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Character Classes For Roleplays |
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• You may ask why there are doubles. Well it is as simple as this, there are different ways to describe things and it is easier to double them then join them together and make things more confusing.
Thief: Thieves are usually stealthy and dexterous characters able to disarm traps, pick locks, and perform backstabs from hiding. Thieves are usually capable of melee or ranged combat, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or other small one-handed weapons, relying on speed and number of strikes rather than sheer damage output. Thieves usually have stealth ability, allowing them to disappear from sight; often this is combined with attacking an unaware opponent to inflict high damage. Thieves are usually restricted to the lighter armors, leather and the like. While thieves typically cannot practice magic, they might use scrolls or magic items sometimes. In most fantasy settings, smaller and more agile fantasy races like elves, gnomes and hobbits are particularly suited for the thief class.
Druid: A nature-oriented class capable of fulfilling the role of damage-dealer, tank, or healer. The druid can shape-shift into many forms to increase its combat or movement abilities, such as a bear (for tanking), a "moon kin" (for ranged magical damage), and a seal (for water travel).
Hunter: A combination of a marksman/archer and animal specialist, the hunter specializes in ranged damage dealt by means of a bow, crossbow, or gun with the help of an animal pet. The hunter also employs a series of traps for damaging or disabling enemies.
Mage: The wizard-esque damage-dealer, the mage employs spells of the "arcane", fire, and frost elements. Mages can also conjure food and water to replenish group members, and teleport themselves and others to most major cities.
Paladin: A heavily-armored holy warrior. Like druids, paladins can specialize to fulfill each of the three major roles.
Priest: A lightly-armored class that can protect and heal allies (With "Holy" spells) or bring harm to enemies (with "Shadow" spells).
Rogue: A shadowy assassin that can "stealth" to avoid being seen by enemies (providing near-invisibility). The rogue deals damage by dual-wielding small melee weapons, and also provide traditional thief skills like lock picking, picking pockets, and poison use.
Shaman: Unlike other hybrid classes (paladins and druids), the totem-wielding shaman's tanking abilities are quite limited. However, they can specialize to become effective healers, or damage dealers using either melee weapons or spells.
Warlock: Essentially a sinister combination of the mage and the hunter, the warlock deals magical damage like a mage but also has demonic "pets" (called minions) like hunters. Depending on their specialization, the warlock's damaging spells can come chiefly in the form of "damage over time" spells that, after being placed on an enemy, slowly deal their damage, or in the form of direct damage spells that deal damage all at once, as those of a mage or shaman do.
Monk/Martial Artist: Physically strong and excels in hand-to-hand combat. They have good agility, speed, and endurance, but they lack sufficient defense against magic and weapons since they do not wear heavy armor nor use magic other than basic restorative types. Weapons would be like gloves and claws and possibly poles if versatile.
Archer: Excellent eye sight and pinpointing capabilities. They are able to leap high and far to reach sufficient altitude for long range attacks. They are good acrobatics and have good speed. They are extremely vulnerable in close quarters combat since they are not trained as such. They use light armor. A small resistance to magic.
Ninja/Thief/Assassin: Excellent speed, agility, and overall maneuverability. They are not physically strong, but nor are they weak. They are designed for quick and easy kills and thefts without leaving a trace. A full throttle battle leaves them at a disadvantage. They use light armor and small weapons such as daggers, knives, and mid-range weapons. A small resistance to magic.
Warrior/Knight: They have the highest physical strength. They have great endurance and defense. They can wear the heaviest of armor and use the largest of weapons. They are not agile nor fast however. They do not have an affinity for magic.
Mage: Uses the elements, hindrances, and life as their tool. They can heal others as well as harm those using paranormal powers. They are not physically strong, they lack defense against physical attacks, and endurance is low. They have average speed and little agility. They use light armor. Weapons would include wands, staffs, and daggers.
Paladin/Ranger: They boast both magic and weapon skill. They can equip mid-weight armor and use medium sized weapons such as small swords, axes, and maces. They can combine their magical power with their weapons to give them an elemental boost. They however are not masters of magic, so only the elements are available to them and some healing spells. They can use mid-level magic. They do not boast the best physical offense and defense or magical offense and defense; they rather stay just a little over the middle.
Versatile Rogue: Rogues are able to use every type of armor and weapon. They can use magic and hand-to-hand combat. They cannot master any one class however. They can reach just below mid-level magic at best. Their strength comes from their unpredictability, not any one ability. They have average strength, speed, agility, magic resistance, magical attack, defense, and endurance. It is possible to better their stats, but not enough to rival any particular class depending on what that class's best attributes are.
Itachun · Mon Jun 23, 2008 @ 09:45am · 0 Comments |
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