Post by deadsent on Mar 19, 2011 15:51:28 GMT -5
Cleric
Schooled in religious traditions from childhood, templars wield divine powers entrusted to them through ordination or investiture in the service of a deity. They are expected to further their deity’s interests throughout their lives, aiding all who work in the deity’s name (whether they realize it or not) and opposing any who seek to thwart the deity’s will. Templars try to sway the good people of the world to give honor and worship to the gods by setting an example of courage, understanding, patience, piety, and zeal. Sometimes this is best done through ministering to the needs of the common folk, sometimes by offering advice and counsel to those who hold power in the world, and sometimes by leading the way on bold adventures and inspiring quests. Whenever the faithful are in need, a cleric is called to act.
Templars are not as narrowly focused as warpriests, and they do not specialize in a domain as warpriests do. They draw from a wider variety of cleric powers, simply because such a wide variety of religious orders, priesthoods, and traditions are scattered across the face of the world. However, like warpriests, templars are often skilled, resilient warriors. Their true power lies in the divine magic they command—prayers to heal the injured, protect the weak, and chastise the wicked.
Knight
Knights are always on the front line. They are masters of combat. Knights are trained to be capable of wielding every conventional weapon. The are typically clad in scale or plate armor.
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 their foes. Their drive, determination, and fighting spirit allow them 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 them the ability to disrupt their foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at their allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, their allies can use their talents and abilities without fear of attack or harassment.
Death Knight
Combining undeath with the dark blessings of fiends, the Death Knight wields powers of both flame and death, able to raise undead servants and armies on his own through his spell-like abilities.
Those who take up the black sword of the Death Knights in the name of powerful evil gods are not all undead. They aren't even all evil, since sometimes evil gods simply curse warriors in order to screw with them. But a lot of them are evil and undead, and that gives the Death Knight his classic image.
Some warriors do indeed pursue the path of the Death Knight, seeking the power that comes with undeath. Others are not so lucky; should a goodly warrior draw the ire of an evil god, the god may indeed curse him with undeath. The unwilling Death Knight will then have to deal with their own unholy powers, which by their own existance may make the warrior lose standing with the goodly people he serves.
A Death Knight can expect to be in melee, but his spell-like abilities gained from their Spheres add some versatility to his options. If one has the stomach for it, he can animate corpses and build himself a useful group of undead minions to have in combat.
Whether they are the ruthless generals of undead armies or afflicted heroes who strive to have the curse broken, Death Knights are, first and foremost, individuals. Death Knights as a whole have no formal organization, but it's possible for some to work together--particularly those who have military ambitions. Of course, the evil army-building Death Knights are the ones who get remembered, and the popular perception of a Death Knight is an evil warlord leading his undead hordes across the land.
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.
Take up your blessed sword and sanctified shield brave warrior, and charge forward to hallowed glory!
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?
Rogue
A fair fight is not in the Rouge’s vocabulary. Rouges find success on the battlefield by using every trick at their disposal to deceive, mislead, and ambush their enemies. They draw on their many skills to give them an edge in combat, whether that edge enables them to snatch a treasure from a villain or leap away at the last moment to thwart an attack. Rouges are survivors, and they are not above getting their hands dirty to win the day.
A Rouge relies on clever planning and quick wits to survive. A thief focuses more broadly on acrobatics and unpredictable maneuvers. Rouges trade the thief ’s reliable tricks for a broader, more unpredictable range of abilities. These martial powers, or exploits, mirror the Rouge’s preferred tactics and arise from a mix of training, improvisation, and skill. Some Rouges favor punishing exploits, focusing on hitting hard and inflicting terrible injuries. Others use witty banter and feints to frustrate and misdirect opponents. Others still favor acrobatics, menace, or secrecy.
Rouges are adventurers first and foremost. One might have learned the trade on the streets, might have developed his or her powers out of necessity after fate betrayed them, or could have been apprenticed to a master thief. Some Rouges join adventuring parties for the promise of treasure and have few reservations about exploring dusty tombs and labyrinthine dungeons as long as there’s a reward on the other side. Not all Rouges are that mercenary, however. There are things other than loot that are worth fighting for.
Warlock
Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. 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.
Wizard/Witch
Wizards are scions of arcane magic. Wizards 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. Wizards 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 eladrin 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?
Necromancer
A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls and usually the best way to do that is by raising/summoning undead from their fallen enemies, a skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like Charm or Dominate.
A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob), and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control (and at higher levels, seriously, a 'crowd controller'), able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for them.
A Necromancer is proficient with all simple weapons. They are proficient with light armors but not with shields.
Necromancers are the people who create undead in the world. They will usually have hidden undead bases or live in abandoned houses near a graveyard so they have protection. They will work as grave keepers with no troubles. Sometimes certain nobles will employ the services of necromancers. These more wealthy commonfolk could just need the employment of an undertaker, and more often than not, to either avenge or resurrect a loved one.
Barbarian
The Barbarian is a powerful warrior worthy of fear and respect. Barbarians wield two-handed weapons and have a high tolerance for pain. The Barbarian is a berserk fighter. Typically a Barbarian will wear hide armor, leather, or sporadic pieces of plate, and charge into battle without a care.
Barbarians are savage warriors who deal out powerful blows from their mighty weapons. They charge from foe to foe and seldom feel the pain of an enemy’s strike. For barbarians’ foes, the moments of greatest terror come when barbarians call upon primal forces to lend power to their raging spirits. These rages, although temporary, give a barbarian incredible powers, a combination of skill, willpower, and a legacy of ancient tribal rituals.
As a barbarian, you have a link to powerful nature spirits and other primal forces bound to the warriors of your tribe by the songs and totems of your legacy. These spirits lend energy to your rages, transforming you into a devastating force on the battlefield. As you become more experienced, these rages transcend mortal limitations, manifesting directly as waves of elemental power or gifting you with supernatural recuperative powers.
When the heat of battle is upon you, will you respond with a sudden charge that fells with one mighty swing of your weapon, or with a prolonged rage that leaves destroyed foes in your wake?
Druid
Druids are the enigmatic and secretive protectors of nature. They wield powerful primal magics. A Druid may commune with ancient trees or run with wolf packs or fly with birds. The Druid shares a powerful bond with nature; neither master nor servant the Druid is instead a comrade and friend. Wind, trees, and animals will heed the call of the Druid. A Druid would typically wear Leather or Hide armor.
Sorcerer/Sorceress
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer’s magic is the arcing greataxe of a raging barbarian.
You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you.
Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?
Monk
From high in forbidding mountains to the alleys of a city’s meanest district, the ascetic warriors known as monks 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. Monks 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.
Monks will specialize in one of three Monastic Traditions: Stone First, Iron Body, or Centered Breath.
Stone Fist is offensive, the Monk uses its Ki energy to make its fists hard as stone to destroy anything that stands in its way. The Monk doesn't care about defenses, both its own or the enemy's, it pushes forward and keeps on hitting.
Iron Body is defensive, the Monk hardens its body to make it strong enough to resist attacks giving the Monk a chance to counter attack. The Monk focuses less on offense than the other two. Instead this Monk turtles behind its defense and endures for as long as possible before lashing out with a brutal counter.
Centered Breath is more passive, the Monk focuses on being calm and having patience. The Monk will be more flexible and have more speed. Instead of attacking or counter attacking the Monk waits for the enemy to give an opening and makes that one hit count.
Telepath
The Telepath unleashes the powerful psionic potential that lies dormant beneath the conscious mind. The telepath can manipulate the world around them with little more then a thought. Telepaths wear cloth armor.
Swordmage
Swordmages apply the arcane arts to melee combats. The combat skills the possess are enhanced by the magic they wield. The flourish of a Swordmage's blade not only bite with steel, but also with Fire, Lightning, or other powerful forces. Swordmages are typically clad in Leather or Cloth.
You studied and practiced for years to master your skills. You mastered the fundamentals of arcane magic and combined this academic study with endless hours of physical training. You might be a stranger to the wider world outside the seclusion of your homeland; a self-trained genasi sellsword, gifted with an affinity for elemental magic; the scion of a disgraced noble human family, taught by the finest tutors in your youth but now a footloose expatriate; or a half-elf arcane champion, rigorously trained in a war magic academy to serve in the armies of your homeland.
Magical barriers of force swirl around you, protecting you from harm. The blade you carry is an extension of your being, both body and mind. It pulses with eldritch energy as you prepare to defend your allies and unleash magical fury against your foes.
Fighter
Into the blackest pits beneath the mountains, bent on vengeance and glory, goes the weaponmaster. These warriors form the iron core of any legion. They crash into the teeth of enemy forces, armed with cold steel and grim purpose. They are the mercenaries loitering in taverns between expeditions, the guards who cast a watchful eye over their charges, the weapon masters who elevate fighting styles to lethal arts. The weaponmaster is a fearless warrior, ready to meet any challenge.
Weaponmasters can be found just about anywhere and among any sort of people. A few are gallant warriors fighting for noble causes, while others are calculating mercenaries who draw their weapons only when the pay is right. All weaponmasters, however, are adventurers, ready to face any challenge, to go where glory, plunder, or honor leads them.
Specialized combat maneuvers, or exploits, combined with a dedicated focus on a fighting style set weaponmasters apart from other fighters. A weaponmaster can slam his or her weapon through one enemy to crunch into another or carve a bloody path through enemies in a whirlwind of destruction. Weapons are crucial too, since weaponmasters know how to coax every advantage they can from their tools, and those who use axes fight differently from those who favor heavy blades.
Compared to a knight or a slayer, a weaponmaster focuses on a broader variety of tactics and combat styles. While a knight or a slayer has fairly predictable, though still formidable, abilities, each weaponmaster cultivates a unique blend of specific maneuvers and abilities.
Weaponmasters develop their combat prowess in many different ways. Most have some elementary training to expose them to different weapons and armor. These trainees are often squires, militia, students, and soldiers. Once they’re cut free, they grow their ability through practice and observation. Each battle proves instructive, giving the weaponmaster new insights that might develop into full-blown techniques.
Oracle
Blessed with the Sight beyond Sight and Hearing of the Gods at the cost of their mortal eyes, Oracles are blind from birth. They can easily be recognized as having no irises or pupils, though most Oracles hide this from others. Using intricate rituals and foul-smelling incense, these people are capable of connecting with the Gods, hearing their voices and seeing the future.
They can tell individual futures from touching them, but aren't known to reveal someone's whole future to them.
Gunner
A Gunner, while skilled with blades of various kinds, has forsaken the use of magic, and focuses all of his or her attention on guns, gunpowder, and other manner of explosives. As a Gunner, you are an expert on all manner of firearms, able to shoot an apple off someone's head from an incredible distance.
Freak
Although those of this class are usually appalled by such a name, the general first impression of these people is 'Freak.' These people are mostly very strange. Some used to be studious scientists, and some might have been a Wizard, Sorcerer, Warlock, or even a Necromancer in the past. Whatever their past, they all have one thing in common: Perverting their bodies and the very nature of magic.
These people have performed experiment after experiment, developing a way to enhance their bodies in several ways. Some have managed to grow wings, others horns, claws, and scales, and some have sprouted tentacles. This is what has given them the definition of 'Freak.'
(Be warned. The stronger a Freak you make, the bigger or more numerous their weaknesses need to be.)
Commoner
A Commoner is just that. A Commoner. A Commoner is that common person who really doesn't have all that life training that any other class has, nor any special knowledge outside their background. They're the normal people of Eld. Of course, this isn't all a Commoner is. A Commoner is unique among the classes in that they have the most potential. They can learn anything, if they set their mind to it. Or they could not, and just go along for the ride.
Schooled in religious traditions from childhood, templars wield divine powers entrusted to them through ordination or investiture in the service of a deity. They are expected to further their deity’s interests throughout their lives, aiding all who work in the deity’s name (whether they realize it or not) and opposing any who seek to thwart the deity’s will. Templars try to sway the good people of the world to give honor and worship to the gods by setting an example of courage, understanding, patience, piety, and zeal. Sometimes this is best done through ministering to the needs of the common folk, sometimes by offering advice and counsel to those who hold power in the world, and sometimes by leading the way on bold adventures and inspiring quests. Whenever the faithful are in need, a cleric is called to act.
Templars are not as narrowly focused as warpriests, and they do not specialize in a domain as warpriests do. They draw from a wider variety of cleric powers, simply because such a wide variety of religious orders, priesthoods, and traditions are scattered across the face of the world. However, like warpriests, templars are often skilled, resilient warriors. Their true power lies in the divine magic they command—prayers to heal the injured, protect the weak, and chastise the wicked.
Knight
Knights are always on the front line. They are masters of combat. Knights are trained to be capable of wielding every conventional weapon. The are typically clad in scale or plate armor.
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 their foes. Their drive, determination, and fighting spirit allow them 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 them the ability to disrupt their foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at their allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, their allies can use their talents and abilities without fear of attack or harassment.
Death Knight
Combining undeath with the dark blessings of fiends, the Death Knight wields powers of both flame and death, able to raise undead servants and armies on his own through his spell-like abilities.
Those who take up the black sword of the Death Knights in the name of powerful evil gods are not all undead. They aren't even all evil, since sometimes evil gods simply curse warriors in order to screw with them. But a lot of them are evil and undead, and that gives the Death Knight his classic image.
Some warriors do indeed pursue the path of the Death Knight, seeking the power that comes with undeath. Others are not so lucky; should a goodly warrior draw the ire of an evil god, the god may indeed curse him with undeath. The unwilling Death Knight will then have to deal with their own unholy powers, which by their own existance may make the warrior lose standing with the goodly people he serves.
A Death Knight can expect to be in melee, but his spell-like abilities gained from their Spheres add some versatility to his options. If one has the stomach for it, he can animate corpses and build himself a useful group of undead minions to have in combat.
Whether they are the ruthless generals of undead armies or afflicted heroes who strive to have the curse broken, Death Knights are, first and foremost, individuals. Death Knights as a whole have no formal organization, but it's possible for some to work together--particularly those who have military ambitions. Of course, the evil army-building Death Knights are the ones who get remembered, and the popular perception of a Death Knight is an evil warlord leading his undead hordes across the land.
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.
Take up your blessed sword and sanctified shield brave warrior, and charge forward to hallowed glory!
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?
Rogue
A fair fight is not in the Rouge’s vocabulary. Rouges find success on the battlefield by using every trick at their disposal to deceive, mislead, and ambush their enemies. They draw on their many skills to give them an edge in combat, whether that edge enables them to snatch a treasure from a villain or leap away at the last moment to thwart an attack. Rouges are survivors, and they are not above getting their hands dirty to win the day.
A Rouge relies on clever planning and quick wits to survive. A thief focuses more broadly on acrobatics and unpredictable maneuvers. Rouges trade the thief ’s reliable tricks for a broader, more unpredictable range of abilities. These martial powers, or exploits, mirror the Rouge’s preferred tactics and arise from a mix of training, improvisation, and skill. Some Rouges favor punishing exploits, focusing on hitting hard and inflicting terrible injuries. Others use witty banter and feints to frustrate and misdirect opponents. Others still favor acrobatics, menace, or secrecy.
Rouges are adventurers first and foremost. One might have learned the trade on the streets, might have developed his or her powers out of necessity after fate betrayed them, or could have been apprenticed to a master thief. Some Rouges join adventuring parties for the promise of treasure and have few reservations about exploring dusty tombs and labyrinthine dungeons as long as there’s a reward on the other side. Not all Rouges are that mercenary, however. There are things other than loot that are worth fighting for.
Warlock
Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. 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.
Wizard/Witch
Wizards are scions of arcane magic. Wizards 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. Wizards 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 eladrin 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?
Necromancer
A Necromancer is a caster that is able to expel negative energies flowing through their veins. Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds and souls and usually the best way to do that is by raising/summoning undead from their fallen enemies, a skill at which they are unparalleled. Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like Charm or Dominate.
A Necromancer's strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob), and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control (and at higher levels, seriously, a 'crowd controller'), able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for them.
A Necromancer is proficient with all simple weapons. They are proficient with light armors but not with shields.
Necromancers are the people who create undead in the world. They will usually have hidden undead bases or live in abandoned houses near a graveyard so they have protection. They will work as grave keepers with no troubles. Sometimes certain nobles will employ the services of necromancers. These more wealthy commonfolk could just need the employment of an undertaker, and more often than not, to either avenge or resurrect a loved one.
Barbarian
The Barbarian is a powerful warrior worthy of fear and respect. Barbarians wield two-handed weapons and have a high tolerance for pain. The Barbarian is a berserk fighter. Typically a Barbarian will wear hide armor, leather, or sporadic pieces of plate, and charge into battle without a care.
Barbarians are savage warriors who deal out powerful blows from their mighty weapons. They charge from foe to foe and seldom feel the pain of an enemy’s strike. For barbarians’ foes, the moments of greatest terror come when barbarians call upon primal forces to lend power to their raging spirits. These rages, although temporary, give a barbarian incredible powers, a combination of skill, willpower, and a legacy of ancient tribal rituals.
As a barbarian, you have a link to powerful nature spirits and other primal forces bound to the warriors of your tribe by the songs and totems of your legacy. These spirits lend energy to your rages, transforming you into a devastating force on the battlefield. As you become more experienced, these rages transcend mortal limitations, manifesting directly as waves of elemental power or gifting you with supernatural recuperative powers.
When the heat of battle is upon you, will you respond with a sudden charge that fells with one mighty swing of your weapon, or with a prolonged rage that leaves destroyed foes in your wake?
Druid
Druids are the enigmatic and secretive protectors of nature. They wield powerful primal magics. A Druid may commune with ancient trees or run with wolf packs or fly with birds. The Druid shares a powerful bond with nature; neither master nor servant the Druid is instead a comrade and friend. Wind, trees, and animals will heed the call of the Druid. A Druid would typically wear Leather or Hide armor.
Sorcerer/Sorceress
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer’s magic is the arcing greataxe of a raging barbarian.
You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you.
Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?
Monk
From high in forbidding mountains to the alleys of a city’s meanest district, the ascetic warriors known as monks 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. Monks 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.
Monks will specialize in one of three Monastic Traditions: Stone First, Iron Body, or Centered Breath.
Stone Fist is offensive, the Monk uses its Ki energy to make its fists hard as stone to destroy anything that stands in its way. The Monk doesn't care about defenses, both its own or the enemy's, it pushes forward and keeps on hitting.
Iron Body is defensive, the Monk hardens its body to make it strong enough to resist attacks giving the Monk a chance to counter attack. The Monk focuses less on offense than the other two. Instead this Monk turtles behind its defense and endures for as long as possible before lashing out with a brutal counter.
Centered Breath is more passive, the Monk focuses on being calm and having patience. The Monk will be more flexible and have more speed. Instead of attacking or counter attacking the Monk waits for the enemy to give an opening and makes that one hit count.
Telepath
The Telepath unleashes the powerful psionic potential that lies dormant beneath the conscious mind. The telepath can manipulate the world around them with little more then a thought. Telepaths wear cloth armor.
Swordmage
Swordmages apply the arcane arts to melee combats. The combat skills the possess are enhanced by the magic they wield. The flourish of a Swordmage's blade not only bite with steel, but also with Fire, Lightning, or other powerful forces. Swordmages are typically clad in Leather or Cloth.
You studied and practiced for years to master your skills. You mastered the fundamentals of arcane magic and combined this academic study with endless hours of physical training. You might be a stranger to the wider world outside the seclusion of your homeland; a self-trained genasi sellsword, gifted with an affinity for elemental magic; the scion of a disgraced noble human family, taught by the finest tutors in your youth but now a footloose expatriate; or a half-elf arcane champion, rigorously trained in a war magic academy to serve in the armies of your homeland.
Magical barriers of force swirl around you, protecting you from harm. The blade you carry is an extension of your being, both body and mind. It pulses with eldritch energy as you prepare to defend your allies and unleash magical fury against your foes.
Fighter
Into the blackest pits beneath the mountains, bent on vengeance and glory, goes the weaponmaster. These warriors form the iron core of any legion. They crash into the teeth of enemy forces, armed with cold steel and grim purpose. They are the mercenaries loitering in taverns between expeditions, the guards who cast a watchful eye over their charges, the weapon masters who elevate fighting styles to lethal arts. The weaponmaster is a fearless warrior, ready to meet any challenge.
Weaponmasters can be found just about anywhere and among any sort of people. A few are gallant warriors fighting for noble causes, while others are calculating mercenaries who draw their weapons only when the pay is right. All weaponmasters, however, are adventurers, ready to face any challenge, to go where glory, plunder, or honor leads them.
Specialized combat maneuvers, or exploits, combined with a dedicated focus on a fighting style set weaponmasters apart from other fighters. A weaponmaster can slam his or her weapon through one enemy to crunch into another or carve a bloody path through enemies in a whirlwind of destruction. Weapons are crucial too, since weaponmasters know how to coax every advantage they can from their tools, and those who use axes fight differently from those who favor heavy blades.
Compared to a knight or a slayer, a weaponmaster focuses on a broader variety of tactics and combat styles. While a knight or a slayer has fairly predictable, though still formidable, abilities, each weaponmaster cultivates a unique blend of specific maneuvers and abilities.
Weaponmasters develop their combat prowess in many different ways. Most have some elementary training to expose them to different weapons and armor. These trainees are often squires, militia, students, and soldiers. Once they’re cut free, they grow their ability through practice and observation. Each battle proves instructive, giving the weaponmaster new insights that might develop into full-blown techniques.
Oracle
Blessed with the Sight beyond Sight and Hearing of the Gods at the cost of their mortal eyes, Oracles are blind from birth. They can easily be recognized as having no irises or pupils, though most Oracles hide this from others. Using intricate rituals and foul-smelling incense, these people are capable of connecting with the Gods, hearing their voices and seeing the future.
They can tell individual futures from touching them, but aren't known to reveal someone's whole future to them.
Gunner
A Gunner, while skilled with blades of various kinds, has forsaken the use of magic, and focuses all of his or her attention on guns, gunpowder, and other manner of explosives. As a Gunner, you are an expert on all manner of firearms, able to shoot an apple off someone's head from an incredible distance.
Freak
Although those of this class are usually appalled by such a name, the general first impression of these people is 'Freak.' These people are mostly very strange. Some used to be studious scientists, and some might have been a Wizard, Sorcerer, Warlock, or even a Necromancer in the past. Whatever their past, they all have one thing in common: Perverting their bodies and the very nature of magic.
These people have performed experiment after experiment, developing a way to enhance their bodies in several ways. Some have managed to grow wings, others horns, claws, and scales, and some have sprouted tentacles. This is what has given them the definition of 'Freak.'
(Be warned. The stronger a Freak you make, the bigger or more numerous their weaknesses need to be.)
Commoner
A Commoner is just that. A Commoner. A Commoner is that common person who really doesn't have all that life training that any other class has, nor any special knowledge outside their background. They're the normal people of Eld. Of course, this isn't all a Commoner is. A Commoner is unique among the classes in that they have the most potential. They can learn anything, if they set their mind to it. Or they could not, and just go along for the ride.