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- Warrior - A1
- Barbarian - A2
- Knight - A3
- Mercenary - A4
- Monk - A5
- Rogue - A6
- Assassin - A7
- Bard - A8
- Ranger - A9
- Thief - B1
- Priest - B2
- Cleric - B3
- Devil Hunter - B4
- Druid - B5
- Paladin - B6
- Mage - B7
- Alchemist - B8
- Arcane Warrior - B9
- Warlock - B1
- Wizard - C2
This thread is for the RP, Even Gods Bleed. The purpose of this thread is to describe the character classes and specializations. If you have any questions or notice any errors, PM me. There are links below to help navigate to the other pages of the RP as well as a contents listing. And if you are not part of this RP and would like to be, either PM me or use the below links to go to the RP and join. However this final rule goes for everyone: DO NOT POST HERE!
The most physical of the classes, a warrior is at best when surrounded by foes, keeping their attention with powerful swings while allies wreak havoc in relative safety. At the heart of a warrior's fighting style is the choice of weapons. Staunch defenders will gravitate to mixing one handed weapons (be it axe, mace or blade) with a shield, taking advantage of the extra protection offered by interposing a wall of wood or steel between themselves and their foes. More offensive warriors gravitate to the larger two-handed weapons such as the great sword or maul. What they sacrifice in defense, they make up for in damage potential, as the mighty arcs of their blades can easily hit multiple foes at once.
The Warrior is skilled in combat, and usually makes use of heavy armor and weaponry. As such, the warrior is a well-rounded physical combatant.
-Combat Information-Weapons: Great Sword, Maul, Axe
Armor: AnyRange: Close
Talents: Crowd Control, Great Stamina, Damage Dealer
- A2Barbarian
Barbarians also have keen feral alertness, and sheer speed and endurance. They can instinctively guard themselves against ambushes or opponents that surround them, as well as react more swiftly against traps. In straight movement they also enjoy faster than average speed for their race, able to run down most foes. In combat, they are focused on a single target, proficient in melee weapons, and wear light armor.
-Combat Information-Weapons: Sword, Hand Axe, Dagger
Armor: Light - MediumRange: Close
Talents: Rage, Danger Sense, Fast Movement
A3Knight
A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat their foes. Their drive, determination, and fighting spirit allow them to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force their hand. The knight's talent with heavy armor, shields, and defensive tactics grant them the ability to disrupt their foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at their allies.
Knights fight not only to defeat foes but to prove honor, demonstrate fighting ability, and win renown across the land, all while upholding their code.
-Combat Information-Weapons: Sword & Shield, Polearm, Mace
Armor: HeavyRange: Close
Talents: Impenetrable Defense, Iron Will, Shield Mastery
A4Mercenary
Another opinion of them is that they have a lack of morals, a thirst for power, and the training and brute force of a killer. Heartless murderers, mercenaries do what benefits them and don't care who gets killed in the process. Mercenaries will be paid assassins when enough gold is involved, but they are just as likely to save time by killing their employer and taking the cash.
Either way, mercenaries adventure to find their next battle and their next paycheck as well as some excitement. They are most comfortable on the battlefield where they can have fun and get paid for it. A mercenary is well suited in making deals and the same can be said for their skills in diplomacy; when the time calls for it, that is. Some say a mercenary has an aura about them that instills fear, as if he were some sort of wizard casting a spell. Bard's can always be found telling a brave tale of the mercenary's adventures.
Due to a mercenaries lust for money, they develop a sixth sense that helps him dodge unexpected blows, as so he can receive payment in the future. A mercenary is proficient with all types of armor and shields. They can adjust to weapon training easily and as a result they are proficient with a wide variety of weapons: Axes, Bows, firearms, Light Blades, Heavy Blades, Maces and Clubs, Picks and Hammers, Polearms, and Spears and Lances.
-Combat Information-Weapons: Firearms, Light Blades, Picks
Armor: AnyRange: Close
Talents: Deal Making, Cold Hearted, War Veteran
A5Monk
Monks use their body to deal damage. The main shortcoming of your average monk is that they find themselves lacking when it comes to trying to deal with enemies they can't reach. But given the right kind of training a monk can focus their mental skills to such a point that the energy they posses is projected into the real world and into the face of their adversaries. The ability to project their ki into a projectile and attack with it allows the monk to attack with more proficiency than ever before.
However a monk must decide between an astonishing physical prowess or power their ki based abilities; to study both techniques is to walk opposite directions at the same time.
-Combat Information-Weapons: Hands, Quarterstaff, Sai
Armor: NoneRange: Close/Medium
Talents: Ki Blast, Flurry of Blows, Iron Skin
As an archer, a rogue’s mobility is his or her greatest asset. Able to leap clear of combat with ease, the rogue can easily evade single pursuers. Foes hoping to close in will often find themselves pinned in place by an expertly placed arrow through the leg. Should the situation grow more dire, careful distraction and well practiced evasion techniques let the rogue sneak clear of groups, letting foes turn their attentions to the heavily armored warriors.
Armed with blades, a rogue focuses more on positioning, and teaming up with warriors and mages to deal out maximum damage while enemies are either distracted or disabled. Acrobatic strikes lacerate foes, often leaving them bleeding out and steadily weakening, while the rogue smoothly slips behind for a devastating backstab.
Rogues focus on dexterity and cunning, a combination that trades power for precision. Critical hits are the bread and butter of the rogue. These attributes also lead to a solid defense, making the rogue a difficult opponent to hit, which is critical for a class that typically lacks the strength to wear heavier armors.
-Combat Information-Weapons: Dagger, Bow, Sword
Armor: LightRange: Close
Talents: Precise Aim, Stealth, Evasive Maneuvering
- A7Assassin
While every assassin is different, some favoring up close and personal kills and others striking at range, they are all deadly predators and skilled at exploiting their foe’s weaknesses. Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields. There are a surprisingly large number of assassins at work in Cam Lire, though most are away on contract at any given time. They use not only their Strength, Dexterity, and Constitution, but depend on their Intelligence to use all of their physical attributes, using their mind to deduce the best possible way of doing something and doing it.
-Combat Information-Weapons: Crossbow, Rapier, Short Sword
Armor: LightRange: Close
Talents: Sneak Attack, Disguise Self, Poison Master
A8Bard
A bard is something of a curiosity. Musicians and troubadours, doubling as spies, exploit their access to powerful nobility to glean secrets for employers who are usually nameless even to the bard. The nobles welcome such entertainers with open arms. Unfortunately, when they finally realize that a master spy has been among them, it is usually too late. Bards use music to soothe hearts and cloud minds; in combat, their abilities to inspire allies and distract foes are legendary. Beyond their music, they are masters of dirty fighting, stealth and larceny.
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields. The bard is, first and foremost, an entertainer. As such, they seeks an audience for more aggressively than any treasure. If they gets paid for the performance, well, that's just a bonus. Bards are the face of the party. With their naturally high Charisma and impressive skill set, they are excellent negotiators and arbiters. They also sometimes take the form of dancers.
-Combat Information-Weapons: Musical Instrument, Whip, Sap
Armor: LightRange: Medium
Talents: Bardic Music, Skilled Hands, Entrancing Voice
A9Ranger
Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes. Rangers have animal empathy, meaning they can understand them and communicate with them to a certain degree. This is why they can persuade a variety of beast to fight along aside them.
Rangers are usually associated with the wisdom of nature. Tending to be wise, cunning, and perceptive. Many are skilled in stealth, wilderness survival, and tracking. Archery and swordplay are common to rangers, though there are many instances where rangers use a variety of weapons, skills, and sometimes magic or have a resistance to magic.
The ranger's wide range of abilities allows him to survive and even excel in almost any surroundings. Like animals, rangers watch their target and learn them inside and out. Thereafter, gaining numerous bonuses when fighting or interacting them. As warriors, they use tracking and other wilderness skills to hunt down their enemies. A ranger is proficient with all simple and martial weapons, and with light armor and shields.
-Combat Information-Weapons: Axe, Knife, Bow
Armor: Light - MediumRange: Medium
Talents: Animal Empathy, Beast Companion, Excellent Tracking
B1Thief
Well, while the common rogue is a con-man, scout extraordinaire, the thief is a highly trained specialist in the art of housebreaking and feats of dexterity and acrobatics. As an adventurer, they are masters of negotiating difficult terrain and situations with flair and panache. Masters of athletics and gymnastics, they hone their art to a level that seems to be magical to the uninitiated. Most use these skills to gain the easy score or poorly defended hoard, but some take up the life of an adventurer as a chance to test their purely mortals skills against the world full of magic and supernatural creatures.
Thieves are usually involved in a life of petty crime but are occasionally employed to acquire special items for a client, usually for a great price and are privy to the value of objects on the market. Breaking into places without attracting attention is their primary style of engagement, but are capable of defending themselves when things go from bad to worse. A thief should never be without some means of escape, however a thief can get into and out of just about any location. Thieves have a very limited use of weapons: Dagger, Pistol, Short Sword, Short bow; a thief cannot wear armor.
-Combat Information-Weapons: Pistol, Dagger, Short Sword
Armor: NoneRange: Close
Talents: Shadow Stepping, Acrobatic Mastery, Nimble Hands
Priest are the best healer. However this makes them extremely soft targets when it comes to be struck, not be able to wear anything better then light armor, making them large targets for excessive amounts of damage, and dying quickly if not guarded properly. The priest's effectiveness depends mostly, if not solely upon the deity to whom they pledges their servitude. In any case, the priest most soundly reflect their deity's code of conduct, and uses in battle methods and tactics as they are most appreciated by the deity in question.
Priest are proficient with all simple weapons and wear light armor. But, with the strength of their deity behind them, these individuals can bring the fallen back from death, and make them stronger, faster, and smarter. They will never fail in time of need. For failure of those who should be saved, is a failure to their deity.
-Combat Information-Weapons: Dagger, Staff, Knife
Armor: LightRange: Medium
Talents: Haling Hands, Resurrection, Holy Smite
- B3Cleric
Clerics have devoted themselves to healing, so they have sacrificed any and all types of martial training. Clerics are terrible in combat and are mainly support characters. Though they are weak in combat, frail in stature, and generally slower in movement than other classes, they fill the role of protection, healing, and buffing better than any other class. Instead of spending days in the dojo or fighting on the street they instead spent their early days helping the needy or the sick. Reluctant to shed blood, clerics are limited to blunt, bludgeoning weapons. But, their proficiency in wielding them will only help to fend off lowly beast or creatures, or the occasional drunken fool.
-Combat Information-Weapons: Mace, Staff, Sap
Armor: NoneRange: Medium
Talents: Create Food & Water, Cure, Heal
B4Devil Hunter
It is through such pacts that a devil hunter can be made or born. Often times, pacts such as these result in the individual being a warlock. However, sometimes, the individual takes a liking to more dangerous work. Instead of harnessing their inner powers to unleash destructive invocations and dark magic, they turn it inward. They use the fiendish heritage they have to augment their own abilities. They shun the typical frail nature of a wizard for the more exotic thrill of combat that is best described as up close and personal. They train rigorously early in their career, learning to avoid blows rather than wear big heavy armor, and how to take down an enemy before they have the chance to take them down.
Devil Hunters are skilled with all simple, martial weapons, and the Exotic Weapons of the Hand Crossbow and the Double Sword, usually wearing medium or heavy armor. Flamboyant, arrogant, and often prone to moments of showing off, the devil hunter learns a vast array of abilities meant to bewilder and confuse the opponent while putting him in the best position to bring the bulky, two-handed weapons that are preferred by his profession to good use.
-Combat Information-Weapons: Hand Crossbow, Double Sword, Shield
Armor: Medium - HeavyRange: Close
Talents: Excellent Evasion, Slayer, Devilish Style
B5Druid
This is mostly possible because druids know Sylvan, the language of woodland creatures. A druid also knows Druidic, a secret language known only to druids. Druids are forbidden to teach this language to nondruids.
Druids work well as supportive characters, being both versatile spellcasters and capable fighters. Druids can cast transportation, augmenting, defensive, destructive and recuperative magic, while spontaneous casting allows them to summon animal allies to their side. The wild shape ability allows them to assume the form of animals specialized for differing purposes - they can become a hawk to scout, a cat for stealth, a horse for transport, a snake to climb, or a bear for combat.
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. They can wear light and medium armor, but are cannot wear metal armor; thus, they may wear only padded, leather, or hide armor. Though, a druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel.
-Combat Information-Weapons: Scimitar, Spear, Sling
Armor: Light - MediumRange: Medium/
Talents: Wild Shape, Venom Immunity, Natural Sense
B6Paladin
-Combat Information-Weapons: Heavy Sword, Battle Axe, Lance
Armor: AllRange: Close
Talents: Holy Rage, Smite Evil, Aura of Good
Alternately, Mages can turn their teammates into an unstoppable force by healing, adding elemental damage to weapons, and seemingly altering time in the party’s favor. Both Warriors and Rogues can benefit from having a Mage at their backs.
But perhaps the main reason Mages are feared is that they command the battlefield with incredible area-of-effect damage. Enemies who are not incapacitated or countered with empowered allies are simply obliterated. All of the classes are masters in their own discipline, but it’s Mages who truly leave the earth scorched in their wake.
The default weapon of mages is the staff, which deals ranged damage and never misses the target. Mages may also use light armor or simple weapons.
-Combat Information-Weapons: Staff, Wand, Spellbook
Armor: LightRange: Long
Talents: Spell Cast, Empower, Crowd Control
- B8Alchemist
An alchemist is able to find, extract and refine minerals and essences which he can then transmute and combine to create new and powerful substances. He is also skilled in the use of such substances to enhance his mental and physical abilities, notably to lengthen lifespan and gain invisibility. He can also use these substances in a way similar to "enchantment", but to call it that is equal to blasphemy to an Alchemist.
An Alchemist is a remarkable individual, capable of manipulating matter and energy. Not all people can become competent alchemists merely by studying. Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix.
They are extremely secretive, careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemists generally keep their research notes coded so that only they, or other like-minded alchemical geniuses, may understand them.
Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.
The alchemist is a master of the worldly mysteries, a scientist of the spiritual mysteries of the planes, and seeker of the greatest secrets. Those who become alchemists seek power and knowledge. Power through knowledge or knowledge through power; it makes little difference. Alchemists are experts in brewing potions and experimental research. They tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden. Alchemists like to spend most of their days inside, studying, and are usually only drawn out of their home form a need for food, water, materials, or the hope of getting some rare material with which to work.
-Combat Information-Weapons: Potions, Dagger, Staff
Armor: LightRange: Long
Talents: Transmutation, Improvised Weapon, Potion Creation
B9Arcane Warrior
Arcane warriors are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the arcane warrior has both martial aptitude & supernatural might makes him a powerful opponent.
Arcane Warriors thrive in the heat of combat, they learn to harness pain and transform it into power, restoring strength whenever the mage suffers damage. Arcane Warriors are somewhere between a warrior and a wizard with a twist. They are arcane spell casters trained from a young age for one purpose: war. As such their spell repertoire is much more limited than other spell casters, but includes a wider variety of damage dealing spells, including some that are only accessible to Arcane Warriors.
They are fighters by nature who channel their arcane energies into devastating attacks, many of which can destroy legions of enemies. Some Arcane Warriors are even powerful enough and use their spells to the extent that they can single-handedly lay siege to a city. Arcane warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical abilities. They also tend to be very hardy & are often quite noticeable & charismatic.
-Combat Information-Weapons: Sword, Staff, Battle Axe
Armor: Light - MediumRange: Close
Talents: Combat Magic, Crowd Control, Indomitable Will
C1Warlock
In the face of dark & demonic powers, most heroes see death, horror, and evil. Warlocks see only one thing: Opportunity. Dominance is their aim, and they have found a path in ancient dark arts. These voracious individuals summon demonic entities to fight for them. At first, they command only the lesser creatures of the abyss, but as a warlock’s knowledge grows, seductive beings, loyal damage takers, and other horrific creatures join the dark mage’s ranks to wreak havoc on anyone who stands in their master’s way. Many who have felt their wrath now prefer to fight alongside a warlock than against one.
Warlocks bargain away their souls for power and tend to be evil, though nothing requires them to be. In fact, demons and devils will jump on the chance to corrupt someone good to evil, but such instances are rare. There are those warlocks are good from the beginning and do not partner with demonic eldritch, but its usually those people whose power come from their blood that are usually good aligned.
A warlock does not prepare or cast spells as other wielders of magic do. Instead, they possess a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses their soul. A warlock can use any invocation he knows at will. Warlocks are great ranged damage dealers, though they themselves lack in the melee department, but that is where their summoned beings and party members come into the loop. Warlocks are proficient in light armor, some shields, and simple weapons.
-Combat Information-Weapons: Dagger, Staff, Sword
Armor: LightRange: Long
Talents: Blood Pact Ritual, Summoning, Eldritch Blast
C2Wizard
Often times, their powers will usually manifest themselves at a very young age. There have been many dangerous, some even fatal, instances of young wizards uncontrolled power harming another or themselves. Some are even raised to fear and deny their power, some even cast out as demons, while others are taught to cultivate and refine it. The wizard true nature almost always wins out, though, and if he is in a setting where his gift is not appreciated, or worse, reviled, he will most often leave to pursue a place where he will be free to hone his abilities.
The wizard is a magical powerhouse. They can boost comrades combat effectiveness, help their compatriots scout, and levy fiery magical assaults at the enemies. Depending on whether or not they specialize, they may have access to nearly any kind of spell. If desired, a wizard may specialize in a school of magic. Specialization allow a wizard to hone their magical abilities and become greater.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail. A wizard must study their spellbook each day to prepare their spells. They cannot prepare any spell not recorded in their spellbook, except for read magic, which all wizards can prepare from memory.
-Combat Information-Weapons: Spellbook, Dagger, Quarterstaff
Armor: NoneRange: Long
Talents: Spell Cast, Read Magic, Magically Adept