Origin Classes

Recruit—This origin class focuses on martial warfare abilities
Associate—This origin class focuses on support skills and abilities
Initiate—This origin class focuses on understanding divine magic
Apprentice—This origin class focuses learning the ways of arcane magic

Origin Classes are precursors to regular character classes. These represent the adventurers earliest attempts to define himself. Instead of gaining levels, you progress through stages of ‘level 0’ until you have become more acclimated to the adventuring life, per se.

Recruit
Stage 1: You begin play with a +1 base attack bonus and the ability to wear light and medium armor. You are also proficient with shields, all simple weapons, and three martial weapons of your choice. You also get a +1 on Fortitude Saves.
Stage 2: You gain a +1 to a save of your choice, you gain +2 hit points, and choose one of these six feats: power attack, defensive stance, toughness, dodge, weapon finesse, or point blank shot
Stage 3: You gain +2 hit points, 1 skill point, and proficiency with three martial weapons of your choice
Stage 4: You gain +2 hit points, and +1 for Str, Dex, or Con
Stage 5: You gain +2 hit points, and one of the following: proficiency with one weapon of your choice (any type), proficiency with heavy armor and shields, or the feat two-weapon fighting

Associate
Stage 1: You begin play with the ability to wear light armor. You are also proficient with all simple weapons, as well as two of the following weapons: short sword, rapier, whip, sap, sai, shortbow, nunchuku, siangham, or kama. You also get a +1 on Reflex saves.
Stage 2: You gain +1 to a save of your choice, 2 skill points, and choose one of these six feats: skill focus, sneak attack, spellbinding performance, skirmishers shot, deft hands, or weapon finesse
Stage 3: You gain +1 hit points, 2 skill points, and proficiency with one of the following: short sword, rapier, whip, sap, sai, shortbow, nunchuku, siangham, or kama.
Stage 4: You gain 2 skill points, and a +1 for Dex, Cha, or Luck
Stage 5: You gain 2 skill points, and choose one of these six feats (if you previously chose skill focus, you may choose it again for a different feat): skill focus, sneak attack, spellbinding performance, skirmishers shot, deft hands, or weapon finesse

Initiates
Stage 1: You begin play with the ability to wear light armor. You are also proficient with 3 simple weapons of your choice. You may pray each day to receive the benefit of your deity’s protection. This will enable you to gain 4 divine magic points (dmp). You do not yet know how to cast spells, but as a standard action you can spend 1 point to cure 1d4 points of damage to yourself. You also gain a +1 to Fortitude and +1 to Will saves.
Stage 2: You gain a +1 to a save of your choice, +1 hit points, and 2 more divine magic points.
Stage 3: You gain +1 hit points, +1 skill points, and 2 more divine magic points. You form a deeper bond with you deity and may learn three level 1 spells and prepare spells from among the list that you know.
Stage 4: You gain +1 hit points, +2 divine magic points, and a +1 to Con, Wis, or Cha
Stage 5: You gain +1 hit points, +2 divine magic points, and one of these feats: Scribe Scroll, Brew Potion, Spell Focus, Combat Casting, Channel Good, Channel Evil, Channel Neutrality

Apprentices
Stage 1: You begin play proficient with the quarterstaff and the dagger. You also possess a small spellbook. Each day magic fills your heart, mind, and blood and grants you 4 arcane magic points (amp). You also possess knowledge of two 1st level arcane spells. You also gain a +1 on Will Saves.
Stage 2: You gain a +1 to a save of your choice, 1 skill points, 2 more arcane magic points, and 1 more level 1 spell.
Stage 3: You gain 1 more skill point, 2 more arcane magic points, and 1 more level 1 spell. You also gain the ability to channel arcana, which allows you to potentially cast arcane spells you know but have not memorized.
Stage 4: You gain 2 arcane magic points and +1 to Intelligence as well as a further +1 to any ability score (including the option for an additional +1 to Intelligence).
Stage 5: You gain 2 arcane magic points, and one of these feats: Scribe Scroll, Brew Potion, Spell Focus, Combat Casting, Counterspell, Enchanted Attack

Origin Classes

Krynn Revival Jrrtolkien