HGd10PHB - Chapter 10 - Optional Classes

Classes
This page is, as the link and title clearly state, optional. The purpose here is to give those who want more of a framework, or perhaps are new to table top gaming and need more of a framework, to help define their character. These classes are listed here based on the world in Hero's Guild lore that they come from, though many will link to the same page.

Mage

 * Elemancer
 * Aeromancer
 * Geomancer
 * Hydromancer
 * Pyromancer
 * Life Mages
 * Biomancer
 * Neuromancer
 * Auramancer
 * Force Mages
 * Chemopath
 * Chronomancer
 * Gravimancer
 * Locus Savant
 * Magnetipath
 * Deep Mages
 * Xior
 * Chaos Sworn
 * Eldritch Wand
 * Order Master
 * Voidmancer
 * Sorcerer
 * Wizard

Tradesman

 * Artificer
 * Bard
 * Dervish
 * Dungeoneer
 * Scout
 * Thief

Warrior

 * Armoragon
 * Barbarian
 * Monk
 * Paladin
 * Hunter
 * Soldier
 * Weaponmaster

Spiritualist

 * Druid
 * Priest
 * Shaman
 * Summoner

Modern Classes
Modern classes represent classes built in current times but may include elements of fantasy or near-future science-fiction. All classes of the fantasy category may be used in a modern setting.

Mystic

 * Mutant
 * Superhero

Tradesman

 * Scientist
 * Businessman
 * Politician
 * Medic
 * Agent
 * Bounty Hunter

Warrior

 * Soldier
 * Sniper
 * Pilot
 * Special Forces

Futuristic Classes
Futuristic Classes are within the realm of sci-fi. While this time period may draw on all of the classes from the previous two categories, there are a few new ones to add.

Mystic

 * Mystic Knight
 * Technomancer
 * Futuristic Scientist

Tradesman

 * Starcraft Engineer
 * Privateer
 * Explorer
 * Capital Ship Crewman
 * Capital Ship Captain
 * Xenobiologist

Warrior

 * Cybernetic Fighter
 * Starfighter Pilot

Anime Hero

 * Ninja
 * Pyro
 * Ancient Hero
 * Alchemist
 * Demon Hunter
 * Superhero
 * Xeno Hunter
 * Mech Pilot

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement