Classes
Classes in ELDRA define the core capabilities and specialization paths of characters. Through the expenditure of Class Points (CLA), characters unlock powerful class-specific abilities that grow stronger over time. Each class is represented as a skill tree: a branching flowchart of nodes that a character navigates by spending CLA, with two distinct paths offering meaningfully different playstyles.
Skill Tree Structure
Every class tree contains the following elements:
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Root Node — The entry point of the class. Must be purchased first (1 CLA). Unlocks both branches and grants a small passive bonus that is always active.
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Main Tier Nodes (T1, T2, T3) — The spine of each branch. Each costs 1 CLA and must be purchased in order: T1 before T2, T2 before T3. These nodes contain the core abilities from that class and define the branch’s playstyle. Solid arrows connect main nodes to show required progression.
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Optional Nodes — Satellite abilities that branch off from each main tier node. Each costs 1 CLA and may be purchased in any order, provided the main node above them has already been purchased. Dashed arrows indicate a prerequisite chain: an optional node with a dashed arrow leading into it requires the optional node above it to be purchased first.
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Branches — Each class offers two branches (for example, Path of the Shadow and Path of the Blade). Both branches share the same Root Node and T1 starting point, but diverge completely at T2 and T3. Both branches may be purchased simultaneously; there is no requirement to complete one before starting the other.
Optional nodes follow the same gate as the main tier node they branch from. A character with the CLA to spend but without the required skill rating must wait until their skill improves before unlocking higher tiers.
Tier Access Gates
For each class, the GM approves one trained skill relevant to that class. Use that trained rating for every access gate in the class:
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Root Node and T1 Nodes — trained rating +3 or higher
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T2 Nodes — trained rating +4 or higher
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T3 Nodes — trained rating +5 or higher
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 from which they branch.
Class Points (CLA)
CLA determines how many nodes a character can purchase across all classes. Characters earn CLA from trained skill ratings only; People skill modifiers and other effective-rating bonuses never generate CLA.
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+3 Skill Level — 1 CLA per skill at this level
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+4 Skill Level — 2 CLA per skill at this level
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+5 Skill Level — 3 CLA per skill at this level
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+6 Skill Level — 4 CLA per skill at this level
Example: A character with trained Fight +5 and trained Fortitude +3 earns 3 + 1 = 4 CLA. A character with trained Magic +4, Lore +3, and Survival +3 also earns 2 + 1 + 1 = 4 CLA. If the GM approves Magic as the relevant skill for a class, Magic +4 qualifies for its Root, T1, and T2 nodes but not T3; Magic +3 qualifies only for its Root and T1 nodes.
Design Intent: This two-layer system ensures that a specialist — a character who has invested deeply in one skill — can both access and afford high-tier abilities. A generalist with several moderate trained skills may earn a similar CLA budget but cannot purchase tiers their relevant trained ratings do not unlock, regardless of saved CLA. Breadth characters can develop Root and T1 nodes across multiple classes; depth characters unlock the higher tiers of a class tree.
Multiclassing
Multiclassing is permitted in ELDRA. CLA may be freely invested across multiple classes, allowing characters to develop unique combinations of abilities that reflect diverse backgrounds and training. The rules are the same in every class:
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The Root Node of a class must be purchased before any other node in that class.
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T1 must be purchased before T2, and T2 before T3. Skipping tiers is not allowed.
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Optional nodes require their parent main tier node to be purchased.
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Tier Access Gates apply per class, based on one GM-approved relevant trained skill for that class.
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CLA spent in one class does not grant access to features in another.
Example: A Fighter/Mage multiclass character with trained Fight +4 and trained Magic +3 earns 2 + 1 = 3 CLA. With those skills approved for the respective classes, they qualify for the Fighter Root, T1, and T2 nodes, but only the Mage Root and T1 nodes. They do not qualify for Mage T2. Spending 1 CLA on the Mage Root and 2 CLA on the Fighter Root plus Fighter T1 uses the full budget — a deliberate trade-off between breadth and depth.