Hundred Dungeons: The Paladin
The world can be bleak and selfish, but oathbound Paladins stand for something greater than themselves. They may be devout knights, penitent sinners, or doomed zealots stepping into danger to prove their moral mettle and exemplify the tenets of their oath.
Paladins are primarily warriors of conscience. Loyalty transforms their faith into a source of divine power that enhances their combat abilities and empowers them to heal and defend their allies.
Hundred Dungeons: The Cleric
Petitioners of the gods, faithful devotees who mediate between mortals and the cosmic realms, clerics live their faith by becoming emissaries of a grand design. Some seek to heal the world, others to break it in service to their ideals.
Whether humble caretakers, noble philosophers, or soldiers armed for holy war, clerics rise to become the image of that which they serve.
Hundred Dungeons: The Berserker
Berserkers are imposing combatants, wild with the frenzy of battle and heedless of danger. With little protection and the relentless focus of a predator, they spring through danger like a pouncing predator and sweep enemies aside with the immutability of a raging tempest.
Bearing ancestral or animal emblems allows a berserker to embody primal forces and become nigh unstoppable on the battlefield.
Hundred Dungeons: Recuperation
Our final mode of play for Hundred Dungeons is Recuperation, which incorporates rest, downtime, and wealth management. When the pressing danger of adventure subsides, characters need to rest and spend time furthering their personal goals. Recuperation is a realm of play with no set time scale. It begins when the party isn’t immediately entering another realm of play.