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NOTE: Ashen Frontiers is in active development. Everything discussed here is preliminary and subject to change, especially once the Patreon launches and we get more fan input!

As we’ve announced, the setting book (more on that plan in future update) is planned to come in two flavours: 5e and Pathfinder Second Edition. Each game system will be customised for the setting: for example, checks in the 5e version will employ the convention of ‘succeed by 0-4 over the DC, receive an average result; succeed by 5 or more, receive an exceptional result’ and Pathfinder’s very similar mechanic so that content can be developed for both systems easily. Similarly, foes (monsters) in the 5e version will have Bold Actions and Daring Actions in addition to their usual Actions (and Reactions) that use additional resources so that we can express the same concepts in both systems.

Proud and powerful Magos wielding arcane power
We plan some adjustments to the process of recovering hit points for the 5e system so that foes will offer a more consistent challenge. But we don’t want to mess up the excellent threat level system for Pathfinder, so those changes will remain isolated. However, using potions or elixirs for recovery is uncommon in Ashen Frontiers, so both systems will challenge the characters, especially if the players are incautious about their resource management.

As a final treat, let’s go over the six classes that will appear in Ashen Frontiers. The 5e version is more finalised than the Pathfinder version (though both need extensive playtesting), so any mechanical tidbits refer to that version. Another important concept for both systems is that they rely on feats for character customisation. About every other level, you’ll have a chance to further refine your character and define their specialities. We don’t anticipate offering multiclassing for either system.

Additionally, each class has several features that are regained by completing a rest (our umbrella term for either a short or long rest). These are designed to encourage players to use their features and then take a brief rest when they can to recharge, before facing a threatening foe or dangerous environment.




Frenok
Relying on their finely honed combat skills and boundless passion for battle, Frenoks are some of the strongest warriors in Ashen Frontiers. Their primary feature is their Rage and then each Frenok focuses on being an deadly Arena Warrior, a Psionic Berserker, or embodying an Aspect of Forgotten Times.

Hierant
The priestly servitors employed by The Tyrant or at least once trained in those ways, they gain their powers from the Elemental Planes. Each Hierant has that ability for spellcasting and a certain number of uses based on their level. Each spell has a rank, corresponding to the number of uses casting it costs and they are eligible to learn feats whereby they can cast certain spells without consuming uses. Each Hierant focuses on one of the four Elemental Planes and gains benefits accordingly.

Katergar
Even in The Tyrant’s capital city of Plakos, there are some who would rather acquire their wealth by dishonest means rather than drudgery or risking their lives in the arenas. Each Katergar is most known for their skill at Sneak Attacks but then focuses on being a Bandit (stealing from others), an Entertainer (performing for others) or a Scout (spying for others, which often gives them cause to explore the wildernesses of the deserts).

Iéreas
Those who want to protect the world of Ashen Frontiers often take this path. Like Hierants, they focus on spellcasting, but draw their power from the primal nature of the setting itself rather than an otherworldly source. If you’ve seen our discussion on the Druid development for OneDnD, you know some of our thoughts about their Primal Power feature and their Beast Form. Each Iéreas focuses on either Beasts, Restoration of the world, or the Skies above the deserts.

Magos
The last of our spellcasting classes, these folk focus on arcane research and lore. Many are employed by The Tyrant in Plakos (it is via arcane lore that he rose to power, after all) or at least learned Graphos (the writing system) there. Those that wish to hide their knowledge sometimes employ Memory Knots, woven into the hems of garments or recorded on lengths of string or cord to remind themselves of their spells. Each Magos focuses on one of the eight schools of magic, receiving attendant benefits.

Thanator
As warriors often trained for the gladiatorial arenas, these folk are as deadly in battle as Frenoks. However, they are more disciplined, often training in various weapons or techniques. Each focuses on a part of their training or capabilities, developing themself as an Athlete, Psionic Adept, or Warrior.

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