Classes

 (placeholder text for classes here) Berserker  (100 words about the berserker here)




 * Berserker : Once per day, a warrior with the berserker edge can spend one Action Point on her turn to enter a berserker rage. While in this rage, she has advantage on all attack rolls with melee weapons, adds her Physical skill rank to damage rolls with melee or thrown weapons, and gains temporary Health equal to twice her character level. While raging, a warrior takes a -2 penalty to Defense and cannot do anything that requires patience or concentration (like using the flurry of blows edge, manifesting psionic technicks or invoking priestly miracles.) This rage lasts for 5 rounds. Once it ends, the warrior is exhausted until the end of the combat she raged in. This edge may be taken up to three times. Each instance of this edge grants an additional daily rage. You can still rage only once per encounter.

Fighter (100 words about the fighter here)

Starting Health: 10 + 1d6 + Con modifier

Starting Proficiency: Fighterrs are proficient with all weapons and armor.

Edges: As she fights on, a fighter refines her fighting ability, honing her prowess to gain unique combat abilities called edges. A fighter starts with weapon specialization and one other edge at first level and gains another edge every two levels after (at 3rd, 5th, 7th, 9th, and so on.) Fighters cannot choose the same edge twice at first level. Fighter edges can be taken a number of times listed in their entries.
 * Cleave: Once per round, if a fighter with the cleave edge brings an opponent to 0 or fewer hit points with a melee attack, she may make one free melee attack against another opponent she can reach. This free attack is made with the same weapon, using the same bonuses and penalties as the original attack. This free attack does not grant another cleave attack unless the fighter has this edge more than once. This edge can be taken up to three times; each instance grants the fighter an extra cleave attack in a round.
 * Deadly Aim: A fighter with the deadly aim edge gains a +1 bonus on damage rolls made with ranged weapons. This edge can be taken up to five times; its effects stack.
 * Dodge: A fighter with the dodge edge gains a +1 bonus to her Defense. This edge can be taken up to five times; its effects stack.
 * Flurry of Blows : A fighter with the flurry of blows edge may make one additional melee attack when she spends two Action Points to use the attack action. When using this edge, each melee attack made takes a -2 penalty to the attack roll. This edge may be taken up to three times. Each instance of this edge grants an additional attack, but increases the penalty by -2 (to a maximum of four attacks per round, each at -6 to hit.) You may forgo additional attacks to take the reduced penalty.
 * Great Fortitude: A fighter with the great fortitude edge gains a +1 bonus on saving throw rolls. This edge may be taken up to five times; its effects stack.
 * Improved Critical: A fighter with the improved critical edge chooses a specific weapon, such as the longsword or dagger. When she scores a critical hit with that specific weapon, she rolls an additional +1d6 critical damage on the critical hit, and may roll two dice for the critical hit's additional effect, choosing which effect to apply. This edge can be taken more than once; the new instance of this edge can either apply to a new weapon or improve a previously chosen weapon's criticals further (to a maximum of +2d6 critical damage and roll three effect dive, apply one effect.) This edge cannot be chosen until 7th level.
 * Improved Initiative: A fighter with the improved initiative edge gains a +1 bonus to her Initiative. This edge can be taken up to five times; its effects stack.
 * Power Attack: A fighter with the power attack edge gains a +1 bonus on damage rolls made with melee weapons. This edge can be taken up to five times; its effects stack.
 * Second Chance : A fighter with the second chance edge may make a difficulty 15 Strength check when she is reduced to 0 Health. If the check succeeds, she remains conscious at 1 Health. You cannot use this edge if you are already at 1 Health. You cannot select this edge until 7th level.
 * Toughness: A fighter with the toughness edge gains a +1 bonus to her Armor Rating. This bonus applies whether or not you are wearing amor. This edge may be taken up to three times; its effects stack.
 * Weapon Specialization: A fighter with the weapon specialization edge chooses a specific weapon, such as the longsword or dagger. She gains a +1 bonus to attack rolls and a +2 bonus on damage rolls made with the chosen weapon. This edge can be taken more than once; the new instance of this edge can either apply to a new weapon or improve specialization with a previous weapon (to a maximum +3 bonus to hit/+6 bonus damage.)

Mage
(100 words about the mage here)

spells (use d20 Modern mage spells)

school specialization (ban two schools, get one extra spell plus unique ability~, improves +1/5 mage levels) ​
 * Abjuration (abjurer, +1 Defense)
 * Conjuration (conjurer, summons mote of light)
 * Divination (diviner, reroll one d20 roll/day)
 * Enchantment (enchanter, +1 Communication)
 * Evocation (evoker, +1 HP damage with evocation)
 * Illusion (illusionist, longer-lasting illusions)
 * Necromancy (necromancer, detect HP)
 * Transmutation (transmuter, transmute bonus)

Monk
(100 words about the monk here)

TEH MNOK >>>>> BSOOT(+monk level or Wis mod to unarmed damage/Defense)

monastic tradition

hadouken (vermilion phoenix)

ki healing (gentle rain)

flurry (white tiger)

improved unarmed damage

monk speed (azure dragon)

monk defense (black tortoise)

Priest
(100 words about the priest here)

turn undead

miracles (use d20 Modern acolyte list)

Psionicist
(100 words about the psionicist here)

psionic techiniques

enervation

Ranger
(100 words about the ranger here)

scouting

combat style

favored enemy

Rogue
(100 words about the rogue here)

Starting Health: 8 + 1d6 + Con modifier

Starting Proficiency: Rogues are proficient with (weapons) and light armor.

Sneak Attack: A rogue can make a devastating attack against an unprepared oppponent. Whenever a rogue makes a successful melee attack against an opponent she is flanking, she adds her Subterfuge skill total to the damage roll.

Rogue Trickery: All rogues, whether Istorian or Seigyokan, share the same view on fighting-- fair fights are for chumps.
 * unbuff
 * unbuff
 * unbuff

Sentinel
(100 words about the sentinel here)

Starting Health: 10 + 1d6 + Con modifier

Starting Proficiency: Sentinels are proficient with all weapons and armor.

Marking: A sentinel can throw herself into the fray of combat, taking the heat off her allies. Whenever a sentinel makes a melee attack against an opponent, she can choose to mark that opponent whether she hits him or not. The mark lasts until the end of the sentinel's next turn. Marked opponents have disadvantage on any attack rolls that do not include the sentinel as a target. If a marked opponent moves away from the sentinel or makes an attack that does not target her, she gets to make a free attack against that opponent (resolve the sentinel's attack first.)

Defender: Sentinels are regarded through Istoria for their devotion to their companions. At first level, a sentinel gains one defensive ability.
 * Switch Places - switch places with attacked ally
 * Shield - give shield bonus to ally
 * Cover - take attack for attacked ally

Shaman
(100 words about the shaman here)

Starting Health: 6 + 1d6 + Con modifier

Starting Proficiency: Shamans are proficient with (weapons) and (armor).

Calling: A shaman