Classes

 

Mage Cleric Necromancer Warrior Psionisist Druid Ghoul Ranger
Paladin Bard Blackguard Rogue Berserker Monk Shaman  

 

Mage

Mages are the masters of the arcane. They have the knowledge to harness the magic of the elements and bend it to their will. Their magic can unleash destructive forces beyond a warrior's wildest dreams. The high mage's ability to multiburst is the envy of any spellcaster. Their control over the elements permits them to replenish the charges in magical items- an ability the secret of which is unique to the mage guild. All this knowledge, however, comes at a price since the time a mage spends studying leaves him with little time to develop himself in the art of physical combat. Thus they make poorly armed combatants. But then they prefer to stand back and roast their enemies with a fireball.

 

Races: Human, Elf, Pixie, Halfling, Demon, Drow, Illithid, Elder, Ghoul, Wraith, Gnome.

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Cleric

Cleric is a 'spellcasting' class devoted primarily toward defense. A deity gives the CLERIC spells in the curing, warding, and protection divinities. CLERICs being of a defensive nature fare poorly in the art of mortal combat. They much prefer to be civil servants to society or doctors to their comrades in arms.

 

Races: Human, Dwarf, Halfling, Elf, Pixie, Troll, Elder, Illithid, Drow, Tabaxi, Ogre, Orc.

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Necromancer

They are the romancers of the undead causing pain, death and rebirth in the form of a tainted soul in unrest. They have the dark power to drain energy from corpses and animate them to their will. Their magic includes raising dead armies, resurrecting corpses for brief periods of time, asking ancient spirits for knowledge, sapping the life force out of living things, and healing. Possessing dark magic to feed off the living and the dead, they are feared throughout life and death.

 

Races: Human, Wraith, Elder, Ghoul, Illithid, Drow, Demon.

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Warrior

Devoting his life to the improvement of his body, he strives to reach a state of physical perfection. He is, therefore, a master of the fighting arts, relying on brute strength to crush his opponents. Once experienced, he is able to attack much faster than his enemies, and tends to do more damage with each blow. Years of endurance training ensures that a hearty warrior is capable of sustaining blow after blow from opponents. He lives for combat and the thrill of battle. Indeed, warriors are the best fighters of all the classes, but lack the subtle skills of thieves and the magical talents of mages and bards. Warriors are best for those who don't mind taking the direct approach, even when another method might be called for. Toward the defense side of the warriors, skills of parry, rescue and bash door allow the warrior to ward off attacks, rush to the aid of fellow comrades, and open doors rather barbarically.

 

Races: Human, Dwarf, Elf, Troll, Ghoul, Lizardman, Drow, Demon, Tabaxi, Ogre, Orc.

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Psionicist

Psionicist is a 'spellcasting' class that derives its power from within. The psionisist is somehow able to gather and direct his mental energies to perform miraculous feats that defy nature. He harnesses, shapes, and utilizes the natural forces which infuse his own being to form protective barriers around himself and to damage the neural networks and mind of the enemy. Since the psi's spells are fuelled strictly from within, many of the devotions that a Psionisist can practice are strictly personal in effect, and cannot be used on others.

 

Races: Human, Elf, Wraith, Illithid, Drow, Demon.

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Druid

Druids are philosophers, teachers, counselors and magicians. Their intimate knowledge of the land allows them to draw magic from it; indeed, the very word means "Forest Sage". They use nature as their ally, controlling it and shaping it to fit their needs. To them, every part of nature is sensed as part of the great web of life, with no one creature or aspect of it having supremacy over another. They are the priests of nature, the guardians and protectors of the forests. They are advisors to rulers, judges, teachers, and an authority in matters of worship and ceremony.

 

Races: Human, Minotaur, Elf, Pixie, Elder, Halfling, Ogre.

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Ranger

Hunters and masters of woodcraft, rangers are the guardians of the wild. They are expert hunters and trackers, and are more knowledgeable at survival techniques and nature lore then any other class. Rangers excel at physical combat as living in the wilderness often tests their courage and fortitude to survive. They also posses some magically ability which lets them call upon the inherent magically forces of nature to assist them when needed. A typical boast a variety of expertise for he is a rugged survivalist, the well- traveled explorer, the cunning hunter, the fierce savage, the wild beastmaster, and the mystical animist. Rangers generally become more comfortable with their skills as they spend more and more time within the wilderness, away from cities.

 

Races: Human, Dwarf, Elf, Halfling, Lizardman, Drow, Tabaxi.

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Paladin

Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. Their natural place is in the front rank, where they can both take the fight to the enemy and place yourself between the opposition and the more vulnerable members of your party. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Great paladins are more concerned with justice and charity than with meting out punishments and preaching about other people's moral failings. With luck, tales of a Paladin's deeds will live long after that Paladin has ceased to exist.

 

Races: Human, Lizardman, Minotaur.

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Bard

Bards are known for their love of music and the written arts in all their forms. They possess the gift for words and singing and their voices possess great powers. They sing their songs in preparation of battle, during combat, and after to protect, to destroy and to heal. Their focus on creativity must not be mistaken for a careless attitude towards life. They are traveling minstrels, collecting tales and lore wherever they happen to be. Extremely curious, they have a deep wanderlust. On their many journeys, they have acquired many spells and skills from the different classes. They are the keepers of tradition, of the memory of the tribe and custodians of the sacredness of the Word.

 

Races: Human, Elf.

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Blackguard

Blackguardss are fighters that specialize in draining the strength and energy out of their opponents while inflicting considerable damage at the same time. They have some knowledge of necromancy, however, their spells are limited to mainly curses.

 

Races: Human, Dwarf, Halfling, Minotaur, Elf, Pixie, Wraith, Troll, Lizardman, Drow, Demon, Tabaxi, Ogre, Elder, Ghoul.

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Rogue

Rogues are the masters of stealth, supreme in sneaking, backstabbing, and assassination. With their pick lock and poison weapon skill, they also make perfect assassins for political powerhouses. They know no equal in their knack of escaping from danger, learning multiple methods of evasion. Because of their amazing agility, they are very difficult to hit during combat. Since they learn to move without being detected, they often strike their victims with a quick but deadly stab to the back. While they try to avoid fights that are not weighted heavily in their favor, thieves are still competent warriors, and are able to attack much more quickly than all but the most skilled of opponents. The organizations that thieves form are highly secretive, and their structures are only fully understood by their members. Others, however, prefer to work alone and avoid the company of their peers. Rogues are inferior to warriors in face-to-face combat, although they can outmatch the pure spell-casting classes physically.

 

Races: Human, Dwarf, Halfling, Elf, Pixie, Wraith, Drow, Troll, Orc.

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Berserker

Berserkers are a melee class that focus on raw strength to achieve their goals. Wielding axes, claws and spears, they can tear apart their enemy quickly and efficiently. Years of bloody combat have given them the ability recover quicker from battle quicker than most. During combat, they often go into a rage and become completely focused on the kill. They employ a variety of scare tactics and are not opposed to fighting dirty in order to win.

 

Races: Human, Dwarf, Halfling, Minotaur, Troll, Ghoul, Lizardman, Demon, Ogre, Orc.

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Monk

A true monk finds the balance between his physical, spiritual, and mental selves. He is a warrior who uses special combat tactics, superior speed, bare-handed attacks, and unique defensive skills to succeed where others fail. He is an agile master of martial arts combat who calls upon his inner mental strength to perform a variety of feats including meditative healing and special unarmed attacks. His skills forge mind, body, and spirit into an indomitable force. Using his unarmed attacks he can break limbs, cause internal bleeding, sweep an opponent off his feet, and deliver body-crushing throws. A monk spends much effort in his quest for inner harmony. He studies the works of his gods and goddesses seeking a "higher level" of understanding.

 

Races: Human, Dwarf, Elf, Tabaxi.

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Shaman

A shaman has the power to commune with the spirits, to mediate between them and ordinary mortals, to talk with the souls on behalf of the living. The shaman is an extraordinary character, both in physical appearance and talents- mystic, poet, sage, healer of the sick, guardian of the tribe, and repository of stories. Using the control of the spirit world, he can diagnose and cure human suffering and at times cause it. The shaman usually enjoys great power and prestige in the community, and is renowned for his powers and knowledge; but he may also be suspected of harming others and thus feared.

 

Races: Human, Elf, Elder, Pixie, Minotaur, Orc, Ogre, Troll.

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