(UPDATE 31-Jan-14: This post has been superseded; skalds and staves are now full classes.)

Staves (Fighter Variant)
Staves are a variant of the fighter class – a kind of Norse ‘monk’. Staves regard the quarterstaff as a symbol of Yggdrasil, the World Tree. They train their bodies to be both a tool and a weapon, like the quarterstaffs they revere.
(This is based on an actual Norse martial art and philosophical system, which uses runes and Norse Mythology in its teaching. Check out Stav International for more details.)
Unless stated below, a stave is identical to a fighter in terms of rule effects:
- Level Limits: This is a human tradition. Dwarves and elves are limited to 3rd level as staves, while humans have unlimited advancement.
- Martial Artist: In the hands of a stave, a quarterstaff inflicts 1d8 damage when used two-handed and 1d6 damage when used one-handed. This damage increases to 1d10 2H / 1d8 1H at 2nd level, and to 1d12 2H / 1d10 1H at 4th level.
A stave can can also inflict 1d4 damage with bare-hand attacks. This increases to 1d6 damage at 3rd level.
Martial Artist replaces the fighter’s Cleave ability. (Note that a stave may still use other weapons normally without restriction.)
- Saving Throws: A stave gains a +4 bonus to reflex and willpower saving throws. These are in addition to the fighter’s standard +4 bonus to fortitude saves.
- Armour Restriction: A stave loses all of his special class abilities while wearing armour or using a shield.
Skalds (Thief Variant)
Skalds are a variant of the thief class. They are wanderers, musicians, tale-tellers, and jacks-of-all-trades. Skalds make a living using their wits and charming personalities. They are talented musicians and walking storehouses of gossip, tall tales, and lore. While many skalds are scoundrels, their stories and songs are welcome almost everywhere.
Unless stated below, a skald is identical to a thief in terms of rule effects:
- Level Limits: Dwarves are limited to 6th level as skalds, elves may advance to 8th level, and humans have unlimited advancement.
- Influence Reactions: A skald may make a special Subterfuge check to improve (or worsen) an NPC’s reaction. The target(s) must be able to see, hear, and understand the skald. This cannot be attempted once hostilities have begun.
Alternately, the skald can use this ability during combat to inspire courage in his allies and invoke despair in foes. This requires 1 full round to initiate and improves the morale checks for the skald’s allies by +1 and creates a -1 penalty to opponents’ morale.
This skill replaces the thief’s ability to open locks, remove traps, and disable mechanical devices of various sorts.
- Legend Lore: Starting at 2nd level, a skald gains the chance of knowing something about a legendary person, place, or thing; or of knowing what a particular magic item is. A special Lore check is required, and the amount of information provided is at the discretion of the referee.
This replaces the thief’s Backstab ability.
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