Paths
There are several custom classes, or paths, in Arelith. Often they are the class in which they are based with an unique twist.
Warlock
- Main article: Warlock
The warlock is a subclass of the bard. Warlocks gain magical powers by bargaining with demons, devils, or unseelie fey.
Warlock does not have to be selected at character creation: bards can make a pact later by finding the appropriate NPC.
Totem Druid
- Main article: Druid#Totem animal
Totem druids gain the extremely durable totem shape in exchange for being weaker in their unshifted form. On taking a totem, a character immediately loses 4 STR, 4 DEX, and 4 CON, and gains the abilities of his or her totem.
A totem can be selected by a druid after character creation by finding the appropriate NPC.
Archer
- Main article: Ranger#Archer
Archer is a subclass of the ranger. Archers give up their two-weapon fighting feats in exchange for the ability to craft a bundle of arrows each day. The arrows increase in power with archer levels.
The archer path can only be selected at character creation.
Sniper
- Main article: Ranger#Sniper
Sniper is a subclass of the ranger. Snipers give up their two-weapon fighting feats in exchange for Point Blank Shot and Rapid Shot as bonus feats at level 1 and Mobility as a bonus feat at level 9.
The sniper path can only be selected at character creation.
Totem Ranger
- Main article: Ranger#Totem Ranger
Not exactly a subclass, rangers can choose a totem animal themselves. This is a mostly aesthetic option and a defining RP factor, as the only mechanical change is that most of the summons will look like the bound animal.
A totem can only be selected by a ranger after character creation by finding the appropriate NPC.
Path of the True Flame
- Main article: Sorcerer#Path of the True Flame
A Path of the True Flame sorcerer can cast an unlimited number of spells per day, but is limited to evocation spells. This restriction includes spells cast from items such as scrolls and wands. This means that True Flame sorcerers cannot use healing potions or Raise Dead scrolls.
True Flame sorcerers can ONLY use Evocation epic spells, however; the Epic Spell line of feats in Arelith do not get more castings of those spells per day than a normal sorcerer would (i.e. they can only cast Hellball and Greater Ruin once per day).
The Path of the True Flame can only be selected at character creation.
Weave Master
- Main article: Sorcerer#Weave Master
A Weave Master can cast an unlimited number of spells per day but have a cool-down period between most spells when casting without metamagic Feats.
(See main article for more information)
Kensai
- Main article: Kensai
Kensai is a path selectable by Barbarians, Fighters, Monks and Rogues.
A kensai gains:
- Permanent haste (the movement speed bonus for Kensai is reduced to 20%)
- They are prevented from equipping any ranged weapons
- Cannot use spells from any source, including feats that replicate the effects of spells.
- +10 discipline.
Healer
- Main article: Cleric#Healer
The healer is a subclass of cleric. Healers lose receive several healing and survival related abilities, in exchange for their abilities to wear any armor, or wield any weapon other than simple. The healer path can only be selected at character creation.
Tribesman
- Main article: Barbarian#Tribesman
The Barbarian is able to get rid of his rage abilities, in exchange of casting a warrior of the barbarian's level and race of whatever the race that the Barbarian is. The barbarian can summon a maximum amount of 2 summons, and can use it as many times as their rage is per day.
Note, that whatever armor(or clothing) you wear your summon will have the exact same armor as you, but will not carry the same weapon as you. Instead they carry 2 Axes. Terrifying rage, and thundering rage have no effect to the summons
Favoured Soul
- Main article: Favoured Soul
A favoured soul is a divine path for bards. They loose their bardsong ability but gain the ability to Raise Dead, concecreate and desecrate altars, cast spells like a Weave Master and cast with no arcane failure.
Wild Mage
- Main article: Wizard#Wild Mage
A Wild Mage is a wizard without specialization that takes on an unique twist to spellcasting, drawing from the raw power of the Weave to pull a result that not even he may predict! All their spells have 5% of triggering a Wild Surge along with the normal effect of their spell.
They also can force a Wild Surge to happen using the -Surge command, granted 1 use/rest with an additional use each 6 wizard levels, as well, as briefly enter the a "chaos mode" with -chaos where all their magic will cause a Wild Surge.