Parem'Zel Admin
Posts : 116 Points : 3928 Reputation : 2 Join date : 2014-07-08 Age : 30 Location : Colorado, USA
Character Profile Name: Parem'Zel Race: Angelkin Class: Warrior
| Subject: PLAYABLE CLASSES Tue Jul 15, 2014 4:18 pm | |
| - WARRIOR:
WARRIOR: Warriors are the backbone of any fighting force, but are a common sight among travelers. They have no magical ability, and focus on dealing heavy damage to their targets. They are determined combat adepts trained to protect the other members of their adventuring groups. Warriors define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Warriors draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise. Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight.
- ROGUE:
ROGUE: As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all. A rogue is a versatile character, capable of sneaky combat and nimble tricks. Sometimes called a shadow dwelling people who are proficient in the art of killing and stealing without being detected. Whilst to them its just business. Rogues are looked down upon by most civilized races as untrustworthy and they sometimes work as mercenaries, offering themselves to the highest bidder. The rogue is stealthy and dexterous, and often charming as well. Where other characters have the power to defeat enemies, the rogue has the wit to track them down and lead the team past traps and barriers on the way to that fight.
- RANGER:
RANGER: Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoiding danger. As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of beasts and birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt. When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands? Rangers are strong archers and swordsman who don't have a military position, usually travelers. They are proficient at all kinds of survival skills, and are skilled with both ranged and light weaponry.
- FIGHTER:
FIGHTER: Fighters are masters of the body, the martial arts, and of physical combat. Fighters are often very calm, and slow to anger. Many will have a sense of mysticism about them. Others are very open and philosophical, questioning everything. Every fighter follows a different martial path. Some Fighters use light throwing weapons, but most just use their hands and feet to devastating effect. Some Fighters shout the names of their techniques in battle to demoralize their opponents, others stay aloof and silent during even the toughest of challenges. From high in forbidding mountains to the alleys of a city's meanest district, the ascetic warriors known as fighters practice their art. By focusing on their minds and bodies, honing both to near perfection, they master a psionic fighting art that allows them to deliver a punch with the force of a giant's club and to absorb attacks as easily as a heavily armored knight. Fighters tap into the psionic potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds. Perhaps you set out on this path to put a dark past behind you. Or your village was victimized one time too many by an evil lord or marauding beasts and you now seek justice. No matter what your motivation, the path of the monk transforms you into a living weapon. The road opens wide before you. With little more than a walking stick and perhaps a satchel of food, you are ready to take on whatever the world can throw at you. Your years of training taught you to turn your eye inward. Now it is time to look outward and test yourself against the world’s dangers.
- PALADIN:
PALADIN: Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action. To you is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your motivation is pure and simple, and your devotion is your strength. Where others scheme and steal, you take the high road, refusing to allow the illusions of temptation to dissuade you from your obligations. Paladins are warriors of light, they have sworn an oath to protect all others they fight for, even if that means at the expense of their own life. They are strong believers in law and order, and are highly respected by the civilized nations. They also have a level of magical ability but its focused on healing/enhancement spells. Take up your blessed sword and sanctified shield brave warrior, and charge forward to hallowed glory!
- DEATHKNIGHT:
DEATHKNIGHT: A grim and silent order of knights, deathknights are conduits of the negative energy plane. Having sworn their lives in the pursuit of death and demonic power, they wander the lands looking for chances to increase the power of death and the dark forces. Deathknights are a rare sight, as not many have the devotion and are not attuned enough to the negative energy plane to become deathknights.The first deathknight was made in a pact between a powerful arch-devil and a bitter ex-paladin. The ex-paladin swore his life to the entity and in return received dark powers from the demon. Deathknights can be found wandering the land solitary or leading a pack of undead or demonic creatures. They could be found working as a lieutenant of a powerful demon or necromancer, or even as a warlord intent on conquering. All deathknights follow the code made by the first deathknight, and some even add to it. They hold honor in great reverence, slaying a man without honor is not worthy to live, and shun those who break agreements. Deathknights are the polar opposite of Paladins, They are warriors of darkness, who use a variety of weapons and are also skilled in dark magic.
- BATTLEMAGE:
BATTLEMAGE: Since the dawn of humankind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from gods to justice to simple, psychotic rage. It was only a matter of time when magic was first applied to the battlefield. They come in a variety of forms, alignments and backgrounds. But in essence, a battlemage is the perfect balance between a warrior and a mage. A battlemage is at their best when they have a clear path to their foes and someone to watch their back. When a battlemage is outnumbered in melee, they are highly vulnerable and usually try to avoid it. In addition to being a mobile artillery platform, they often have other magic at their disposal which may prove useful to other party members. Battlemages are trained in a military fashion, and are expected to contribute more to an engagement than just spells. Thus, they receive roughly the same amount of weapon proficiency as a rogue. Battlemages have proficiency in light armor and light weapons, but must keep one hand free if they wish to cast anything.
- CLERIC:
CLERIC: In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of the entity whom they worship and serve. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. With the power of divine magic in the palm of their hands. More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source.
- MAGE:
MAGE: Mages are devoted to the study of magic. They generally know a lot about each type of magic, though they tend to specialize in one of them. Mages are scions of arcane magic. They tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Mages wield spells the way warriors brandish swords. Magic lured you into its grasp, and now you seek to master it in turn. You could be a bespectacled sage searching for dusty tomes in forgotten sepulchers, a scarred war mage plying foes with fireballs and foul language in equal measure, a disgruntled apprentice who absconded with your master's spellbooks, an elf upholding the magical tradition of your race, or even a power-hungry student of magic who might do anything to learn a new spell. A cloak of spells enfolds you, ancient rituals bolster your senses, and runed implements of your craft hang from your belt. Effervescing arcane lore pulses through your consciousness, a constant pressure craving release. When will you know enough magic to storm the ramparts of reality itself?
- SORCERER:
SORCERER: A Sorcerer (Warlock for males, or Witch for females), study the art of dark magic, which is forbidden in most civilized nations. Sorcerers channel arcane might wrested from primeval entities. They commune with infernal intelligence's and fey spirits, scour enemies with potent blasts of both divine and demonic power, and bedevil foes with hexing curses. Capable of evoking creatures demons and gods through rune based rituals. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes. However you came to your arcane knowledge, you need not accept the poor reputation warlocks sometimes endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that. The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.
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