is that they cannot be exactly the same.
Master Spy d8 6 + Int modifier. The practice of espionage demands discipline and a certain amount of moral and ethical flexibility; more master spies are neutral than lawful or chaotic.
Monk d8. 4 + Int modifier. Any lawful.
Monk (Unchained) d10. 4 + Int modifier. Any lawful.
Mystic Theurge d6 2 + Int modifier. The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline.
Nature Warden d8 4 + Int modifier. Nature wardens tend toward nonevil alignments, as many pursue their profession out of a desire to help and protect others. Occasionally evil wardens can be found turning the bitter realities of the wild upon their enemies or guarding natural sites tainted by dark fey.
Ninja d8. 8 + Int modifier. Any.
Noble Scion d8 6 + Int modifier.
Oracle d8. 4 + Int modifier. Any.
Paladin d10. 2 + Int modifier. Lawful good.
Pathfinder Chronicler d8 8 + Int modifier. A Pathfinder chronicler’s alignment largely determines her motivations. Good characters tend to view their missions as noble ventures, neutral characters seek to preserve knowledge for knowledge’s sake, and evil characters are driven by an urge to accumulate wealth and add to their own glory.
Pathfinder Delver d8 8 + Int modifier.
Pathfinder Savant d6 2 + Int modifier.
Pit Fighter d10 2 + Int modifier.
Prophet of Kalistrade d8 4 + Int modifier.
Rage Prophet d10 4 + Int modifier. Rage prophets may be of any nonlawful alignment, but chaotic alignments are more common, as they are in the barbarian tribes from which they hail. Wandering rage prophets are usually chaotic, living apart from any tribe and the tribal structure of their heritage as they take up the adventuring life.
Ranger d10. 6 + Int modifier. Any.
Razmiran Priest d8 4 + Int modifier.
Red Mantis Assassin d8 6 + Int modifier.
Riftwarden d8 4 + Int modifier.
Rivethun Emissary d8 4 + Int modifier.
Rogue d8. 8 + Int modifier. Any.
Rogue (Unchained) d8. 8 + Int modifier. Any.
Samurai d10. 4 + Int modifier. Any.
Sanguine Angel d10 2 + Int modifier.
Shadowdancer d8 6 + Int modifier. Because of their nature as visually duplicitous tricksters, shadowdancers do not fit comfortably into the lawful category, as many use their talents to avoid the eyes of legitimate authority. Yet though they are allies of darkness, shadowdancers are neither inherently evil nor predisposed to good. To them, the darkness is simply the darkness, without any of the usual moral connotations made by the unenlightened.
Shaman d8. 4 + Int modifier. Any.
Shieldmarshal d10 4 + Int modifier.
Skald d8. 4 + Int modifier. Any.
Skyseeker d10 4 + Int modifier.
Slayer d10. 6 + Int modifier. Any.
Sleepless Detective d8 4 + Int modifier.
Sorcerer d6. 2 + Int modifier. Any.
Souldrinker d6 2 + Int modifier.
Stalwart Defender d12 2 + Int modifier. Anyone can be as stubborn as a rock and dedicated to holding one point no matter the cost, so stalwart defenders can be of any alignment. The dedication and practice required to learn the talents of a stalwart defender come more easily to characters with a strong respect for order and organization, however, so lawful stalwart defenders are much more common than chaotic ones.
Storm Kindler d8 4 + Int modifier.
Student of Perfection d10 4 + Int modifier.
Student of War d10 6 + Intelligence modifier.
Summoner d8. 2 + Int modifier. Any.
Summoner (Unchained) d8. 2 + Int modifier. Any.
Swashbuckler d10. 4 + Int modifier. Any.
Tattooed Mystic d6 2 + Int modifier.
Trickster +4 hp/tier
Twilight Talon d8 6 + Int modifier.
Umbral Court Agent d8 4 + Int modifier.
Universal Path Abilities
Veiled Illusionist d6 2 + Int modifier.
Vigilante d8. 6 + Int modifier. Any.
Warpriest d8. 2 + Int modifier. A warpriest’s alignment must be within one
Westcrown Devil d8 6 + Int modifier.
Winter Witch d6 2 + Int modifier.
Witch d6. 2 + Int modifier. Any.
Wizard d6. 2 + Int modifier. Any.