Fighters
The Fighter has been well versed in melee weapons training as well as defensive evasion. A fighter is a respected soldier class that holds battle strategy as second nature. He will stand back and think about a combat situation before engaging in it, however he is eager to taste combat and never back down. Fighters bring with them confidence, strength, and a strategic presence. Fighters start with 1 additional con and 1 additional str or dex which is decided by the player. Fighters can choose from the skill sets of melee combat, tactical strategy, field medicine, and unarmed combat. Fighters can wield up to medium weapons and heavy armor.
Starting Equipment:
Weapon - Arming Sword, Mace, or Spear.
Armor - Studded Leather
Shield - Round Shield
Thieves
Thieves are the class that people turn to when they need something done without concern for how it happens. Excellent assassins and skilled burglars, thieves rely on a carefully laid out plan to carry out their missions. A thief will always stay back and assess a situation for danger before acting and is never afraid to make a hasty retreat when things get out of hand. A thief starts with 1 additional dex and 1 additional agl. Thieves can pick from the skills of stealth, acrobatics, trapping, and archery. Thieves may wield only light weapons and light armor.
Starting Equipment:
Weapon - Short Sword and 3 Daggers.
Armor - Leather
Shield - None
Items - Lock Pick Kit, Rope, and Grapple Hook
Clerics
Clerics are holy men who have been assigned the mission to preach to and protect the fighting ranks. Their mission is a dangerous one and they have been given military training to compliment their missionary work. Clerics are not particularly vicious fighters. Some have never seen combat before and are often timid to enter the front lines. Their faith in the mission, however, does make them fool hardy enough to never retreat unless it is to save the life of another. They are trained specifically in the arts of healing and blessings that can give others unique advantages. Although it is common to see an over zealous cleric fighting side to side with the soldiers, he is most effective to support the front lines through healing and attacking from the flank of enemies already engaged in combat with another. Clerics start with 1 additional int and 1 additional con. Clerics can choose from the skills of white magic, field medicine, divination, and melee combat. Clerics may wield up to medium weapons and medium armor.
Starting Equipment:
Weapon - Mace
Armor - Chain Mail
Shield - None
Items - 2 Healing Potions.
Wizards
Wizards are a wise class of learned individuals. Each has applied himself to knowledge and understanding and has a very factual, and often pious, view of the world. They can be stubborn in that if they already know all there is to know then there is no need to be inquisitive. Wizards study much more than just magic. They are avid enthusiast of history and natural science such as the study of plants, animals, and their origins. Wizards start with 2 additional int. Wizards can choose from the skills of white magic, dark magic, enchanting, and alchemy and may wield only light weapons and light armor.
Starting Equipment:
Weapon - Staff and Dagger
Armor - Robes
Shield - None
Items - 1 Healing Potion and 2 Restore Magic Potions.
Barbarians
Barbarians are savage mercenaries, vagrants, and escaped slaves that have spent most of their lives performing hard labor, forced arena combat, and serving in a foreign leaders army in the front lines to act as body shields for the regular soldiers. To be successful at any of these endeavors the barbarian must have been strong. To escape these conditions to freedom they must have been stronger still. Barbarians start with 2 additional con. Barbarians may choose 2 of the following skills: berserking, dual wielding, acrobatics, or unarmed combat. Barbarians may wield up to heavy weapons and medium armor.
Starting Equipment:
Weapon - Spiked Mace, Battle Axe, or 2 Short Swords.
Armor - None
Shield - Round Shield
Rangers
Rangers are a class of hunters and trackers who are at their best when alone in the wilderness. They have trained themselves to have acute hearing and an impeccable ability to track their prey's movements. They are most adept at bows and wielding weapons in both hands. Rangers are meticulous, quick on their feet, and never speak unless they know that they are right. Rangers are the first and best choice for archers and guides. Rangers start with 1 additional dex and 1 additional movement. Rangers can choose from the skills of dual wielding, archery, trapping, and survival. Rangers may wield up to medium weapons and light armor.
Starting Equipment:
Weapon - Short bow and Dagger, or Arming sword and Dagger.
Armor - Leather
Shield - None
Items - Rations, Rope, and Survival gear
Paladins
Paladins are a slight perversion of the class of clerics. They are sent out on a similar mission, to preach to the men of combat. However, the paladin feels that instead of healing and caring for his friends, he can preach to them through military strength. He believes himself to be a leader by example and that punishing the wicked is his example to set. Paladins are soldiers or clerics that have been self taught and always preferred strength over knowledge. Still he has a religious conviction that cannot be denied. Being self taught, some paladins are not trained in missionary work, but that of the dark arts. These paladins have earned their nickname of Dark knight. Paladins start with 1 additional int and 1 additional str and can choose from the skills of melee combat, tactical strategy, white magic, and dark magic. Paladins may wield up to medium weapons and heavy armor.
Starting Equipment:
Weapon - Arming Sword or Riders Ax.
Armor - Leather
Shield - Round Shield
Warlocks
Warlocks are wizards that have turned to the dark arts and in turn withdrawn from society. They are loners that often live alone and far away. They are equally as well educated as the wizards and their knowledge has created in them a jealousy for everyone else possessing knowledge that they do not yet posses themselves. More than one warlock in the same room is a dangerous situation. Their quest for more knowledge is driven by a need for power. A warlock will support his allies only because he can use them to get what he wants, and will not think twice about casting a spell that can be damaging to allies as well as foes. Warlocks care more about the effectiveness of their spells and start with 2 additional wis. Warlocks can choose from the skills of black magic, summoning, necromancy, and alchemy. Warlocks may wield only light weapons and light armor.
Starting Equipment:
Weapon - Staff and Dagger
Armor - Robes
Shield - None
Items - 1 Healing Potion and 2 Restore Magic Potions.
Monks
Monks come from a secluded order that lives in elaborate monasteries carved into the mountain faces. Monks are focused and dedicated students who spend most of their days meditating and the rest of their days studying and training in ancient arts that are equally secretive as the order itself. Monks believe in non lethal combat and will only fight if provoked, however once provoked there are few combatants as deadly. At a certain part in every monk's spiritual journey he is required to go out into the world to find himself. This journey can take several years and many fall short and abandon their calling for gold and glory. Still others stay true while still engaging in adventures and missions against evil forces. They feel compelled that finding themselves includes helping their allies to find dedication and focus themselves. A monk starts with 1 additional dex and 1 additional agl. Monks can choose from the skills of unarmed combat, white magic, acrobatics, and shape shifting. Monks may wield only light weapons and light armor.
Starting Equipment:
Weapon - Staff
Armor - Robes
Shield - None
Items - 2 Healing Potions and 1 Restore Magic Potion.
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