User:Zhenra-Khal/Realms Of Beyond/Classes
Contents
- 1 Classes
- 1.1 Base Classes
- 1.1.1 Artificer
- 1.1.2 Barbarian
- 1.1.3 Bard
- 1.1.4 Blademind
- 1.1.5 Cleric
- 1.1.6 Druid
- 1.1.7 Fighter
- 1.1.8 Harrier
- 1.1.9 Incarnate
- 1.1.10 Lurk
- 1.1.11 Monk
- 1.1.12 Oracle
- 1.1.13 Paladin
- 1.1.14 Psion
- 1.1.15 Ranger
- 1.1.16 Rogue
- 1.1.17 Shaman
- 1.1.18 Soulweaver
- 1.1.19 Sorcerer
- 1.1.20 Swordsage
- 1.1.21 Totemist
- 1.1.22 Warlock
- 1.1.23 Warlord
- 1.1.24 Wilder
- 1.1.25 Witchblade
- 1.1.26 Wizard
- 1.1 Base Classes
Classes
Within the Realms, all manner of roles are possible. Snobby Elves can be snobbier Paladins, your drunken Dwarf can make a useful Bard, puny Halflings can make rather terrifying Barbarians, and Half-Orcs can be Monks.
Base Classes
Classes that have no requirements - The place all characters start. Base classes come in seven categories - Martial, Divine, Arcane, Primal, Spiritual, Specialist and Psionic.
- Martial classes are warriors, those who use muscle and weaponry - Classes like Fighter, Paladin, Ranger, and Blademind.
- Divine classes draw power from worshiping greater beings - Classes like Cleric, Paladin and Oracle.
- Arcane classes shape raw magic themselves, rather than receiving it - Classes like Bard, Sorcerer and Wizard.
- Primal classes draw power from the aspects of nature itself - Classes like Druid, Totemist and Ranger.
- Spiritual classes draw power from soulstuff and spirit allies - Classes like Incarnate and Soulweaver.
- Specialist classes focus on utility, flexibility and adaptability - Classes like Rogue, Artificer and Fighter.
- Psionic classes draw power from the mind, knowledge and focus - Classes like Psion, Wilder, Blademind and Oracle.
Artificer
Artificers (Art; Arcane/Specialist) are the magical crafters of the world. Any caster can create magic items, but none do it as skillfully or efficiently as an Artificer. They are also very good at making and fighting constructs.
Barbarian
Barbarians (Brb; Martial/Primal) are the savages of the world; Filled with emotional fury and respect for the natural world. They have little skill, but their passion and drive often makes up for this.
Bard
Bards (Brd; Arcane/Specialist) are the minstrels, dancers and artists of the world, incorporating innate magic into their masterpieces. They have great skill and can aid their allies, but are also well-rounded enough to hold their own.
Blademind
Blademinds (Blm; Psionic/Martial) are warriors of the mind, using blades and armor forged from thought itself and using their minds to empower their physical prowess.
Cleric
Clerics (Clr; Divine/Spiritual) are the priests, the healers, the preachers and saints of the world, drawing power from the Divine while they grant power to the Divine in return through their worship. They are strong on their own and even stronger when paired with allies.
Druid
Druids (Drd; Primal/Divine) are like Clerics, but they venerate the natural world itself, plants, animals, the sun and moon, earth, sea and sky, rather than the gods that rule over them.
Fighter
Fighters (Ftr; Martial/Specialist) are the warriors - Knights, samurai, vikings, soldiers, and many other roles, can all be filled by the Fighter. Few others have the same prowess with weapon and armor as a Fighter.
Harrier
Harriers (Har; Divine/Specialist) are holy assassins, sent to hunt down enemies of the faith and bring them to justice. They are skilled at blending in with their surroundings and making foe believe they are friend.
Incarnate
Incarnates (Inc; Spiritual/Divine) are those born with a connection to the collective soul of all sentient beings, drawing power forth and shaping the souls of the dead and unborn into armor, weapons and the like.
Lurk
Lurks (Lrk; Psionic/Specialist) are those who hide in the imagination. You don't have to be stealthy if you can go inside your foe's mind and prevent them from seeing you, and the deadliest assassin is the one who can crush your psyche from within.
Monk
Monks (Mnk; Martial/Spiritual) are the aesthetics of the world, teaching wisdom and skill, reflecting upon their inner selves and seeking perfection in all things they do. Fearless warriors who fight without armor and often without weapon, Monks are not to be trifled with.
Oracle
Oracles (Ora; Divine/Psionic) are enlightened people gifted with visions from the Divine, who hone their minds to receive these visions and dedicate their lives to the cause of their deities.
Paladin
Paladins (Pal; Martial/Divine) are holy warriors, crusaders for the faith and protectors of the downtrodden. Evil Paladins, known often as Blackguards, are the opposite - Tyrants in black who destroy, pillage and enslave.
Psion
Psions (Psi; Psionic/Spiritual) are the masters of the mind, the strategic, cunning foe who can twist reality to their whims with little more than a thought.
Ranger
Rangers (Rgr; Martial/Primal) are the warriors of the natural world; Hunters, trackers and wardens who protect nature from the harms of mankind and other cruel creatures.
Rogue
Rogues (Rog; Martial/Specialist) are thieves, assassins, conmen, thugs and in some cases, lawyers and politicians. But they all have one thing in common - They use their skill and guile to get what they want, and care little about those who get in their way.
Shaman
Shamans (Shm; Spiritual/Arcane) are medicine men, diviners and scholars, who draw power from the spirit realm. Guided and granted power by spirits, Shamans are adept at fighting off the many monsters that feed on soulstuff.
Soulweaver
Soulweavers (Slw; Spiritual/Specialist) are monk-mystics who shape the soul itself into their crafts; Weapons, armor and even clothing made from soulstuff. They can also weave back together a torn and tattered soul, undoing the harms of the world.
Sorcerer
Sorcerers (Sor; Arcane/Primal) are those born with innate talent in the realm of magic, those whose very flesh, blood and soul are magic itself. They can shape magic to their whim, but doing so takes time and energy. Thus they have immense power and flexibility, but they are sitting ducks while shaping their magic.
Swordsage
Swordsages (Swg) are spirit-warriors, wielding their souls as weapons and wearing them as armor. Each is unique, bringing the power within to the surface.
Totemist
Totemists (Ttm; Spiritual/Primal) Are those born with a connection to the spirit(s) of the natural world, given power by beasts both dead and unborn, and guided by instinct and omens.
Warlock
Warlocks (Wlk; Arcane/Divine) are those who have made a bargain with an entity, such as a deity, spirit or elder evil, in return for power. Some sell their souls to archdevils; Some are little different from Clerics and some are oathbound protectors of all that is sacred to their patron.
Warlord
Warlords (Wrl; Martial/Spiritual) are the battle-leaders, fearless commanders who strike fear into the souls of enemies and bolster the courage of allies. Much like the Bard, they use their voice as power.
Wilder
Wilders (Wld; Psionic/Primal) are like Sorcerers - Born with innate talent that is tied to their emotions and that they can shape to their whim. However, this comes at the cost of being able to pop off a power in an instant like the Psion can, and their knowledge is limited despite them being able to mix and max what they know on the fly.
Witchblade
Witchblades (Wbd; Martial/Arcane) are warriors gifted with magic, using spell to enchant blade and magic to augment might. Their innate magic only flares brighter with a weapon in their hand.
Wizard
Wizards (Wiz; Arcane/Spiritual) are the magical scholars of the world. Most are Mundanes who took interest in magic, so while they can shape magic and release it, their spells are prepared ahead of time and stored within objects (Including their own body) instead of coming from innate power. They can snap off a spell in an instant, but they're stuck with whatever they prepared before the battle.