Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

Classes

Classes describe what a character has trained to do and which tradition taught them. ELDRA has six Classes: Warrior, Guardian, Mystic, Arcanist, Savant, and Hunter. Every Class grants a free Class Feature and opens a set of subclasses. A subclass is a specialized discipline, such as the Fighter, the Witch, or the Sharpshooter, presented as a tree of abilities. There are 26 subclasses: seventeen belong to a single Class, and nine are shared subclasses that two Classes can both take. Characters unlock the nodes of their subclass trees by spending Class Points (CLA), which they earn from all of their trained skills.

The Six ClassesSix Classes on a circle: Warrior, Guardian, Mystic, Arcanist, Savant and Hunter. Each has its own subclasses. Cavalry, Paladin, Summoner, Alchemist, Rogue and Berserker are shared by neighbouring Classes; Warmage, Commander and Ranger are shared by opposite Classes.THE SIX CLASSESTwenty-six subclasses in six Classes. Nine are shared: six by neighbouring Classes, three across the circle.SHARED ACROSSWarmageWarrior · ArcanistCommanderGuardian · SavantRangerMystic · HunterCavalryWarrior · GuardianPaladinGuardian · MysticSummonerMystic · ArcanistAlchemistArcanist · SavantRogueSavant · HunterBerserkerWarrior · HunterWARRIORPress the AttackGUARDIANGuardMYSTICBondARCANISTTrained WillSAVANTKnow the AngleHUNTERQuarryFighterMonkShieldbearerHealerDruidWitchNecromancerWarlockPsionicElementalistMageCraftsmanAcademicianFaceAssassinSharpshooterMage HunterShared by two neighbouring ClassesShared across the circleOwn subclass of one Class17 own + 9 shared = 26 subclasses

The six Classes stand on a circle. Each Class shares one subclass with each of its two neighbours and one with the Class directly opposite it. A Warrior and a Hunter can both become Berserkers, a Guardian and a Mystic can both become Paladins, and a Mystic and a Hunter can both become Rangers. No Class or subclass has a main skill; a node names a skill only when its own effect uses that skill.

Classes at a Glance

Class Class Feature Own Subclasses Shared Subclasses (Shared With)
Warrior Press the Attack Fighter, Monk Berserker (Hunter), Cavalry (Guardian), Warmage (Arcanist)
Guardian Guard Healer, Shieldbearer Cavalry (Warrior), Commander (Savant), Paladin (Mystic)
Mystic Bond Druid, Necromancer, Warlock, Witch Paladin (Guardian), Ranger (Hunter), Summoner (Arcanist)
Arcanist Trained Will Elementalist, Mage, Psionic Alchemist (Savant), Summoner (Mystic), Warmage (Warrior)
Savant Know the Angle Academician, Craftsman, Face Alchemist (Arcanist), Commander (Guardian), Rogue (Hunter)
Hunter Quarry Assassin, Mage Hunter, Sharpshooter Berserker (Warrior), Ranger (Mystic), Rogue (Savant)

How Classes Work

  1. Choose a Class. You gain its Class Feature for free.

  2. Take its subclasses. You may take any subclass of your Class, shared subclasses included, as many as you can pay for.

  3. Earn Class Points. Every 4 points of Skill Total give 1 CLA, and each trained skill at +5 or higher gives 1 more.

  4. Spend Class Points. Each root, main node, or optional node costs 1 CLA and follows the order of its tree. Your first root is free.

  5. Meet the tier gates. Roots and T1 nodes are open from creation. T2 nodes require a trained skill at +4 or higher, and T3 nodes require a trained skill at +5 or higher.

  6. Add a second Class if you wish. It costs 2 CLA and grants its Class Feature and access to its subclasses.

  7. Retrain slowly. Each new Class Point also lets you swap one node that nothing else of yours requires.

Class Points (CLA)

Class Points determine how many roots and nodes a character can purchase across all of their subclasses. They come from all of a character’s trained skills. Your Skill Total is the sum of every trained skill rating you have, including ratings of +1. People skill modifiers, passive class modifiers, and other bonuses to an effective rating never add to the Skill Total.

Class Points: 1 CLA for every 4 points of Skill Total, rounded down, plus 1 CLA for each trained skill at +5 or higher.

Skill Total 0–3 4–7 8–11 12–15 16–19 20–23 24–27 28–31 32–35 36–39
Class Points 0 1 2 3 4 5 6 7 8 9

Every further 4 points of Skill Total add 1 more CLA. Class Points rise whenever a skill does, so there is nothing separate to track: after raising a skill, check whether your Skill Total has reached the next multiple of 4 and whether the skill has reached +5.

The following characters show typical budgets. The three new characters have each spent about 25 SP under the standard creation profile; the veterans have spent between 54 and 61 SP. Every one of them also has a free Class Feature and a free first root.

Character Trained Skills Skill Total CLA Highest Tier
New, focused four at +3, one at +1 13 3 T1
New, balanced two at +3, three at +2, four at +1 16 4 T1
New, broad three at +2, fifteen at +1 21 5 T1
Veteran, focused +6, +5, +4, +3, two at +1 20 7 (5 + 2) T3
Veteran, balanced +5, two at +4, three at +3, two at +2, two at +1 28 8 (7 + 1) T3
Veteran, broad eighteen at +2 36 9 T1

Design Intent: Breadth buys more nodes; depth opens higher tiers. A character with many modest skills can spread Class Points across several subclasses, but only a trained skill at +4 or +5 opens T2 and T3. The extra Class Point for each skill at +5 keeps focused specialists close to broad characters in the total number of nodes they own.

Tier Access Gates

Your highest trained skill rating determines which tiers you can access in every subclass, regardless of which skill it is:

People skill modifiers and all other bonuses to an effective rating do not satisfy these gates. A gate grants permission to purchase a node; it does not waive CLA cost, node order, or any other prerequisite. Optional nodes use the gate of the main tier node from which they branch. Because the standard creation profile caps trained skills at +3, new characters begin with roots and T1 nodes.

Reading a Subclass Tree

Every subclass is presented as a tree of nodes. Inside a subclass, the rules are the same for every Class that can take it.

A shared subclass is a single tree. A Warrior and a Hunter who both take Berserker buy the same nodes in the same order; only their Class Features differ.

A Second Class

A character may join one additional Class by spending 2 CLA. They gain its Class Feature and may take its subclasses, paying for roots and nodes in the usual way; only the first root a character ever buys is free. A character belongs to at most two Classes. A subclass shared by both of a character’s Classes remains one tree, and each of its nodes is bought only once. CLA spent in one subclass never grants access to nodes in another.

Retraining

Each time a character gains a Class Point, they may also swap one node they own for another node they qualify for, provided that no other node they own requires the node they give up. With the GM’s approval, a character may instead rebuild their Classes, subclasses, and nodes completely at a major turning point in the story, such as a conversion, a broken oath, or a long period of study.

Example: Kara

Kara is an orc Warrior. At creation she has trained Fight +3 and Fortitude +3, three skills at +2, and four skills at +1, for a Skill Total of 16 and 4 CLA. Her orc Fortitude modifier does not count, because People modifiers never add to the Skill Total. As her skills improve, her Class Points grow with them:

Skill Total Best Skill CLA Kara Takes
16 (creation) Fight +3 4 Press the Attack (Class Feature, free); Berserker root (her first root, free); Rage; Wound Hunger; Fighter root; Weapon Mastery
20 Fight +4 5 Last Breath (Berserker T2)
24 Fight +4 6 Power Strike (a Fighter optional node)
25 Fight +5 7 (6 + 1) Bloodstorm Wrath (Berserker T3)
28 Fight +5 8 Pursuit Frenzy (the T1 node of the second Berserker path)
32 Fight +5 9 Pain Engine (which requires Wound Hunger above it)

Berserker is shared by the Warrior and the Hunter, so a Hunter could take exactly the same Berserker nodes; only the Class Feature would differ.

The Six Classes

Warrior

Press the Attack

Class Feature

Once per turn, when a melee attack of yours fails, your next melee attack against the same creature before the end of your next turn gains +1 to the roll.

Subclasses

Guardian

Guard

Class Feature

Once per scene, as a Reaction when you or an ally within 10m would take damage, reduce that damage by your highest trained skill rating.

Subclasses

Mystic

Bond

Class Feature

Name what you are bound to: a land, a spirit, a coven, the dead, a patron, or a bloodline. Once per scene, draw on the bond to regain 1 Mana or to recover Mental Stress points equal to your highest trained skill rating. The bond can make demands, and the GM may call on it.

Subclasses

Savant

Know the Angle

Class Feature

Once per scene, after you succeed on a skill roll that is not an attack, choose one creature the roll involved: you or one ally gains +2 to the next roll against that creature before the end of the scene.

Subclasses

Hunter

Quarry

Class Feature

Once per scene, as a free action, mark one creature you can see as your Quarry until the end of the scene. You gain +1 to attack rolls against your Quarry, and it cannot become hidden or invisible from you. Other marks, such as Track or Deathmark, stay separate.

Subclasses

Subclasses

Warrior

Guardian

Mystic

Arcanist

Savant

Hunter

Shared Subclasses

Nine subclasses belong to two Classes. Six are shared by neighbouring Classes and three by Classes that stand opposite each other on the circle. A shared subclass is one tree: a character from either Class takes it in the same way, with their own Class Feature beside it.