Core Classes

The following classes are being used. Core classes are given a small background, while custom classes will get a full write up.


This is really little more than a fighting style. Lightly armored, quick moving and heavy hitting.

The only real change to the Barbarian class is that they don’t need to take illiteracy. Since skill points are handled differently anyway, this simply isn’t necessary. Instead, an players Intelligence Score will determine their literacy level.


Bards were once the storytellers for the Druids. They kept the lore, history and lessons of the faith. The Church of Anto still allows bards, but in a more secular way. They maintain oral histories and traditions from the time before the fall of man.


These are specially trained clerics of Antos sent out to fight evil creatures. Obviously devils are high up on their list, but undead, dragons, monsters, demons, etc are all fair game.

A clerics magic points are determined by their honor score, and are forced to take the Code of Anoto for their honor path.

A cleric’s ability to turn undead uses 1 MP.


Their Magic is drawn from the Honor system called Druidic Law. Their maximum MP are equal to their honor score.


Knight (from Players Handbook 2)

The knight is mostly defensive fighter. Their skills are about using their defense to keep themselves from being hit, and controlling the battlefield to protect others.

Main differences with this class is that following the code of Chivalry is a requirement for the class, and violations of the code will cause the knight to loose their knightly abilities for the day. A knight with negative honor, will be unable to use their abilities affectively until they regain it.

Additionally, a knights honor is what determines how many times a day they can use some of their special abilities.

A knight starts out with 5 honor in the code of Chivalry.


Wandering Knights of Anto. These knights fight forces that would oppose Anto, undertake sacred quests for the Church and when called upon for the army of the Church.

All of a paladin’s skills draw from their magic points, which is determined by their honor score. A Paladin starts with 5 honor in the Code of Anto.


Rangers are considered the druid’s equivalent of a paladin. They are sent out to keep the darker and wilder areas from becoming too chaotic, or falling into taint. Rangers are often solitary travelers, but will join up with a party from time to time.

Rangers maximum magic points are determined by their honor score. They must follow Druidic Law as an honor code.

A ranger’s favored enemy is not a feat, but a skill. As the skill improves they get to add it to any skill check or attack they make concerning their enemy.


Rune Caster


Those who would class themselves as monks are known in the world as Mystics. Mystics were the people who trained themselves to fight the Ancients using nothing more than their body. They honed their abilities, brought their physical and mental in balance, and the masters are even said to have brought their being into balance with the world around them, achieving supernatural feats, and ultimately letting them fight the ancients directly.

To achieve this balance, a mystic forgoes armor and weapons, instruments that only serve one purpose, war. They fight bare handed and without much armor, trusting their speed and skill to win their fights.

As the ancients drifted into obscurity, the ruling casts began to fear the Mystics, their orders, and the love the people had for them. Knowing that they couldn’t fight them directly, they engaged in propaganda, and turned the people against them. When their numbers dwindled enough, the Emperor “__” launched an attack, killing most of the remaining mystics and driving the rest into hiding.

Many of them folded into the newly appearing Druid caste that was beginning to take shape in the kingdom, as it shared many of their goals. Others fled civilization to continue their studies in remote areas of the wilderness, taking their secrets with them.

As adventurers begin exploring Autumn isle again, cleansing it of the dark races, some of the ancient Mystic teachings are resurfacing. Mystics are being remembered for what they were, mortal heroes capable of challenging even the ancients. Some people have even begun reteaching the traditions.

The Church of Anto frowns on this. Partially because it’s a threat to their power, and teaching that Anto is the one thing to save them in these dark times, and finally because of their ties to the druids, which the Church believes is tied to rites that will eventually re-awaken the ancients.


There is only one catch to playing a Sorcerer. Since this class is tied to bloodlines, you have to start as a sorcerer, you can dual class into other things later, without a penalty, but since it’s in your blood, it’s where you start. That said… it is possible to acquire certain sorcerer powers through game play, even if you didn’t start as one. But it won’t be a dual class choice.


Wizards use MP to determine their power, instead of memorized spells. They still need to account for verbal, somatic, material and focus components for spells, but instead of using up a memorized spell, they use up a number of spell points equal to the spells effective level.

Wizards do not gain new spells each level automatically. They must find, research, or be trained in new spells. Mages who study with a magic guild are often given these two spells as part of the cost for training a level.

Wizards are still bound by their intelligence as to what level of spells they can cast.


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