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I still have to detail some of the spells, but here are 4 new classes in Beginner Box style:
Hunter
At home in the frontier wilderness, the Hunter is adept at following his quarry wherever it may run. An expert at ranged weaponry, the Hunter harries her foe, savoring the victory skill and patience can provide.
1st Level Hunter Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: +2 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 6
D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Dungeoneering [x] Knowledge Geography
[x] Knowledge Nature [x] Perception
[x] Ride [x] Spellcraft
[x] Stealth [x] Swim
E Armor and Weapons
In Section E of your character sheet, check light armor, medium armor, and simple weapon. Then write shortbow and longbow in Section E. For more information about armor and weapons, see pages 44-47.
F Favored Foe
Write Favored Foe +2 in Section F of your character sheet. Choose one of the categories of creatures listed below. Whenever your character is attacking a creature of that category, she gains +2 on ranged attack and damage rolls. She also gains a +2 to Bluff, Knowledge, Perception, and Sense Motive skill checks related to the creature type. Write the creature type after Favored Foe +2.
Creature Types:
Beasts (Animals, Magical Beasts)
Humanoids
Dragons
Otherplanar (Elementals, Demons, etc.)
Undead
F Tracker
Write Tracker in Section F of your character sheet. Your character can identify and follow creatures’ tracks with a Perception skill roll. The DC for this check is 10+ the creature’s Stealth skill modifier if the tracks are fresh (within a day.) This DC is increased by +2 to +6 per day depending on the hardness of the ground and weather conditions, as determined by the DM.
I Precise Shot
Write Precise Shot in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.
You are done with 1st-Level Hunter. To continue, go to page 32.
2nd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
DEADLY AIM: Write Deadly Aim in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See Page 41 for details of this
Feat.
3rd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1
FAVORED TERRAIN: Write Favored Terrain in
Section F of your Character Sheet. Choose One of
The following Terrain Types. While in her Favored
Terrain, a Hunter gains a +2 bonus to Initiative and
A +2 bonus to Knowledge Geography, Perception, and
Stealth Checks. A Hunter leaves no tracks in her
Favored Terrain if she doesn’t wish to. Write your
selected Terrain Type after Favored Terrain in Section F.
Terrain Types:
Cold
Desert
Forest/Jungle
Hills/Mountains
Plains
Underground/Caves
Urban
Wetlands/Water
4th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
RAPID SHOT: Write Rapid Shot in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See page 6 of the Beginner
Box Player’s Pack pdf for details of this Feat.
5th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change
SECOND FAVORED FOE: Choose a second creature
Type as a Favored Foe from the list of Creature Types
Listed under the 1st Level Hunter Feature. Write
Favored Foe in Section F of your character sheet.
One type of Favored Foe (either your original or the
One chosen here) becomes +4 , and the other is +2.
Dervish
A whirling, deadly force on any battlefield, the Dervish relies on speed and grace to finish her foes with a thousand small wounds. Styling themselves after nature’s deadliest predators, the Dervish uses both body and blade to wear an opponent down and finish them off.
1st Level Dervish Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 4
D Mark these class skills in Section D of your character sheet:
[x] Acrobatics [x] Bluff
[x] Climb [x] Knowledge Nature
[x] Perception [x] Sense Motive
[x] Stealth [x] Swim
E Armor and Weapons
In Section E of your character sheet, check light armor, simple weapons, and martial weapons. For more information about armor and weapons, see pages 44-47.
F Slam
Write Slam 1d6 in Section F of your character sheet. Your character can attack with his fists, feet, or even head, doing 1d6 on a successful attack. This slam attack is considered a Light Weapon for Feats.
I Weapon Finesse
Write Weapon Finesse in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.
You are done with 1st-Level Dervish. To continue, go to page 32.
2nd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change
FLURRY: Write Flurry in Section I of your character
sheet. Your character gains this feat at level one. See
below for details of this feat.
Feat
Flurry
Prerequisite Attack Bonus +1 Dexterity 13
Benefit
You may make an attack with a light weapon as a Move Action.
Penalty
When you use this feat, take a -2 penalty on your attack rolls until the start of your next turn.
3rd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save No Change
Will Save Add+1
EVASION: Write Evasion inSection F of your
Character Sheet. This works exactly as the Rogue
Class Feature on Page 25.
FLEET: Write Fleet in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.
4th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change
IMPROVES SLAM: Change the Slam to 1d8 in Section
F ofyour character sheet. Your Slam now does 1d8
Damage on a successful attack!
5th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change
FLEET: Write Fleet again in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.
Shaman
A Shaman serves as both a servant and master of the forces of nature. Shamans are more at home in the wild than in the bustling cities. They summon powerful natural allies in their struggle to preserve the balance of nature.
1st Level Shaman Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 8
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 4
D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Geography [x] Knowledge Nature
[x] Perception [x] Ride
[x] Sense Motive [x] Spellcraft
[x] Swim
E Armor and Weapons
In Section E of your character sheet, check shields, light armor, and simple weapons. For more information about armor and weapons, see pages 44-47.
K Spells
You can cast Shaman Spells. Every morning, you spend an hour communing with nature and selecting the spells you will use that day. This is called “preparing your spells.” When you cast a spell, mark it off from today’s list of prepared spells. Each day you can pick different spells—they don’t have to be the same ones each time.
F Summon Servant
Write Summon Servant in Section F of your character sheet. Next to that, write 3+WIS per day. You can summon a Dire Rat as a standard action. The Dire Rat appears within 30 feet (6 squares) of your character and will act as directed by your character for one round per level you have in the Shaman class. After that, the Dire Rat vanishes.
K Shaman Spells
Essences
Write essences in Section K of your character sheet. Essences are a weak type of Shaman Spell that you can use over and over as much as you want, up to once per round. You don’t have to prepare essences- you always have them available.
Create Water
Range 30 feet Duration Instantaneous
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. You cannot use this spell to create water inside a creature.
Know Direction
Range personal Duration instantaneous
When you cast this spell, you instantly know the direction of north from your current position. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Light
Range Touch Duration 1 minute/Shaman Level
You make any object (like a sword or coin) shine like a torch, but with no heat. It gives off light to a range of 20 feet. You can only have one light spell active at a time—if you cast a second one, the first one goes out.
Spark
Range 30 feet Duration instantaneous
You can make an unattended flammable object no bigger than a maple leaf catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
1st Level Shaman Spells
You can prepare one 1st-level Shaman spell per day from the list of spells on this page. If your Wisdom ability score is 13 or higher, you can prepare an extra 1st-level Shaman spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.
Calm Animals
Charm Animal
Cure Light Wounds
Endure Elements
Entangle
Feather Step
Obscuring Mist
Produce Flame
Speak With Animals
Stone Fist
You are done with 1st-Level Shaman. To continue, go to page 32.
2nd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1
You can prepare another 1st level Shaman Spell each
day.
3rd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add +1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
You can prepare one 2nd level Shaman spell from the
spells on this page each day. If your Wisdom ability
score is 14 or higher you can prepare an extra 2nd level
Shaman spell each day.
SUMMON SERVANT: At 3rd level, you can summon
Either a Giant Spider, Reefclaw, Venomous Snake, or
Wolf instead of a Dire Rat.
2nd Level Shaman Spells
Barkskin
Cure Moderate Wounds
Eagle Eye
Flaming Sphere
Fog Cloud
Gust of Wind
Hold Animal
Resist Energy
Spider Climb
Stone Call
4th Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1
You can prepare another 1st level Shaman spell each day.
You can prepare another 2nd level Shaman spell each day.
5th Level Shaman Hit Points Add +1d8+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change
You can prepare one 3rd level Shaman spell from the
Spells on this page each day. If your Wisdom ability
score is 16 or higher you can prepare an extra 3rd level
Shaman spell each day.
SUMMON SERVANT: At 5th Level, you can Summon
An Air, Earth, Fire, or Water Elemental instead of the
Creatures listed above.
3rd Level Shaman Spells
Call Lightning
Cure Serious Wounds
Dominate Animal
Fly
Neutralize Poison
Protection From Energy
Remove Disease
Speak with Plants
Water Breathing
Wind Wall
Warlock
A Warlock is a powerful spellcaster whose magical powers come from inherited bloodlines from powerful, often otherworldly beings. A Warlock doesn’t pray, study, or commune to gain his spells- he just knows them; they are a part of him. A Warlock only knows a few spells, based on his birthright, but he can cast more spells per day than any other spellcaster, and can select from any of the spells he knows.
1st Level Warlock Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 6
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 2
D Mark these class skills in Section D of your character sheet:
[x] Bluff [x] Diplomacy
[x] Knowledge Arcana [x] Knowledge History
[x] Knowledge Religion [x] Perception
[x] Spellcraft
E Armor and Weapons
In Section E of your character sheet, check light armor and simple weapons. For more information about armor and weapons, see pages 44-47.
K Spells
You can cast Warlock Spells. Unlike other casters, Warlocks do not prepare spells. Instead, each day at a time specified by his Birthright, a Warlock recharges his spellcasting ability. Each time you cast a spell, place a check mark next to the spell level in section K. When you’ve reached your maximum for that level, you may not cast any more spells of that level until the time designated by your Birthright, at which point you can erase all the check marks and start over.
F Birthrights
Write Birthright under Section F of your character sheet. Select one of the following Birthrights and write its name of after Birthright.
Celestial- Dawn
Draconic-Noon
Elemental-Noon
Fey-Sundown
Infernal-Midnight
K Warlock Spells
Legacies
Write legacies in Section K of your character sheet. Legacies are a weak type of Warlock Spell that you can use over and over as much as you want, up to once per round. Your legacies are determined by your Birthright.
Celestial
Light
Stabilize
Draconic
Detect Magic
Acid Splash
Elemental
Elemental Ray
Resistance
Fey
Dancing Lights
Ghost Sound
Infernal
Mage Hand
Read Magic
1st Level Warlock Spells
You can cast three 1st-level Warlock spell per day from the list of spells under your Birthright on this page. If your Charisma ability score is 13 or higher, you can cast an extra 1st-level Warlock spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.
Celestial
Feather Fall
Magic Missile
Draconic
Cause Fear
Corrosive Touch
Elemental
Elemental Cone
Endure Elements
Fey
Sleep
Vanish
Infernal
Charm Person
Disguise Self
You are done with 1st-Level Warlock. To continue, go to page 32.
2nd Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1
You can cast another 1st level Warlock Spell each
day.
ARCANE INHERITANCE: Choose one level one
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure light wounds,
or choose a wizard spell like any other Birthright.
3rd Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save Add +1
Reflex Save Add +1
Will Save No Change
You can cast three 2nd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 14 or higher you
can cast an extra 2nd level Warlock spell each day.
Celestial
Continual Flame
False Life
Draconic
Fire Breath
Protection From Arrows
Elemental
Elemental Sphere
Resist Energy
Fey
Invisibility
Levitate
Infernal
Mirror Image
Scorching Ray
4th Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1
You can cast another 1st level Warlock spell each day.
You can cast another 2nd level Warlock spell each day.
ARCANE INHERITANCE: Choose one level two
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure moderate
Wounds, or choose a wizard spell like any other Birthright.
5th Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change
You can cast three 3rd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 16 or higher you
can cast an extra 3rd level Warlock spell each day.
Celestial
Daylight
Haste
Draconic
Fly
Lightning Bolt
Elemental
Elemental Ball
Protection From Energy
Fey
Displacement
Hold Person
Infernal
Suggestion
Vampiric Touch

Flak RPG Superstar 2013 Top 8 |

Question about the dervish. His flurrying basically is only an advantage if he remains in place, yes? I like the simplicity, a lot, but this feels a bit like the age-old conundrum of fast movement + flurry of blows, rehashed. Is the dervish supposed to move or not?
All in all these are quite cool! I especially like the balance of simplicity and diversity in the warlock.

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Question about the dervish. His flurrying basically is only an advantage if he remains in place, yes? I like the simplicity, a lot, but this feels a bit like the age-old conundrum of fast movement + flurry of blows, rehashed. Is the dervish supposed to move or not?
All in all these are quite cool! I especially like the balance of simplicity and diversity in the warlock.
Wow, sorry for not answering this sooner. I was just looking through some of my old posts and noticed this question. Yes, the feat is designed to mimic Flurry of Blows or Two-Weapon Fighting, so it does present the same conundrum.
On the other hand, a Dervish is most likely faster than his/her opponents, and can move around the battlefield quite a bit, and escaping a Dervish becomes very difficult. When an opponent leaves themselves open to it by standing still, the Dervish serves them a double dose of pain.
Think of it as "Quick of Feet, Hands, and Daggers."

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Thanks for sharing. Although for the Hunter class, Favorite Foe creature type is quite broad -- +2 against all humanoids?
Beginner Box doesn't have subtypes for humanoids, that I could tell.