Classes: Difference between revisions
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The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change. | The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change. | ||
Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. | Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both. | ||
==[[Air Master | '''Air Master''']]== | ==[[Air Master | '''Air Master''']]== | ||
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COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. | COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. | ||
==[[Barbarian | '''Barbarian''']]== | ==[[Barbarian | '''Barbarian''']]== | ||
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many | COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many barbarians are also berserkers. | ||
==[[Bard | '''Bard''']]== | ==[[Bard | '''Bard''']]== | ||
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies. | ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies. | ||
==[[Beast Lord | '''Beast Lord''']]== | ==[[Beast Lord | '''Beast Lord''']]== | ||
NATURE: Their powers of nature give them dominion over animals | NATURE: Their powers of nature give them dominion over animals that may even serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival. | ||
==[[Biomancer | '''Biomancer''']]== | ==[[Biomancer | '''Biomancer''']]== | ||
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others | CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others so that they may function beyond normal levels. As they progress, they can also permanently use muscles and organs of other creatures to replace those of their own bodies. | ||
==[[Biotech Master | '''Biotech Master''']]== | ==[[Biotech Master | '''Biotech Master''']]== | ||
CRAFT: Masters of creating, animating, and | CRAFT: Masters of creating, animating, and grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and those who use their body replacement parts will often become less and less human over time. Many who use the body enhancements or begin the artificial transformation, become addicted. Biotech masters will often work with Ornamancers or acquire that form of magic if possible. | ||
==[[Bizarro | '''Bizarro''']]== | ==[[Bizarro | '''Bizarro''']]== | ||
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality to entertain, punish, defeat or destroy: as whatever their personal goals are; or to honor the gods whose powers they've discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples. | ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality. They may use their powers to entertain, punish, defeat or destroy: as whatever their strange personal goals are; or even to honor the gods whose powers they've discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples. | ||
==[[Blade Dancer | '''Blade Dancer''']]== | ==[[Blade Dancer | '''Blade Dancer''']]== | ||
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and | ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and their weapons. Their fighting style looks like that of an energetic dance. The more graceful the body 'flows' through movement, the more powerful the energy. Sometimes, they pause during a fight to build up energy and release it into an enemy with a powerful strike. | ||
==[[Blaster | '''Blaster''']]== | ==[[Blaster | '''Blaster''']]== | ||
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing energy through both hands at once. | ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing their energy through both hands at once. | ||
==[[Bounty Hunter | '''Bounty Hunter''']]== | ==[[Bounty Hunter | '''Bounty Hunter''']]== | ||
COMBAT; ROGUISH: "Swords for hire" that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety. | COMBAT; ROGUISH: "Swords for hire" that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety. In Storm & Steel, they often work for the [[Eternal Prison | Eternal Prison]]. | ||
==[[Change Master | '''Change Master''']]== | ==[[Change Master | '''Change Master''']]== | ||
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller. | ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller. | ||
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ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. | ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. | ||
==[[Dark Harvest Witch | '''Dark Harvest Witch''']]== | ==[[Dark Harvest Witch | '''Dark Harvest Witch''']]== | ||
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. As they become more powerful, they typically become less and less human. | ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human. | ||
==[[Dark Knight | '''Dark Knight''']]== | |||
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren't necessarily evil but often known for questionable acts even if they're not evil. | |||
==[[Death Lord | '''Death Lord''']]== | ==[[Death Lord | '''Death Lord''']]== | ||
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. | ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart. | ||
==[[Death Warrior | '''Death Warrior''']]== | ==[[Death Warrior | '''Death Warrior''']]== | ||
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe. | |||
==[[Deck Master | '''Deck Master''']]== | ==[[Deck Master | '''Deck Master''']]== | ||
==[[ | ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games. | ||
==[[Deck Warrior-Knight | '''Deck Warrior-Knight''']]== | |||
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable. | |||
==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | '''Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)''']]== | ==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | '''Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)''']]== | ||
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence. They begin an early transformation, that over time, may form them into the likeness of the god or the god's close servants. Such is the case of the Avatar Vessel. The god given powers of each of the vessels are more specialized than that of Priests and often are more potent. Deity Vessels are typically easy to spot, as they often have divine energy swirling about them in what might be described as a halo. | |||
==[[Desert Master | '''Desert Master''']]== | ==[[Desert Master | '''Desert Master''']]== | ||
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands. | |||
==[[Desolator | '''Desolator''']]== | ==[[Desolator | '''Desolator''']]== | ||
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance. | |||
==[[Destroyer | '''Destroyer''']]== | ==[[Destroyer | '''Destroyer''']]== | ||
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes. | |||
==[[Divine Assassin | '''Divine Assassin''']]== | ==[[Divine Assassin | '''Divine Assassin''']]== | ||
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine. | |||
==[[Divinity Master | '''Divinity Master''']]== | ==[[Divinity Master | '''Divinity Master''']]== | ||
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy artifacts, relics, and sites. They are able to summon divine beings to aid and pprotect them. | |||
==[[Druid | '''Druid''']]== | ==[[Druid | '''Druid''']]== | ||
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land. | |||
==[[Dungeoneer | '''Dungeoneer''']]== | ==[[Dungeoneer | '''Dungeoneer''']]== | ||
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge! | |||
==[[Element Master | '''Element Master''']]== | ==[[Element Master | '''Element Master''']]== | ||
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a 'universal elementalist' has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element. | |||
==[[Elemental Warrior | '''Elemental Warrior''']]== | ==[[Elemental Warrior | '''Elemental Warrior''']]== | ||
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the 'universal elementalist warrior' has. | |||
==[[Enchantment Master | '''Enchantment Master''']]== | ==[[Enchantment Master | '''Enchantment Master''']]== | ||
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types. | |||
==[[Eye Lord | '''Eye Lord''']]== | ==[[Eye Lord | '''Eye Lord''']]== | ||
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don't. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes. | |||
==[[Fey Master | '''Fey Master''']]== | ==[[Fey Master | '''Fey Master''']]== | ||
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned. | |||
==[[Fire & Ice Master | '''Fire & Ice Master''']]== | ==[[Fire & Ice Master | '''Fire & Ice Master''']]== | ||
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice. | |||
==[[Fire Master | '''Fire Master''']]== | ==[[Fire Master | '''Fire Master''']]== | ||
ARCANE; COMBAT: Warrior-mages that use the power of fire. | |||
==[[Fist Master | '''Fist Master''']]== | ==[[Fist Master | '''Fist Master''']]== | ||
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks. | |||
==[[Flesh Crafter | '''Flesh Crafter''']]== | ==[[Flesh Crafter | '''Flesh Crafter''']]== | ||
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task. | |||
==[[Fleshbone Grafter | '''Fleshbone Grafter''']]== | ==[[Fleshbone Grafter | '''Fleshbone Grafter''']]== | ||
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying. | |||
==[[Fool | '''Fool''']]== | ==[[Fool | '''Fool''']]== | ||
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion. | |||
==[[Forge Master | '''Forge Master''']]== | ==[[Forge Master | '''Forge Master''']]== | ||
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion. | |||
==[[Gate Master | '''Gate Master''']]== | ==[[Gate Master | '''Gate Master''']]== | ||
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent. | |||
==[[Gladiator | '''Gladiator''']]== | ==[[Gladiator | '''Gladiator''']]== | ||
COMBAT: Masters of combat that have forged a living from performing in public combat. | |||
==[[Goblin Summoner | '''Goblin Summoner''']]== | ==[[Goblin Summoner | '''Goblin Summoner''']]== | ||
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned. | |||
==[[Golem Maker | '''Golem Maker''']]== | ==[[Golem Maker | '''Golem Maker''']]== | ||
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation. | |||
==[[Harlequin | '''Harlequin''']]== | ==[[Harlequin | '''Harlequin''']]== | ||
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers. | |||
==[[Harvest Witch | '''Harvest Witch''']]== | ==[[Harvest Witch | '''Harvest Witch''']]== | ||
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic. | |||
==[[Healer | '''Healer''']]== | ==[[Healer | '''Healer''']]== | ||
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources. | |||
==[[Ice Master | '''Ice Master''']]== | ==[[Ice Master | '''Ice Master''']]== | ||
ARCANE; COMBAT: Warrior-mages that use the power of ice. | |||
==[[Illusion Master | '''Illusion Master''']]== | ==[[Illusion Master | '''Illusion Master''']]== | ||
ARCANE: Create illusions by either creating visible and audible 'phantom' objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality. | |||
==[[Ironmancer-clanker | '''Ironmancer-clanker''']]== | ==[[Ironmancer-clanker | '''Ironmancer-clanker''']]== | ||
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature. | |||
==[[Jester | '''Jester''']]== | ==[[Jester | '''Jester''']]== | ||
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity. | |||
==[[Knight | '''Knight''']]== | ==[[Knight | '''Knight''']]== | ||
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal. | |||
==[[Lich Master | '''Lich Master''']]== | ==[[Lich Master | '''Lich Master''']]== | ||
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich. | |||
==[[Lore Master | '''Lore Master''']]== | ==[[Lore Master | '''Lore Master''']]== | ||
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic. | |||
==[[Maestro | '''Maestro''']]== | ==[[Maestro | '''Maestro''']]== | ||
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power. | |||
==[[Mage | '''Mage''']]== | ==[[Mage | '''Mage''']]== | ||
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately. | |||
==[[Magiotech-arcangineer | '''Magiotech-arcangineer''']]== | ==[[Magiotech-arcangineer | '''Magiotech-arcangineer''']]== | ||
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons. | |||
==[[Magus | '''Magus''']]== | ==[[Magus | '''Magus''']]== | ||
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods. | |||
==[[Martial Artist | '''Martial Artist''']]== | ==[[Martial Artist | '''Martial Artist''']]== | ||
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery. | |||
==[[Mind Master | '''Mind Master''']]== | ==[[Mind Master | '''Mind Master''']]== | ||
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them. | |||
==[[Monster Master | '''Monster Master''']]== | ==[[Monster Master | '''Monster Master''']]== | ||
ARCANE; NATURAL: Able to use their powers to summon and control monsters. | |||
==[[Monster Rider-Destriot | '''Monster Rider-Destriot''']]== | ==[[Monster Rider-Destriot | '''Monster Rider-Destriot''']]== | ||
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts. | |||
==[[Moon Mage | '''Moon Mage''']]== | ==[[Moon Mage | '''Moon Mage''']]== | ||
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline. | |||
==[[Moon Warrior | '''Moon Warrior''']]== | ==[[Moon Warrior | '''Moon Warrior''']]== | ||
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers. | |||
==[[Ornamancer | '''Ornamancer''']]== | ==[[Ornamancer | '''Ornamancer''']]== | ||
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects. | |||
==[[Paladin | '''Paladin''']]== | ==[[Paladin | '''Paladin''']]== | ||
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden. | |||
==[[Plague Bearer | '''Plague Bearer''']]== | ==[[Plague Bearer | '''Plague Bearer''']]== | ||
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition. | |||
==[[Plunderer | '''Plunderer''']]== | ==[[Plunderer | '''Plunderer''']]== | ||
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles. | |||
==[[Power Master | '''Power Master''']]== | ==[[Power Master | '''Power Master''']]== | ||
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy. | |||
==[[Priest | '''Priest''']]== | ==[[Priest | '''Priest''']]== | ||
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith. | |||
==[[Puppet Master | '''Puppet Master''']]== | ==[[Puppet Master | '''Puppet Master''']]== | ||
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations. | |||
==[[Ranger | '''Ranger''']]== | ==[[Ranger | '''Ranger''']]== | ||
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman. | |||
==[[Raven/Crow Master | '''Raven/Crow Master''']]== | ==[[Raven/Crow Master | '''Raven/Crow Master''']]== | ||
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen. | |||
==[[Rune Master | '''Rune Master''']]== | ==[[Rune Master | '''Rune Master''']]== | ||
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources. | |||
==[[Saint | '''Saint''']]== | |||
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works. | |||
==[[Scout | '''Scout''']]== | ==[[Scout | '''Scout''']]== | ||
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information. | |||
==[[Sea Master | '''Sea Master''']]== | ==[[Sea Master | '''Sea Master''']]== | ||
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion. | |||
==[[Sentinel | '''Sentinel''']]== | ==[[Sentinel | '''Sentinel''']]== | ||
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck. | |||
==[[Shadow | '''Shadow''']]== | ==[[Shadow | '''Shadow''']]== | ||
ARCANE; ROGUISH: Supernatural masters of shadow. | |||
==[[Shaman | '''Shaman''']]== | ==[[Shaman | '''Shaman''']]== | ||
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar. | |||
==[[Sharpshooter | '''Sharpshooter''']]== | ==[[Sharpshooter | '''Sharpshooter''']]== | ||
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare. | |||
==[[Shipmaster | '''Shipmaster''']]== | ==[[Shipmaster | '''Shipmaster''']]== | ||
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging. | |||
==[[Siren | '''Siren''']]== | ==[[Siren | '''Siren''']]== | ||
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses. | |||
==[[Slayer | '''Slayer''']]== | ==[[Slayer | '''Slayer''']]== | ||
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers. | |||
==[[Sniper | '''Sniper''']]== | ==[[Sniper | '''Sniper''']]== | ||
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally. | |||
==[[Sorcerer | '''Sorcerer''']]== | ==[[Sorcerer | '''Sorcerer''']]== | ||
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers. | |||
==[[Specter Master | '''Specter Master''']]== | ==[[Specter Master | '''Specter Master''']]== | ||
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter. | |||
==[[Spellblade | '''Spellblade''']]== | ==[[Spellblade | '''Spellblade''']]== | ||
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted. | |||
==[[Spirit Master | '''Spirit Master''']]== | ==[[Spirit Master | '''Spirit Master''']]== | ||
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit. | |||
==[[Spirit Totem Master | '''Spirit Totem Master''']]== | ==[[Spirit Totem Master | '''Spirit Totem Master''']]== | ||
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes. | |||
==[[Stalker | '''Stalker''']]== | ==[[Stalker | '''Stalker''']]== | ||
ROGUISH: Specialists whose talent of stealth and spying come easy. Their ability to avoid detection even in close conditions is remarkable. | |||
==[[Steam Mage | '''Steam Mage''']]== | ==[[Steam Mage | '''Steam Mage''']]== | ||
ARCANE; COMBAT; CRAFT: Masters of creations using steam and mechanical sciences. They are able to make personal magic, steam-powered equipment as well as large machines that can be used as weapons or for construction and excavation. They are also capable of making air ships. | |||
==[[Supreme Commander | '''Supreme Commander''']]== | ==[[Supreme Commander | '''Supreme Commander''']]== | ||
COMBAT; CRAFT; DIVINE: Magical masters of tactics, strategy, defense, attack, battle maneuvers, war engine warfare and control, and waging campaigns of war and sea conflict. They are able to engineer and enchant creations that can turn the tide of battle. Their presence among allies can zealously inspire, just as much as they can bring fear into the hearts of enemies. | |||
==[[Templar | '''Templar''']]== | ==[[Templar | '''Templar''']]== | ||
COMBAT; DIVINE; NATURE: Mighty battle priests/clerics of the various deities and religions. They are skilled in the use of both heavy armor and weaponry. Their divine powers can protect and destroy. | |||
==[[Tomb Robber | '''Tomb Robber''']]== | ==[[Tomb Robber | '''Tomb Robber''']]== | ||
ROGUISH: Specialists in researching, finding, and negotiating through tombs, ancient sites, and highly trapped areas. | |||
==[[Torment Master | '''Torment Master''']]== | ==[[Torment Master | '''Torment Master''']]== | ||
DIVINE: Divine keepers of some of the worst or most notorious prisoners, damned souls, and those who are bound to make atonement for their transgressions or overcoming great guilt. They are able to magically summon those who are supernaturally indebted. When the condemned have fulfilled their tasks or are slain, they are supernaturally removed from the presence of the keeper. The summoning and removal of the forsaken is usually quite disturbing to most viewers. Many of the prisoners come from vast supernatural prisons found in the world or from other planes and dimensions. The prisons that hold these captives are not always just; as there are prisoners that have been imprisoned by dark lords, kings, gods, demons, etc. Those that condemn the tormented receive something in turn for giving up their prisoners. The Torment Master does not determine whether a captive's obligation is fulfilled to its entirety, as that is decided by the judges and the conditions of the sentences. | |||
==[[Tree Lord | '''Tree Lord''']]== | ==[[Tree Lord | '''Tree Lord''']]== | ||
CRAFT; DIVINE; NATURE: Divinely attuned to plants and trees, they gain powers, abilities, and physical features related to plants of all varieties. They have the ability to shape plants into desirable forms such as weapons, armor, and objects that are useful to overcome obstacles and threats. | |||
==[[Undead Destroyer | '''Undead Destroyer''']]== | ==[[Undead Destroyer | '''Undead Destroyer''']]== | ||
ARCANE; COMBAT; CRAFT; DIVINE; ROGUISH: Dedicated adversaries to the undead with powers associated with either divinity, arcane power, or both. Some are powerful combatant engines of destruction or stealthy supernatural assassins. Undead destroyers can use the bones of their fallen foes to make supernatural creations such as armor, weapons, and mounts. | |||
==[[Unholy Channeler | '''Unholy Channeler''']]== | ==[[Unholy Channeler | '''Unholy Channeler''']]== | ||
CRAFT; DIVINE: Wielders of unholy power that attacks the spirit or soul of an enemy. Their powers can be used to create unholy temples, altars, and cursed sites. They can also summon unholy creatures to serve them. | |||
==[[Vision Master | '''Vision Master''']]== | ==[[Vision Master | '''Vision Master''']]== | ||
ARCANE: Masters of divination and supernatural sight. Their powers of divination and prophecy can make them extremely hard to defeat in nearly any arena. | |||
==[[Warmaster | '''Warmaster''']]== | ==[[Warmaster | '''Warmaster''']]== | ||
COMBAT; CRAFT; DIVINE: Supernatural warriors driven to engage in battle. They are empowered by the gods, making them stronger, tougher, harder to strike, and quite unstoppable. They are experts in matters of battle and can change the tide of a fight. Their skills include making weaponry, armor, and war engines. Warmasters typically seek out to find or build the heaviest, most protective battle armor they can possess. | |||
==[[Warrior | '''Warrior''']]== | ==[[Warrior | '''Warrior''']]== | ||
COMBAT: The most basic of the fighting classes. They progress very quickly at the expense of not specializing. Monsters often take the path of the warrior. | |||
==[[Weapon Master | '''Weapon Master''']]== | ==[[Weapon Master | '''Weapon Master''']]== | ||
COMBAT; ROGUISH: Specialized warriors that focus on mastering the art of fighting with weapons. They will often forsake heavier armor to maximize mobility in combat. While they are good in a direct fight, they sometimes focus on stealth to accomplish their missions. | |||
==[[Witchdoctor | '''Witchdoctor''']]== | |||
ARCANE; CRAFT; DIVINE; NATURE: Tribal spellcasting wielders of healing and destructive powers. They can commune with and channel the power of spirits to aid them. They are capable makers of potions, talismans, magical weapons, and other supernatural aids. | |||
==[[WitherMage-desiccator | '''WitherMage-desiccator''']]== | ==[[WitherMage-desiccator | '''WitherMage-desiccator''']]== | ||
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Withered wielders of deadly magic that withers their enemies and empowers the desiccator in return. They are typically reliant upon striking their enemies to steal their essence, so they often use stealth and learn to fight. Wither-Mages are often hard to tell apart from a desiccated corpse. They are also capable of animating their victims. | |||
==[[Wizard | '''Wizard''']]== | ==[[Wizard | '''Wizard''']]== | ||
ARCANE; CRAFT: Wizards are the most well-rounded masters of the arts of spellcasting. They zealously learn all forms of arcane magic, and are quite powerful casters, despite their typical lack of specialization. Their efficacy of casting and thorough studies of their arts usually causes them to progress very slowly, thus explaining why many of the great wizards are often far along in their years. Among their great skills, they are great crafters of enchanted things. | |||
==[[Wraith Master | '''Wraith Master''']]== | ==[[Wraith Master | '''Wraith Master''']]== | ||
ARCANE: Arcan spellcasters who seek the quick path to undeath and everlasting existence in the form of a wraith. | |||
Latest revision as of 03:43, 11 September 2026
The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.
Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both.
ARCANE: Manipulates air and channels power from and through it. Not to be confused with an Element Master.
COMBAT: Female warriors that are trained to channel feminine energy to fight and defend.
COMBAT: Specializes in the deadly combat use of bows and arrows.
ROGUISH: Uses stealth, combat ability, chemicals, and tricks to remove a target or enemy.
COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class.
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many barbarians are also berserkers.
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies.
NATURE: Their powers of nature give them dominion over animals that may even serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival.
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others so that they may function beyond normal levels. As they progress, they can also permanently use muscles and organs of other creatures to replace those of their own bodies.
CRAFT: Masters of creating, animating, and grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and those who use their body replacement parts will often become less and less human over time. Many who use the body enhancements or begin the artificial transformation, become addicted. Biotech masters will often work with Ornamancers or acquire that form of magic if possible.
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality. They may use their powers to entertain, punish, defeat or destroy: as whatever their strange personal goals are; or even to honor the gods whose powers they've discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples.
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and their weapons. Their fighting style looks like that of an energetic dance. The more graceful the body 'flows' through movement, the more powerful the energy. Sometimes, they pause during a fight to build up energy and release it into an enemy with a powerful strike.
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing their energy through both hands at once.
COMBAT; ROGUISH: "Swords for hire" that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety. In Storm & Steel, they often work for the Eternal Prison.
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller.
ARCANE: Specialized gamesters who channel magical energy through chess pieces and other game related objects and symbols. Such pieces act as servants, protectors, and magic talismans. Although this form of magic is garnered from the gods, it is not considered divine magic. The more powerful they become, the more powerful the pieces become, and the more they can potentially affect at one time.
COMBAT: The Chess Warrior learns to channel the magical energy of the gods by embodying the same energy used by the Chess Master, but through themselves, rather than chess pieces. At first, the abilities are less potent. As they become more powerful, they are able to channel more power, eventually becoming similar to a living golem and able to use other powers. Similar to the Chess Master, the powers of the Chess Warrior are not considered divine, although granted by the gods. Chess Warriors are usually 'champion-protectors' of some sort, often associated with nobility or royalty. They are quickly recognizable by their chess related attire, armor, and weaponry.
COMBAT: Masters of a close and personal fighting style that uses clawed gauntlets, metal claws, or their actual claws if they have them. They typically develop a fighting style that mimics the movement of clawed creatures in their world.
ARCANE; CRAFT: Master crafters that use magic to alter reality to accelerate their ability to construct or break down structures. The more powerful they become, the quicker their work is completed, seeming to be instantaneous at times. They are able to shape raw materials with their bare hands. If they use their powers on a temporary basis, they're able to cause exceptionally quick changes, such as creating a pit, partially collapsing ceiling, and erecting protective barriers, even in the middle of a fight. Constructocons are highly sought out by communities, lords, and kings, since they are able to construct buildings and even castles in a shorter period of time.
ARCANE; DIVINE; NATURE: Powerful magic wielders, granted powers by the gods, who are able to create creatures that can act as protectors, steeds, scouts, and companions. More powerful creators are able to create non-living objects.
COMBAT: Masters of the deadly combat use of crossbows and bolts/quarrels.
COMBAT: Masters of destruction by means of smashing with fists, gauntlets, oversized knuckle-dusters, etc. When fully trained, their fists are like maces and become even more destructive as they become more powerful. They usually become insanely strong and tend to go berserk.
ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic.
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human.
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren't necessarily evil but often known for questionable acts even if they're not evil.
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart.
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe.
ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games.
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable.
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence. They begin an early transformation, that over time, may form them into the likeness of the god or the god's close servants. Such is the case of the Avatar Vessel. The god given powers of each of the vessels are more specialized than that of Priests and often are more potent. Deity Vessels are typically easy to spot, as they often have divine energy swirling about them in what might be described as a halo.
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands.
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance.
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes.
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine.
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy artifacts, relics, and sites. They are able to summon divine beings to aid and pprotect them.
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land.
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge!
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a 'universal elementalist' has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element.
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the 'universal elementalist warrior' has.
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types.
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don't. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes.
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned.
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice.
ARCANE; COMBAT: Warrior-mages that use the power of fire.
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks.
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task.
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying.
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion.
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion.
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent.
COMBAT: Masters of combat that have forged a living from performing in public combat.
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned.
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation.
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers.
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic.
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources.
ARCANE; COMBAT: Warrior-mages that use the power of ice.
ARCANE: Create illusions by either creating visible and audible 'phantom' objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality.
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature.
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity.
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal.
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich.
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic.
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power.
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately.
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons.
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods.
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery.
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them.
ARCANE; NATURAL: Able to use their powers to summon and control monsters.
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts.
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline.
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers.
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects.
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden.
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition.
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles.
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy.
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith.
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations.
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman.
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen.
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources.
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works.
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information.
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion.
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck.
ARCANE; ROGUISH: Supernatural masters of shadow.
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar.
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare.
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging.
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses.
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers.
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally.
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers.
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter.
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted.
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit.
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes.
ROGUISH: Specialists whose talent of stealth and spying come easy. Their ability to avoid detection even in close conditions is remarkable.
ARCANE; COMBAT; CRAFT: Masters of creations using steam and mechanical sciences. They are able to make personal magic, steam-powered equipment as well as large machines that can be used as weapons or for construction and excavation. They are also capable of making air ships.
COMBAT; CRAFT; DIVINE: Magical masters of tactics, strategy, defense, attack, battle maneuvers, war engine warfare and control, and waging campaigns of war and sea conflict. They are able to engineer and enchant creations that can turn the tide of battle. Their presence among allies can zealously inspire, just as much as they can bring fear into the hearts of enemies.
COMBAT; DIVINE; NATURE: Mighty battle priests/clerics of the various deities and religions. They are skilled in the use of both heavy armor and weaponry. Their divine powers can protect and destroy.
ROGUISH: Specialists in researching, finding, and negotiating through tombs, ancient sites, and highly trapped areas.
DIVINE: Divine keepers of some of the worst or most notorious prisoners, damned souls, and those who are bound to make atonement for their transgressions or overcoming great guilt. They are able to magically summon those who are supernaturally indebted. When the condemned have fulfilled their tasks or are slain, they are supernaturally removed from the presence of the keeper. The summoning and removal of the forsaken is usually quite disturbing to most viewers. Many of the prisoners come from vast supernatural prisons found in the world or from other planes and dimensions. The prisons that hold these captives are not always just; as there are prisoners that have been imprisoned by dark lords, kings, gods, demons, etc. Those that condemn the tormented receive something in turn for giving up their prisoners. The Torment Master does not determine whether a captive's obligation is fulfilled to its entirety, as that is decided by the judges and the conditions of the sentences.
CRAFT; DIVINE; NATURE: Divinely attuned to plants and trees, they gain powers, abilities, and physical features related to plants of all varieties. They have the ability to shape plants into desirable forms such as weapons, armor, and objects that are useful to overcome obstacles and threats.
ARCANE; COMBAT; CRAFT; DIVINE; ROGUISH: Dedicated adversaries to the undead with powers associated with either divinity, arcane power, or both. Some are powerful combatant engines of destruction or stealthy supernatural assassins. Undead destroyers can use the bones of their fallen foes to make supernatural creations such as armor, weapons, and mounts.
CRAFT; DIVINE: Wielders of unholy power that attacks the spirit or soul of an enemy. Their powers can be used to create unholy temples, altars, and cursed sites. They can also summon unholy creatures to serve them.
ARCANE: Masters of divination and supernatural sight. Their powers of divination and prophecy can make them extremely hard to defeat in nearly any arena.
COMBAT; CRAFT; DIVINE: Supernatural warriors driven to engage in battle. They are empowered by the gods, making them stronger, tougher, harder to strike, and quite unstoppable. They are experts in matters of battle and can change the tide of a fight. Their skills include making weaponry, armor, and war engines. Warmasters typically seek out to find or build the heaviest, most protective battle armor they can possess.
COMBAT: The most basic of the fighting classes. They progress very quickly at the expense of not specializing. Monsters often take the path of the warrior.
COMBAT; ROGUISH: Specialized warriors that focus on mastering the art of fighting with weapons. They will often forsake heavier armor to maximize mobility in combat. While they are good in a direct fight, they sometimes focus on stealth to accomplish their missions.
ARCANE; CRAFT; DIVINE; NATURE: Tribal spellcasting wielders of healing and destructive powers. They can commune with and channel the power of spirits to aid them. They are capable makers of potions, talismans, magical weapons, and other supernatural aids.
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Withered wielders of deadly magic that withers their enemies and empowers the desiccator in return. They are typically reliant upon striking their enemies to steal their essence, so they often use stealth and learn to fight. Wither-Mages are often hard to tell apart from a desiccated corpse. They are also capable of animating their victims.
ARCANE; CRAFT: Wizards are the most well-rounded masters of the arts of spellcasting. They zealously learn all forms of arcane magic, and are quite powerful casters, despite their typical lack of specialization. Their efficacy of casting and thorough studies of their arts usually causes them to progress very slowly, thus explaining why many of the great wizards are often far along in their years. Among their great skills, they are great crafters of enchanted things.
ARCANE: Arcan spellcasters who seek the quick path to undeath and everlasting existence in the form of a wraith.