Classes: Difference between revisions
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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''']]== | ==[[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. | 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. | ||
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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: 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 | 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. | ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice. | ||
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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; 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: | 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. | 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''']]== | ||
==[[Knight | '''Knight''']]== | ==[[Knight | '''Knight''']]== | ||
Revision as of 17:06, 9 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.
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 such 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 which will 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 to function beyond normal levels. As they progress, they can also permanently replace/infuse muscles and organs of other creatures with that of their own bodies.
CRAFT: Masters of creating, animating, and oftentimes grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and their clients will often become less and less human over time.
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; COMBAT: Masters of weapons that channel magical energy through their body and the weapons by what looks like an energetic dance. The better the body 'flows' through movement, the more powerful the energy.
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.
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.
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 and begin an early transformation that over time may possibly slowly transform them into the likeness of the god or their close servants, such as the case of the Avatar Vessel. Their god given powers are more specialized than that of Priests, but often more potent.
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 relics.
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.