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by crybaby on Sat Dec 01, 2018 12:08 am
KNIGHT
Knights are the warriors elite, but their sphere is not warfare alone. They are men and women of honor and breeding, the force of chivalry in a savage land. Like warriors, knights have high strength and endurance, but they rely on their high personalities in social situations. A knight is a person granted an honorary title of knighthood by a monarch, bishop or other political leader for service to the monarch or a Christian church, especially in a military capacity. Historically, in Europe, knighthood was conferred upon mounted warriors. During the High Middle Ages, knighthood was considered a class of lower nobility. By the Late Middle Ages, the rank had become associated with the ideals of chivalry, a code of conduct for the perfect courtly Christian warrior. Often, a knight was a vassal who served as an elite fighter, a bodyguard or a mercenary for a lord, with payment in the form of land holdings.
TRAITS: honorable, brave, charitable, selfless, stubborn, loyal
SKILLS: sword and shield play, hand-to-hand combat, strength
MAGE
The mage can be exceptionally powerful. A well-equipped mage can tackle a wide range of situations; whether it be a difficult lock or a stubborn merchant, magic can be used to overcome it. They serve almost as an advisor to the group, credited to their extensive knowledge of the universe and the balancing of the chaotic and good. Although not quite as easy as being a melee fighter, a mage can be far more powerful than any warrior. They make up their lack of strength with their strong affinity for magic.
TRAITS: wise, passive, temperamental
SKILLS: elemental magic, intelligence
RANGER
Even as civilization slowly wins its battle with the wilderness, the woodland warriors, the rangers, are unchallenged in their environment. Rangers are hardly savages. They are supremely adaptive fighting men and women, sometimes guardians of the forest, sometimes protectors of travelers. Whatever the individual goal, it behooves a ranger to have great strength and endurance. Rangers are specialist warriors whose weapon of choice is the bow. Warriors who prefer close melee have called the archer's long-distance attack dishonorable, but to the Ranger, efficiency is most important. They cannot waste their arrow shots as conventional warriors can waste their strikes. High strength gives arrows more power, but high agility is even more important for the Ranger.
TRAITS: witty, sly, tactician, independent
SKILLS: survival skills, archery, thievery
CLERIC
When a cleric takes up an adventuring life, it is usually because his or her god demands it. The goals of the deities require that they have mortal agents in the world, and pursuing those goals often involves braving the dangers beyond the walls of civilization and security, smiting evil or seeking holy relics in ancient tombs
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power lightly or to everyone who seeks it, but only to those they choose to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but ultimately the ability to cast cleric spells relies on devotion and an intuitive understanding of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can inspire awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. And sometimes evildoers benefit most from a mace to the head, so clerics don’t neglect combat training and can wade into a melee.
TRAITS: versatile, righteous, inspirational, helpful, judgmental, entitled
SKILLS: divine magic (healing), holy fire, limited necromancy
BEASTMASTER
Living out in the wilderness is just easier with a loyal dog at your side and a hawk on your arm. The Beastmaster employs a number of beasts (non-magical and magical), and can be as simple as a Houndmaster using two or three dogs, to something more fantastic like a snake charmer or dinosaur rider. The Beast Master Ranger is still a martial class who fights alongside his/her beasts. The Beastmaster has an affinity for connecting to creatures unlike any other, being able to communicate and tame even the most frightening of creatures.
TRAITS: noble, protective, loud, reckless
SKILLS: taming creatures, extensive knowledge on all species, ability to speak telepathically with their pets
ARISTOCRAT
Aristocrats are members of the upper class, standing atop pillars of wealth high above the common folk. Most are born of nobility, though some come into their wealth later on in life. While most aristocrats are content to live lavish, decadent, sedentary lives safe in town, some feel the call of adventure, and often finance expeditions or safaris with their great wealth. While they seem to not have much to fight with, these people often are a master of their words. Highly intelligent and skilled in the art of diplomacy, Aristocrats are quite possible the scariest to debate with as they almost always win.
TRAITS: just, posh, vain, bold, strong-willed
SKILLS: diplomacy, communication, knowledge
ORACLE
Oracles, also known as the Prophets, contain the abilities to predict the future. Oracles are of higher beings - male and female - whose task is to guide the warriors of good, communicating them the will and actions of the highest order. Often thought as kooks or just crazy in general, Oracle's have always foretold the truth. And while the future they see may not be able to be changed, it can be altered. They are often people of peace, who seek to help without payment.
TRAITS: detached, quiet, peaceful, skittish
SKILLS: precognition, extrasensory perception
BARBARIAN
True savage warriors, barbarians hail from the wastelands, where only the strongest and hardiest survive. What they may be lacking in social finesse, barbarians more than counterbalance with their battle prowess. The Barbarian is a breed of Fighter focused more on sheer damage than defense. Often less civilized than most and possessing the potential of a berserker rage, Barbarians are not ones to mess with.
TRAITS: brutish, blunt, dauntless, resilient
SKILLS: brute strength, combat, berserker rage
ROGUE
This is the business-like attitude of the assassin: we are the merchants whose commodity is death. Cold-blooded and efficient, the assassin is trained to find weakness and to commit murder for a profit. Still, a strong, agile, and quickfooted solo assassin can have a long, bloody, and lucrative career. Equal parts thief and warrior, rogues do not avoid combat like most other thiefly classes. After all, it is often efficacious to beat a few heads to get to the gold. To this end, rogues are trained in a variety of weapons in addition to their thiefly skills. A strong arm is as important as nimble fingers to a rogue, and speedy feet may be most important of all. No one gets in and out of as much trouble as a rogue.
TRAITS: independent, cold, aggressive, commanding
SKILLS: stealth, combat, dexterity, agility, speed
SWASHBUCKLER
Quick, witty, and light on their feet Swashbucklers are perhaps the most elegant of fighters. Quite possibly the flashiest as well. They prefer a more grandeur, acrobatic type of combat rather than the force of the knight or barbarian. Swashbucklers are daring adventurers who combine outstanding courage, swordfighting skill, resourcefulness, chivalry and a distinctive sense of honor and justice. Often known as pirates, Swashbucklers are masterful navigators and sailors, able to lead even in the night. They are filled with pride and ego and boast about their successes and talent and are more than willing to prove their boasts aren't just show.
TRAITS: egotistical, flirtatious, honest, chivalrous
SKILLS: swordplay, navigation, sailing, acrobatics, agility
“Fantasy Character Classes.” TV Tropes, tvtropes.org/pmwiki/pmwiki.php/Main/FantasyCharacterClasses.
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