Class Descriptions

Welcome player. This article is to help you understand the difference between my world and pathfinder. It will give you a short explanation of the class and any changes from Pathfinder's first edition I made to fit my world better. The roles are just the most common way they are used; you can build them to fit any role or idea you want. These will just be the base form of the class. For any archetypes for the classes, talk to me; it most like a yes, unless for some reason it would be in my world.

Barbarians and Berserker

‌Berserker and Barbarians are virtually the same, with the main distinction being historical and linguistic. Barbarians were recognized as strong fighters in antiquity, and their unrelenting combat technique earned them the moniker Berserker. In Elema's universe, this has become a recognized combat discipline that is either trained within a military framework or practiced by certain warrior organizations. The name Barbarian is no longer used to refer to tribal warriors, but rather to any dume or aggressively violent fighter.

Berserkers in Elema channel primordial emotions via their Mana, increasing their physical strength, endurance, and battle abilities. This class provides great offensive power, resistance to damage, and increased mobility speed. However, their ability to avoid or deflect attacks is limited because they rely on brute strength and aggressive tactics rather than armor or defense skills.

Role: In most circumstances, you will play as either the Tank or the Close-Range DPS. This means you'll be either absorbing enemy assaults and diverting attention away from your teammates, or attacking adversaries up close and doing significant damage.

The Berserker class is enjoyable to play because of its fast-paced, aggressive combat style. These warriors are frequently scary, making them a formidable presence in both combat and roleplaying. Despite their fiery disposition, they can still have a golden heart, with their intensity being a natural quality rather than pure aggression.

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Bard

Bard are enigmatic entertainers, excellent storytellers, and essential parts of any adventure team. Unlike traditional arcane users, they weave magic through music and voice, attuning their mana to magical wavelengths and channeling spells while performing. Becoming a bard needs more than just talent; it also requires dedication, versatility, and a willingness to learn a variety of abilities, from history and legend to persuasion and trickery. No two bards are alike, yet they all have an element of unpredictability, which makes them both fascinating and important. However, bards have undergone extensive training to understand how to channel magic into performance, as well as the many abilities and charm required to be one.

Role:Bards make excellent support characters, capable of boosting allies, weakening or manipulating adversaries, and even offering small healing during combat. Their actual strength is outside of battle, when their diverse skill set enables them to adapt to a wide range of situations. Bards may use a wide range of skills, including some they haven't been train in, making them important for giving additional abilities or knowledge when the group lacks skills. This versatility makes bards one of the most resourceful and skilled class to play.

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Clerics

Clerics are divine class who serve one of Elema's eight gods and goddesses. Their deity blesses them with various spells dependent on the domains of their chosen deity. As well as whatever powers are bestowed by their duty.

Clerics are more than just spiritual teachers; they are active representatives of their deity. As they go, they are expected to spread the word about their deity. However, if they violate their deity's precepts, they risk losing their divine abilities.

The bulk of clergy adhere to the Eight Churches and generally espouse good-aligned ideas. Other sects exist, including benign views of the deities duties as well as dark cults dedicated to their more destructive elements. Some people even worship Divien Punishers or powerful metaphysical beings beyond the standard pantheon.

If you're interested in investigating other deity routes, let me know and we'll work out the details!

Role:Clerics are frequently considered as either heal bots or battle tanks, and they excel at both. If you choose to focus on healing, you can be a powerful supporter who keeps your allies alive and even boost them up. If you like frontline warfare, you can become a heavily armored divine warrior with divine magic to back you up.

However, clerics are much more diverse than just those two roles. They feature a diverse set of spells and abilities, allowing them to fit into almost any party role depending on how they are created. Whether you focus on healing, offensive, utility, or even debuffs, clerics may be extremely useful both in and out of combat.

Don't limit yourself—experiment with different builds and play styles to see what suits you best. Just remember that your connection to your deity is critical. If you deviate too far from their teachings, you risk losing your divine magic. Choose your deity and religion wisely!

Pathfinder Edits:

  1. Aura will be able to be detected by Detect Aura and you will register as divine. As you have this deities divinity coursing thought you.
  2. Domains: check out the 8 Gods and Goddess of Eleme to know what domains they have. if you great idea for domains for one deity we talk about it.
  3. Channeling Energy:You can do stander channel ether heal or damage, and it will heal or damage anything with that deity's elemental subtype.


Druids

Druids Druids are known as shape shifters, nature lovers, and hippies. They are people have made a contract with a Divine Sprit Guardian. They may live in groups or alone, being raised and protected by the holy beast as they learn to strike a balance between nature and society. Druids are expert wilderness survivalists who are closely connected to the lands their holy beast guards.

Some see druids as a subset of clerics blessed by Chikyu, however this is incorrect. While they share similar beliefs, their priorities differ—depending on the holy beast they serve, some druids may prioritize nature over everything else, which frequently contradicts traditional religious doctrines associated with Chikyu.

Druids, like clerics, use magic, but their power comes from nature rather than a divine spark. Their spells draw mana from both their personal reserves and the environment around them. This power can be used to help and enhance, heal animals and plants, or even unleash nature's wrath with offensive spells.

A distinguishing feature of druids is their ability to shape-shift into numerous animals. They learn how to shift into creatures linked with their holy beast, as well as those indigenous to the land they defend. When they change, they take on the chosen animal's strengths, weaknesses, and unique skills.

Druids are vital members of any team due to their ability to combine magic, survival skills, and shape-shifting.

Role:Druids can play a variety of roles in an adventuring party, depending on whether they specialize in magic or shapeshifting.

Magic-focused Druids are typically seen as supporting roles or healers. They can ensnare adversaries, strengthen allies, and provide substantial healing, making them ideal for a specialized support role.

Shape-shifting Druids can take on roles as Tanks or DPS depending on the animals they decide to transform into. Their ability to blend in with the environment makes them ideal for stealth, reconnaissance, and information collection.

Druids provide excellent role-playing chances, ranging from exploring the natural world and its creatures to embodying the outsider character in society. Their distinct viewpoint and occasionally "odd" demeanor make them enjoyable and intriguing characters to portray. So have fun creating your druid!

Pathfinder Edits:

Wild Shape: I'd like to keep your from as close to your Divine Sprit Guardian sprit divine sprit guiding and the type of animal that lives in the guard's area. There could be a reason why you have different species that are not related to them.  

Fighter and Warrior

Fighter and Warrior are the foremost masters in weapons and armor. These battle-hardened men have schooled their bodies to withstand warfare and continue fighting. They learn to use a variety of weapons and equipment, as well as to master different types of warfare.

Unlike spellcasters, combatants and warriors rarely use magic, instead relying on their talent, strategy, and sheer determination. However, some people have a type of Natural Magic that helps them in battle.

They are among the most common adventurers, lured to the excitement of combat, the pursuit of huge challenges, or the responsibility to safeguard something they care about. Fighters and warriors build their own paths through strength and perseverance, whether they seek legendary conflicts or the world's fiercest opponents.

Role:Fighters often perform the role of the tank, taking hits and slowing foes down. They are the front-line soldiers, wielding some of the most lethal weapons available and facing danger head on.

However, fighters are quite versatile. Their training enables them to master a wide spectrum of melee and ranged weaponry, making them versatile in combat. Depending on their configuration, they can provide frontline support, deliver significant damage, or even rule the battlefield with tactical precision.

Fighters can perform a variety of roles for role playing, including enforcers, leaders, mercenaries, and knights. In most communities, many people pick up a weapon to battle, whether for honor, duty, survival, or personal gain.   So, what type of warrior will you create?

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Monks

Monks Monks are masters of their own bodies and Chi, harnessing their mana and life energy to boost their physical talents and turn into living weapons. Some seek enlightenment, while others strive for self-mastery, with the goal of becoming legends. Their ideology and training methods differ depending on the monastery or instructor, but they all have a strong commitment to self-improvement. Many monks embark on adventures to test their talents, challenge themselves, or seek advice from other enlightened beings.

Monks are highly proficient martial artists who can counter and outmanoeuvre the majority of their opponents. They increase their power, speed, and resilience by channeling their Chi, and they can even manipulate their opponents' bodies. Their quickness and close-combat prowess make them invaluable on the battlefield, allowing them to attack quickly and move seamlessly throughout the fight.

Monks are a formidable and adaptable asset in an exploring team since they excel at mobility, precision, and continuous battle. Show what style monk are you going to make

Role:Monks are often high-speed DPS, hitting quickly and evading attacks with remarkable agility. They have many quick attacks, improved movement, and a variety of powers that make them difficult to track down. In combat, playing a monk is exhilarating—darting across the battlefield, overwhelming adversaries with precise strikes, and easily avoiding oncoming attacks. Some monks are even designed to serve as tanks, relying on their ability to escape, resist effects, and survive without the use of armor. There's something rewarding about standing unarmored in front of the BBEG, effortlessly dodging their strikes while they try to land a hit.

When it comes to role-playing, monks typically fall into two categories. The first is the seeker of inner peace, who strives for harmony with the universe, reflects on their journey, and maintains a peaceful, philosophical attitude toward life. This style encourages reflection and provides a distinct view on the world. The second type is the battle-hardened warrior, who is preoccupied with honing their martial skills, seeking out stronger opponents, and continuously debating the art of warfare.

Of all, these are just common tropes; your monk can take any route you like. If you want to establish a monastery with a distinct ideology or principles, go for it! Monks are incredibly versatile in both combat and storytelling, making them a fascinating and gratifying class to play.

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Paladins

Paladins, also known as holy knight warriors, are the steadfast guardians of the divine, protectors of the faithful, and enforcers of their deity's will. They are blessed with divine power as a reward for their unwavering faith and devotion. However, just as easily as they receive these gifts, they can be stripped of them should they fall from their god’s or goddess’s favor. Each paladin follows a strict code of conduct aligned with their deity’s teachings, meaning not all paladins adhere to the same principles.

Often seen as champions of justice and protectors of the land, paladins are revered as symbols of hope and light. Many uphold the laws of the realm in which their faith is established, but there are exceptions—some deities grant blessings that supersede mortal laws. For this reason, while many regard paladins as noble figures, others may view them with caution, depending on their divine allegiance.

Paladins frequently take up the path of adventurers, either because their deity has set them on a mission, their church leaders have deemed it necessary for their growth, or due to an arrangement with an adventuring party or city.

Role:A paladin in an adventuring party excels on the front lines, combining martial prowess with divine graces. They are formidable allies that can turn the tide of battle using both fighting skill and holy magic. All paladins get the capacity to detect things that contradict their god's nature, as well as the ability to boost their attacks with divine energy.

In role-playing, paladins can be intriguing characters, formed by the deity they serve. You may play a hard, uncompromising warrior who strives to destroy evil wherever it hides. Alternatively, if you worship the goddess Yami, often known as the Mistress of Secrets and Pacts, your paladin may speak in riddles, never disclosing the whole truth or outright lying. So how fun designing their personality and how they worship their deity

Paladins are invaluable to adventuring teams, as they frequently have extensive religious knowledge and serve as an imposing presence—especially against people who oppose their deity. A paladin, whether as a beacon of righteousness or an enforcer of divine will, instills strength and conviction in any organization.

Pathfinder Edit
  1. Aura will be able to be detected by Detect Aura and you will register as divine. As you have this deities divinity coursing thought you.
  2. Detect Evil become Detect Aura
  3. Smite Evil (Su) Will work on any corrupted or divine creator, depending on who blessed you and how you worship. Smite, no matter which way you go, will always work on undead, which are utterly unnatural creatures that have been introduced into the universe. The following list will inform you what deities want Smite.


Ranger

Rangers are the best hunters, but not just of wildlife; they are also expert monster hunters. They specialize in locating and eliminating specific species, whether beasts, monsters, or even humanoids. A ranger perfects their fighting style based on their chosen prey, learning all they need to properly hunt and eliminate their targets.

Aside from fighting, rangers grasp the magic of the landscapes in which they seek. They become more attuned to the natural world, learning how to use its energy to set traps, cause harm, or heal. Their magic is not innate, but rather an acquired skill, making them a type of arcane caster. Unlike druids, who learn their magic from spiritual guardians, rangers develop their talents by study, practice, and a strong connection to nature.

Role:Rangers in combat make an excellent DPS and provide great information about diverse monsters and creatures. They can battle in a variety of tactics, from long-range precision to up-close melee warfare. Some people build ties with animal companions and use them strategically for assistance. In battle, a well-prepared ranger can assess their opponents, providing critical information to the team while efficiently defeating foes with their particular talents and magic. While their magic is usually a support tool rather than their primary emphasis, it can be customized to improve their physical powers, assist the party, or slow and hurt their quarry.

Rangers in role-playing settings due to their knowledge of numerous terrains, survival methods, and understanding of many types of enemies. They also have a strong set of skills, which make them helpful in both social and non-combat settings. While they may lack the amount of skill like a rogue or bard in these areas, they can nevertheless be useful in number of situation.

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Rougue

Rogues are commonly referred to as thieves or assassins, yet they cover much more. They may be archaeologists, private investigators, or experts in various disciplines. Rogues have a varied set of skills and understand how and where to utilize them. They adapt fast, learning many skills to infiltrate, avoid traps, and traverse complicated social settings.

A skillful rogue recognizes the true value of objects, whether for personal gain, historical importance, or strategic advantage. They are skilled in combat, understanding the quickest technique to incapacitate an opponent. Even if they lack formal training, rogues discover methods to employ whatever tools or weapons are available to them. Ultimately, a rogue's powers and methods are determined by their particular ambitions and objectives. The rogue will have different sets of skills depending on what they are going after

Role:Rogues typically play as DPS skill monkeys, excelling at stealth strikes and evasive moves. Their agility enables them to travel quickly around the battlefield, providing rapid bursts of heavy damage while evading area-effect attacks. They thrive on getting a jump on their opponents, frequently hitting for tremendous damage before the combat even begins.

In role-playing games, rogues are typically those who are familiar with the streets and underground realm. They are beneficial to any group because they employ their keen senses and vast skill set to discover and disarm traps, gather information, and manage delicate discussions. Depending on the type of rogue you want to be, you may be a jack of all trades, master of none, or hyper-focused on a Pacific style and be practically unstoppable.

So, what type of rogue will you create to support your party?

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Sorcerer

Sorcerers are born with an innate connection to magic, which is often the result of natural talent or a strong ancestral influence. In most cases a sorcerer will be naturally bone with extreme amount of mana and powers. Some people inherit tremendous lineages, while others purposefully boost their power and mana. The latter frequently achieve this by altering their bodies—either by extracting and integrating magic from a powerful monster or beast, or by getting power from an outsider in deal or unexpected ways.

Sorcerers, unlike wizards, do not need to study magic; they automatically use it. Their magic frequently follows a specific theme related to their origin or source of strength. Most sorcerers identify with one of the world's eight primary elements, while others develop abilities linked to arcane schools. Those whose magic was earned artificially may have a distinct theme that reflects how they gained or stole power.

For example, a family may inherit fey-touched magic as a result of an ancient agreement with a fae species. Every few generations, one of their offspring is born with unique magical talents as a result.

One of the distinguishing characteristics of a sorcerer is their vast mana pool, which allows them to cast spells easily without extensive study. Their power is natural and spontaneous, making them formidable spellcasters despite the absence of formal instruction.

  Role:Sorcerers are commonly referred and thought as "blasters" due to their capacity to cause massive damage. Due to the ideas of or the small percentages of sorcerers, several kingdoms establish limitations or regulations. Sorcerers, on the other hand, can take on a variety of roles based on their magical powers. While they are commonly seen as damage dealers, they can also serve in support roles like as boosting teammates, debuffing adversaries, and commanding the battlefield. Sorcerers' primary advantage is their ability to cast spells more frequently than most other arcane users.

Sorcerers are distinct in RPGs because their magic is instinctual rather than learnt via research. Their power is powered by charisma, which makes them inherently appealing, social, and convincing. They are pleasant, talkative, and can readily connect with others.

A interesting method to roleplay a sorcerer is to investigate whether they see their power as a blessing or a curse, especially if they realize their skills were developed artificially. Some may despise their forefathers for striking a pact with powerful creatures, whilst others may embrace their lineage and own their talents. Sorcerers might have a complicated connection with their magic, making them an intriguing class to play. So where does your power come from and how will you use it?

Pathfinder Edit

Blood line: these are the list of naturally born sorcerers in Elema. The sugar in the flavoring that involves it coming from a creature for being these ones are just naturally there in this world. Elemental Bloodline, Arcane Bloodline, Solar Bloodline, Shadow Bloodline, Psychic Bloodline, Astral Bloodline, Deep Earth Bloodline, Stormborn Bloodline.
Any other blood line will be artificial and need to be discussed with the DM and come up with a story and background of how it happened.

Wizard

Wizards are a type of arcane spellcaster that have learned magic through study, symbols, objects, and wands. They devote themselves to considerable learning, enabling them to memorize and cast a wide range of spells. A wizard can specialize in one school of magic or become a jack-of-all-trades, learning spells from all schools of magic.

Wizards are highly educated and possess a variety of magical spells behind their robes, which they use to create powerful spells and rituals. They are frequently sought after for their knowledge of magical theory, enchantments, and arcane experiments, making them one of the most adaptable and dangerous spellcasters in any universe.

Role:A wizard can perform numerous roles in a group, offering a diverse set of talents both in and out of combat. However, the most difficult function for them to play is healing, as they often obtain access to it considerably later than divine casters. Aside from that, they excel in support roles, although their greatest power is usually offensive magic. Wizards can also learn spells for utility and exploration, making them one of the most adaptable classes in a party.

In most circumstances, a wizard serves as the group's magical expert. They can specialize in a particular school of magic, acquiring greater mastery of its spells but potentially limiting their knowledge in other areas. Alternatively, they can be a jack of all crafts, studying a wide range of spells from several schools. However, wizards are often physically frail ("squishy"), so they must rely on strategy and positioning to live.

So what kind of magic is your wizard going to study?

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Spell materials: You can use regular spell components or a magical wand. If you employ a magical wand, the material expenses of the spell will be replaced by the 1:the magical wand as long as it's under 1 gold. However, wielding a wand requires you to keep it in your hand at all times, which means you won't be able to carry weapons because the gestures required for casting will take up both the wand and your free hand.

Mana Points: A sorcerer can combine their natural mana points and their class points together and use both spells list

Alchemist

An alchemist is a mad scientist or innovator who pushes the boundaries of science and magic, either establishing new foundations or blowing themselves up. These are the minds that have researched relentlessly, anxious to put their creations to the test on the field. They've mastered biology, chemistry, the magical arts, and, of course, the exquisite art of explosions. Some have even mastered weaponry, arms, and a little bit of everything else. They are ready to put them to the test on allies and enemies.

Role: Alchemists typically play a strong support role, with extensive knowledge and the capacity to create a range of valuable items for their group. Is there a catch? They enjoy experimenting, including on their allies. This might have both positive and negative outcomes.

An alchemist has various methods for problem solving for the party. For an example Need to open a closed gate? They could attempt dissolving it with corrosive acid, blowing off the hinges, or even removing a heated metal collar to burn through. The strategy an alchemist takes is entirely dependent on how they are constructed and how creative they are with their concoctions.

However, alchemists have weaknesses. They are not well-suited for direct confrontation, have low willpower, and are frequently impetuous by temperament. When roleplaying, have fun defining their personality—whether they're a methodical scientist, an eccentric genius, or a complete maniac. Their ultimate goal and how they pursue it will determine the type of alchemist they become.

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Gunslinger

As the name implies, the Gunslinger is a warrior who has chosen to master weapons in a world where magic is supreme. Because of the availability of magic, the profession of gunsmithing and firearm combat is mostly unknown, making Gunslingers unusual and often underestimated.

Those who understand the actual capabilities of weapons recognize that a proficient shooter can fire a bullet in one blink of an eye and cast a spell the next. Some Gunslingers take up their guns out of need, while others want fame, fortune, or simply a way to survive.

Gunslinger training and weaponry are difficult to get, with availability ranging widely depending on the kingdom and its technological investment. In some locations, firearm mastery is a dying art, while in others, it is a rising force that challenges magic's dominion.

You're a Gunslinger. Whether you want to hone your skills or carve your name into history, your adventure is only beginning.

Role: Gunslingers are definitely ranged DPS, excelling at landing precise shots on enemies. While their base damage might not always be the highest, their ability to consistently hit targets and scale their damage makes up for it. Despite some limitations, Gunslingers have a variety of abilities and tricks that allow them to disable, hinder, or even engage in close-quarters combat, depending on their fighting style.

Gunslingers are fun to roleplay, often fitting the archetype of a lone wanderer or seasoned traveler. However, anyone can take up the path of the gun, meaning the character possibilities are endless. You don’t have to be a mysterious cowboy straight out of the Old West—your Gunslinger could be an eccentric inventor, a soldier from a technologically advanced kingdom, or even a scholar fascinated by the science of firearms. The choices are you so who picked up the gun?

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Inquisitor

Inquisitors are the Church's investigators, tasked with weeding out evil that has penetrated sacred grounds or society in general. They are recognized for their unwavering pursuit of truth and justice, serving as investigators and judges in accordance with their deity's laws and their loyalty to the land. Paladins are law-abiding thorns in your side, but inquisitors are often worse—sharp, direct, and unrelenting.

Depending on the church, there may be a whole order of inquisitors or only a few carefully chosen persons tasked with this holy duty. Regardless of how many exist, when an inquisitor arrives, you can be certain that something corrupt or dangerous is taking place.

Inquisitors have extensive understanding of divine law and the entities they chase, whether intelligent, supernatural, or beast. Anything that challenges their god is viewed as a threat, and they will not hesitate to combat and eradicate it.

If an inquisitor joins an adventuring group, it is usually because their aim is aligned with a larger goal, or they believe the source of corruption is deeper than previously assumed. You should collaborate closely with your DM to determine why they've taken up adventure.

Role: Inquisitors are mediocre fighters who can play a DPS or support role depending on their build and the player's preferences. Their main strength is in monitoring hazards, gathering information, and participating in social interactions and investigations. They are skilled in identifying creatures, interpreting signs of corruption, and preparing for war when it is unavoidable.

If you play an inquisitor, you'll be the party's most useful tool for acquiring intelligence and tracking down persons or creatures of interest. And after you've found them, you'll be ready for the next step: questioning or confrontation.

Personal Note
I believe this class is best suited for higher-level campaigns. An inquisitor frequently feels like a priest or divine agent with extensive expertise, rather than a novice. That being said, you may construct a younger character by establishing a special branch of the church dedicated to teaching inquisitors to hunt out corrupted monsters early in their careers.

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Magus

Magus are technically battle mages because they have mastered both the blade and the art of channeling magic into it or using it to enhance their combat powers. They are a lethal force on the battlefield, capable of casting spells and imbuing weapons. Almost every kingdom has a unique Magus unit among its forces.

Despite having studied both martial and magical arts, they lack the physical specialization of fighters or berserkers, as well as the magical versatility of wizards or sorcerers. However, their combined expertise in all areas makes them a dangerous force and a challenge few would dare to underestimate.

Role: Magus excels at either DPS or tanking. They can use their magical power to improve their melee attacks and deal more damage, or to raise their resilience and endure severe blows—or a combination of the two. Battle mages are highly prized in combat, whether for increasing damage, defending against attacks, or weakening opponents. They also learn how to quickly apply magic to their weapons and themselves in the midst of battle.

However, their magic is not as powerful as a wizard's, and their protections take time to develop—either through leveling or magical reinforcement. In role-playing games, Magus are frequently portrayed as soldiers, adventurers, or fierce combatants rather than scholars. That being said, some pursue intellectual studies, but their actual skill lies in bridging the gap between martial and arcane fields.

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Oracle



Oracles are those who have received divine blessings. They gain unique skills and abilities not because they worship a deity, but because a god or goddess recognizes something within them—whether it is potential, faith, or destiny itself. The deity chooses to bestow a blessing on them, frequently in order to influence the course of fate or tilt the scales during periods of significant change.

These benefits are not without drawbacks. While divine blessings are potent, they have a negative impact on the Oracle's body. Because they have not been taught or prepared to handle such strength, the pressure can appear physically, intellectually, or spiritually.

Oracles are among the most rare of all classifications. When one is picked, it means that something significant is about to occur—either a huge evil or an unbelievable good. History revolves around their existence.

If you find yourself in an adventuring group with an Oracle, one thing is certain: you're about to be caught up in something world-changing.

Role: Oracles can take on a variety of functions within a group. Their duty is similar to that of Cleric in that it is determined by the type of the benefits bestowed by their deity. So the blessings they get mostly the spells are permanent they can't be changed in and out by praying though they will be able to cast them more often.

In this regards they are similar to sorcerers in that they may perform divine spells more easily and instinctively. Unlike sorcerers, an Oracle's divine pool and natural magic are different and independent.

As previously said, their abilities are heavenly favors, but they are not without cost. As a result, each Oracle has a bad attribute or curse, providing enough opportunity for roleplaying and storytelling. An Oracle can be portrayed in a variety of ways, including welcoming the chosen one's journey, refusing their destiny, or even attempting to resist fate. The options are limitless.

For an exploring group, the Oracle is a wild card, full of possibility, mystery, and surprise. So, have fun with it!

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Shifter

Shifters are powerful warriors and mystics, masters of animal transformation. They have the ability to change parts of their bodies—or their entire forms—into those of animals. Some may shift a single feature, while others can fully transform into a beast for hours at a time.

There are only two known ways to become a Shifter. The more common path is to join a druidic circle, where a spirit guardian recognizes your potential and bestows the gift of shifting upon you. The rarer and more prestigious way is to be born a natural Shifter. This typically happens when one or both parents have spent extensive time in animal form, adapting so deeply to the magic that it passes naturally to their offspring. Whether gained by rite or by birth, all Shifters share the same range of abilities, though natural-born Shifters tend to develop their powers earlier.

Role: In an adventuring party or within a druidic circle, Shifters are often seen as frontline combatants—capable of protecting, blocking, and striking with a diverse range of animal-based abilities. Since they can partially shift different parts of their bodies into various animal forms, they can create unique combinations, granting them creative fighting styles and surprising advantages.

When roleplaying a Shifter, you can portray them as a druid-like character with a distinctive style of magic, or perhaps as someone born with innate shapeshifting talents—different from a traditional changeling. Shifters have a rare perspective, understanding deeply what it means to be and feel like an animal. Their experiences often give them natural knowledge of the wild.

Have fun embracing your forms—and becoming one with the beasts within!

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Summoner

Summoners are individuals whose magic has bonded them to a specific realm/s in the metaverse granting them the ability to summon creatures from that realm. At the heart of their power lies the eidolon—a unique creature spiritually linked to the summoner. This companion is deeply connected to both the summoner and the realms they are attuned to, growing and evolving alongside its master.

The creatures a summoner can call forth vary wildly in form and function, depending on the nature of their magical bond and the realms they are connected to. No two summoners are ever alike—each eidolon is distinct, shaped by the summoner’s soul and magical journey

Role:In an adventuring party, summoners can be incredibly versatile and valuable. Their roles can vary depending on what they can summon and how their eidolon has developed. Some may become battlefield powerhouses, capable of calling forth armies or unleashing powerful, armored evolutions of their eidolon. Others might excel in utility roles—tracking, scouting, or retrieving specific summoned entities to aid the team.

While they may focus primarily on conjuration and aberration-type magic, the scope of their abilities is vast. Summoners can enhance both their eidolon and their summoned creatures, adapting to various combat and support roles. Their presence opens up endless tactical possibilities.

So the question becomes: What will you summon—and how will it change the course of your journey?

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You can choose the type of summoning monster; it does not have to be celestial or fiendish . Whatever you choose, it will be for the duration of the game. unless you pick up feats.
Pick two from the list
  • Celestial
  • Fiendish
  • Air
  • Water
  • Earth
  • Fire
  • Dark
  • Light

  • There is no problem reskinning or modifying the type of monster to reflect the element and realm they come from, but you will only be able to use stat blocks from monster summoning; there are no will or spirit monsters. If you need help, please ask your DM.

    Witches

    Witches are arcane masters who gain their magical gifts through a bond with Etherlings—mystical beings that serve as guides, teachers, and power sources. This bond allows the witch to tap into both the logical framework of Elema and the chaotic energies of the Etherverse. Through this unique connection, witches learn to craft spells, curses, blessings, and magical personas.

    Their knowledge is recorded in a personal Book of Shadows, a growing journal of spells and secrets tied to their Etherling bond. The way witches perform magic is notably different from other arcane users. While some witches can mentor others, their powers don’t always align—each bond is personal and unique, making collaboration unpredictable.

    Witches often live in isolation or within covens, guided by a more powerful Etherling who blesses and empowers them. Depending on the region or kingdom, witches may be seen as just another type of spellcaster, revered as chosen by higher forces, or feared as cursed and dangerous.

    Role: As adventurers, witches bring invaluable support to any party. They excel at enhancing allies, cursing enemies, and adapting their magic to fit the needs of the moment. The nature of a witch’s abilities depends heavily on their personal bond and the teachings of their Etherling.

    Witches adventure for many of the same reasons as anyone else—curiosity, purpose, power, or survival. In social roleplay, you might encounter the classic mysterious witch in the woods or a character who redefines the trope entirely. In Elema, if you can imagine it, it’s possible.

    Just remember: it’s wise to stay on a witch’s good side. You never know what they’re capable of.

    Pathfinder Edit

    Replace the familiar with a book of shadows for holding their spells and also gain Cauldron Hex

    Vampire Hunter

    As their name implies, Vampire Hunters specialize in tracking and eliminating vampires, undead, and other supernatural threats. They are the Monster Hunters of Elema—the ones who confront the cursed and corrupted creatures that lurk beyond the veil of the natural world. Highly trained and deeply knowledgeable, they use a mix of martial skill, arcane tools, and specialized tactics to rid the world of these horrors.

    Many Vampire Hunters belong to orders that follow one or more deities, while others operate independently but may still receive divine support. Regardless of their affiliation, all are equipped with a wide array of weapons, rituals, and techniques tailored to slay the unnatural.

    Role:In adventuring parties, Vampire Hunters serve as excellent DPS (damage dealers) and bring valuable utility. They possess strong combat abilities, keen senses to detect undead, and extensive knowledge of monsters and cursed beings. While they specialize in slaying undead—especially vampires—their training can be adapted to hunt any supernatural creature, depending on the campaign. Most GMs are happy to tailor the class to fit your desired quarry.   Socially, Vampire Hunters can appear intense, focused, or even unsettling—your classic brooding hunter archetype. Others might be more sociable, using their dark knowledge to educate and protect those unaware of the supernatural dangers around them. Either way, they are skilled allies who are more than willing to lend their expertise to those with noble intentions.

    Pathfinder Edit

    Arcanist

    Slayer

    Brawler

    Swashbuckler

    Shaman

    Ninja

    Samurai

    Psion

    Psychic Warrior

    SoulKnife


Cover image: by Valcin (Marc Zipper)

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