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Abandoned in Amtophia Rebooted

Classes

a part of “Abandoned in Amtophia Rebooted”, a fictional universe by AnitaBreak.

Retry! What happens to the characters we create when we stop playing our games? This storyline will follow a party of characters in a RPG that have banded together after losing their creators. Based in the fantasy world of Amtophia.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Abandoned in Amtophia Rebooted”.
Discussions pertaining to roleplay on RPG.

Classes

Tips: 0.00 INK Postby AnitaBreak on Thu Dec 11, 2014 8:50 pm

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All settlements in all the countries have the following; Merchants, Traders, Black-Market Merchants, Farmers, Fisher Priest, Nobles, Slaves, Blacksmiths, Artisans, Musicians and Innkeepers. These can be added to a player's character as a sub class if Desired. I will post a second part to this below explaining these in more detail.

If there is a class you are set on playing that is not here please post it below and I will let you know if it will fit.



  • Fighter-The ever-loved standard warrior. The fighter's focus is combat, and in that area it is the most versatile. Fighters do not have any features unique to themselves, but they are capable of using most equipment, and learn various combat-related skills that suit their particular tastes.
  • Paladin-They are primarily hybrids between a Fighting class and a Clerical class due to their vast weapon training options and their Clerical group beneficial chants. They rely on their ability to chant holy battle vows to assist their realm-mates. Though having the ability to wear plate and train in weapons, the Paladin is not as strong in melee as a Weapon Master.
  • Weapon Master-Weapon Master is a class where a fighter who has chosen one particular weapon or a fighting style for one particular weapon and has trained and honed their skill in that particular field to the point of mastery.
  • Barbarian-Barbarians are the terrifying warriors of the wild. Though they cannot not wear as heavy armor as fighters can, they can go into berserk rages, giving themselves difficulty dodging, but increasing their strength and toughness. While raging, they cannot concentrate for more than a few moments. They are also good at avoiding and taking damage. Rarely use shields, preferring to dual wield or use two handed weapons.
  • Thief-Though thieves are rarely trustworthy, they are terrific companions in a quest. Their sneak attacks are deadly when the opponent is caught off guard, and they are skilled at dodging what others cannot, and even defending themselves as well against multiple enemies as a single enemy. They are the best at dealing with traps.
  • Monk-Martial artist and philosopher combined forms the monk. Without armor or weapons, their fists can eventually deal more damage than swords, they can jump very high and dodge exceedingly well. As their wisdom and strength grow, they can speak to all living creatures, kill with masterful strikes, and remain strong even in old age.
  • Ranger- Rangers are kind of mages who draw their power from the world around them. They are very closely attuned to the cycles and voices of nature, and can use this ability to channel the ethereal energy that flows through all living things. Excellent with archery.
  • White Mage- White mages draw their power from the pure source of arcane energies. They use a pure form of magic, and fiercely oppose dark arts like necromancy and mental domination. While they use spells like most other mages, their spells shape the fabric of reality directly, without using the power of elements. Also, they don't need to prepare their spells. Once learned, they continuously have access to their spells.
  • Blue Mage-Masters of counter magic, Avatars of spell-breaking. The Blue Mages are a select group of wizards who specialize in stopping others from using magic and spells. Truly, they are the bane of any magical foe. Orderly and well organized at their best, and controlling and possessive at their worst, the Blue Mage is a class suited to those who wish to have absolute control over the flow of battle.
  • Green Mage-Green Mages use the power of Wind. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. But Wind users suggest that all magic is equally powerful, but that since theirs is the only one you can't see coming, that perhaps you should fear it most of all.
  • Red Mage-Red Mages are scholars of all the different schools of magic. They know some White, Green, Blue and yes even Black spells. They are the jack-of-all-trades in the magic world.
  • Shaman-These are more oracular, and have more peaceful uses. Shaman are often hired by leaders of tribes of factions to give them a third eye's view of their competition with other groups, though. They are more information-givers for hire than anything else.
  • Druid-A hybrid healer/mage that uses elemental and nature magic. Often found in native tribes of Elves, but can be other races. They often have the abilities to communicate, control and/or become animals.
  • Cleric-The Cleric draws his magic from his faith in a deity. This grants them similar powers, but they are more supportive and indirect. A good cleric specializes in healing spells.
  • Bard-Bards are a group of slightly mischievous wanderers, traveling across the lands as storytellers. While Bards are trained to play a wide variety of different instruments, many have a personal favorite that they use most of the time. The most talented performers are able to make a living by enchanting audiences with their tales and ballads, although many Bards sometimes go through hard times, and need to resort to more devious means of survival. They often depend on their luck to get them through difficult situations.
  • Battle Dancer-Dancers are the lyricist, the voice, the instrument, and the music of their own. The Dancer is an alternative to the spell-based Bard class, whereas this class has a little more combat prowess to the sacrifice of spell casting ability. Dancers are often carefree, and careless, choosing the path that fancies them most, leading them down a chaotic path of life, but many have their own reasons for the paths they choose. A Dancer may be non lawful.

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-Necromancer:A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls and usually the best thing to do that is by raising/summoning undead from their fallen enemies, skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate. A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control (and at higher levels, seriously, a 'crowd controller') able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.I

-Assassin: The assassin is an unfailing assailant; most of his targets never see him, and fewer still survive his first assault. The assassin stays in the shadows until the time is right. When it is, he takes a single step, transporting his way to his target, and unleashes a lethal flurry of attacks before making his way back to safety. Those few that survive this attack are generally unable to find their assassin, who has blended perfectly with the shadows by that point. Even if they do, they may find that he is quite capable of short bursts of hand-to-hand combat - long enough to finish off the weakened foe, but too short for the assassin to take damage. The assassin is a subtle character, not wasting time hefting huge weapons to bring to bear or casting spells to destroy large portions of an area. Instead, he is best against a single target, taking little time to make his attacks. The assassin's skills also focus on being able to survive while beyond the aid of his teammates, as he may well be beyond the healing ability of the party's cleric while waiting for an opportune moment to strike. The assassin's abilities come at a steep cost: while he is an expert in the use of daggers and has excellent mobility, he is unable to use any other weapon or any armor heavier than light (and, indeed, loses nearly all of the benefits of this class if he violates these restrictions).

-Black Knight: A Black Knight is a leader of the forces of evil. Often found amongst the ranks of necromancers, they learn how to raise the undead to aid in their conquest of the light. Much like a paladin, they are an order of knights who fight for a purpose. Yet unlike paladins, they utilize the dark lusts of using those who have passed to forward their goals. Rarely are they found off of the battle field, even more rarely are they found amongst a party of adventurers. When they are found in small groups of adventurers though, they are almost always at the head of the group making sure that their knight's code is being upheld by the entire party.

-Blood Celebrant: The Blood Celebrant delights in the use of blood as fuel for his arcane arts. He draws magical sigils in blood upon the earth, on paper, on doorways… pretty much any surface. Then he releases the spell with greater power than any regular sorcerer could dream of, gifted by the limitless power of the vile gods for whom he calls the blood. He also can use certain other gifted abilities such as his Bloodstar familiar, Constitution bonuses, alternate Corruption costs for Corrupt spells, and the spell Avasculate.

-Shadowcaster: This Class is strongest at night. Shadowcasters draw their power from the dark, using it against those that might try their evil acts in the night. They might be a would-be Paladin who feels drawn to the night. Because shadowcasters do not follow social norms, they must take laws with a grain of salt. They work in the time where the public laws are most difficult to enforce, and in a way they become their own law.

-Slaver: Slavers specialize in the buying and selling of life. They enslave others and use them as currency, or put them to work as laborers and mules. While others often regard the slave trade as disturbing, there are others that often reward the Slavers for their services. Although Slavers deal in a often criticized trade, they will protect their property without hesitation, and yes, they do consider slaves to be property. A general rule of thumb when it comes to slavers, if they see, and they want it, they'll take it, even if they must resort to force. This doesn't mean Slavers are kleptomaniacs, but they very rarely take "no" as an answer.



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Like some of the hero classes these can be played in most alignments. Good or Evil.

-Con Artist: Also known as a Confidence Man, the Con Artist is good at taking things and getting away. Each Con Artist has his own way of getting away that he prefers, but all do it well. Some can even take your weapon away without you even knowing. One second you have it and then it`s gone, out of sight, and out of your hands.

-Fire Mage: A fire mage is a potent user of various spell-like abilities. They are powerful, but limited in usefulness against things that are strong against fire, especially things immune to fire. They are good at dealing a large amount of fire damage to their foes, and they are more often than not potent at deception. They are not generally used in the same role as sorcerers and wizards, but more often used in a similar parameter to a rogue or lightly-armored fighter, despite using what could be vaguely described as magic. They seem to enter a rage or berserk state which can harm all around them including allies.

-Tarot Mage: For centuries practitioners of magic have used different foci to harness or augment their powers. Tarot magic is an extremely specialized school. Its spellcasters are wizards who forsake normal spellbooks in favor of the magic of the tarot deck. With a complete deck of 78 arcane tarot cards, a tarot mage has the potential of casting any known spell. There are two kinds of tarot decks; the mundane deck is a tool that the tarot mage can use to read fortunes and entertain the masses. The other deck is a special, arcane deck that allows the mage to cast certain spells. One goal of tarot mages is to find the magic cards or locate the materials necessary to create these magical devices. Tarot mages will protectively guard t heir special decks because without them, they lose much of the arcane power.

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Pit Fighter-One by one the Pit-Fighter punches, kicks, and slams his opponents to the ground. In the ring he is a force, as likely to bear hug you against his spiked armor as he is to drive a running knee at high speed into your jaw. He's strong, agile and a master brawler. The Pit-Fighter excels at hand-to-hand combat and grappling. Born showmen, they overpower their enemies with immense strength, willing to sacrifice themselves in battle if it means dominating the opponent. A Pit-Fighter would not think twice to tackle a foe off a steep mountain edge if it meant he could wrestle and crush him all the way to the bottom. Pairs well with ex-slaves.
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AnitaBreak
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Re: Classes

Tips: 0.00 INK Postby Zalgo on Sat Dec 13, 2014 2:45 am

I've thought up of a couple different classes that I think would be interesting to include, one of which I might be using since I'm making a different character than before.

Beast Master - Those who belong to this class have a bond with their animal companion on a spiritual level. Their relationship gives them the combined strength and ferocity to face down most foes with the might of the animal kingdom. Without each other they are incomplete, a mere fraction of themselves but together they fight in precise coordination, two minds entwined to achieve perfect coordination for a truly impressive primal assault.

Golemancer - This class belongs to arcanists who specialize in the study of Golemancy, the art of constructing and maintaining artificial guardians animated by magic. Golems can be built out of any non-living material from earth and metal to glass and wood. There are even rumors to be golems made of previously dead flesh and bone though it is easy to confuse necromantic fusions for actual golems of such nature. A golemancer while not particularly impressive either physically or magically on their own are feared for the sheer power of their creations. Most of a golemancer's magic tends to be aimed towards boosting the effectiveness of their golems, turning an already daunting foe into a true force to be reckoned with.

I've designed these to create a couple classes with more of a focus on companion synergy for an interesting duo dynamic. Your thoughts?
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Re: Classes

Tips: 0.00 INK Postby AnitaBreak on Sat Dec 13, 2014 10:57 am

I like them. Approved!

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Re: Classes

Tips: 0.00 INK Postby Lazyscreename on Sun Dec 14, 2014 7:26 am

I suppose that Merchant is now Con Artist, and replace that as well as mercenary with Warrior then?

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Re: Classes

Tips: 0.00 INK Postby Mineczka on Wed Dec 17, 2014 10:57 pm

I HAS ANOTHER CLASS!!!
It's called the Dragoon! I use Mario's tactic to MURDER YOU AND YOUR FRIENDS. :P
Here's the D&D Wiki link:
http://www.dandwiki.com/wiki/Dragoon_(3 ... tige_Class)
"Life...Dreams...Hope...Where do they come from? And where do they go? None of that junk is enough to fulfill your hearts! Destruction...Destruction is what makes life worth living! Destroy! Destroy! Destroy! Let's destroy everything!"
— Kefka Palazzo

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