Post by Lodoss on Mar 27, 2006 14:18:21 GMT
Okay, as I promised I would, I finished this before the 27th...but I didn't have enough time to post it . So, here are the overviews of the various classes your characters can be.
Base Classes
Barbarian
Barbarians are brave, but reckless fighters, depending mainly on their strength to get them by. They don't bother with fighter traditions like weapons training and discipline, instead they tap into a rage-power, making them both stronger and tougher and better able to withstand attacks, although they can only do this a few times a day. Always being at the forefront of battle gives them a sort of sixth sense when it comes to combat, and their energy is often legendary. Barbarians are proficient in simple and marital weapons, as well as light and medium armour, and also shields. A Barbarian must be any non-lawful alignment.
Bards
Bards are the kind of people known for their charisma, through song and storytelling. They are often the ones who negotiate and take messages, and are sometimes scouts or spies. They have a sense of the epic, and accompany heroes into adventure to witness deeds first. They can cast some arcane spells without preparation, although they do not have the selection a Wizard does, and can use their songs to inspire their comrades in difficult situations. They share some skills with rogues, and their lore is practically unmatched. A Bard can be any non-lawful alignment.
Cleric
A cleric is someone who works for a deity of some sort. Their magic is mainly of a healing nature, making them of great importance on a battlefield. Working for a god has some merits, giving them the power to turn (i.e. destroy) any undead with a simple spell. They can use the majority of armours, as they do not restric their holy (or infernal, depending on whether you're good or evil) powers. They can wield the weapons a rogue can, although they can use shields without training.
Druid
Druids are divine spellcasters, who get their abilities from nature itself, rather than the gods. They try to live in harmony with nature, and have the ability to speak with animals, and ask them for help. They hate anything that is unnatural, such as the undead. When they gain experience, they get the 'Wildshape' ability, which allows them to take on the spape of animals, and eventually more powerful creatures. Often, a Druid will have an animal companion, who will help and guide. Their druidic oaths allow them only to use druidic weapons and light and medium armour and shields. A Druid must be any Neutral alignment.
Fighter
As implied by the name, fighters are the strongest men/women in terms of muscle.They can use all armours (that is light, heavy, and medium) and some robes, although these would not give as much protection on the battlefield. As for weaponry, they can use the majority, although need training for use of exotic weapons, and are proficient with shields. They cannot cast spells. Attributes of this class tend to focus more on strength and dexterity.
Monk
Monks are good all-round fighters, especially trained to fight without armour and often without weapons. They are not spellcasters, bu channel 'Ki', which allows them to perform tremendous feats, such as self-healing and catching arrows in flight, and even dodging blows with lightning fast speed. They are proficient in Monk weapons and cannot use armour, as they lose their special abilities if they do. A Monk must be any lawful alignment.
Paladin
Paladins take every mission seriously, no matter how small it may be, seeing them as personal tests, to demonstrate bravery, learn tactics and do good in the world. These warriors of vitrue are protected by divine virtue, making them able to heal themselves and their allies, protecting them from disease and from fear. The gods guide their swords, making them among the most efficient of warriors, with their diving abilites, such as undead turning. A Paladin seeks to rid the world of all evil, and must be Lawful Good. They are proficient with all simple and martial weapons, and all armour and shields.
Psychic
This isn't a class, it's an ABILITY
Ranger
Skilled stalkers (no, not that kind...) and hunters, Rangers make their homes in the woods. In combat, they are almost as good as fighters, but do not have the same dedication to fighting. A ranger usually has a favoured type of enemy, usually distinguished by race, and they focus their training on them. Rangers might choose to protect those who venture into their woods, making sure they pass safely, and destroying those who would bring harm. Rangers may develop divine spells, and like Druids, often have animal companions. They are proficient in all simple and martial weapons, and light and heavy armour. While wearing light armour, they can fight two handed without penalty.
Rogue
Rogues are the kind of people that are skilled with picking locks and identifying/setting/disabling traps. They aren't quite as strong as fighters, but their skills of picking locks and sneaking make them invaluble. They can only uselight armours, and the majority of robes. As far as weaponry is concerned, they can use longswords, shortswords, daggers, slings, shortbows, longbows, crossbows, maces etc. Exotic weapons require training, as do shields. Rogues are able to cast some spells using scrolls, but cannot memorise them like wizards.
Sorcerer
Sorcerers are arcane spellcasters, who use magic through imagination and talent rather than spending large amounts of time studying. They have no teachers, no books, simply raw power which they direct at will. They know fewer spells than Wizards, and learn them more slowly, but can cast individual spells more often and without preparation. Without goiing through the long years of study that Wizards do, they are better in combat, and can use simple weapons, but still cannot use armour, instead have to opt for robes or normal clothes.
Sword Mage
Oh wait... THERE'S NO SUCH THING, IT'S ILLOGICAL
Wizard
A wizard is someone who has dedicated their life to the study of magic. They aren't particularly strong or good at fighting with weapons, but where they fail at these, they triumph with their magic, able to cast strong offensive spells rather than using weapons. They can also heal themselves when hurt, but only minor wounds, for more serious wounds, a cleric or potion is needed. They are able to wear robes and some light armour, although this will restrict magic to a certain degree. As far as weaponry is concerned, they have ittle need of it, so they can only wield simple weapons, such as staffs, some swords and maces.
Prestige classes - Classes you can take after progressing in a base class, although more than one base class can be taken
Arcane Archer
A class that can only be taken by those who have a trace of elven blood, Arcane Archers enhance their arrows with magic. Your character must be able to cast arcane spells if they are to take this class.
Assassin
Assasins are masters of quick, lethal blows, and deal with spying and informing, and are often killers for hire. Rogues, Monks and Bards are the kind of class that can consider this class. The character must be evil to take this class.
Blackguard
A Blackguard epitomizes evil, the polar opposite of a Paladin. They are completely evil, and no one class makes the best kind of base for Blackguard, only the willingness to serve evil.
Pale Master
Necromancy is normally a poor choice for arcane casters, with those wanting to master the deathly arets normally choosing to do so through divine means. This class is the alternative for arcane casters who want power over the undead. After gaining experience, they gain 'undead graft', a skeletal arm which can paralyze a foe on touch. They can summon undead to their sides, even creating an entire army if powerful enough. A Pale Master can be any non-good alignment.
Shifter
A shifter has no form they can call their own, and can transform into whatever is most expedient at the time. Their sense of self is what makes them themselves, not their external appearance. It is the strength of their soul which allows them to transform in this way. It is usually Druids who take this class.
Base Classes
Barbarian
Barbarians are brave, but reckless fighters, depending mainly on their strength to get them by. They don't bother with fighter traditions like weapons training and discipline, instead they tap into a rage-power, making them both stronger and tougher and better able to withstand attacks, although they can only do this a few times a day. Always being at the forefront of battle gives them a sort of sixth sense when it comes to combat, and their energy is often legendary. Barbarians are proficient in simple and marital weapons, as well as light and medium armour, and also shields. A Barbarian must be any non-lawful alignment.
Bards
Bards are the kind of people known for their charisma, through song and storytelling. They are often the ones who negotiate and take messages, and are sometimes scouts or spies. They have a sense of the epic, and accompany heroes into adventure to witness deeds first. They can cast some arcane spells without preparation, although they do not have the selection a Wizard does, and can use their songs to inspire their comrades in difficult situations. They share some skills with rogues, and their lore is practically unmatched. A Bard can be any non-lawful alignment.
Cleric
A cleric is someone who works for a deity of some sort. Their magic is mainly of a healing nature, making them of great importance on a battlefield. Working for a god has some merits, giving them the power to turn (i.e. destroy) any undead with a simple spell. They can use the majority of armours, as they do not restric their holy (or infernal, depending on whether you're good or evil) powers. They can wield the weapons a rogue can, although they can use shields without training.
Druid
Druids are divine spellcasters, who get their abilities from nature itself, rather than the gods. They try to live in harmony with nature, and have the ability to speak with animals, and ask them for help. They hate anything that is unnatural, such as the undead. When they gain experience, they get the 'Wildshape' ability, which allows them to take on the spape of animals, and eventually more powerful creatures. Often, a Druid will have an animal companion, who will help and guide. Their druidic oaths allow them only to use druidic weapons and light and medium armour and shields. A Druid must be any Neutral alignment.
Fighter
As implied by the name, fighters are the strongest men/women in terms of muscle.They can use all armours (that is light, heavy, and medium) and some robes, although these would not give as much protection on the battlefield. As for weaponry, they can use the majority, although need training for use of exotic weapons, and are proficient with shields. They cannot cast spells. Attributes of this class tend to focus more on strength and dexterity.
Monk
Monks are good all-round fighters, especially trained to fight without armour and often without weapons. They are not spellcasters, bu channel 'Ki', which allows them to perform tremendous feats, such as self-healing and catching arrows in flight, and even dodging blows with lightning fast speed. They are proficient in Monk weapons and cannot use armour, as they lose their special abilities if they do. A Monk must be any lawful alignment.
Paladin
Paladins take every mission seriously, no matter how small it may be, seeing them as personal tests, to demonstrate bravery, learn tactics and do good in the world. These warriors of vitrue are protected by divine virtue, making them able to heal themselves and their allies, protecting them from disease and from fear. The gods guide their swords, making them among the most efficient of warriors, with their diving abilites, such as undead turning. A Paladin seeks to rid the world of all evil, and must be Lawful Good. They are proficient with all simple and martial weapons, and all armour and shields.
Psychic
This isn't a class, it's an ABILITY
Ranger
Skilled stalkers (no, not that kind...) and hunters, Rangers make their homes in the woods. In combat, they are almost as good as fighters, but do not have the same dedication to fighting. A ranger usually has a favoured type of enemy, usually distinguished by race, and they focus their training on them. Rangers might choose to protect those who venture into their woods, making sure they pass safely, and destroying those who would bring harm. Rangers may develop divine spells, and like Druids, often have animal companions. They are proficient in all simple and martial weapons, and light and heavy armour. While wearing light armour, they can fight two handed without penalty.
Rogue
Rogues are the kind of people that are skilled with picking locks and identifying/setting/disabling traps. They aren't quite as strong as fighters, but their skills of picking locks and sneaking make them invaluble. They can only uselight armours, and the majority of robes. As far as weaponry is concerned, they can use longswords, shortswords, daggers, slings, shortbows, longbows, crossbows, maces etc. Exotic weapons require training, as do shields. Rogues are able to cast some spells using scrolls, but cannot memorise them like wizards.
Sorcerer
Sorcerers are arcane spellcasters, who use magic through imagination and talent rather than spending large amounts of time studying. They have no teachers, no books, simply raw power which they direct at will. They know fewer spells than Wizards, and learn them more slowly, but can cast individual spells more often and without preparation. Without goiing through the long years of study that Wizards do, they are better in combat, and can use simple weapons, but still cannot use armour, instead have to opt for robes or normal clothes.
Sword Mage
Oh wait... THERE'S NO SUCH THING, IT'S ILLOGICAL
Wizard
A wizard is someone who has dedicated their life to the study of magic. They aren't particularly strong or good at fighting with weapons, but where they fail at these, they triumph with their magic, able to cast strong offensive spells rather than using weapons. They can also heal themselves when hurt, but only minor wounds, for more serious wounds, a cleric or potion is needed. They are able to wear robes and some light armour, although this will restrict magic to a certain degree. As far as weaponry is concerned, they have ittle need of it, so they can only wield simple weapons, such as staffs, some swords and maces.
Prestige classes - Classes you can take after progressing in a base class, although more than one base class can be taken
Arcane Archer
A class that can only be taken by those who have a trace of elven blood, Arcane Archers enhance their arrows with magic. Your character must be able to cast arcane spells if they are to take this class.
Assassin
Assasins are masters of quick, lethal blows, and deal with spying and informing, and are often killers for hire. Rogues, Monks and Bards are the kind of class that can consider this class. The character must be evil to take this class.
Blackguard
A Blackguard epitomizes evil, the polar opposite of a Paladin. They are completely evil, and no one class makes the best kind of base for Blackguard, only the willingness to serve evil.
Pale Master
Necromancy is normally a poor choice for arcane casters, with those wanting to master the deathly arets normally choosing to do so through divine means. This class is the alternative for arcane casters who want power over the undead. After gaining experience, they gain 'undead graft', a skeletal arm which can paralyze a foe on touch. They can summon undead to their sides, even creating an entire army if powerful enough. A Pale Master can be any non-good alignment.
Shifter
A shifter has no form they can call their own, and can transform into whatever is most expedient at the time. Their sense of self is what makes them themselves, not their external appearance. It is the strength of their soul which allows them to transform in this way. It is usually Druids who take this class.