Post by David Noles on Mar 19, 2009 8:56:08 GMT 8
Soldier: A soldier is a versatile, weapons-oriented warrior class. He is an adept warrior who fights using skill, strategy and tactics. Soldier is a generic and broad class; individual soldiers have diverse backgrounds and different styles. Bodyguards, adventurers, former soldiers, invading bandit kings, or master swordsmen are all soldiers, yet they come from all walks of life and backgrounds and often find themselves on very different alignments, goals, and sides in a conflict. Melee weapons only.
Knight: 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 his foes. His drive, determination and fighting spirit allow him 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 his hand. The knight's talent with heavy armor, shields and defensive tactics grant him the ability to disrupt his foe's plans. Usually rides on horse back.
Ranger: They are protectors of nature, skilled woodsmen, and often live reclusive lives as hermits. Also they're considered as warriors who use tracking and other wilderness skills to hunt down their enemies. Their special training make them better suited to hit and run tactics and focusing on a single opponent. Many of their combat abilities encourage the ranger to use cunning and mobility as opposed to brute force. Ranged Weapons Expert.
Paladin: The paladin is a holy knight, crusading in the name of good and order and is a divine spellcaster. The paladin class has one of the most restrictive codes of conduct in their single-mindedness and utter devotion to good. Paladin characters are expected to demonstrate and embody goodness. It is taboo for a paladin to lie or use poison and they should only use stealth as a last resort. Paladins exist primarily as a melee combatant with limited divine spellcasting options. Also, apart from being melee combatants, paladins are also often found to function as a diplomat or negotiator.
Dark Crusader: This is an unholy knight, crusading in the name of evil and chaos and is a spellcaster, usually of the bane school. The dark crusader class doesn't have any codes of conduct due to their devotion to evil, except their hate for anything related to good, especially paladins, their counterparts. They are unrestricted in their dealings and usually use of cunningness to achieve their goals without remorse. Melee combatant unit of great skill with minor magic and spellcasting ability.
Mage: Mages are versatile figures, both capable in combat and skilled in the use of divine magic. They are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the mage repels or controls undead is dependent on its alignment.
Druid: The Druid is a versatile class, capable in combat and of casting spells. They gain magic from being at one with nature, or from one of several patron gods of the wild. Unlike the mage, druids do not have special powers against undead and cannot use armor. Druids have various qualities that assist them in natural settings. They work very well with animals and can improve a wild creature's attitude.
Wizard / Witch: A wizard is an arcane magic user, and is considered less effective in melee combat. Wizards cast their spells by using their acquired magical knowledge and experience. In particular, they learn most new spells by seeking out magical writings and copying them into their spellbooks, a method that allows them to master any number of permissible spells once they find them, assembling a broad and versatile arsenal of power. Many wizards see themselves not only as spell casters but as philosophers, inventors, and scientists, studying a system of natural laws that are for the most part unknown and undiscovered. Usually specializes in a single magical school.
Assassin: Assassins are killers and spies. The abilities of an assassin are aimed at being able to kill or incapacitate a target while reducing the risk to the individual assassin. They are skilled at dealing unexpected damage from sneak attacks and can poison their blades without the risk of accidentally poisoning themselves. With training they can deliver sneak attacks that can instantly kill their targets; alternatively, if the target is wanted alive they can merely paralyze the target, allowing time for them to be tied up, placed in manacles or otherwise restrained. Mainly a stealth unit specialized in melee combat.
Engineer: The engineer is a specialist in using and building artillery, constructing field fortification, sapping and all the other tricks of siege warfare. He can supervise the construction of castles and other large buildings, such as cathedrals, aqueducts and bridges. Most engineers have some form of martial training. The engineer is not much of an adventurer, he prefers to have lots of helpers or to work with an army. Favors pistols, muskets and cannons as weapons.
Pirate / Privateer: So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates. They usually adventure for multiple reasons, but most reasons are related to either treasure or loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff. Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, to swim, at least some usefulness on a ship, greed, and little to no objection to stealing. Most Pirates have little to no respect for the law and tend to be selfish and greedy. Pirates who work in the service of a government or nation, however, are known as privateers, and can be lawful.
Thief: A rogue is a versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous and capable of finding and disarming many traps and picking locks. The thief also has the ability to sneak attack enemies who are caught off-guard or taken by surprise, but not as well as assassins.
Dragon Rider: Dragon Riders are the ultimate flying warriors with a bond to their mounts that surpasses the empathy between knight and trained war horse. These warriors are superbly trained in aerial combat. The dragon companion comes and goes as it pleases, but in time of battle it will be with the Dragon Rider. The Dragon Rider cannot always count on the dragon showing when he needs it and cannot expect it to follow all his orders. They are a team and the dragon may disagree with certain actions. The Dragon Rider gains the ability to telepathically converse with his dragon companion. This is a free action if it is used to convey simple combat orders. Can use some weak magic spells, but is mostly a melee unit.
Thanks to Zathras Melora
Knight: 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 his foes. His drive, determination and fighting spirit allow him 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 his hand. The knight's talent with heavy armor, shields and defensive tactics grant him the ability to disrupt his foe's plans. Usually rides on horse back.
Ranger: They are protectors of nature, skilled woodsmen, and often live reclusive lives as hermits. Also they're considered as warriors who use tracking and other wilderness skills to hunt down their enemies. Their special training make them better suited to hit and run tactics and focusing on a single opponent. Many of their combat abilities encourage the ranger to use cunning and mobility as opposed to brute force. Ranged Weapons Expert.
Paladin: The paladin is a holy knight, crusading in the name of good and order and is a divine spellcaster. The paladin class has one of the most restrictive codes of conduct in their single-mindedness and utter devotion to good. Paladin characters are expected to demonstrate and embody goodness. It is taboo for a paladin to lie or use poison and they should only use stealth as a last resort. Paladins exist primarily as a melee combatant with limited divine spellcasting options. Also, apart from being melee combatants, paladins are also often found to function as a diplomat or negotiator.
Dark Crusader: This is an unholy knight, crusading in the name of evil and chaos and is a spellcaster, usually of the bane school. The dark crusader class doesn't have any codes of conduct due to their devotion to evil, except their hate for anything related to good, especially paladins, their counterparts. They are unrestricted in their dealings and usually use of cunningness to achieve their goals without remorse. Melee combatant unit of great skill with minor magic and spellcasting ability.
Mage: Mages are versatile figures, both capable in combat and skilled in the use of divine magic. They are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the mage repels or controls undead is dependent on its alignment.
Druid: The Druid is a versatile class, capable in combat and of casting spells. They gain magic from being at one with nature, or from one of several patron gods of the wild. Unlike the mage, druids do not have special powers against undead and cannot use armor. Druids have various qualities that assist them in natural settings. They work very well with animals and can improve a wild creature's attitude.
Wizard / Witch: A wizard is an arcane magic user, and is considered less effective in melee combat. Wizards cast their spells by using their acquired magical knowledge and experience. In particular, they learn most new spells by seeking out magical writings and copying them into their spellbooks, a method that allows them to master any number of permissible spells once they find them, assembling a broad and versatile arsenal of power. Many wizards see themselves not only as spell casters but as philosophers, inventors, and scientists, studying a system of natural laws that are for the most part unknown and undiscovered. Usually specializes in a single magical school.
Assassin: Assassins are killers and spies. The abilities of an assassin are aimed at being able to kill or incapacitate a target while reducing the risk to the individual assassin. They are skilled at dealing unexpected damage from sneak attacks and can poison their blades without the risk of accidentally poisoning themselves. With training they can deliver sneak attacks that can instantly kill their targets; alternatively, if the target is wanted alive they can merely paralyze the target, allowing time for them to be tied up, placed in manacles or otherwise restrained. Mainly a stealth unit specialized in melee combat.
Engineer: The engineer is a specialist in using and building artillery, constructing field fortification, sapping and all the other tricks of siege warfare. He can supervise the construction of castles and other large buildings, such as cathedrals, aqueducts and bridges. Most engineers have some form of martial training. The engineer is not much of an adventurer, he prefers to have lots of helpers or to work with an army. Favors pistols, muskets and cannons as weapons.
Pirate / Privateer: So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates. They usually adventure for multiple reasons, but most reasons are related to either treasure or loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff. Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, to swim, at least some usefulness on a ship, greed, and little to no objection to stealing. Most Pirates have little to no respect for the law and tend to be selfish and greedy. Pirates who work in the service of a government or nation, however, are known as privateers, and can be lawful.
Thief: A rogue is a versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous and capable of finding and disarming many traps and picking locks. The thief also has the ability to sneak attack enemies who are caught off-guard or taken by surprise, but not as well as assassins.
Dragon Rider: Dragon Riders are the ultimate flying warriors with a bond to their mounts that surpasses the empathy between knight and trained war horse. These warriors are superbly trained in aerial combat. The dragon companion comes and goes as it pleases, but in time of battle it will be with the Dragon Rider. The Dragon Rider cannot always count on the dragon showing when he needs it and cannot expect it to follow all his orders. They are a team and the dragon may disagree with certain actions. The Dragon Rider gains the ability to telepathically converse with his dragon companion. This is a free action if it is used to convey simple combat orders. Can use some weak magic spells, but is mostly a melee unit.
Thanks to Zathras Melora