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Posted: Fri Sep 18, 2009 4:26 pm
Character Classes Info - Character Class is what you are, something you train to be. It is not your Occupation or your job unless you make it so. Example: Dusk is a Ranger (her class) but runs the local inn (occupation).
In times of war and peace, people often learn tricks of trade to become adventurers for personal gain or solders of war. Most take after certain archetypes or career paths to serve themselves and others in society.
Alchemist - A spell weaver who utilizes and transforms materials in nature to serve their purposes.
Illusionist/Mesmer/mentalist - a spell caster who channels false images and senses to overcome the minds of enemies.
Necromancer - a spell caster who raises and commands the dead
Summoner - A spell caster who calls powerful spirits and creatures to aid them in battle
Sorcerer - a spell caster who possesses innate ability to manipulate mana.
Wizard - a powerful spell caster versed in the ways of arcane arts and mana.
Healer - a person who utilizes natural or supernatural abilities to heal and restore the lives of others around them.
Cleric/Bishop - A member of the divine church who wields martial battle prowess and divine graces of the gods in battle.
Druid - a wanderer who draws strength from nature for powers to protect the wilderness.
Priest - a member of the church who draws from the divine and acts as a preacher and healer.
Warlock - a cultist or dark priest who draws from profane to curse and afflict their enemies
Barbarian - A fierce warrior who crushes enemies through primal rage and ferocity.
Dervish - a warrior who becomes a whirlwind of slicing blades on the battlefield.
Knight - A professional warrior and defender sworn to protect the king and court.
Samurai - A professional warrior sworn to personally serve nobles and rulers. Their signature weapon is the katana.
Warrior - a fierce combatant skilled in the use of martial weaponry and technique.
Archer - one who holds mastery over the marksmanship of bows and crossbows.
Assassin/Ninja - a martial combatant who utilizes stealth and surprise to kill their targets quickly.
Monk - a martial adept who uses skills of hand to hand combat and mental training to unleash latent spiritual power upon their enemies.
Rogue - a sneaky thieving sort who uses skill and cunning to negotiate traps and eliminate enemies.
Hunter/Ranger - A wilderness fairing fighter who uses knowledge of the wild for survival and combat
Bard - A wanderer, a teller of stories, writer of songs, and a jack of all trades
Dancer - a performer who mesmerizes and strikes their foes with graceful movements.
Paladin/Crusader - A champion of justice and and slayer of evil ordained by the holiest of gods.
Blackguard - a lord of darkness and bringer of evil
Sage - a magical adept who studies the ways and bindings of the world
Seer - a spell weaver who possesses the powers to see through the stream of time
Shaman - A channeler of spirits in nature and intermediary between life and death.
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Posted: Sun Oct 04, 2009 1:08 pm
General rules Class Types: Arcane casters: These sorts of spell casters weave spells with mana and acrane arts general sorcerers and wizards delve into the eight schools of arcane magic. The eight schools are: Abjuration - spells to protect, banish, or disable Conjuration - spells to summon creatures or materials Divination - spells to see into the stream of time, and to discern events and words. Enchantment - spells that enhance a being or objects abilities, and spells that grant a caster dominion over another being. Evocation - spells that manipulate energy (Most of your common attack spells) Illusion - spells that alter perception, or create false images Necromancy - Spells that manipulate, create, or destroy life Transmutation - Spells that transform target beings or objects physically (Universal isn't a school, but possesses a few general spells any caster can learn.)
Common Arcane caster focuses: Alchemist - Conjuration, Transmutation Illusionist/Mesmer/mentalist - Illusion, sometimes Enchantment Necromancer - Necromancy, sometimes Conjuration Seer - Divination Summoner - Conjuration, sometimes Transmutation
Divine casters: These sorts of spell casters are granted their powers through nature, or the divinity they worship. Holy - spells granted come from beings of the holy light. These good aligned figures grant their blessing to those who wish to preserve good and enrich life. Nature - spells granted come from nature itself, mostly granted to those worthy of becoming guardians of the wilderness they treasure. Unholy - though the opposite of the divine in this sense, beings of darkness also offer their spells to those who seek to spread destruction and chaos across the land.
Divine casters source of blessing: Priest, Cleric/Bishop, Crusader/Paladin - Holy Druid, Hunter/Ranger, Shaman - Nature Healer - Holy, or Nature (one or the other, but never both) Blackguard, Necromancer, Warlock - Unholy
Martial classes: martial classes usually have a background of combat training and preparation to grant them their skills for battle. Some common types are: Primal - Combatants who combine instinct, innate talent, and physical ability with their combat philosophy Martial - Combatants who are trained and refined for general warfare situations Technical - Combatants who are skilled and tuned to specific tasks or special tactics
Martial class focuses: Barbarians, Dervishes - Primal Archer, Hunter/Ranger, Knight/Samurai, Warrior - Martial Assassin/Ninja, Monk, Rogue - Technical
Special classes: Bards and Dancers often follow some small level of martial combat training, the magic they weave seems arcane in the most basic sense, it comes from their hearts and is released within their song/dance. Sages, and scholars use their understanding of magics both divine and arcane to bend the elements to their will.
Armor types: No armor - Cloth robes, tight clothing, and the like As a general rule, arcane spell casters need complete freedom of movement. Armor will often mess up those intricate movements required to cast a spell, which will result in spell failure. Tactical types such as Assassins and Monks don't generally wear armor and shouldn't, as it limits the mobility they rely on so greatly. Dancers should avoid armor for the same reasons as assassins and monks.
Light armor - Padded cloth, hardened leather, studded leather, chain shirts Lighter martial classes wear these so as not to inhibit their movement, and protect their vitals as best as possible.
Medium armor - heavy hide, scale mail, chainmail, Breastplates and Hauberks These types are often chosen by those who aren't quite up to the challenge of fighting in heavy armor but want to have better protection than that which is provided by light armor.
Heavy armor - splint mail, banded mail, reinforced chainmail, half plate suits, full plate suits Martial defenders, knights, samurai, and high ranking warriors are often issued a suit of plate armor. These types are often trained in the use of such armor.
Special cases: Druids aren't allowed to wear metal armor or carry equipment made of metal. This is a manufactured and refined material that is anomalous to nature and an abomination to their belief system. Choosing to wear or use metal tools or live for an extended period of time in doors can result in loss of a druid's powers.
Weapon Types Simple - Simple weapons are those which require little training and are fairly easy to use effectively. Examples of such weapons are claws, clubs, crossbows, daggers, punching daggers, darts, gauntlets, maces, spiked gauntlets, javelins, sickles, short spears, and your hands and feet.
Martial - Martial weapons require a background in martial training and preparation for maritime usage. These sorts of weapons are more or less difficult to attain and use by those who lack necessary training. Such examples are battle axes (hand, throwing, and great), most pole arms (long spears, poleaxes, halberds, scythes, glaives, bardiches, lances etc), Swords (great, long, b*****d, and short), War hammers (one handed, throwing, and great), Greatmaces, Morning stars, kukri, scimitars, rapiers, saps, picks (light and heavy), flails (light and heavy), bows and recurves (short, long, and composite of any size), Falchions, shields, and armor spikes. Most don't utilize all the above types of martial weapons at once, and most combatants limit themselves to focusing on a few of their favorites.
Exotic weapons - Exotic weapons require specific focus when training. They are often difficult to master and few of both the particular weapons, and trainers who've mastered them are available. Such examples are really any double ended weapon, long chained weapons, Arquebus, repeating crossbows, whips, and weapons foreign or abnormal in nature.
Improvised weapons - Improvised weapons aren't really the type people train to use. These sorts of weapons are generally objects that served a different purpose but in the event of an emergency are used to attack.
Exotic class weapon sets - certain classes get training in specific exotic weapons, making them become more proficient in certain types of weapons at the cost of other types of weapon training.
Assassins are experienced with thrown weapons like knives and shuriken, and melee weapons like Japanese swords, Siangham, nunchaku, Kama, Chained Kamas and the like.
Monks frequently use weapons like nunchaku, quarterstaves, slings, and long swords.
The focus of Samurai, Kensai (a samurai who has made no pledge of loyalty), or Ronin (a samurai who has lost his lord or broken his oath) tend toward Japanese swords, Naginatas, and bows.
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