Legends of Belariath

Classes and Advanced Classes

Classes can be looked upon as the equivalent of professions or ways of life for characters within the role play. They define whether someone is following a path based on learning magic, becoming a physical combat expert, or perhaps a more useful but softer endeavor in life such as an artisan or healer or even a bard. Classes build your character and help shape not only the role play you do but the world of Belariath around you and give each a unique perspective and a way of life that cannot be equaled.

No one is the same, everyone must shape themselves as their character develops and classes helps in that development by molding a starting barbarian or a cat person into what their mind projects of themselves. Just because someone recommends becoming a warlord doesn't mean someone that feels the need to go through life whistling a tune needs to take up such a profession. Perhaps he or she may be more inclined towards entertaining rather then wielding a big bloody axe or yelling out in a war cry. With so many classes to chose from and the flavoring of the player, everything will grow and move around not only you, but the classes that are laid down here as mere background to help you, the player, define and write your own stories within our world.

Below you will find a list of all the classes offered in the world of Belariath and your role play, together with a brief description. Following the link will provide you with more information about that particular class. Sometimes a lot more information, including the skills available to each class. Skills are an additional way to give your character depth and to make them unique from any other here.

There are four types of classes to chose from:

  • Physical
    Whether their chosen weapon is a mighty sword or a pointed stick, the physical types depend on a combination of brawn and speed to damage their opponents in a variety of gory ways that have no place in modern society, but which find themselves quite at home in a wild place such as Belariath.
  • Magical
    Mages use their intellect to harness the powers of nature, spirits and the elements to do their bidding. Whether the end result is a lightning bolt or a mud puddle depends on their ability to keep concentration when under pressure.
  • Other
    Not everyone wants to play a fighter or play with magical words. There are many other options, all of them offering good opportunities for constructive and enjoyable role play.
  • Advanced
    When characters have been playing for a long time and gained not only notoriety but prestige among their peers, they've reached the required state of development. At this time the player can consider moving on to an advanced class. This represents a tighter focus on future growth as such classes are the type to demand a lot of commitment from the character who follows their path. Of course, such dedication also brings its rewards in power.
  • Advantages and Disadvantages
    Each class has it's own set of advantages and disadvantages. If a character chooses to dual class, they gain the advantages and disadvantages of both classes. If the character is not dual classed and chooses to evolve or take an Advanced class, they will no longer continue with the advantages and disadvantages of their old class, but will take on those of their new class.

Physical Classes

Knight

The Knight is the exemplar of poised combat and of poised mind. They can be considered virtuous, or vice-stricken. And yet, neither one seemingly suit them. They, if anything, can be labeled those who act out of duty, above all. Their Codes of Honor can be seemingly self-imposed, or imposed upon them by their Commander. They might have varying codes of conduct, but they have one thing in common, constancy of purpose. Knights are a crucial part of the world at large fitting in among the Imperial Guards to those that might serve under a mighty Lord or Noble or perhaps his or her sword is for hire. Never mistake a Knight within the world of Belariath as a chivalrous being nor one with a white charger and a lance. They are and always will be a unique minded individual with the guts to see something through and the attitude to smile when amused as well as put you down when not so amused.

Allowable Races: High Human, High Elf, Dark Elf, Dwarf, Chirot, Sithian, Drak Sen (bejeweled), Drak Sen (mineral), Merfolk, Minotaur

Armor: A B C D

Weapons: A B C D

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+3 Res+3 Lfe+3

Ranger

They are the ultimate trackers and woodsmen, the stewards of the forests. The Rangers are more adept, and more at home in the the thick of the forests than they ever are in the cities of people. That's not to say that they hate cities, or hate people, rather, they prefer to be out in the world where nature reigns supreme. Rangers are the few that stalk the hidden paths of the forest, that forage for food and bring game back to the towns to feed the many. Although stoic, and sometimes aloof, they are not outcasts, but choose their lonely way of life for themselves. They blend into the wild, belonging there as much as any other denizen of the forest - though a Ranger, unlike a fox or a deer, often takes action to preserve the peaceful atmosphere he treasures so. This class is highly prized by those seeking a more rugged, self-sufficient way of life, but also the skill to work, seamlessly, within what most simply look upon as beauty. Rangers know the truth of Nature, of the Forest and their place within it, better than any.

Allowable Races: Barbarian, Cat Person, Centaur, Dark Elf, Drak Sen (earthly), Dwarf, Goblin, Halfling, High Elf, High Human, Pixie, Sithian, Sheyka, Sylvan Elf, The Tribe, Torian, Vulpine, Wemic, Wolven

Armor: A B C (leather or mithril chain only, except for Vambraces and Greaves)

Weapons: A B C (Bows ONLY from C)

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+1 Int+3 Agi+2 Res+2 Lfe+1

Thief

Conspicuously clever, quick of tongue, and even quicker of fingers, the thief has perfected the subtle art of relieving their hard-working, inattentive victim of money. Able to seduce, cajole and then pluck their coin from an unwilling victim as well as weave tales of great woe to line their own pockets with your much needed donations. Afterward you may get a thanks or a wink but don't ever think you may always catch one in action.

Thieves are known as master manipulators of circumstances and a turn of phrase. Dexterous and with a distinct penchant for misdirection, thieves have well earned their reputation for craftiness. While they often times work alone, it is their cunning, that will cause them to band together, to take on far larger targets such as caravans, or Noble Houses. Those who walk the darker lines of the shadows are not above finding employment as the hand that slip potions or poisons into the drinks of one's hunted, if the coin or reward is right. Perhaps it is their uncanny ability to slip so nimbly out of danger, and back into it's arms again, only to moments later squirm from reach, that makes them so suited to these tasks.

Allowable Races: Cat People, Dark Elf, Drak Sen(Mineral and Metallic), Duessa, Fae, Goblin, Halfling, High Elf, High Human, Nymph, Pixie, Satyr, Sithian, Sylvan Elf

Armor: A B

Weapons: A B

Spell Sphere Allowed: Racial, Common

Class Bonuses: Int+2 Agi+6 Res+1

Warrior

Strength, savagery and victory. These are three key tenets in the mind of a Warrior. They are hardy, stalwart, and sometimes brash. However, they are of many different minds. There are as many different types of Warriors, as there are countries, yet they have one thing in common -- Life is hard, harsh, and unforgiving. This has honed them mentally and physically into the sometimes brutish, sometimes tense-jawed person that others fear. But, it is those three ideas that mark the Warrior as well as the harsh life they must have lived or will live. It is their choosing to this very way of life that creates and defines each and every warrior that walks within Belariath and will continue to dictate to that stern face and form how they will always walk, run or draw blade. Beware thinking a warrior soft if all you see him do is drink, for that mistake could cost you a limb, your life or maybe that tankard slammed over your head.

Allowable Races: Barbarian, Cat People, Centaur, Drak Sen Earthly and Metallic, Dark Elf, Dwarves, Goblin, Halfling, High Elf, High Human, Merfolk, Minotaur, Ogre, Satyrs, Sheykan, Sithian, Sylvan Elf, Torians, The Tribe, Troll, Vulpines, Wolven, Wemic

Armor: A B C D

Weapons: A B C D

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+4 Res+2 Sta+2 Lfe+2

Magical Classes

Cleric

A divine awakening. An unrelenting thirst to gain knowledge of and achieve favor from the Divine, is what forms the basis for seeking to become a Cleric. A desire to convert those about them to believe as they do, a drive to be a role model for others, and a belief they are the voice of their deity is what sets them apart from the every day citizen. Their goal in life is to serve as a vessel for their Deity and to bring as many as possible into the flock that worships their Gods/esses. To serve as their Gods/esses directs them, according to the whim and desires of their faith.

Sexual worship, pain, pleasure, love, war even deceit can manifest in these stoic bastions from the Divine. Methods of worship are as varied as the Gods in the pantheon, from sadistic Kirva to joyful Ishtar. Their clerics are, however, united by the power of their belief. Unfailing and unassailable, their faith is absolute, a principle inherent to their very being, the rock their world revolves around.

Allowable Races: Cat People, Centaur, Chirot, Dark Elf, Dwarf, High Elf, High Human, Merfolk, Minotaur, Sithian, Wemic

Classes: Can dual only with Druid, Knight, Healer, Monk, Fire Mage, Air Mage, Water Mage, Earth Mage, Priest/ess, Paladin, Seductress

Armor: A B

Weapons: A B

Spell Sphere Allowed: Divine, Racial, Common

Class Bonuses: Str+2 Int+3 Res+2 Lfe+2

Healer

Healers, with their affinity to the art of preserving life, can choose to take a path of righteousness or a plight among this land, doing their duties but for the coin they can get or hiring themselves and their skills to the highest bidder. They can repair what within the body has become broken, twisted or perhaps ripped apart by some wolven's lashing. Or they can chose to ignore the pain and suffering seen around them until either their talents within the healing arts is challenged or perhaps some woeful soul's tale had them kneeling to press a knowing hand and heart to the task set before them. Do not underestimate any healer's knowledge nor perhaps how deep their heart may resonate. They've trained their whole lives to have the knowledge to see, understand and help sooth what ails you. They also have the ability to lend that knowledge or laugh aloud at the one that had scoffed at them earlier for being the weaker link on the tree of strength.

Allowable Races: Barbarian, Cat People, Centaurs, Chirots, Dark Elf, Drak Sen (Bejeweled/Metallic), Dwarves, Fae, Halflings, High Elf, High Human, Merfolk, Minotaur, Nymphs, Pixies/Nixies, Satyrs, Sheyka, Sithians, Swan Maidens, Sylvan Elf, Torian, The Tribe, Vulpine, Wemic, Wolven

Classes: Can dual only with: Bard, Druid, Hierophant, Cleric, Priest/Priestess, Water Mage, Seductress

Armor: A

Weapons: A

Spell Sphere Allowed: Healing and Common (Non-Combat only)

Class Bonuses: Str+1 Int+2 Agi+1 Res+3 Sta+4

Shaman

Shamans believe that the beings of the ethereal realm can guide and give insight into the world around them. They seek knowledge and guidance from those beings, whether for their own purposes or the benefit of their clan or tribe. They believe the wisdom of these beings transcends the boundaries between realms. For them it is a calling, allowing those in the ethereal world to effect change in this world through them

Allowable Races: Cat People, Dark Elf, Duessa, Centaur, Drak Sen, Goblin, High Human, Barbarian, Minotaur, Ogre, Sheyka, Sithian, The Tribe, Torian, Troll, Vulpine, Wemic, Wolven

Armor: A B

Weapons: A B

Spell Sphere Allowed: Spirit, Racial, Common

Class Bonuses: Str+1 Int+2 Res+3 Sta+2 Lfe+1 Slo+2

Bard

Troubadour, traveling minstrel, storyteller, poet, and performer, the Bard is a most colorful character! The epitome of the charming rogue, the Bard is typically clever, entertaining, and outgoing. Brave and sometimes foolish, they frequently risks life and limb and pocketbook in the pursuit of a good time. "Live hard, run fast, and laugh the entire way", is the Bard's credo. Being one with your instrument, feeling the melody flow through you as you play, having no cares or worries and enjoying life to its fullest! They do indeed. Sometimes at your expense with their fanciful way of creating jaunty little tunes, to a fight they may have witnessed, to dragging a tear from the most stalwart warrior.

Allowable Races: Human (any type), Elf (any type), Goblin, Sheyka, Cat Person, Minotaur, Halfling, Chirot, Drak Sen (metallic or bejeweled), Torian, Merfolk, Fae, Pixie, Satyr, Nymph, Duessa

Armor: A B

Weapons: A B (none that require two-handed use)

Spell Sphere Allowed: Symphonic, Illusion, Common

Class Bonuses: Int+3 Agi+3 Sta+3

Druid

Druids are beings in touch with nature and her gifts. They rarely follow any agenda other than their own save for that of nature herself. They are the light or the darkness of nature. Still gifting Gaea with their knowledge or rather gathering it from her in their own interpretation of how life should be lead or perhaps to follow it. All however agree on one thing, if the forest itself that they watch out for is damaged, watch out for that angry druid that will begin a never ending hunt for the one that dared intrude and then heal what damage has been done. After all, this is the will of nature, a neutral eye view, a way of their life they will always see and will never be swayed from.

Allowable Races: Barbarian, Cat Person, Centaur, Drak Sen (Earthly), Fae, Halfling, High Human, Merfolk, Nymph, Pixie, Satyr, Sheyka, Swan Maiden, Sylven Elf, The Tribe, Torian, Wemic and Wolven

Armor: A B

Weapons: A B

Spell Sphere Allowed: Nature, Racial, Common

Class Bonuses: Str+2 Agi+3 Res+2 Sta+1 Lfe+1 Slo+1

Mage

Mages are primarily focused on the gathering of magical knowledge and power for whatever purpose they decide to apply their arcane arts. They tend to value mental will and prowess above the more martial of arts. The being that takes upon themselves the power of all elemental, spiritual and will within a magical world has learned to balance themselves, reach out and touch more then the eye can see and then use it with a calculating need that is left to the mage alone to decide. Be it destructive or world changing. They are neither crazy nor are they sane and they are never to be underestimated because they have a frail body for the mind and consciousness lives well beyond what a body can endure.

Allowable Races: Cat Person, Chirot, Duessa, High Elf, Halfling, Sylvan Elf, Moriel, Fae, Drak Sen, Human (High Human), Nymph, Merfolk, Sithian, Swan May, The Tribe, Torian, Wolven, Vulpine

Armor: A

Weapons: A

Spell Sphere Allowed: Arcana, Racial, Common

Class Bonuses: Int+3 Res+2 Sta+3 Lfe+1 Slo+3

Other Classes

Artisan

They are your blacksmiths, wood workers, potters and glass workers to gem cutters. Those who create the everyday items and artifacts everyone depends on. They are the staying power of any town or city and will always be needed. Without them, where would beauty and soul be?

Allowable Races: Any

Armor: A

Weapons: A

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+1 Int+2 Agi+2 Sta+2 Lfe+2

Entertainer

The life of the Entertainers revolves around public performance, and this can be in almost any mode. Dancers, tumblers, musicians, singers, jesters, sword swallowers and stage magicians are common but almost any skill which revolves around entertainment is possible. Entertainers have skills which overlap that of the Bard, and at first glance may appear quite similar. Yet they are or could be the jokers of the lot leading a gaggling of lovely ladies on with their clever wits or perhaps the nimble jester that evades a touch and absolutely must share with a willing and enthusiastic crowd.

Allowable Races: Any

Armor: A

Weapons: A

Spell Sphere Allowed: Symphonic, Racial, Common

Class Bonuses: Str+1 Int+1 Agi+3 Sta+4 Lfe+1

Laymen

Layman are those people, be they farmer, gardener, maid, butler or any variety of common worker, who make the day to day life possible throughout much of the empire. A layman is often either one just beginning their life or someone who was content to stay with the simpler tasks, leaving the more dangerous or intensive tasks to those whom are more foolhardy or inclined. They enjoy an existence of understanding a solid way of life, one that doesn't make them feel edgy nor really worry. Laid back and often found within the crowd of laughing folks they usually have a clear understanding that they are not the mainstream but they are what hold it all together.

Allowable Races: Any

Armor: A

Weapons: A

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+2 Agi+2 Sta+2 Lfe+3

Magi

The Magi endure changes made by their Goddess Morpheous that is both physical and mental. Souls that once walked among you that felt a different calling, a need to follow a new drummer set into their blood and had seen them marching out to embrace something unique and something that can never be undone. Their world revolves around magic, indeed because of the changes made, they are in essence, that very magic they sought that no longer followed the usual flow and ebb of the elemental mages to the Arcana and now, with something at their finger tips that is of all worlds and yet molded to their Goddess thoughts and wishes they set forth and create and become.

Allowable Races: Magi

Armor: A B

Weapons: A B

Spell Sphere Allowed: Magus, Racial, Common, Illusion

Class Bonuses: Str+1 Int+6 Agi+2 Res+1 Sta+3 Lfe+7 Slo+5

Advanced Classes

Air Mage

Motion. This is what defines the Air Mage more than anything else; an insatiable appetite for movement and progress, a constant urge to drift away on the winds of change, or even dare to try and bend their course. As set in their ways as an Aeromancer may come to seem, never let yourself be fooled... for they'll cast aside the most comfortable and content of lives for the smell of something new on the breeze.

They are a breed unto their own; not so virulent as their cousins in flame nor as cold as those who bend the waters to their will, almost repulsed by the stoic nature of the Geomancers. They are often flighty, enigmatic characters, as hard to place as a breeze is hard to see. Often lofty in conversation and rarely able to settle on one topic long, the more down to earth can find them at times a little difficult to bear, but they needn't worry.. An Air mage is never in one place too long.

It would be a mistake to think their breezy attitudes imply a complete lack of temper, for just as swift as the skies can darken and begin an ominous rumble can an Aeromancers mood grow stormy. Challenging one is a dangerous game, for through their bodies they can channel natures most potent and deadly energies, crackling arcs of white-hot lightning that can strike harder than any hammer and hotter than any flame.

Allowable Races: Drak Sen (metallic), Drak Sen (bejeweled), Cat Person, Chirot, Dark Elf, Duessa, Fae (flinae), High Elf, High Human, Sylvan Elf, Nymph, Pixie, Swan Maiden, The Tribe, Torian, Wolven, Vulpine

Can evolve from: Mage, Druid, Cleric, Shaman, Bard

Armor: A B

Weapons: A B

Class Type: Magical

Spell Sphere Allowed: Air, Racial, Common

Class Bonuses: Int+12 Res+3 Lfe+3

Water Mage

Exemplars of the element the mage has chosen to master, the Water Mage can be either a student of Unigo, a student of Umbara, or they may choose to follow their own path. Regardless, the Water Mage learns to deal with all things liquid and viscous, whether it is regarding themselves, or those around them.

They are Master's of their element, and all that seems connected to it would benefit or suffer at the vicarious mood of the mage. Fluid, adaptable, highly unstable but deep and all-consuming, they have the power to provide the life sustaining element that can both hinder or help; on the other side, a clinical mind and cold heart can often show a cruel, selfish divergence of the element, and when applied right can freeze an enemy in its track.

Water is a perpetually flowing thing similar to the mind, which is endlessly evolving, growing and adapting continuously. Thus making water a chaotic element much like its counterpart, fire. However, unlike their flame wielding opposites, Water Mages are neither radically aggressive nor violent. Instead they are completely haphazard and irregular. They are not a typical wielder of the magics but rather prefer to remain their own mystery both in depth of character and what they do.

Allowable Races: Drak Sen (bejeweled), Cat Person, Chirot, Dark Elf, Duessa, Fae (corlet), Halfling, High Elf, High Human, Sylvan Elf, Merfolk, Nymph, Swan Maiden, The Tribe, Wolven, Vulpine

Can evolve from: Cleric, Druid, Mage, Shaman

Armor: A B

Weapons: A B

Class Type: Magical

Spell Sphere Allowed: Water, Ice, Racial, Common

Class Bonuses: Int+12 Res+3 Lfe+3

Priest/ess

There aren't many within the world of Belariath that display the complete, unwavering devotion or harbor the capacity for ceaseless commitment that's necessary to become a Priest. Devotion isn't just a word to these Priest and Priestess but is a way of life. Of meaning. Of dreams and hopes and knowledge combined. They do not receive or gain magics by means of parchment and quill but rather by prayer to the Deity they've chosen. They are neither good nor evil and yet can be one or the other or choose to remain of neutral following. In life, the meaning is to spread the word of their Deity to any that will listen, those that will be swayed and to serve Her or Him to an ability that's almost frightening in its capacity for one minded displays.

Allowable Races: Cat Person, Centaur, Chirot, Dark Elf, Dwarf, High Elf, High Human, Merfolk, Sithian, Swan Maiden

Can evolve from: Cleric

Armor: A

Weapons: A

Class Type: Magical

Spell Sphere Allowed: Divine, Racial, Common

Class Bonuses: Int+5 Res+3 Sta+5 Lfe+3 Slo+2

Earth Mage

Stability. That, in a word sums up the Earth Mage's approach to most aspects of his life and the world around him. Most mages are analytical, dispassionate (with the exception of the Fire Mages, of course) and logical, but Earth Mages exceed even the usual cool demeanor of the educated Mage. Quiet and calm and basically easy going until you hear the rumble of their anger. They are slow to understand the need to actually get angry. Their life does not revolve around those that strive for attention or to see something explode merely to see if they could. Rather the Geomancer would like to trudge through life, delve into the earth they tread upon, show those around them a whole new surrounding and the beauty one can possess by merely having some patience and a bit of upheaval. They can shape the world, literally.

Allowable Races: Barbarians, Cat Person, Centaur, Dark Elf, Drak Sen (earthly), Duessa, Dwarf, Fae (Mauna), Halfling, High Elf, High Human, Sithian, Sylvan Elf, Minotaur, Nymph, Ogre, The Tribe, Troll, Wolven, Vulpine

Can evolve from: Mage, Druid, Cleric, Ranger, Shaman

Armor: A B

Weapons: A B

Class Type: Magical

Spell Sphere Allowed: Earth, Racial, Common

Class Bonuses: Int+8 Res+7 Lfe+3

Fire Mage

Representatives of the inherently destructive nature of their chosen element, Fire Mages - or Pyromancers, as they've been known to refer to themselves - are those unreservedly dedicated to not only compelling but eventually manipulating the devastating, annihilative effects of fire. The mage who chooses this element may study the chaotic element on their own, or depending on diverging paths, choose to become a member of Unigo or Umbara to further their training through affiliation.

In any of those directions, the Fire Mage is often viewed as erratic, impulsive and typically swift to anger; patience not being a virtue with this particular class. For some, they would rather rush in, flame everything down and then count what was left over as a failure. Their explosive ways both mentally and willfully tend to be what sets them apart from other mages of the elemental breed. What is life without destruction? Are they not helping it along? They do indeed seem to live that life to its fullest extent, even if they accidentally snuff yours out, or their own.

Allowable Races: Barbarians, Dwarf, Drak Sen (mineral), Cat Person, Centaur, Dark Elf, Duessa, Fae (bisque), High Elf, High Humans, Sylvan Elf, The Tribe, Torian, Wolven, Vulpine

Can evolve from: Mage, Shaman, Druid, Cleric

Armor: A B

Weapons: A B

Class Type: Magical

Spell Sphere Allowed: Fire, Racial, Common

Class Bonuses: Int+12 Res+3 Lfe+3

Paladin

As much as the cleric is the Voice of their God/ess, the paladin is the enforcer, the justicar, the defender of his Deity and driven by the consuming need to convert as many as he can to the folds of his God/ess by any means necessary. It may be by example, coercion and counseling, raping, or punishing to the point of death those that deny or openly oppose his chosen God/ess. While the paladin may be called into service in other areas, whether through the Temple or types of warfare {religious, spiritual, battlefield, etc.}, there is always that prominent expression of faith that is the core of the paladin - everything else is secondary. They march through this life as if it were their own and indeed to them, it is but only after their chosen Deity. She or He must come first of course. How others might perceive them is of no mind however, only how the one they serve looks upon them and dictates what they do within the life they own. For as long as they own it.

Allowable Races: Dark Elf, Drak Sen (bejeweled), Cat Person, Chirot, High Elf, High Human, Merfolk, Sithian

Can evolve from: Cleric, Knight

Armor: A B C D

Weapons: A B C D

Class Type: Physical

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+2 Int+4 Agi+4 Res+7 Lfe+1

Warrior Mage

Neither specifically of the magical studies nor the study of the physical and yet they are of both worlds. Magic can be at their fingertips in moments and that deadly blade or weapon of their choice wielded when the need comes to cut down their foe rather than blast them into oblivion. They have learned that both worlds are more then just appealing and that both worlds have a use. They are not forever in their tomes studying away long countless hours, nor are they constantly on the field of battle learning all there is to know about how to slice a man from end to end. A foot into one and into the other they have mastered something few wish to be balanced in and yet they are to be feared for their knowledge is more then just useful it is a universal control and one must be of an iron will and skillful tongue to enter into.

Allowable Races: Drak Sen (metallic), Drak Sen (earthly), Cat Person, Centaur, Chirot, Dark Elf, High Elf, High Human, Merfolk, Minotaur, Ogre, Sithian, Sylvan Elves, The Tribe, Torian, Troll, Wolven, Vulpine

Can evolve from: Must possess Dual-Class status, combining Mage with either Ranger, Warrior, Knight or Bard

Armor: A B C - Further, unable to wear metal armor of any sort, except for mithril. Unable to use shields

Weapons: A B C

Class Type: Physical

Spell Sphere Allowed: Arcana, Racial, Common

Class Bonuses: Str+6 Int+6 Agi+4 Res+4 Lfe+3

Heirophant

Since civilization's inception, it has been at perpetual odds with the tangle of the wild, virgin world about it. Those who have sought to colonize it have carved their mark into Gaea's domain, scarring the landscape with villages, poisoning it with vast metropolises; scouring the mark of man into the earth. For most, the wilderness is merely an expendable resource, a gift to be exploited, used, and consumed; most, but not all. An infrequent few have heard the ignored agony of the trees, seen the suffering of nature - and made the decision to dedicate themselves to the eradication of those who would otherwise mar the wilderness. Hierophants can perceive the delicate, gossamer network of the living world, and through intense meditation and study, have gained the ability to tap into its subtle, far-reaching power. They take few prisoners and rather enjoy their own company at best, or rather the company of the Goddess they serve within nature's both vicious and yet soothing warmth. One cannot always turn the other cheek, soldiers to the Goddess and proud to walk upon the earth they can aid.

Allowable Races: Barbarian, Cat Person, Centaur, Fae, Halfling, High Human, Sylvan Elf, Nymph, Pixie, The Tribe, Torian, Wolven, Vulpine

Can evolve from: Druid, Ranger, Shaman

Armor: A

Weapons: A B

Class Type: Magical

Spell Sphere Allowed: Nature, Racial, Common

Class Bonuses: Int+10 Res+6 Sta+2

Mist Raider

As illusive as the name implies, a Mist Raider prefers to keep his own council and tends to avoid crowds for any reason. He relies on his speed and agility to remain unseen by his target. Stalking with a skilled stealth and silence any predator would envy. He is not a typical warrior to nature and yet can reside within it as if at any moment one might expect a tree to be breathing down their neck. Odd reference indeed and yet the Mist Raider has learned to use the foliage and the nature around them to camouflage how they move, look, act and even to speak. They are a hardy class with few limitations set upon them and even fewer they may trust. Wild and uninhibited except what they set themselves to task for, they are forever on the move and yet so quiet that you doubt your own inner sense of danger. What the eyes cannot see one tends to ignore. Therein lies any persons wrong direction and yet what the Mist Raider has long since learned to their advantage.

Allowable Races: Barbarian, Dark Elf, Drak Sen (earthly), Cat Person, Goblin, Halfling, High Human, Sylvan Elf, Pixie, The Tribe, Torian, Wolven, Vulpine

Can evolve from: Bard, Ranger, Shaman, Thief, Druid

Armor: A

Weapons: A B

Class Type: Physical

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+3 Int+3 Agi+4 Res+4 Lfe+4

Monk

A monk is a practitioner of asceticism and temperance, one who through rigorous and burdensome training seeks to ultimately strengthen their spirit, in hopes of achieving paradisiacal equilibrium. They generally remain aloof in regards to daily concerns and observable expression of everyday life. As a result of their illustrious serenity and enlightenment, they oft-times serve as seers and advisors, distributing their insight to nearly any that seek it.

Allowable Races: Barbarian, Cat Person, Goblin, High Human, Sylvan Elf, Merfolk, The Tribe

Can evolve from: Cleric, Thief, Ranger, Warrior, Bard

Armor: A

Weapons: A

Class Type: Physical

Spell Sphere Allowed: Racial, Common

Class Bonuses: Str+6 Int+2 Agi+5 Res+1 Lfe+4

Warlord

The Warlord by definition is a leader of men; whether by title, status, rank, or by strength, they hold power over men and are looked upon for orders. They prefer tactical measures to charging forth, disliking the hot headed fools that never listen and vow to shape them into a more easily led solider. You will oft find them surrounded by warriors to barbarians and those at times that would rather be followed than lead. Quick witted thinkers they can size up their opponent and take them down very quickly. Never give these men and women any opening or it will be your downfall and they will be left by the fireside with a bard singing their praises and the ale might be flowing. In the meantime, you are still upon the ground, kissing dirt.

Allowable Races: Barbarian, Cat Person, Dark Elf, Drak Sen (Mineral), Drak Sen (Metallic), Dwarf, Goblin, High Elf, High Human, Minotaur, Ogre, Troll, Wolven, Vulpine

Can evolve from: Warrior, Knight, Ranger

Armor: A B C D

Weapons: A B C D

Class Type: Physical

Spell Sphere Allowed: None

Class Bonuses: Str+7 Int+1 Agi+3 Res+1 Lfe+6

Necromancer

When one hears this name, they feel their skin crawl. Their minds twist and their faces contort into a look of disgusted confusion. The Necromancer is like the fulcrum to the scales of life and death. On one end..life, health, a distinct knowledge of the body and its workings may save one's life when all other means are exhausted. The other end is death. Dark, cruel, painful death. Using their deep knowledge of the body for their own purpose. Control of those that were once alive.

They can mend bone, or break it. They can save life, or take it. Some may not approve of their methods of helping those in need, but when there is no one to turn to.. the necromancer may be the key to staying alive.

The grim, evil, and often exiled side of the necromancer is the kind that uses their power for their own purpose. The twisted nature of its power allows them to re-animate the dead, to bring plague and poison, and most choose to use this as a means of control and fear. There is no fault in using what is already dead in their mind.

Allowable Races: Barbarian, Drak Sen (mineral), Cat Person, Chirot, Dark Elf, Duessa, Goblin, High Human, High Elf, Sithian, Sheyka, The Tribe, Torian

Can evolve from: Mage, Shaman, Thief, Cleric

Armor: A

Weapons: A B

Class Type: Magical

Spell Sphere Allowed: Necromancy, Racial, Common

Class Bonuses: Int+12 Res+3 Lfe+3

Seductress

She is the mistress of manipulation disguised in the delicate robes of sensual pleasure. An artist of the flesh, she molds emotions, sculpts passion, and paints her whims upon the minds of her victims. Whatever her motivation is, personal desire or the simple wish to toy with another, she is the harbinger of one's most carnal needs. Predatory and vivacious, a lovely being and yet one you are never sure of. She is your confidante but if it improves her life style she can be secretive enough to pass it along in a most sly manner that is masterful in its creative flow. Never underestimate the power of a Seductress, it may very well be the last taste of freedom you ever had for she is an addiction you must always taste and indulge within.

Allowable Races: Barbarian, Cat Person, Chirot, Dark Elf, Drak Sen (bejeweled), Drak Sen (mineral), Duessa, Fae, High Elf, High Human, Merfolk, Nymph, Sithian, Swan Maiden, Sylvan Elves, The Tribe, Torian, Wolven, Vulpine

Can evolve from: Mage, Cleric, Bard, Entertainer, Healer

Armor: A - Non-metal only (except Vambraces, Greaves, and Circlets)

Weapons: A

Class Type: Magical

Spell Sphere Allowed: Sexual, Racial, Common

Class Bonuses: Int+13 Res+2 Lfe+3