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Tides of Darkness: Distant Hope

Character Classes

a part of “Tides of Darkness: Distant Hope”, a fictional universe by Saxious.

This is a D&D inspired game that will be using minimal dice rolling and be more focused on the player's roleplaying

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Tides of Darkness: Distant Hope”.
Discussions pertaining to roleplay on RPG.

Character Classes

Tips: 0.00 INK Postby Saxious on Thu Nov 14, 2013 8:33 am

Image
Decades has passed since War of Distrust, but now the surviving cultists has returned, this time, with an army at their back.
Hope is a distant thing these days... Distant, but not gone.



-Rules and Explanation-The World: Nations and Races
-Classes and Traits-Character Creation






Character Classes




Warrior


Image Traditionally, a warrior is associated to the brave soldier in the frontline charge, the romantic duelist who skillfully wields his blade and the chivalrous knights in their shiny armor. Warriors vary widely in fighting style and preferences, from the acrobatic duelist who spends their whole life perfecting their art and seeking out foes worthy of their attention to the savage barbarians who uses sheer might and fury to turn their foes into bloody pulp all the while they ignore whatever wounds they sustain.

Regardless of origins and preferred fighting style, a warrior is always found where the heat is thickest, and therefore is the preferred profession for those who likes to get their hands bloody.





Class Info

Weapons: Swords, maces, spears, etcRange: Melee
Armor: Any Talents: Damage Dealer, Greater Stamina, Fighting Spirit




Warrior Specialization


Duelist
Image Favored amongst the nobles for representing them whenever a Challenge of Blades is issues, the Duelists polish their skills till they reach near perfection.
For a Duelist, fighting with a blade is an art that requires years worth of practice and patience, unlike the average warrior, the duelist believes in a Creed that requires them to fight with manners and respect for their opponents, something that's often neglected in the real battles.

Duelists focus on speed and precision. A correctly placed wound could end the battle just minutes after it has started, therefore duelists favor the thin rapiers who can easily slide in between rips and muscle towards the heart though it is not unknown for a duelist to carry a dagger of similar shape, in case his opponent did not share his sense of honor.

Armor is something that they rarely use, leather is perhaps the borderline for what they would wear under any circumstance however even then it is commonly agreed that a Duelist feels "restricted" and "slowed".

Duelists are specialized in facing quick and lean opponents, quickly taking out single opponents and making quick work of mob leaders, striking fear into his enemies.

Class Info

Weapons: Rapier Range: Melee
Armor: Leather (at max) Talents: Precise Striking, Sword Dancing, Polished Skills


Knight
Image Noblemen and women. Whether rising through the social ranks by skill, coins or by inheritance, the title of a Knight is often looked up upon as the defender of the kingdom, the hero of every fairytale, and savior of the day. Skilled riders and commanders, a true knight leads by example.

A knights battle consists both on the battlefield and in courtrooms, for as noblemen they must govern their lands and uphold the laws of their kingdom. These men are no strangers to the complicated world of politics, and the rising tension between the kingdoms. Though while a knight is sworn to the Vow of Chivalry, a knight cannot be a knight without coin, therefore most Knights are known to have heavy pouches.

A knight may choose to become a member of a Knightly Order. These Orders can vary, some are noble in cause, others are religious while some are meant to bring knights with a common interest together.

Class Info

Weapons: Sword & Shield, Mace, Lance.Range: Melee
Armor: Heavy or Full plate armor Talents: Nobility, Inspiring Leader, Order Allegiance.


Barbarian
Image The Nal Forest, the Dal Highlands and between the Twin Mountains, the barbarians rule. Notorious for their marauding behavior but respected for their feral prowess, the barbarians respect toughness and strength above anything else. They view the more 'civilized' kingdoms as weak, as having lost touch with their inner warrior.

Despite their lack of intelligence, it is agreed that a barbarian should never be underestimated. Barbarians are no strangers when it comes to pain and death, some are even known to charge into combat wearing nothing more than their hair and skin.
A barbarian's superstitious belief simply confirms that only the brave and battle-scarred will ever enter the halls of their forefathers, some even believe that the eating of his enemy's heart will let him gain more prowess in battle!

Class Info

Weapons: Twin-blades or two-handed weapons.Range: Melee
Armor: None-medium Talents: Rage, Leather Skinned, Animal Instinct.


Mercenary
Image Where there has been conflict, there has been mercenaries. Driven by a lust for money, mercenaries varies from former professional soldiers to self-taught men-of-fortune, they are their own master and sell their blade for whomever they want and has the coin. Like a merchant sells goods, a mercenary sells his services without any sense of remorse for the people he does it for or to.

Whether from alley skirmishes or large scale wars, they always enjoy the rush of battle. However a common mistake is to take a mercenary for slow minded soldier, as a mercenary strikes his own deals he knows very well how to put a price for his services, and even better, how to win a haggle.

A mercenary knows that survival is all about adaption, they learn quickly and develop a sense for dodging a sudden attack. They are quick to pick up the fighting style of a new weapon as well, allowing them to wield weapons from daggers all the way up to polearms.

Class Info

Weapons: Swords, axes, maces, and polearms.Range: Melee
Armor: Any Talents: War Veteran, Deal Making, Quick Learner.


Rouge


Image Universally hated for their disrespect for the law and equally feared for their skills to take what they want. The Rouge is known for living the life outside the law, working together with the black market, earning profit through theft, smuggling, and even murder.

Armed with various blades and tools for their profession, a rouge is just as quick with his tools as he is with his blades, though sometimes it isn't a blade that needs to be used to bring death. Poison and traps are also within the knowledge of the rouge, and can be used to provide "windows" for a rouge to make his/her move.

It is a small art for a rouge to evade a single pursuer. A combination of acrobatics and precise stabs could quickly end the chase, however sometimes it is the ability to blend in with the surroundings that is also allows rouges to get close enough to steal, or kill.

Class Info

Weapons: Dagger, Sword, Bow.Range: Close
Armor: Light Talents: Precise Aim, Stealth, Evasive Maneuvers.



Rouge Specialization



Thief
Image Steal to live, live to steal. Thieves makes a living off from what is within the reach of their fingers, and some are known to test their skills by stealing from the noble only to brag about it later on the black market. Thieves pulls off some of the most amazing stunts. From scaling tall towers, to walking the robe. They have an easier time negotiating roofs than the guards who chases them.
Masters athletics and gymnastics, they hone their skills to challenge themselves. Most use these skills to gain the easy score or poorly defended hoard, though some thieves looks for challenges instead of loot.

Not all thieves depend on getting what they can steal and sell, it isn't unknown for thieves to be hired to steal various goods from a rival merchant, or rival noble man. Thieves prefer to remain unseen and unheard however if it comes down to it, a thief creates a deadly combination of his quick movement and blades.

Class Info

Weapons: Dagger, Sword, Bow.Range: Close
Armor: None Talents: Sure Footed, Nimble Hands, Lock Picker.


Ranger
Image Often associated with their barbarian cousins, the Rangers are survivalists, their knowledge of nature allows them to survive on. They prefer to use their cunning instead of raw strength, therefore the longbow is their favored weapon, allowing them to kill their prey from afar and in hiding.

While thieves are used to disappearing in urban environment, the rangers are masters of camouflage outside the comfort of city walls. Their knowledge of the natural world allows them to hide their tracks and sometimes even their scent. A ranger feels most at home when he sleeps under open stars.

Rangers are often seen accompanied with an animal. A ranger and his animal companion shares a strong bond, each looking out for the other and working together.

Class Info

Weapons: Sword, Bow.Range: Medium
Armor: Light-Medium Talents: Animal Companion, Survivalist, Excellent Tracker.


Assassin
Image Need someone killed discreetly? Need a message for someone? Do you need to get find the man that owes you money, and get back what's yours? The assassin is cable of doing all of this. An assassin relies on his past experience, his cold expertise in dealing with death and the careful calculation of his target's movement.

Assassins and their methods of killing can vary. Some prefers to get close and be brutal while others eliminates their target from afar, whatever the case, the assassin is a master of his profession. An assassin has no need for a shield. It becomes cumbersome and robs the assassin for the ability of wielding a second weapon

In Ardanin, assassins are rarely used as a political weapon between kingdoms, but between merchants and jealous noblemen, they are as active as ever, though assassins are proud of what they do, and should they discover something fishy about whom they kill, the line between client and target becomes blurred.

Class Info

Weapons: Dagger, Crossbow, Sword.Range: Close-Medium
Armor: Light Talents: Sneak Attack, Poison Master, Ears of the Underground.


Bard
Image In a world where the peasant is illiterate, the bards spread the latest news, tell stories of the knight of his great white horse and shiny armor, and humorous jokes. Whether in the city or country road, the bards are known for the company and enchanting stories, though the wiser men would also do well to keep a hand on their pouch as bards seldom earn what they are given.

Bards are often wanders, traveling the world to see the many cities and experience adventures which they later share (with a few extra trolls, of course). Musicians, poets and thieves, the bards is what some would call for a jack of all trades, and can be seen from the royal courts, all the way down to the dirty taverns.

Bards are not only employed for their ability to perform, they are master infiltrators often working as spies and informants. This combination allows them to quickly snatch up information and piece together plans which they then sell either to their employer or the highest bidder.

Class Info

Weapons: Musical Instrument, Sword, and Clubs.Range: Close
Armor: Light Talents: Enthralling Music, Sharp Eared, Nimble Hands.


Priest


Image Priests are the masters of healing, tending wounds with both herbs and divine powers and when in combat, they protect their allies from harm, using wards to fend off and even counter magic. They are skilled exorcists, banishing evil spirits wherever they find them and if needed, they can also direct the wrath of their God towards the monsters and heathens that would dare to expose themselves.

Though, a priest's ability to heal also makes him a likely target by a clever enemy. A priest rarely wears more than light armor, therefore he is likely to die quicker if he is not protected properly. Additiolly, sometimes, priests come so close to their God that they can almost commune, typically the priest becomes haunted by visions, giving him insight as for what he must do, or an unnatural wave of energy forms, allowing him to perform reality weaving powers, such as bringing the lost one back to life or smiting vile devils.

These humble men and women believe that they must lead the example of humility and therefore only arm themselves with simple weapons and light armor for protection, for who can stand against a man with the powers of a Deity at his back?

Class Info

Weapons: Staves, Clubs, Dagger & Knife.Range: Close
Armor: Light Talents: Healing Hands, Resurrection, Smite Evil.



Priest Specialization



Monk
Image Who said that there was need for a blade to kill a monster? Monks turn their very body into a weapon, not restricted to using only two hands, but their legs as well. Monks train themselves to use special weapons (i.e kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling) as well as simpler weapons (i.e dagger, handaxe and javelin) while they combine it with their martial arts.

A monk contains a special form of energy, much like the Mages has their Willpower and the Priests has their Prayers, the Monk has his Ki. The Ki is the ability to focus energy on a single movement known as Speed, Strength and Agility, the choice of Ki often reflects upon the built of the Monk, a Monk with the Ki of Speed would have a lean body. The Ki is improved through vigorous training, deep meditation and experience, often requiring decades of training.

As such, rarely any Monk has ever reached the full potential of all three Kis, It is one or the other that must be chosen.

Class Info

Weapons: Hands, Quarterstaff.Range: Close
Armor: None-Light Talents: Ki, Martial Prowess, Excellent Evasion.


Witch Hunter
Image For centuries man has looked at magic with superstition and fear, a dedicated group decided to face their fear and prove that nothing should be feared, these men and women are known as the witch hunters. Hounds of the Churches and Temples, tasked with finding and eliminating the unlicensed Mages and Wizards.

Like blood hounds, once the witch hunter catches the scent of an illegal wizard, they pursue their prey ferociously, and when found they attack, keeping their fellow hunters well informed. The victim will either be slain in the raid, burned on a stake or only prolonge their life by a few weeks time till the next witch hunter finds them.

These men and women are armed with wards that protect them from the arcane powers of magic, allowing them to get close for their kill. Additionally, some witch hunters chooses to focus on the supernatural, becoming exorcists and the bane of evil spirits as they use holy water, chants of banishment and rites to force the supernatural out of the world.

Class Info

Weapons: Hand Crossbows, Sword and Pike.Range: Close
Armor: None-Light Talents: Man Hunter, Justified Execution, Fearsome Aura.


Paladin
Image Paladins are the crusaders of their Temple. They strive for goodness and order within the world and fight with valor in the face of evil. Like knights, they swear an Oath to the creed of their God, to use nothing but the purest method to achieve their goal.

The Paladins shares the Priest's divine powers, allowing them to combine holy prayers with martial skills as they combat the foes of Order. Furthermore, a Paladin feels it is an obligation to prevent evil, in whatever form it may come in; this often leads to open hostility between the Witch Hunters and the Paladins.

Class Info

Weapons: Sword, Axe, Mace and LanceRange: Close
Armor: Any Talents: Smite Evil, Aura of Good, Holy Rage.


Druid
Image Druids are the keepers of nature and the communicators of the elemental spirits, however the kind has been driven near extinction. Druids’ abilities allow them to communicate with animals and the elemental spirits, granting them great wisdom of the world around them and even the ability to change their shape to an animal.

Druids are born speaking Sylvan and quickly learn the common tongue of his, or her, parents. Sylvan allows the Druid to communicate with Älfars and the spirits of the elements, however to talk with the animals, the Druid needs to take form of the specific animal.

Druids function great as supportive characters, their ability to commune with the natural forces allows them to have much more foresight as for what the party may encounter. Additionally, a Druid's spell are those of nature, whether defensive, augmentative or destructive.

The preferred weapon of a Druid are those which are made from nature itself. Clubs, spears, slings, scimitars, daggers, and such would be a typical weapon of a Druid, however a Druid is no stranger to using the claws or fangs when they are in the form of an animal.

Class Info

Weapons: Scimitar, Spear, SlingRange: Medium
Armor: Light-Medium Talents: Communicate With Nature, Animal Form, Venom Immunity.


Magicians


ImageArdanin is filled with wonders and magic... That doesn't mean that it's appreciated. Magic has always been looked at with suspicion; openly condemned by certain Temples while others saw it with potential, the world is split as for how to deal with Magicians. Zelar and Faron has both agreed to take radical actions and ban magic from their lands, Zelar has degreed that it should be punished with death while Faron exiles whoever are caught practicing it. Both kingdoms are notorious for their high number of witch hunters.
Dalora and Merim has both build Arcane Colleges to provide education for those with these special talents and upon graduation they are given a License, permitting them to practice their art, even in Faron and Zelar (though frequent visits from the witch hunters is to be expected).
Naldorin is still in the process of making an absolute decision, giving witch hunters freedom to hunt them down while nothing restricts the magicians from leaving for the Arcane Colleges.

There are three types of magicians. Wizards, Mages and Sorceresses. Mages are born with the talent for magic and has been educated for a specific school of magic, magic comes easier to them and their memory allows them to quickly recite a spell, or even cast a spell upon gesture or movement. Mages are limited to what school of magic, or the Mage will be stripped of his license and be hunted by the Witch Hunters. Mages are known to learn the more complicated schools, such as Arcane or Universal.

A Wizard is much like a scholar, and depends upon carefully reciting phrases and words before a spell can be cast. Though lacking of natural magic, a wizard shouldn't be underestimated, they are cunning and find ways to cast spells as quickly as a Mage, whether through runes or sheets with magic scrolls. A Wizard has been taught to cast magic, and therefore is capable of do

Class Info

Weapons: Staves, wands, spellbookRange: Medium-Long
Armor: None-Light Talents: Cast Magic, Learn Spells, Create Magic Scrolls.


Multi-Class


Image Where there is a will, there has been a way. Warrior may learn spells to become an Arcane Warrior, or a former monk may have become an assassin, or a mercenary found both coin and heart to become a knight. Whatever the case, the character has picked up a new profession though he keeps his past in handy.

Though with this freedom there comes certain logical restrictions. A barbarian could never possible pose as a proper thief, his usage of sheer brute strength would conflict with a thief's demand for nimbleness. Similarly, a Mage to suddenly learn divine powers would not only be blasphemous for most Temples, they will struggle to suppress their born abilities and receive favor from their God.

A Multi-Classed character is allowed to pick a total of three Talents from the two chosen classes, however he must abide to the rules of his newly attained profession, such as the armor, weapon and even range.
"Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment."
~Buddha

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Saxious
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