Shadowed Lands

Classes:

Fighter Classes


Fighter - The ever-loved standard warrior. The fighter's focus is combat, and in that area it is the most versitile. Fighters do not have any features unique to themselves, but they are capable of using most equipment, and learn various combat-related skills that suit their particular tastes.


Barbarian - Barbarians are the terrifying warriors of the wild. Though they cannot not wear as heavy armour as fighters can, they can go into berserk rages, giving themselves difficulty dodging, but increasing their strength and toughness. While raging, they cannot concentrate for more than a few moments. They are also good at avoiding and taking damage. Rarely use shields, preferring to dual wield or use two handed weapons.


Rogue - Though rogues are rarely trustworthy, they are terrific companions in a quest. Their sneak attacks are deadly when the opponent is caught off guard, and they are skilled at dodging what others cannot, and even defending themselves as well against multiple enemies as a single enemy. They are the best at dealing with traps.


Monk - Martial artist and philosopher combined forms the monk. Without armour or weapons, their fists can eventually deal more damage than swords, they can jump very high and dodge exceedingly well. As their wisdom and strength grow, they can speak to all living creatures, kill with masterful strikes, and remain strong even in old age.


Magic Classes


Magician - These draw their power from the arcane power that courses through the universe and ties the laws together.
Diviner - These are more oracular, and have more peaceful uses. Diviners are often hired by leaders of groups or factions to give them a third eye's view of their competition with other groups, though. They are more information-givers for hire than anything else.


Enchanter - Enchanters subtly affect another person's mind to be more susceptible to the Enchanter. Enchanters are persuasive and charismatic. They use their magic to make a person more welcoming to direction, or more impressionable to intimidation. However, they dabble in all magic to help them. They are usually in positions of power, and most of the time either pretend to be a great wizard, or hide the fact.


Illusionist - Similar to the Enchanter, but instead of dealing with the mind, they trick it with illusions. A very popular form of magic among Wizards, but few specialize in it. Illusionist is a foe to reckoned with.


Necromancer - Who doesn't know the Necromancer! Although not necessarily good, they are almost never good. They dabble in the "Death Arts," animating corpses, or corrupting flesh with magical necrosis. Powerful Necromancers can even rip the soul straight out of a person.


Elementalist - Rarely stable, these Wizards focus on one element and master its uses in combat. Devastating in combat, but lack the passion for knowledge that the other Wizards have.


Good Cleric - Rather than drawing their magic from nature after much studying like other Wizards, the Cleric draws his magic from his faith in a deity. This grants them similar powers, but they are more supportive and indirect. A good cleric specializes in healing spells.


Evil Cleric - Same as the Good Cleric, but they specialize in harming and summoning undead or demons patronized by their deity.


Exotic Classes


These are classes that combines both magic and fighting. However, there is a bit of trade-off since they are not as proficient in either.


Bard - They combine the grace of a dancer and the voice of a siren to lull enemies and inspire their allies with music. Their music is magically enhanced, and they can cast a few minor spells, and they are almost as deadly with a blade as a Rogue, but are not as good of sneakers. Everyone likes a Bard, since they are well-spoken and knowledgeable. Not all Bards sing for music, though, and it is common for them to use a lute, or a flute, or a harp.


Nightblade - These insidious assassins combine illusionary magics with their blade. They are expert sneakers and their ability to lay ambushes are the stuff of legends. However, when their cover is blown and they lose the element of surprise, there is not much they can do except run. Their illusion magic doesn't consist more than deepening shadows and creating mists and ridding the reflective parts of their metal. They cannot create images of Monsters or trick the mind as well as a pure Illusionist can, and they are only adept at Sneaking, which means they cannot disable traps very well, or disarm locks.


Paladin - He's the fanatic religious guy in the shining armor with a sword in one hand and the holy scriptures in the other, slashing down heretics and evil everywhere he goes. The Paladin is like a cross between the Fighter and the Good Cleric, so he combines the holy fury of his deity with his powerful sword arm. Paladins are leaders wherever they go, and the only enlist men who are righteous and believe in his cause. A Paladin doesn't go on a quest; he goes on a crusade.


Archer - The Archer arose from the wild lands where barbarian and nomadic tribes roamed the plains and the rocky highlands. They were once shamans, but when the call to war was raised, they picked up a bow and arrow and marched with their hunters, using their farseeing abilities and the holy magic granted to them by their deity to strike down foes from a mile away and lead their people to victory. Some Archers, though, must go on a pilgrimage to find their God. They are closely attuned to nature, and it is debated whether they receive their magic from a divine source like Clerics, or from Nature itself like a Druid. Archers will answer it is both.