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vineco
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PostPosted: Mon Sep 22, 2008 7:14 pm


All the character class up's and downs will go here. Some of them are very similar to ones already made and some have feats and skills that you cant find in any other class.

PostPosted: Mon Sep 22, 2008 7:20 pm


Fighting Classes
((These classes are general fighting classes, using weapons and having large armor. They normally take alot of damage and deal alot back and special skills that enhance that fighting power))


Barbarian

Class Features
Typically: Very strong and can take alot of damage.
Alignment: Any non-lawful.
Weapons: All simple and Martial weapons.
Armor: Light armor and medium armor and shields.
Special Abilities
Rage: The Barbarian can go into a rage every once in a while that raises strength and ignores damage its taking. Afterward the Barbarian is dizzy and tired for a short time.
Trap sense: Has a more likely chance to avoid activating a trap.
Damage reduction: Able to resist small amount of melee damage but not magical.


Fighter

Class Features
Typically: Fighters rarely stick to the fighter class all their life and take other classes. They are best known to become weapon masters. Its rather like the easiest fighting class to be but your simply a tool to people who would hire a fighter and easily replaceable.
Weapons: All simple and Martial weapons.
Armor: All armors, shields, and tower shields.
Class abilities
Fighters learn quickly on how to attack with weapons and become quicker, they gain feats more quickly than other classes as long as they are fighting classes. (Will be noted on what feats fighters can pick)


Marshal

Character Features
Typically: Marshals are strong fighters who are grand at leading people into battle.
Weapons: Simple and martial weapons
Armor: All armor and shields.
Class Abilities
Marshals have an aura about them that rally allies in combat, giving them better chances to attack or avoid damges from melee, traps, and spells.
Marshals can choose to protect an ally, taking the damage from the attack that they would normally take.


Monk

Class Features
Typically: Monks are normally trained from monasteries. Though they are trained to be a non weapon fighting machine, they are also trained to pick the fights carefully. Often they surprise people with the strength of their punches and rarely do they take other classes cause it cancels most of the bonuses it would gain.
Alignment: Any lawful.
Weapons: Club, daggers, handaxe, light/heavy crossbow, kama, quarterstaff, shuriken, and sling.
Armor: None.
Special abilities
Monks are gifted with fighting without weapons and gain alot of bonuses as they level in how well there non weapon attacks do.
Though they dont wear armor, Monks gain armor through wisdom every 5 levels.
Later on the monk becomes more lawful, able to pure its body and gain immunity to disease and poison. Slight resistance to spells.
The top of the Monk levels gives the monk the chance to slay an opponent with simple unarmed attacks, great damage reduction, and cannot be effected by mind effecting spells.


Nomad
((See animal companion classes))


Paladin

Class Features
Typically: Paladins are the warriors who normally fight in armies lead by a calling to protect its land or beliefs. They can cast some divine spells but not enough to make it that kind of class completely nor take away its high attack power.
Alignments: Lawful good only.
Weapons: All simple and martial weapons.
Armor: All armors and shields.
Spellcasting: Paladins can cast certain divine spells but they are harder to learn than a cleric.
Class Abilities
Paladins have great skill in harming evil creatures/people due to the thrive to wipe evil from the world.
Paladins start to become good healers higher up in class, able to remove disease from allies and be immune to it along with fear.



Pirate

Class Features
Typically: A Pirate is the masters of the sea, a gifted warrior who focuses much like rouges on plunder and theft of items. The Pirate is a pirate at its best when they are on a ship at in the docking areas
Alignment: Any Chaotic
Weapon: Rapier, axes (of any size), crossbows(of any size), sickles, daggers, scimitar, and falchion.
Armor: Light armor.
Class Abilities
Pirates are best when they are on boats and gain stat increases when they are but loses those stats when off of the boat for a certain period.
Pirates are one of few who can be called axe masters and gain bonuses when wielding axes and wearing light armor.
Unlike other fighting classes, the pirate knows the pick pocket skill along with move silently and hide skills.


Ranger
((See Animal companion classes))


Samurai

Class Features
Typically: Samurais are great fighters who, believe it or not, fight for its kingdom and a purpose though they are fierce and appear barbaric.
Alignment: Any lawful
Weapons: Simple and martial weapons, katana, and wakizashi.
Armor: All armor but no shields.
Class Abilities
Samurai are the best with katana and wakizashi plus gain bonuses to weaponry, they gain two handed weaponry when using those two weapons in both hands and it grows better later on.
Samurais have a fierce battle cry that increase its own and allied thrive for the victory in battle.
They can paralyze enemies due to how fierce they look and draw out their weapons rather fast. A best warrior class.


Squire

Class Features
Typically: Squires are the servants of knights and paladins but can also handle themselves in combat. Squires, unlike those they swear to help, are granted added bonuses knights and paladins dont receive.
Weapons: All simple and material weapons
Armor: All armor and all shields
Class Abilities
Squires can carry twice the amount they would typically be able to carry.
Squires get an added attack bonus when wielding a weapon with a shield.

vineco
Captain

4,150 Points
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vineco
Captain

4,150 Points
  • Hygienic 200
  • Full closet 200
  • Signature Look 250
PostPosted: Mon Sep 22, 2008 7:27 pm


Stealthy Classes
((These classes normally use the shadows and hide to sneak up and attack opponents. They are most likely to fight for money without any alignment cares))


Dancer

Class Features
Typically: The dancer, gypsies on the battlefield, is a special character class that can devastate opponents with its looks alone.
Weapons: Whip and dagger
Armor: None
Spellcasting: Dancers get some spells from the list similar to the Druid class.
Must: Female Classes only
Class Abilities
Dancers main weapon is the ability to charm its opponent into not attacking her by the dances she preforms, similar to the Bard's songs/musical lyrics.
Dancers are also stealthy characters and avoid activating traps easier and takes less damage when they do activate them.
Dancers get a sneak attack similar to many of the classes in Stealth.


Nightblade
((See other specialized classes))


Ninja

Class Features
Typically: Ninjas, masters of stealth, are ideal warriors who want to go on bounty hunts.
Weapons: Simple weapons, short sword, kukri, scimitar, kunai, halberd, kama, and shuriken.
Armor: None
Class Abilities
Ninjas can use ki power to increase the damage there attacks do.
They normally only have there powers not wearing armor, and if so they lose their stealth and attack bonuses. They gain armor though through training.
Similiar to Rogues, ninjas have good disarm trap and open lock skills along with a sneak attack.
As they grow in level they can gain skills allowing them to become invisible for a short time and poison their weapons to cause poisons when it strikes an opponent.


Pirate
((See fighting classes))


Rogue

Class Features
Alignment: No restrictions though rarely would a rogue alignment stop the rogue from doing just about anything for a little coin in its pocket.
Weapon: Club, dagger, dart, light/heavy crossbow, handaxe, mace, morningstar, rapier, shortbow, shortbow, sling, quarterstaff.
Armor: Light armor
Class Abilities
Rogues have sneaks attacks in combat that is done when opponents havent noticed the rogue or is busy with something or someone else.
Rogues are better prepared to avoid traps due to themselves using them.
Rogue is a weaker attacking class but is more likely to dodge opponent attacks.
Rogues gain extra feats later on in its leveling.


Scouts

Class Features
Typically: Unlike other stealthy characters, scouts generally do not want to attack the person they are hiding from or sneaking up on but rather gather information on them.
Weapons: All simple weapons, shortbow, longbow and short sword.
Armor: Light armor and shields.
Class Abilities
Scouts can choose to specialize in a short sword or one type of bow, gaining special feats to them as they level up.
Similar to Rogues, Scouts are good at disarming traps
Similar to Rangers, Scouts gain bonuses while in the wilderness.
Scouts do have a sneak attack, but its only effective when the scout is using a shortsword.


Striker

Class Features
Typically: Unlike other Stealth classes, the Striker's stealth purpose is to stay hidden before the storm, the storm being its devastating attack.
Weapons: Gauntlets, grenades.
Armor: Light armor, small shields.
Class Abilities
The strikers main weapon is the grenades, similar to a Alchemist's potions, the grenades thrown are generally damaging weapons instead of common dazing ones or poisons of the alchemists. The grenades vary in types known to use depending on the Striker's levels.
1st level grants the use of basic grenades, doing a small area damage. and that area going as the levels go up.
4th level grants the use of fire elemental damage within the grenade, causing a greater area of damage and growing in power as it levels more.
8th level grants the use of the Armageddon grenade which is a single day use of a armor ignoring powerful blast capable of effecting a max of 5 people and doing massive damage. This grenade doesnt grow in power.
The Striker is skilled in close range combat wearing gauntlets, these gauntlets are similar in comparison to the unarmed combat of a monk and can pick one elemental damage to deal when equipped with the gauntlets at level 5.
PostPosted: Mon Sep 22, 2008 7:31 pm


Arcane spellcasters
((The power magic. Spells of arcane basis are the strongest types. There are alot of categories for spells and some classes can specialize in those, making them stronger in that field.))


Bard

Class Features
Typically: Well gifted with using magic drawn from musical instruments. Tougher than normal arcane casters.
Alignment: Any non-lawful
Weapons: Longsword, rapier, Shortsword, shortbow, all simple weapons.
Armor: Light armor and shields.
Spellcasting: Bards can cast arcane spells that are limited to certain ones but still alot of spells.
NOTE: Normally wearing armors for arcane casters causes their spells cast to have a chance to fail. This isnt true for Bards who where light armor but still is true for medium or heavy armor.
Special abilities
Bards have songs/musical lyrics that inspires allies and themselves to do better, granting bonuses.
Bards also have songs/musical lyrics that demoralize enemies they are in combat with.
These tunes last for a certain amount of time before having to be played again.


Hexblade
((See special spellcasting classes))


Illusionist

Class Features
Typically: Masters of the illusions. They are fairy tale magicians who can makes themselves and others disappear.
Weapons: Simple weapons
Armor: All Armors, no shields ((See class Abilities))
Spellcasting: The Illusionist's spells are drawn from the Arcane magic field, mainly dealing with the field of illusions.
Class Abilities
The Illusionist has the ability to cast a spell that makes armors it is wearing seem like it isnt there which also ignores the regular penalties of wearing armor for its class.
An Illusionist illusion spells work so well that the Illusionist gets new Illusion spells not known to other arcane casters.
An Illusionist invisibility spells cannot be detected by a spell of which would allow someone to see invisible characters. Also all invisibility spells are casted as if it was a 'mass' spell, effecting everyone within distance.


Mage

Class Features
Typically: Mages are similar to Wizards but are generally second pick classes and keep alot of the strength from their previous class.
Weapon: Simple weapons.
Armor: Light armor.
Spellcasting: Mages can cast arcane spells but gain them slower than other classes.
Must: To become a mage the character must have 3 levels in another class.
NOTE: Mages can cast arcane spells without failure while wearing light armor but still has restrictions in other armor levels.
Class Abilities
Mages can Summon a familiar.
Mages can gain only up to level 6 arcane spells unless they pick a magic class to follow in the beginning, giving them all the spells in that class up to the max level. Unfortunately it would take away some other spells the user could have learned.
A mage class who multiclass can gain new spells as when it raises levels in other classes but at every other level and keeps that every other level restriction even it it takes more level in the mage class.


Necromancer

Class Features
Weapons: All simple weapons
Armor: None
Spellcasting: Necromancer can cast spells similar to regular arcane classes but always specialize in Necromancy spells, giving them limits in divine spells.
Class Abilities
A Necromancer necromancy spells always have a far better chance of being successful and avoiding immunities other people might have agaisnt the dark arts (except if 100% immune).
Necromancers also have stronger resistance agaisnt necromancy.
Necromancers can summon an undead servant to aid them in battle.
Unfortunately having necromancer class denies you to level up any further in a divine class you might have and denies you access to taking a divine class in the future. (Does not include Ranger)


Sorcerer

Class Features
Weapons: All simple weapons.
Armor: None
Spellcasting: Sorcerers can cast spells that are from a large group of arcane spell lists.
Class Abilities
Sorcerers cast spells that are drawn from being born with the magic already fueled inside them, unlike wizards they dont have to spend hours and hours in a academy learning them but rather just needs to practice calling forth the magic from within.
A sorcerer can summon a familiar similar but weaker than animal companions. They often can go on tasks for its summoner.


Wizard

Class Features
Typically: Wizards are the master at arcane spells. They often gain those feats that increase its spell power at free levels later on. Wizards though need much studying to become a wizard and spend years in a academy before being effective with magic and still learns alot after he or she leaves the school.
Weapons: Club, daggers, light/heavy crossbow, and quarterstaff.
Armor: None
Spellcasting: Wizards can cast arcane spells. It also can learn arcane spells from scrolls and keep it in its memory.
Class Abilities
Wizards can summon a familiar.
They often, beginning in school, can choose to follow a certain spell school, giving them bonuses when casting those spells but also not allowing them to cast the spells opposite of the class they picked.
Wizards often gain bonus feats at certain levels that increase its spell power.

vineco
Captain

4,150 Points
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vineco
Captain

4,150 Points
  • Hygienic 200
  • Full closet 200
  • Signature Look 250
PostPosted: Mon Sep 22, 2008 7:34 pm


Divine spellcasters
((Classes who casts divine spells normally are holy, healing people such as clerics.))


Cleric

Class Features
Typically: Very wise. Dislike towards opposite aligned people. Great sub-class/support character. Can be strong fighter.
Weapons: All Simple
Armor: Light armors and shields
Spellcasting: Typical Divine spells ((Little different from Druids spells))
Class Abilities
Clerics pick two domains which provide a ability and normally additional spells.
Great weapon agaisnt undead creatures.


Druid

Class features
Typically: Very close to nature and its animals. Rarely should a druid take another class for it has plenty of bonuses as a druid already.
Alignment: Can only be the neutral alignments.
Weapons: Club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff.
Armor: Light armor, medium armor, and shields.
Spellcasting: A druids spells are mainly ones that would change the nature around it, increase the power of its animal companion. It does has some healing and harmful spells though.
Class Abilities
Druids can summon an animal companion of switch it shares a special bond with.
Druids gain bonuses when out in the wild.
They can shapeshift into various forms depending on the druid's level.


Favored Soul

Class Features
Typically: Favored Souls generally follow a path similar to the deity it decided to follow.
Weapons: Dependent on the Deity they choose to follow. They get the affinity to that weapon class. (Simple/Martial/Exotic)
Armor: All armor and shields.
Spellcasting: Same as Clerics but a little limited.
Class Abilities
Depending on the Deity they choose to worship. They also gain special weapon specializations with the weapon the Deity was known to use.
Favored Souls have medium amounts of energy resistance as they level up and also damage resistance at the top of its levels.


Healer

Class Features
Typically: Healers are greatly similar to clerics though there spells are restricted. Morals do hold healers back and they generally only heal good aligned characters.
Alignment: Any non-evil.
Weapons: All simple.
Armor: Light armor and shields.
Spellcasting: Healers cast divine spells but only those spells that heal or increase weapon power.
Class Abilities
Healers are expert at healing people, gaining a huge bonus to how much is healed when using a healing kit and increases the power of the heal spells.
Healers gain resistance to death magic later on its in leveling and immunity to poisons and disease.


Paladin
((See fighting classes))


Priest

Class Features
Weapons: All simple and Martial Bludgeoning weapons ((Staves, hammers, sling, etc))
Armor: Light Armor
Spellcasting: Following very similar to Cleric spells.
Class Abilities
Priests, rather then casting their spells, chant them causing most of the divine spells that would be just used on a single person to be used group wised.
They work better when in a group with other divine spellcasters, as they can join in the chant.
Priest, unlike other divine casters, dont know much about medical stuff and therefore dont heal as often or get bonuses when casting healing spells though they still can.


Ranger
((See Animal companion classes))


Spirit Shaman

Class Features
Typically: Spirit shaman rarely pick other classes until far into many levels of spirit shaman. They specialized in the spirit animals and spirit world.
Weapons: Club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff.
Armor: Light armor and medium armor, and shields.
Spellcasting: These shaman follow the spells similar to Druids but learn them a little slower than a druid does.
Class Abilities
Spirit shaman are made to defeat spirits and have special abilities bent on doing so. They can detect them if they are in a certain distance from the shaman. They no longer have to worry about a spirits ghostly figure and miss hitting them and start to gain powers to defeat them in single blows and make one self almost disappear.
PostPosted: Mon Sep 22, 2008 8:06 pm


Specialized spellcasters
((These spell caster are generally magic classes that dont draw there spells from Arcane or Divine or do but they get it from both.))


Adept

Class Features
Typically: More seen around lately, adepts can cast both arcane and divine spells but lack physical power.
Weapons: All simple weapons.
Armor: None
Spellcasting: Adepts can cast divine and arcane spells. They must pick one to generally learn and have the other be the lesser.
Class Abilities
Adepts can summon a familiar.
Adepts gain spells much slower than other races and much less as well. They can only go to a max of level 8 spells in one magic type and level 6 in the other. Adepts though can cast certian spells that are unlimited such as weaker healing spells and weaker arcane spells.


Artificer

Class Features
Typically: A rare class to find, artificer deal with magic but it isnt drawn from them or summoned but rather fused within items. They do love magic though and are excellent teachers.
Weapons: All simple
Armor: Light armor, medium armor, and shields
NOTE: Much unlike other magic dealing classes, Artificers have no chance of failure from wearing armor.
Class Abilities
Artificers need alot of items and able to draw forth magic from the land or another items to fuse it and create a better vessel to cast spells from.
Unlike other casting classes, Artificers can sense and disable trap easier than the rest and on a equal with classes such as rogues.
A Artificer can Craft Homunculus. Giving it a creature similiar to an animal companion of rangers or familiar of Wizards and sorcerers.


Elementalists

Class Features
Typically: Elementalists differ from other arcane casters. They have an average attack in melee, good defense. There spells are limited though but are made up for it certain ways.
Weapons: All simple and Martial weapons.
Armor: Light and Medium
Spellcasting: Elementalists casts spells from both arcane and divine that deal with elementally based spells.
NOTE: Unlike most arcane classes and specialized classes. Elementalist dont have to fear failure of their spells from wearing light or medium armor but still does from heavy.
Class Abilities
From the beginning levels Elementalists can choose to specialize in a certain element, giving it 50% immunity to that element, increasing the power of that elemental spells and causing the opposite elemental spells to not be available to that person. Still if picked or not, they still have a 10% immunity to elements minus the specialized one.
Later levels the elementalist can summon elemental creatures, weak/normal ones for regular elements and stronger ones for the element specialized in.
Also later on they can infuse elemental property into weapons similiar to casting flame weapon on a weapon, an elementalist gets skills that give those weapons elemental damage.


Hexblades

Class Features
Typically: Hexblades deals with cursing its opponents, weakening them similar to a bard's demoralizing songs.
Alignments: Any non-good.
Weapons: Simple and martial weapons.
Armor: Light armor.
Spellcasting: Hexblades can cast arcane spells but they are highly limited.
Class Abilities
Hexblades can cast arcane spells but he only reaches up to level 4 in arcane spells and they are limited.
Hexblades can curse an opponents, making them less likely to be able to hit the Hexblade or avoid an Hexblade attack.
Can summon a familiar.
Hexblades start to gain magical resistance as it levels up.


Soothesayers

Class Features
Typically: Soothesayers are the eyes of the future, depending on its level the seer can glance events happening any moment now or one that could happen days/week/even years from now
Weapons: Staffs, daggers, shortbows, scythes.
Armor: Light
Spellcasting: Soothesayers can cast spells that generally look into the future, protecting themselves or others with the knowledge of what is going to happen.
NOTE: Soothesayers dont worry about spell failure from any armor.
Class abilities
Soothesayers future viewing spells are almost always cast group wise but the Soothesayer gets added bonuses compared to its companions who also got the spell cast upon.
Soothesayers cannot take another spellcasting class. ((Artificer, Paladin, and Ranger classes are acceptable))
Soothesayers cannot take any spellcasting prestige class.


Warlock

Class Features
Typically: Warlocks rarely take other classes. They share some similiarities to sorcerers and wizards but they are born with this magic inside of them and its considered an dark magic.
Alignments: Any chaotic or evil.
Weapons: All simple weapons.
Armor: Light armor.
Spellcasting: A warlock has no limits to how many spells he can cast a day and doesnt have to prepare it ahead of time. Its different from arcane spells and stick to increasing the power of the dark magic within the warlock.
NOTE: Similar to Arcane casters, Warlocks might fail at casting there spells when wearing medium or heavy armor but like a bard, doesnt have to worry about light armor.
Class Abilities
The main attack from a Warlock is called an eldritch blast and alot of its bonuses and spells center around increasing the power of this blast.
As the warlock levels increase it leans towards the study of magic like its relatives in arcane. They can cast spells out of their original knowledge if its from magical items like scrolls. They also start to become resistant to certain energy.

vineco
Captain

4,150 Points
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vineco
Captain

4,150 Points
  • Hygienic 200
  • Full closet 200
  • Signature Look 250
PostPosted: Mon Sep 22, 2008 8:08 pm


Animal Companion Classes
((The classes found here are generally fighters who travel with a animal companion that they live and fight with.))

Druid
((See divine classes))


Nomad

Class Features
Typically: An excellent quick moving attack. They live with their horses, training onward for hours in a day.
Weapons: All simple except crossbow, Shortbow, longbow, throwing axe.
Armor: Light Armor
Class Abilities
Nomads start out with +15 on the Ride skill and automatically knows how to do combat while on a horse. ((Generally someone must have a 40 in that skill to be able to use range attacking weapons))
Nomads can summon an animal companion in the form of a dog.
Nomads get added feats as it levels, generally feats that increase range combat and/or mounted combat.


Ranger

Class Features
Typically: Rangers are well with nature and animals. Most can become great friends with druids and elves who share an equal liking towards nature.
Weapons: All simple and Martial weapons
Armor: Light armor, medium armor and shields.
Spellcasting: Ranger's can cast divine spells like paladins but not enough to take away attacking abilities or to make it a general divine class.
Class Abilities
Rangers in training can choose to follow the path of using two weapons in each hand in combat or the classic range weaponry.
Similar to druids, Rangers gain bonuses while fighting out in the wilderness.
Rangers can summon a animal companion.
PostPosted: Mon Sep 22, 2008 8:19 pm


Other Specialized Classes
((These classes generally would not be considered a spellcasting class or melee type but they have odd character skills or a high mixture of both spellcasting and melee or other unique class abilities.))


Alchemist

Class Features
Typically: Alchemist are brought along in parties for their potions and potions alone. They shouldnt be left alone to deal with an enemy and should be held back for just dishing out potions.
Weapons: All simple
Armor: Light Armor
Spellcasting: Every other level the Alchemist gains certain spells. Those spells cannot be cast on the alchemist or its allies or even enemies but are cast on containers. Those containers becomes potions that can either heal allies, poured on equipment giving it certain bonuses, thrown at opponents doing harm or thrown at the ground for a area effect.
Class Abilities
Alchemist start with a +15 to Use Magic Device.
A Alchemist can Craft Homunculus. Giving it a creature similar to an animal companion of rangers or familiar of Wizards and sorcerers.
As it levels the Alchemist gains bonuses to the effects of their potions
NOTE: Even if the Alchemist takes spellcasting classes, the spells gained from Alchemist leveling cannot be cast still. The spellcasting class has to earn those spells through its typical way. ((Example: You have 6 levels of Alchemist and 3 levels of Cleric meaning you can cast cure moderate wounds on yourself and allies plus containers but you can only cast cure serious wounds on containers until your cleric level reaches level 5.))


Nightblade

Class Features
Typically: The Nightblade is a gifted stealth class who has the ability to copy spells cast against him or a ally and send a similar spell back at the opponents.
Weapons: Small weapons, kukri, rapier, falchion, and shuriken.
Armor: Light Armor
Spellcasting: ((See Below))
NOTICE: Because of the rarity of a Nightblade and its amazing abilities. A Nightblade cannot take a fighting class, Crow Assassin, and the classes it does choose to take if any can never allow the Nightblade to be efficient with medium or heavy armor.
Class Abilities
A Nightblade who is within 10 feet of a spell cast by a Arcane or Divine spellcaster can choose to copy that spell and also use it. This copy only last for 5 minutes before the ability to use the spell expires or after the spell is cast. This amount of time increases as the Nightblade advances and increases slowly in the amount of times the Nightblade can cast the spell before a max limit is reached. Unlike normal casters, the Nightblade has no failure to cast a spell while wearing armor.
Similar to other Stealth classes, a Nightblade can disable traps and open locks but cannot pick pocket or set traps.
Due to being around spells more than normal 'none' spellcasting classes, the Nightblade starts to gain resistance to magical or elemental damage.

vineco
Captain

4,150 Points
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vineco
Captain

4,150 Points
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  • Signature Look 250
PostPosted: Mon Sep 22, 2008 8:31 pm


Prestige Classes
((To obtain you have to have done certain things in previous classes to move on to these epic classes.))


Arcane Archer

Class Features
Typically: Like that of Hunters and Sniper prestige classes, the arcane archer improves the characters archery skills and adds new ones but with the help of magical abilities
Weapons: All simple and Material weapons.
Armor: Light, medium, and shields.
Must: To become a Arcane Archer one must be any of the elf race or half elf race have the feats weapon focus longbow or shortbow and point blank shot and be able to cast arcane spells As well as have at least one level in any fighting class or the scout class except for the Monk and Pirate Class.
Class Abilities
The Arcane Archers arrows shots are shot with increased precision and damage.
2nd lvl: Able to fire a fireball arrow 3 times a day
4th: Can shoot a arrow that cannot miss once a day similar to the Sniper Class.
8th: Fires a arrow that magically has a area effect, hitting everyone in ranged. Can fire this once a day.
10th: Can fire a arrow of death which can instantly kill an opponent.


ArchDruid

Class Features
Typically: The highest rank of druids possible. The Archdruid loses some skills gained while a druid but gains new shape shifting abilities.
Weapons: Simple and Material
Armor: N/A ((See below))
Must: To become a ArchDruid one must have 3 levels in the Druid class, have a weapon focus feat, and a Spell Focus feat.
NOTICE: Taking a Archdruid class loses all but a selected few spells from the list of Druid spells you have gained before taking the class and limits all transformation that the druid had previous to a 24 hour limit.
Class Abilities
At first level you pick a certain race. You pick which Fighting class you have when shape shifting into that race starting at once a day and improving to twice a day at level 5. You gain appropriate skills and feats for that class one level lower than your total druid/archdruid level as well as focused in the first weapon focus feat you choose before becoming a Archdruid. You may pick the Paladin or Ranger class but do not gain the divine spells they get or a prestige class. This transformation only lasts 12 hours or twice if you run through 12 hours with the transformation and can shape shift twice a day.
At the 5th level you pick a certain race. You pick which Divine or Arcane class you have when shape shifting into that race starting at once a day and improving to twice a day at level 10. You gain appropriate skills and feats for that class one level lower than your total druid/archdruid level and are spell focused in the first spell focus you picked before becoming a archdruid as well as have the classes ((If they have spells)) spell list up to a max of level 7 in that spellcasters spell list. You cannot pick the Druid, Dancer, Favored Soul, Spirit Shaman, Artificer, Soothesayers, Warlock or the Other Specialized Classes spellcasting classes or a prestige class. This transformation only lasts 12 hours or twice if you run through 12 hours with the transformation and can shape shift twice a day.
At the 10th level you pick a certain race. You pick which prestige class from a list of possiblities restricted to if you have the required class as one of your transformations listed above or if they dont need a certain class to get prestige. You have that class when shape shifting into that race only once a day . You gain appropriate skills and feats for that class one level lower than your total druid/archdruid level as well as have the classes ((If they have spells)) spell list up to a max of level 7 in that spellcasters spell list or if they follow a certain spellcasting class previous of the prestige class then you gain one of those classes spells up to level 7. You cannot pick the Arcane Archer class without having picked a elf or half elf as the race, archdruid, Dark Knight, Sniper, witch without being a female, or any of the Race/Location-Restricted Classes except for Arcane Archer. This transformation only lasts 12 hours.
As well as the above shape shifting advances, the ArchDruid gains more animal, plant-like, and semi intelligent humaniod transformations at a limit of twice a day as well as lasting 24 hours.
The Archdruid's animal companion can only be with the Archdruid when he or she isnt transformed.


Archmage

Class Features
Typically: Like that of godly warrior classes, arcane spellcaster can become a arcane god called Archmage.
Weapons: N/A
Armor: N/A
Spellcasting: Every other level you gain spells you would have gotten in the Wizard class.
Must: To become a Archmage one must have 4 levels in the Wizard class and know the metamagic feat maximize spell.
Class Abilities
Archmages spells become a little stronger.
They get the ability to call forth a Arcane Fire, a rare magic, that does a number of magical damage in a area effect.
They become better at countering spells.
They can change the normal elemental damage of one spell into fire, water, or Sonic instead.
Normal arcane spells that would damage allies as well as enemies wont hurt your allies anymore.


Assassin

Class Features
Typically: A rank up from a rogue or ninja. Assassins are masters of sneak once again, improving farther the limits of being unnoticed. Though popular "rank up" for Stealth classes, fighting classes and sometimes spellcasters take the assassin class for added bonuses it would give in being able to avoid damage and strike without warning.
Alignment: Any Evil
Weapons: All simple weapons
Armor: Light Armor
Must: To become, one must three ranks in a stealth class and have the feat, stealthy.
Class Abilities
Having become an assassin the sneak attack you now or previously had has a chance of paralyzing an opponent.
Having this class gives you free feats as you grow in level, the most popular being 'Hide in Plan Sight' which allows you to become hidden even if being viewed. ((Success still depends on the hide skill and other skills))
As you gain levels it gives you access to certain spells that generally make you disappear better.


Bishop

Class Features
Typically: Bishop is the advancement of those who are holy and good. Still weak in attack power but granted more magical power.
Weapons: All simple weapons
Armor: Light armor
Spellcasting: Bishop follow the spells they can get from their previous class of divine spellcasting along with a few newer ones.
Must: Males only. To become a Bishop you must have 3 levels in either cleric or priest, the metamagic feat 'Quicken Spell' and the Divine feat 'Divine Shield'.
Class Abilities
Every three levels the Bishop picks a free metamagic feat or spellcasting feat.
The Bishop gains high resistance to necromancy and conjuration as it levels.
The bishop healing spells start to have a area effect, effecting those within range of the person the heal spell was cast upon.


Dark Knight

Class Features
Typically: A Dark Knight is the evil-turned Paladin who uses the previous Paladin skills to combat good instead of evil.
Weapon: All Simple and Material weapons
Armor: All Armors and Shields ((Including Tower Shields))
Spellcasting: A Dark knight continues to learn spells from a previous spellcasting class every 3 levels. ((Including Warlock))
Alignment: Any Evil
Must: To become a Dark Knight one must have been a Paladin but had a alignment change all the way to the evil alignments and have 3 levels in either Hexblade or Warlock.
Class Abilities
A Dark Knight continues to have the Lay on Hands skill but can use it as if it was a spell as at will. Plus the Lay on Hands can be converted to the Dark Knight's ability called 'Dark Hands' which rather than heal people it would cause damage to opponents. The type of damage is dependable on the Dark Knight's level.
A Dark Knight does not have spell failure when wearing armor.
A Dark Knight gains the ability Smite Good and Aura of Fear at the 6th level. Aura of Fear causes nearby enemies to have a -4 to saves agaisnt fear.
A Dark Knight who has the Remove Disease special ability can convert that to Inflict Disease at 8 level which does as it titled suggests.


Hunter

Class Features
Typically: Hunters are another advance archery class, existing to improve archery skills and the knowledge of hunting down certain opponents.
Weapons: All simple and Martial weapons.
Armor: Light and Medium Armor
Must: Must have either 3 scout levels or 3 ranger levels. Must have weapon focus in shortbow or longbow.
Class Abilities
Every 3 levels the Hunter can choose to have a favorite enemy feat picked or a spell gained from a certain list.
Hunters are experts at setting traps and have an added bonuses at avoiding damage from a trap.
Hunters gain free feats from a list of feats every 3 levels.


Knight

Class Features
Typically: Knights are the evolution of Squires, after years of devotion the squire can choose to become a knight. It can keep the shield bonuses yet ditches other bonuses granted from the squire levels but also gains new ones.
Weapons: All weapons
Armor: All armor and shields.
Spellcasting: Knights can cast divine spells very similar to the ones Paladins get access to.
Must: To become a knight, one must have 3 levels in the class, Squire.
Class Abilities
When a Squire chooses to become a knight, it ditches the double weight carrying skill.
Knights get a bonus to its attack when wearing heavy armor.
Knights automatically have weapon focus when wielding a sword of any type. ((Doesnt count as weapon focus when requiring a weapon focus to get other feats but does stack with a normal weapon focus feat))


Juggernaut

Class Features
Typically: A god of melee combat, Juggernauts lead the way into combat without fear of their life. Though becoming a juggernaut gives you massive combat bonuses, it also denies you ever to have magical abilities.
Weapons: All weapons
Armor: All armors, shields, and tower shields.
Alignment: Any Chaotic
Must: To become, one must have had no magical classes and have 4 levels in a Fighting Class. ((Paladians and Rangers are acceptable, but strips access to any magic in those classes)), must be of a alignment that is any chaotic.
Class Abilities
Every new level of Juggernaut you gain gives you a weapon focus feat of your choice or weapon critical feat up to level 10.
Juggernauts can never gain a divine, arcane, or Specialized spellcasters class plus any spells cast on the Juggernaut from allies has a 50% of not succeeding except Divine spellcaster's restoration spells.


Mystic

Class Features
Typically: Mystics are spellcaster who can cast both divine and arcane but no longer need to worship a deity to be able to cast spells.
Spellcasting: Mystics can cast both divine and arcane spells and gain new spells in both fields each level.
Must: To be able to take a Mystic class, one must be able to cast both arcane and divine spells at the second level and combat casting.
Class abilities
Mystics are good for all around spellcasting, weak in combat and stealth.
They dont gain any added bonuses one would get from their original two classes later on while leveling. They can still summon their familiar or animal companion if either of the classes before mystic had that option.
Its still good to be able to cast both types of magic without normal limitations from a class being able to.


Pale Master

Class Features
Typically: Pale Masters are idolized by evil classes as a feature class from them to take. To be able to be linked to death, glory of the evil. Pale Masters are generally all around spellcasters, making them good at magic but still weaker in combat.
Alignment: Any non-good
Must: People who want to become Pale Masters must be have three levels in arcane spellcasting.
Class Abilities
Pale masters, as they grow, start to gain undead like features. Tougher skin, immunity to paralyze and critical attacks. They start to learn how to animate the dead, summoning an undead ally to aid them in combat. One of their arms also becomes dead-like, giving them to abilities to paralyze opponents with it and even cause death with just a touch, though its hard to use that more than once every 24 hours.



Saint

Class Features
Typically: A Saint is the holiness of the divine classes who with the power of the gods at its side can accomplish wonders
Alignment: Any Good
Must: To become a Saint one must not have any class outside of Divine except for Paladin, Monk, Adept and the non-combat classes. And have 5 classes in a Divine Class.
Class Abilities
At the 3rd level of the Saint class the person gains a halo above his or her head which counts as a new armor and doesn't replace the armor the person is wearing. This halo grants a bonus in combat agaisnt evil aligned characters and creatures. The halo also grants auras about the Saint which increases allies status in some way or another and is always active as long as the halo is above the Saint's head.
At the 4th level and every 2 levels after that the Saint gains conjuration spells which summon powerful godly like assistants in the forms of weapons, armors, servants, and at its highest level a angel to fight by its side.


Shadowdancer

Class Features
Typically: A stealthy master, the shadowdancer works with the shadows of the world to its advantage.
Weapons: All simple
Armor: light armor
Must: Have 4 ranks in a stealth class and the feats dodge and mobility.
Class Abilities
The Shadowdancer can summon a shadow similar to animal companions and summon familiars.
The shadowdancer starts to gain similar feats that make him deal with shadows or enhance its hide skills.


Sniper

Class Features
Typically: Snipers are masters of one hit destruction because their attacks center around killing with a KO shot.
Weapons: Simple and Martial
Armor: Light Armor
Must: To become a sniper one must have 3 levels in a ranger, scout, or Favored Soul who's Deity it follows weapon is a shortbow, longbow, or darts and Weapon focus in shortbow, longbow, or darts.
Class Abilities
A sniper takes twice as long to fire another shot after the first shot is fired or tossed.
A snipers first attack with a shortbow, longbow, or darts always has sneak attack, bleeding wound, the target's least capable defending elemental damage, and a fairly good chance of being a critical hit. Plus any other bonuses cast on the weapon or already with the weapon when fired or tossed.
1st level: The sniper can shoot a arrow that cannot miss twice a day and adds +1 amount per day every other level gained after gaining one Sniper class.

Spellblade

Class Features
Typically: A Spellblade is the advancement of a arcane spellcaster who took on knowledge in the blade. They can be effective with both spell and sword.
Weapons: Must have taken a class previous of this one that allowed weapon focus in a sword weapon.
Armor: Light and Medium.
Must: Have both a arcane class and melee class. Must have a weapon focus in a sword weapon and a metamagic feat.
Class Abilities
The Spellblade's magical creature gets an added attack bonus due to it's master new class.
The Spellblade can cast a effect on the blade it uses from the spells it knows. This spell is limited though and cannot have more than one spell cast apon it from the Spellblade.



Weapon Master

Class Features
Typically: The original god of melee. The weapon master focuses on becoming more powerful with chosen weapons that they wield to destroy there opponents.
Weapons: All weapons ((Of course not including those weapons that have certain requirements that a Weapon Master cannot meet.))
Armor: All Armor.
Must: To become a Weapon Master one must have the feats: weapon focus in a melee weapon, dodge, mobility, combat expertise, spring attack, and whirlwind.
Class Abilities
A weapon master may choose a weapon type to master in, giving it added bonuses and benefits.
A weapon master has ki damage once per day which deal maximum damage with its weapon of choice.
As the Weapon Master levels it is more likely to land critical hits with its weapon of choice.
Its Ki damage capabilities increases as it levels as well.


Witch

Class Features
Typically: Portrayed in myths and rumors as evil wicked horrid looking female cursing wizards. Only part of those are true, witches are a female only class though not ugly nor always evil. They are a mixture of arcane casters and potion makers.
Weapons: All simple
Armor: None
Spellcasting: Witches continue to gain new spells similar to the way their arcane class previously laid out to follow.
Must: To gain Witch classes one must be a female and have 3 levels of arcane casting.
Class Abilities
Witches can pick to have an animal companion in the form of a cat, a familiar in the form a Bat, imp, pixie, or raven, or Craft Homunculus.
Witches can craft potions and use them similar to a Alchemist but uses the spells gained from its arcane class that an Alchemist can cast on containers and still can cast spells on opponents.
((NOTE: Witches cannot throw containers for an area effect nor gain all the added bonuses Alchemist get in its later levels))



Witchhunter

Class Features
Typically: A Witchhunter is the equivalent of a cleric who chooses to spend his life destroying evil and the undead. But The Witchhunter seeks out to destroy what they believe to be another evil.
Weapons: N/A
Armor: Tower Shields
Spellcasting: Every other level the Witchhunter gains spells that increases its abilities to hunt down its victims including the spells True Seeing and lesser mind blank.
Must: To become a Witchhunter one must not have a evil alignment, have 4 levels in the ranger class, and the disarm feat.
Class Abilities
Similar to a Ranger's Favored Enemy special ability, the Witchhunter gain a Favored Enemy Class special ability at every 3rd level ((Up to 9th level)) of which he can choose a certain class to deal more damage to in combat. This class choice is dependable on the Witchhunter's alignment. ((The Witchhunter gains 'Favored Enemy Class' for Witch free at the first level))
A Witchhunter, similar to a Nomad, gets +10 on its ride ability at the first level and can do combat on a horse. ((Unlike a Nomad, it cannot do ranged combat on a horse.))
NOTE: Witchhunters cannot choice a 'Favored Enemy Class' of a class that is has. Example: A Ranger/3, Necromancer/3, Witchhunter/3, cannot choice Necromancer as a 'Favored Enemy Class'. Also NOTE that the opponent who has your 'Favored Enemy Class' as the lower of the class level of its 2 or 3 classes is not effected by the Witchhunter's bonuses agaisnt that class. A Exception of this is if a opponent has two of the classes that the Witchhunter picked as its 'Favored Enemy class', then those classes are added together and if they succeed in amount over the opponent's 3rd class then the bonuses are applied.
PostPosted: Mon Sep 22, 2008 8:32 pm


Non-combat Classes
((Classes found here are probably just civilians and probably even have disadvantage in combat, but power in social skills and likely money.))


Blacksmith

Class Features
Typically: Unlike the other Non-combat classes, the blacksmith is fairly versed in combat, though still generally weaker than the normal combat classes.
Weapons: Any Materiel, hammer, or axe.
Armor: Medium and heavy armor.
Class Abilities
The blacksmith gain the ability called 'repair' which like a cleric healing spells will heal the armor or weapons.
Blacksmith automatically get a +10 on the crafting skill and appraise skill.


Engineer

Class Features
Typically: Engineers are the working force that repairs or makes large things such as bridges and buildings. They dont gain much combat bonuses besides with a hammer.
Weapons: Any type of Hammer (Light hammer, warhammer, etc)
Armor: Light and medium armor
Class Abilities
Engineers gain a +10 on all crafting skills and Use Magical Device.
Engineers automatically gain a weapon focus in one hammer type.
If in a party with an engineer, users can blast through obvious weaken areas in buildings, caves, etc
Engineers can craft a construct type minion similar to Ranger's animal companion, Wizard's Familiars, and Alchemist's Homunculus.


Inventor

Class Features
Typically: A Inventor is a genius who 'invents' new items to increase the luxuries of life or help out in a battle.
Weapons: ((See Abilities))
Armor: ((See Abilities))
Must/restrictions: A Inventor cannot have another class unless its Shop Keep.
Class Abilities
A inventor gets +20 on all crafting skills including special crafting skills and excluding Craft Alchemy.
A Inventor's items created such as weapons and armors always grants the Inventor weapon familiarity or armor familiarity with the weapon or armor it wields or wears.
A Inventor at the first level picks one type of crafting workbench that it doesnt need to craft that item. The Inventor has the ability to craft it without.


Scholar

Class Features
Typically: Unlike the other Non-Combat Classes, the Scholar is fairly versed in arcane spellcasting though still generally weaker than the normal Arcane Spellcasters.
Weapons: N/A
Armor: N/A
Spellcasting: The Scholar follows similar to the Wizard and Sorcerer spellcasting list but only up to level 5.
Class Abilities
The Scholar is a teacher either through past experiences or from books. The Scholer picks which knowledge skills to add +30 into, he can pick just one or split the skill points amongst different ones.
The Scholar gains +10 Decipher Script.
The Scholar gains the Scribe scroll feat at 2nd level.
At first level the scholar picks two spell focus feat. Those spell focus feat type are the only spells he is capable of casting from the list of spells he has available. At the 3rd level he gains greater spell focus in both of the fields.
At the first level the scholar picks the metamagic feat quicken or silent. Each level afterward it automatically gains the automatic quicken or silent spell feat depending on what he choose at the first level up till he can cast all of its spells quickened or silently.

Shop keep

Class Features
Typically: Not seen in places that require combat. They hardly ever leave their shop except for events around towns. They are generally retired ex combatants and might still retain those previous skills.
Weapons: ((See Class Abilities))
Armor: N/A
Class Abilities
The Shop keeps start with a +20 bonus on the appraise skill and +10 on diplomacy skill.
The Shop Keep must pick one weapon focus feat of any weapon and automatically gets improve critical feat with that weapon. As it ranks it also gets weapon specialization with that weapon and greater weapon specialization with that weapon. The Shop Keep can never have proficiency with any other weapon even if it takes other classes.
The shop keep gets free feats from a certain list as it levels

NOTE: The Shop Keep does not have his weapon feats outside of any town/city/etc.

vineco
Captain

4,150 Points
  • Hygienic 200
  • Full closet 200
  • Signature Look 250

vineco
Captain

4,150 Points
  • Hygienic 200
  • Full closet 200
  • Signature Look 250
PostPosted: Sat Mar 07, 2009 8:45 pm


Race/Location-Restricted Classes

((These classes are meant for only certain types of races or only of those from certain areas of Stir Jades))


Arcane Archer

((See Prestige Classes))
Race Restriction: Elf or Half Elf


Crow Assassin

Class Features
Typically: The crow assassins are a selected few Aanins whos heightened senses at birth besides the normal heightened sense from being blind make them superbly talented but at a high price.
Weapons: Scythes, blades ((See Features for blade weaponry description))
Armor: Light Armor
Must: To be a Crow Assassin one must be a Aanin, not have any magical classes, burn half of your skin, and give up a limb.
Class Abilities
The crow assassin will equip two blades into there molers which hit opponents along with the normal melee combat weapon. Similar to a sneak attack without the need of the opponent not attacking them.
The Crow Assassin are linked with a crow similar to those of the animal companion that some classes have but if their crow dies then the Crow Assassin automatically dies.
The Crow Assassin is a stealth class and get stealth like abilities similar to that of Rogues and Assassins.
The crow assassins gain the feats Summon Fiend, smite good, and create undead at some point in its leveling.


Eloreian Augur

Class Features
Typically: The Augurs of Elore are the mysterious kind robed priest that on occasion are spotted throughout the city. These priest differ from other Divine spellcaster classes mainly because of the powerful skills they have to make up for other restrictions.
Alignment: Any non Evil.
Weapons: Quarterstaff ((And or any other type of staff))
Armor: N/A robes only
Must: To become a Augur one must be a citizen of Elore, be a Eternal, Human or Istari, have 3 levels in Cleric, Priest, or Healer class, and have the feats: Silent Spell and Spell Focus: Divination.
Spellcasting: The Eloreian Augur spells are mainly taken from the cleric list of spells but also gains a few that a cleric wouldnt. The Augur does not continue to gain spells from its previous divinespellcasting class.
Restrictions: A Eloreian Augur can never level in another class after taking one Augur level besides of the class needed before becoming a Augur, never gain any weapon proficiency class and never take a armor proficiency class. A cleric becoming a Eloreian Augur may not have picked chaos, death, destruction, or evil domains nor may they choose one of thee listed later on in its leveling.
Class Abilities
The Eloreian Augur automatically gains weapon focus: Staff ((Meaning gaining weapon focus with all types of staffs)) at first level as well as continue to improve it's skills with a staff.
Also at first level the Eloreian Augur gains one or one extra Domain taken from the cleric list of domains
The Eloreian Augur gains stronger spell skills in Abjuration, Divination, and Transmutation while loses spell powers in Evocation and Illusion as well as loses all connection with Necromancy spells and abilities.
The Augur gains the ability at level 3 to summon a animal companion in the form of a bird which has minor combat abilities.


Western Magistrate

Class Features
Typically: In a kingdom rule by Drows, the Magistrate is the authority of the land. The magistrate is a powerful opponent with both power and command.
Weapons: Grants use of Scythes, katana, and the b*****d sword.
Armor: All Armor, all shields.
Must: To become a Western Magistrate one must be a Drow, citizen of the Elemmiire Kingdom, 3 levels of the squire class and 3 levels of the Knight Class.
Class Abilities
They get The Monkey Grip Feat at first level.
The Western Magistrate gets back those bonuses given to a Squire class while in combat and wielding a weapon with a shield.
Upon becoming a Western Magistrate, the Drow may lose all weapon proficiencies and weapon related feats it had with a another weapon and converts those weapon related feats to the weapons granted by becoming a Western Magistrate.
Similar to a Bards demoralizing songs, a Western Magistrate has a aura around them that demoralizes enemy opponents around them.
The enemies in the effect of the aura of the Western Magistrate can become under the effects of Fear, similar to when in combat with a dragon or other similar large creatures.
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