Class Characteristics #
Attributes and Proficiency #
Each class has a base set of attributes listed. This includes a choice between several Attributes. In addition to the attributes highlighted elsewhere, each class also sets a recovery die, which sets their recovery amount. It also lists Stances available to the character and their bonuses. Ranged stances are listed with (N) or (F) to indicate that they can be used without penalty at the listed range (N for Nearby, F for Far).
Class Features #
Every class has several Class Features inherent to that class.
Talents #
Every class has 3 or more Talents. These are class-specific specializations that grant more capabilities or properties. Many classes gain more Talents at higher tiers.
Perks #
Every class gains 1 Perk per level of the Tier the level is associated with. Perks are typically improvements upon Talents or Class Features, though other things can grant Perks as well. You may take Perks related to any inherent feature of your class, any Talent you have, or any Background Ability you have. Any ability that has Perks listed for multiple tiers (Adventurer, Champion, Epic) requires you to take them in order.
Power #
Each class has a resource that restores on a Quick Rest: Focus, Guile, Prowess, Ki, or Reagents. These are referred to generically as Power. By default, every character has 3 at Adventurer Tier, 4 at Champion Tier, and 5 at Epic Tier.
The most common of these, Focus, Guile and Prowess, can be spent to force an enemy to gain 1 Disadvantage on an attack against a specific Defense: MD for Focus, PD for Guile, AC for Prowess. Ki can be used as above for any Defense, while Reagents can be used to gain temporary HP. Power can also be spent in ways described in each class.
Skill #
Each class gets a Skill based off of its function. This Skill can be customized to some degree: one Rogue might have Burglar as their Skill, while another could pick Swashbuckler. Some classes also have special ways to use their Class Skill.