Post by PyrasTerran on Jan 10, 2012 2:40:16 GMT -5
Below is a list of various kinds of "classes" (occupations or combat specialties, in a sense), as well as which classes belong to specific regions of the world. Added is a very brief description of the class.
NOTE: It is not impossible to take a class and be in a non-corresponding nation, for example, a young man in Talzistan could become a Ronin if he was trained by a wandering Ronin from Hoshidon.
Index
Fighter
Rogue
Monk
Barbarian
Ranger
Ninja
Pirate
Scout
Thief
Weapon Master
Geshou
Sorceror
Shaman
Psychic
Noble
Scholar
Military
Combat Medic
Warlock
Samurai
Ronin
Onna Bugeisha
Shugenja
Sohei
Wu Jen
Occult Hunter
Rajput
Swami
Alchemist
Firedancer
Noble Rager
Psychic Warrior
Paladin
Cleric
Vizier
Wizard
Spellblade
Found Everywhere
Fighter - skilled fighters that work as reserve soldiers, guards, or for hire, usually with simple weapons such as short swords, axes and clubs.
Key Ability: Strength, Constitution
Power Source: Natural (Untrained)
Abilities:
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Rogue - Nimble, agile outlaws that aim for dirty fighting and lethal strikes, usually with daggers and arrows. They are a jack of trades.
Key Ability: Dexterity, Charisma
Power Source: Natural (Untrained)
Monk - Blanket term for someone solely trained in martial arts from a monastery or academy, which is usually unarmed combat. Their fists are just as lethal as regular weapons, thanks to their channeling of chi.
Key Ability: Wisdom, Dexterity
Power Source: Natural (Chi)
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Barbarian - Uneducated fighters of rural and wild areas, they use chi in an instinctive, feral manner like an enraged animal to increase their strength and durability.
Key Ability: Constitution, Strength
Power Source: Natural (Untrained)
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Ranger - Skilled in surviving the outdoors, also known as Woodsmen, these warriors are adept at tracking and hunting.
Key Ability: Wisdom, Dexterity
Power Source: Natural (Untrained)
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Ninja - Mercenaries and assassins that operate in the shadows, silent as death, with an assortment of weapons, many poison-laced. Female ninja are Kunoichi.
Key Ability: Wisdom, Dexterity
Power Source: Natural (Chi)
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Pirate - Rogues of the sea, they bring to the table an uncanny balance, the ability to navigate via the stars and a resourceful knack for manning vehicles. Usually found exclusively near or on the Grand Ocean.
Key Ability: Dexterity, Charisma
Power Source: Natural (Untrained)
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Scout - A Ranger specialized in moving effortlessly through terrain, to spy, send messages, or whatever is tasked of them.
Key Ability: Dexterity, Constitution
Power Source: Natural (Untrained)
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Thief - A Rogue with the most dextrous of fingers and incredible acrobatic ability to slip in and out of any location with their prize in hand.
Key Ability: Dexterity, Intelligence
Power Source: Natural (Untrained)
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Weapon Master - A special brand of fighter that through intense training and chi synchronization has become one with his weapon, much like the Samurai, sometimes going so far as to give it a name and gender. They wield it effortlessly and deal great damage when using this specific weapon.
Key Ability: Charisma, Strength
Power Source: Natural (Chi)
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Geshou - Storytellers, artists, musicians, and incredible spies, these are the traits of a Geshou. They use their expert espionage and quick improvisational cunning to survive all manner of battles, not just those with swords and fists.
Key Ability: Charisma, Intelligence
Power Source: Natural (Geshou)
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Sorceror - Able to harness arcane magic and channel it into spells both offensive and defensive. Sorcerors can cast a variety of spells, but only as many times as their bodies will allow.
Key Ability: Charisma, Intelligence
Power Source: Arcana
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Shaman - A special individual who can communicate with the invisible, divine, spiritual and dark beings of their environment, be it gods, the Spirit World, Djinn, or ghosts. Shaman can borrow power from these, and channel it into divine energy to cast spells of healing, offensive assaults, or empower their bodies for physical combat. They can also disrupt the undead.
Key Ability: Wisdom, Strength
Power Source: Spirit
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Psychic - From telepathy to telekinesis, clairvoyance to telemetry, psychics are prized people in Shyuu, often scooped up by the government to be employed for use by the nations' respective rulers, for both growth of the nation and to gain a political upper hand against other nations.
Key Ability: Intelligence, Wisdom
Power Source: Psionics
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Noble - Not particularly adept in combat, what you bring to the table is political and monetary power, as well as, often, a wealth of knowledge in various subjects and great skill in diplomacy, which could help get out of a sticky situation more than once.
Key Ability: Intelligence, Charisma
Power Source: Natural (Untrained)
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Scholar - Scholars have even less combat prowess than Nobles (who can buy lessons in self defense and swordplay at the very least), but they make up for it in being a veritable wellspring of knowledge and insight.
Key Ability: Intelligence, Wisdom
Power Source: Natural (Untrained)
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Military - Warriors that have made the military a professional career. From simple foot soldier to general, military are great at fighting as much as they are at giving/receiving orders. Even in the midst of conflict their words can inspire victory and their sharp tactics
Key Ability: Charisma, Constitution
Power Source: Natural (Untrained)
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Combat Medic - More than simple doctors, these skilled professionals are able to patch up their allies in the heat of battle. While they can't offer rapid healing the way that Shaman and Clerics can, their encyclopedic knowledge of the body, biology and science, combined with their trusty first aid kit, provides skills in a pinch when even magic may fail.
Key Ability: Intelligence, Dexterity
Power Source: Natural (Untrained)
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Warlock - Either by negotiation or by force, and always through means of intense arcane study, Warlocks form bonds with dark spirits, channeling their energy into their bodies, allowing them to access all streams of power, from Arcane to Spirit, Psionic and Chi. However, this incredible versatility comes at the price of a shorter lifespan and weaker body. But some powerful Warlocks find ways to surpass even these weaknesses, by somehow becoming deathless...
Key Ability: Charisma, Intelligence
Power Source: All
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Found in Hoshidon & Fa-Rei
Samurai - Exclusively male noble class warriors who exclusively use the katana and wakizashi (short dagger), of which they share a chi-driven bond with. They are driven by honor and the will of their Samurai Lord (Daimyo).
Key Ability: Strength, Charisma
Power Source: Natural (Chi)
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Ronin - Samurai that have somehow disgraced themselves in the eyes of their peers and are seen as having no honor. Ronin are to be killed or captured on sight if a Samurai were to recognize them as such, but Ronin deploy more devious, avante garde tactics in combat than their rigid brethren. Warriors who are trained in the katana yet are not of a Samurai family nor follow a Daimyo, are also considered Ronin.
Key Ability: Strength, Dexterity
Power Source: Natural (Chi)
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Onna Bugeisha - The closest thing to a female Samurai, Onna Bugeisha are exclusively women, who have shown exceptional merit in the eyes of the Samurai. To stand toe-to-toe with the physically tougher Samurai and their incredible katana, Onna Bugeisha are trained in the Naginata (long-bladed spear) and bow/arrow to even the odds.
Key Ability: Constitution, Strength
Power Source: Natural (Chi)
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Shugenja - Noble-class spellcasters whose specialty is elemental magic (water, earth, air, and fire, and their sub-elements, such as lightning). They hold as much sway as regular Samurai do, and like Samurai, are able to exact justice as they see fit. Unlike Sorcerors, Shugenja share more in common with Wizards, able to inscribe spells into scrolls and paper tags for use in combat.
Key Ability: Intelligence, Charisma
Power Source: Arcana
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Found in Eastern Shyuu (Hoshidon, Fa-Rei, Sueongha, the Free Islands, Tenzin, Ulan)
Sohei - Monks that work at a monastery and have special connections with the spirits around them. They are an exceptional blend of martial prowess with their weapon (usually a spear or broadsword), and divine magic through channeling the power of the Spirit World.
Key Ability: Wisdom, Strength
Power Source: Spirit, Natural (Chi)
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Wu Jen - highly disciplined Sorcerors with incredible power, which is balanced by an extremely strict set of rules and taboos that they must abide by (such as not eating meat, owning nothing worth more than a few coins, etc.). If they break even one of these codes, they can lose the raw effectiveness of their spells, and may have to start over with their rituals, which could take anything from days to decades.
Key Ability: Intelligence, Wisdom
Power Source: Arcana
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Occult Hunter - Be they dark spirits, ghosts, vampires, witches, or worse, Occult Hunters have made it their calling to protect the world from those things that go bump in the night. Utilizing spirit magic from their own internal source, as well as a variety of capabilities, they can be any dark being's worst nightmare.
Key Ability: Charisma, Constitution
Power Source: Spirit
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Found in Rhasmapatra
Rajput - Royal warriors of the Rhasmapatran noble class. Like Samurai, they hold alot of influence in their culture and often make up Rhasmapatra's most skilled warriors.
Power Source: Natural (Untrained)
Key Ability: Strength, Charisma
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Swami- A special brand of pacifist monk whose discipline is based on enlightenment in relation to the universe, far more philosophical goals than the simple ideologies of good and bad, morality or justice. Their power comes from unlocking latent psychic abilities through the leylines (chakra points) of energy that flow through the human body.
Key Ability: Constitution, Wisdom
Power Source: Psionics, Natural (Chi)
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Found in Fa-Rei, Rhasmapatra, Qadar & Talzistan
Alchemist- From potions to magic trinkets to explosions, Alchemists have found a way to break the elements of magic down into a science, and harness it through various items. One of the most versatile adventurers, Alchemists are the only class that can safely harness the power of "Black Powder", an explosive ingredient they use to make bombs, or as an Alchemist would put it, "the everyman's fireball".
Key Ability: Intelligence, Dexterity
Power Source: Natural (Untrained)
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Firedancer- Like Bards, Firedancers are natural entertainers of the performing arts. But this line of dance is actually a latent arcane martial art that allows the wielder to bend fire to their will through their movements. These acrobatic combatants seldom stay put on the battlefield and dazzle as much as strike fear when they weave waves of inferno at their opponents. They are one to always keep something that they can light up for a match, or for coin.
Key Ability: Charisma, Dexterity
Power Source: Natural (Chi)*, Arcana**
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Found in Rhasmapatra, Doryoska, and Ulan
Noble Rager - These specialized Barbarians have learned to remain in perfect, control even when enraged, and while this means they do not generate as much strength and lastability as a regular Barbarian, they nonetheless can make sure they do not injure their companions, or are lured into a trap, etc.
Key Ability: Wisdom, Constitution
Power Source: Natural (Chi)
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Found in Rhasmapatra, Doryoska, Tenzin, & the Roclan
Psychic Warrior - Only these nations provide easy access to the training required to channel a psychic's psionic energy to be implemented almost exclusively in melee combat. Psychic warriors channel their psionic energy into their body, giving them enhanced strength and speed as mighty as any Warrior.
Key Ability: Wisdom, Strength
Power Source: Psionics
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Found in Qadar & Talzistan
Paladin - Warriors of God, they fight for the church, the Sultanate, and all that is good, using a blend of martial prowess and divine magic to vanquish the wicked and carry out the will of God. Found mostly in Qadar.
Key Ability: Charisma, Strength
Power Source: Spirit
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Cleric - Disciples of God that have devoted their life to the church. Instead of combat, they excel in divine magic, from powerful offensive blasts to healing and disrupting the undead.
Key Ability: Wisdom, Constitution
Power Source: Spirit
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Vizier - Part warrior, part spellcaster, these people make pacts with Djinn, one of the most unholiest of acts in the Qadarian church, for power. They are able to freely release small blasts of dark magic, and can generate a beguiling influence over weak-willed victims, even their bodies become more durable over time as the Djinn's energy surges through them.
Key Ability: Charisma, Intelligence
Power Source: Arcana
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Found in Rhasmapatra, Qadar & Talzistan
Wizard - A special kind of spellcaster, they have learned how to enchant items and inscribe arcane spells into scrolls for future use. Though not as powerful as sorcerers, their utilitarian capabilities as well as being able to learn and collect a near limitless amount of new spells makes them a force to be reckoned with. Found mostly in Talzistan, as in Qadar, known wizards are required to work for the Sultanate. Wizards always keep a spellbook handy to record new spells they discover.
Key Ability: Intelligence, Dexterity
Power Source: Arcana
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Spellblade - Often nobles, or simply characters with the resources for both martial and magic study, these dangerous, unique warriors blur the line between might and magic, able to cast spells in armor and even instill a spell through their weapon's attacks. This path of discipline is dangerous, however, as channeling the raw destructive magic through your own body can lead to hazardous results.
Key Ability: Intelligence, Strength
Power Source: Arcana
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-If you want to be a class of character for the Open RP world that does not fit into one of these, then you may contact me to see what we can do to accommodate. You must select one of these classes for a campaign character. You are free to ask if you have any questions.
NOTE: It is not impossible to take a class and be in a non-corresponding nation, for example, a young man in Talzistan could become a Ronin if he was trained by a wandering Ronin from Hoshidon.
Index
Fighter
Rogue
Monk
Barbarian
Ranger
Ninja
Pirate
Scout
Thief
Weapon Master
Geshou
Sorceror
Shaman
Psychic
Noble
Scholar
Military
Combat Medic
Warlock
Samurai
Ronin
Onna Bugeisha
Shugenja
Sohei
Wu Jen
Occult Hunter
Rajput
Swami
Alchemist
Firedancer
Noble Rager
Psychic Warrior
Paladin
Cleric
Vizier
Wizard
Spellblade
Found Everywhere
Fighter - skilled fighters that work as reserve soldiers, guards, or for hire, usually with simple weapons such as short swords, axes and clubs.
Key Ability: Strength, Constitution
Power Source: Natural (Untrained)
Abilities:
- Combat Expertise- You are able to switch your stance to suit the battle, and remove numbers from your defense score to your attack score to hit better and deal more damage, as well as do the opposite to avoid more attacks. This skill psyches opponents out, giving you a bonus to the Intimidate skill.
- Whirlwind Cleaver- You can move from one slain opponent to the next nearby with ease, or swing your weapon in such a way as to hit multiple opponents around you in one swipe. The training required to pull this off gives you a bonus in the Athletics skill.
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Rogue - Nimble, agile outlaws that aim for dirty fighting and lethal strikes, usually with daggers and arrows. They are a jack of trades.
Key Ability: Dexterity, Charisma
Power Source: Natural (Untrained)
- Sneak Attack- You can deal extra damage with a well-placed, weakpoint-pinning attack against opponents that are first caught offguard.
- Trap Sense- You have penultimate skill with detecting and disabling traps. This training has given you a bonus to the Perception and Thievery skill.
NOTE: YOU CAN CHOOSE TO FORGO TRAP SENSE FOR: - Rogue's Repertoire- You're a well-rounded rogue, skipping trapwork to focus on your reflexes, gaining a bonus in all Dexterity-based skills, as well as Bluff, Insight & Perception.
Monk - Blanket term for someone solely trained in martial arts from a monastery or academy, which is usually unarmed combat. Their fists are just as lethal as regular weapons, thanks to their channeling of chi.
Key Ability: Wisdom, Dexterity
Power Source: Natural (Chi)
- Body of Chi- Your very fists and feet can block sword attacks as if they were metal weapons themselves(and can deal lethal damage much more easily than the average fist, as well), and you can survive falls that would crack the bones of most men. The training that grants this gives you a bonus to Acrobatics and Athletics.
- Disrupting Fist- By leaving yourself open to assault, you can concentrate your energy and attempt to temporarily paralyze an opponent with a discharge of chi from your attack. The skill needed to know exactly where to strike grants a bonus to Insight and Perception.
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Barbarian - Uneducated fighters of rural and wild areas, they use chi in an instinctive, feral manner like an enraged animal to increase their strength and durability.
Key Ability: Constitution, Strength
Power Source: Natural (Untrained)
- Rage- For about a minute at a time, you can receive a significant bonus to your attack score and Constitution, at the expense of your defense score and the ability to use skills based on Intelligence, Charisma or Dexterity.
- Feral Senses- You have a primal precognitive ability, making it almost impossible for you to be caught offguard in combat, preventing extra damage.
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Ranger - Skilled in surviving the outdoors, also known as Woodsmen, these warriors are adept at tracking and hunting.
Key Ability: Wisdom, Dexterity
Power Source: Natural (Untrained)
- Of Nature- You are adept at working with nature, from moving through its sometimes unforgiving terrain, to tracking, trapping and survival tactics, and even handling wild animals. You can apply all of this to combat, as well as gaining a bonus to the Nature skill.
- Animal Companion- You can choose to adopt and train an animal no larger than a wolf or panther. This animal can perform many tasks for you, such as tracking, distracting combat, and delivery. This training gives you a bonus to Insight.
NOTE: YOU CAN CHOOSE TO FORGO AN ANIMAL COMPANION FOR: - Distracting Assault- You know how to keep an opponent bothered by your attacks and focused on you. When you attack an opponent, he is often considered offguard for the rest of your allies in the battle. This training gives a bonus to Insight.
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Ninja - Mercenaries and assassins that operate in the shadows, silent as death, with an assortment of weapons, many poison-laced. Female ninja are Kunoichi.
Key Ability: Wisdom, Dexterity
Power Source: Natural (Chi)
- Vanish- Using chi, a ninja can disappear from sight, reappearing only once he has performed an attack. He is not invisible to smell and sound. The training to pull this off gives you a bonus to Stealth.
- Weaponized Body- A ninja is immune to poison, and can consciously ignore pain for a small amount of time. This gives you a bonus to Endurance.
NOTE: YOU CAN FORGO WEAPONIZED BODY FOR: - Ninja Tactics- Rather than be immune to types of damage, you've trained your body to try to avoid damage altogether, and gain a bonus in all Dexterity-based skills.
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Pirate - Rogues of the sea, they bring to the table an uncanny balance, the ability to navigate via the stars and a resourceful knack for manning vehicles. Usually found exclusively near or on the Grand Ocean.
Key Ability: Dexterity, Charisma
Power Source: Natural (Untrained)
- Duelist- You gain bonuses to attack and defense scores when you are fighting an opponent one-on-one with no distractions or other enemies trying to attack you. You gain bonuses to Insight and Intimidate.
- Seafaring- Dealing with the uncanny waves has given a powerful root to your stance. You have better balance than most, can catch yourself on your feet from nearly any fall, and have a bonus in Acrobatics and Athletics.
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Scout - A Ranger specialized in moving effortlessly through terrain, to spy, send messages, or whatever is tasked of them.
Key Ability: Dexterity, Constitution
Power Source: Natural (Untrained)
- Free Running- As well as being a faster and farther runner than most, obstacles and difficult terrain give you no problem, and you can move at full running speed as long as there is a way through. This training has given you a bonus to Acrobatics and Athletics.
- Skirmish- You gain a bonus in attack and defense scores if you can keep in motion while fighting. (this does not include moving in place) Your ability to read the battlefield to time your attacks has given you a bonus to Insight and Perception.
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Thief - A Rogue with the most dextrous of fingers and incredible acrobatic ability to slip in and out of any location with their prize in hand.
Key Ability: Dexterity, Intelligence
Power Source: Natural (Untrained)
- Devious Hands- You are particularly skilled at unlocking the unlockable, and are an excellent escape artist. You have a bonus to all Dexterity-based skills, and an added bonus when you attempt to unlock, or disable traps or devices.
- Cat Burglar- Able to silently flip around undisclosed, hug corners, and stay motionless as a statue, you can combine your Acrobatics, Athletics, and Stealth scores together to move through areas without being seen.
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Weapon Master - A special brand of fighter that through intense training and chi synchronization has become one with his weapon, much like the Samurai, sometimes going so far as to give it a name and gender. They wield it effortlessly and deal great damage when using this specific weapon.
Key Ability: Charisma, Strength
Power Source: Natural (Chi)
- Weapon Bond- You gain a significant bonus to your attack score when you fight with your chosen weapon, but you fight at a significant penalty when you use anything but.
- Weapon Projection- As long as you hold your weapon, you gain a bonus to Charisma-based skills.
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Geshou - Storytellers, artists, musicians, and incredible spies, these are the traits of a Geshou. They use their expert espionage and quick improvisational cunning to survive all manner of battles, not just those with swords and fists.
Key Ability: Charisma, Intelligence
Power Source: Natural (Geshou)
- Geshou Repertoire- You have a bonus in all Charisma and Intelligence-based skills, with an extra bonus to Bluff and History.
- Empowering Performance- Your music or poetics are unrivaled. So skilled are you that you subconsciously channel power through your performance, which in turn can invigorate your allies and demoralize your foes.
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Sorceror - Able to harness arcane magic and channel it into spells both offensive and defensive. Sorcerors can cast a variety of spells, but only as many times as their bodies will allow.
Key Ability: Charisma, Intelligence
Power Source: Arcana
- Internal Reservoir- While most spellcasters channel magic through the leylines around them, you channel from your own personal well. You can cast spells without the need for meditation, but you are capable of expending yourself of magical energy with you do not take time to rest.
- Familiar- You can instill some of your magical power into a small animal no larger than a cat. This familiar is an intelligent being whose sole drive is serving you, and it is even capable of communicating with you. You can charge it with a spell, and it can move on its own to cast it for you from afar by coming in close contact with the target.
NOTE: YOU CAN CHOOSE TO FORGO A FAMILIAR FOR: - Magic Specialist- You can cast spells without needing components, such as elements in the environment, hand signs or words of power.
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Shaman - A special individual who can communicate with the invisible, divine, spiritual and dark beings of their environment, be it gods, the Spirit World, Djinn, or ghosts. Shaman can borrow power from these, and channel it into divine energy to cast spells of healing, offensive assaults, or empower their bodies for physical combat. They can also disrupt the undead.
Key Ability: Wisdom, Strength
Power Source: Spirit
- Medium- You can see and speak to spirits and similar beings, where others cannot.
- Undead Savant- Depending on your alignment, you can choose to either have the ability to destroy undead (good) or command undead (evil). This ability does not work on exceptionally powerful undead. (if you are neutral, you must choose one or the other).
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Psychic - From telepathy to telekinesis, clairvoyance to telemetry, psychics are prized people in Shyuu, often scooped up by the government to be employed for use by the nations' respective rulers, for both growth of the nation and to gain a political upper hand against other nations.
Key Ability: Intelligence, Wisdom
Power Source: Psionics
- Force of Will- You have a sharp mind and are not easily fooled. You gain a bonus to Willpower and Wisdom-based skills.
- Psionic Batteries- You are capable of charging crystals with psionic energy, that you can tap into later if you start to deplete your own reserve.
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Noble - Not particularly adept in combat, what you bring to the table is political and monetary power, as well as, often, a wealth of knowledge in various subjects and great skill in diplomacy, which could help get out of a sticky situation more than once.
Key Ability: Intelligence, Charisma
Power Source: Natural (Untrained)
- Aristocrat- You have a bonus to Intelligence and Charisma-based skills.
- Political Intrigue- You gain a bonus to skills when dealing with political figures of your nation and others.
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Scholar - Scholars have even less combat prowess than Nobles (who can buy lessons in self defense and swordplay at the very least), but they make up for it in being a veritable wellspring of knowledge and insight.
Key Ability: Intelligence, Wisdom
Power Source: Natural (Untrained)
- Scholarly- At character creation, and when you level up, you gain double the amount of skill points.
- Mind over Might- For every negative point of modifier to your Strength, Constitution or Dexterity scores, you gain a bonus to all your Intelligence and Wisdom-based skills
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Military - Warriors that have made the military a professional career. From simple foot soldier to general, military are great at fighting as much as they are at giving/receiving orders. Even in the midst of conflict their words can inspire victory and their sharp tactics
Key Ability: Charisma, Constitution
Power Source: Natural (Untrained)
- Mobilize- By relaying commands to your allies in combat, they more easily move as a unit and gain a bonus in their defense score as long as they are near you. This training has given you a bonus to Wisdom-based skills.
- Leading the Charge- If you are the first to attack, your allies charging behind you, you all gain a bonus in your attack scores. This training has given you a bonus to Charisma-based skills.
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Combat Medic - More than simple doctors, these skilled professionals are able to patch up their allies in the heat of battle. While they can't offer rapid healing the way that Shaman and Clerics can, their encyclopedic knowledge of the body, biology and science, combined with their trusty first aid kit, provides skills in a pinch when even magic may fail.
Key Ability: Intelligence, Dexterity
Power Source: Natural (Untrained)
- Paramedic- With their supplies available (context sensitive), combat medics are able to use the Medicine skill check at the same time that they are moving, once per movement. This constitutes all forms of medicinal healing, from patching wounds to stabilizing the dying to treating poison. Even without their supplies their knowledge helps them get by, and they have a bonus to the Medicine, Insight and Nature skills.
- Scholar's Advantage- Surgically dextrous and astute knowledge of the human body means a combat medic battles with his mind, not his muscle, aiming for physiological weakpoints on the target with uncanny accuracy. When using a light weapon, a combat medic may use their Intelligence modifier instead of their Strength or Dexterity modifier to input into their attack score. This unique ability is thanks in part to the natural dexterity of their fingers, shown by a significant boost to the Thievery skill.
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Warlock - Either by negotiation or by force, and always through means of intense arcane study, Warlocks form bonds with dark spirits, channeling their energy into their bodies, allowing them to access all streams of power, from Arcane to Spirit, Psionic and Chi. However, this incredible versatility comes at the price of a shorter lifespan and weaker body. But some powerful Warlocks find ways to surpass even these weaknesses, by somehow becoming deathless...
Key Ability: Charisma, Intelligence
Power Source: All
- Dark Swarm- Choose a kind of vermin swarm, be it insects, bats, snakes, spiders, etc. This swarm is the representation of your lifeforce, and once per battle(for rounds based on your Charisma) or for a minute a day in non-combat, you may either turn into the swarm or summon it from your body (can be stylized to come out of specific regions like your hands or mouth) and control it. Turning into the swarm in battle can be done as a means to avoid a physical attack.
- Leyline Anchor- Your unnatural connection to the Spirit World through means of the spirit you bond with allows you to learn powers from all sources. Depending on the nature of the bond, you may also communicate with your spirit for knowledge.
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Found in Hoshidon & Fa-Rei
Samurai - Exclusively male noble class warriors who exclusively use the katana and wakizashi (short dagger), of which they share a chi-driven bond with. They are driven by honor and the will of their Samurai Lord (Daimyo).
Key Ability: Strength, Charisma
Power Source: Natural (Chi)
- Iaijutsu Master- Master of the quick draw, you can unsheath your weapon and attack at the same time. You gain a bonus to your attack score against opponents that have been caught offguard.
- Reputation of Bushido- Samurai are among the most feared of warriors. You gain a bonus to Intimidate, and a bonus to your attack score when attacking an opponent that has been intimidated.
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Ronin - Samurai that have somehow disgraced themselves in the eyes of their peers and are seen as having no honor. Ronin are to be killed or captured on sight if a Samurai were to recognize them as such, but Ronin deploy more devious, avante garde tactics in combat than their rigid brethren. Warriors who are trained in the katana yet are not of a Samurai family nor follow a Daimyo, are also considered Ronin.
Key Ability: Strength, Dexterity
Power Source: Natural (Chi)
- Iaijutsu Master- Master of the quick draw, you can unsheath your weapon and attack at the same time. You gain a bonus to your attack score against opponents that have been caught offguard.
- Mark of Dishonor- Without Bushido holding you back, you'll use whatever dirty trick in the book to win if necessary, and gain a bonus to your attack score when you succeed in Bluffing(feinting) an opponent in combat.
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Onna Bugeisha - The closest thing to a female Samurai, Onna Bugeisha are exclusively women, who have shown exceptional merit in the eyes of the Samurai. To stand toe-to-toe with the physically tougher Samurai and their incredible katana, Onna Bugeisha are trained in the Naginata (long-bladed spear) and bow/arrow to even the odds.
Key Ability: Constitution, Strength
Power Source: Natural (Chi)
- Tough Training- You've trained your body to wield weapons and armor originally designed for men, and you gain a bonus in Fortitude, and Athletics and Endurance skills.
- Indomitable Will- Onna Bugeisha must work quadruple as hard as Samurai to earn the respect of their peers, and this steely resolve has given them a bonus to Willpower and Wisdom-based skills.
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Shugenja - Noble-class spellcasters whose specialty is elemental magic (water, earth, air, and fire, and their sub-elements, such as lightning). They hold as much sway as regular Samurai do, and like Samurai, are able to exact justice as they see fit. Unlike Sorcerors, Shugenja share more in common with Wizards, able to inscribe spells into scrolls and paper tags for use in combat.
Key Ability: Intelligence, Charisma
Power Source: Arcana
- Magical Study- Shugenja can inscribe their spells into scrolls and paper tags for use in combat, and this more studious means of training has granted them a bonus to Magic Theory.
- Elemental Sense- Shugenja can innately detect what kind of elements are available around them in a 20-foot diameter. This training has given them a bonus to Perception.
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Found in Eastern Shyuu (Hoshidon, Fa-Rei, Sueongha, the Free Islands, Tenzin, Ulan)
Sohei - Monks that work at a monastery and have special connections with the spirits around them. They are an exceptional blend of martial prowess with their weapon (usually a spear or broadsword), and divine magic through channeling the power of the Spirit World.
Key Ability: Wisdom, Strength
Power Source: Spirit, Natural (Chi)
- Medium- You can see and speak to spirits and similar beings, where others cannot.
- Chi Frenzy- You can channel the primal energy of spirits and combine it with your chi in a berzerker barrage. This gives you a bonus to your attack score at a penalty to your defense score, and allows you to move faster and gain more attacks and hits the longer you remain in the frenzy. This means you can land more hits per second.
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Wu Jen - highly disciplined Sorcerors with incredible power, which is balanced by an extremely strict set of rules and taboos that they must abide by (such as not eating meat, owning nothing worth more than a few coins, etc.). If they break even one of these codes, they can lose the raw effectiveness of their spells, and may have to start over with their rituals, which could take anything from days to decades.
Key Ability: Intelligence, Wisdom
Power Source: Arcana
- Internal Reservoir- While most spellcasters channel magic through the leylines around them, you channel from your own personal well. You can cast spells without the need for meditation, but you are capable of expending yourself of magical energy with you do not take time to rest.
- Codes- Using a form of autohypnosis, you can unlock greater wells of magic and cast more powerful spells thanks to the adhering of your codes/taboos. The more you adhere to, the more powerful your spells. But if you break even one, your spells will become sloppy and less effective.
EXAMPLES OF CODES:
-Cannot eat meat
-Cannot own more than you can carry
-Must make a daily offering (such as food, flowers or incense) to one or many spiritual powers
-Cannot bathe
-Cannot cut hair
-Cannot touch a dead body
-Cannot drink alcohol
-Cannot wear a certain color
-Cannot light a fire
-Cannot sit facing a certain direction
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Occult Hunter - Be they dark spirits, ghosts, vampires, witches, or worse, Occult Hunters have made it their calling to protect the world from those things that go bump in the night. Utilizing spirit magic from their own internal source, as well as a variety of capabilities, they can be any dark being's worst nightmare.
Key Ability: Charisma, Constitution
Power Source: Spirit
- Medium- You can see and speak to spirits and similar beings, where others cannot. Your study on battling spirits and undead has granted you a bonus in Religion.
- Dark Bane- Occult Hunters are able to focus their own spiritual energy into a translucent pulse of energy that can disrupt a target's spellcasting, power manifesting or supernatural abilities, possibly even effectively canceling spells about to be cast, or dispelling enchantments. You also gain a bonus to attack, damage and defense rolls when opposing numbers come from a being of the occult.
NOTE: YOU CAN CHOOSE TO FORGO MEDIUM FOR: - Magical Study- Occult Hunters can inscribe their spells into scrolls and paper tags for use in combat, and this more studious means of training has granted them a bonus to Magic Theory.
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Found in Rhasmapatra
Rajput - Royal warriors of the Rhasmapatran noble class. Like Samurai, they hold alot of influence in their culture and often make up Rhasmapatra's most skilled warriors.
Power Source: Natural (Untrained)
Key Ability: Strength, Charisma
- Jack of Arms- Unlike most nobility warrior classes, Rajput are trained in effectively using a variety of weapons, many unique to the region, and can seamlessly shift between various weapons in combat even while attacking.
- War Challenge- Rajput can issue a challenge to intelligent opponents. If successful, the target focuses on you as their priority opponent. You gain a Defense Score and Hit Point bonus for every enemy that is influenced by your challenge.
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Swami- A special brand of pacifist monk whose discipline is based on enlightenment in relation to the universe, far more philosophical goals than the simple ideologies of good and bad, morality or justice. Their power comes from unlocking latent psychic abilities through the leylines (chakra points) of energy that flow through the human body.
Key Ability: Constitution, Wisdom
Power Source: Psionics, Natural (Chi)
- Perfect Tempo- A Swami is so in tune with their physical form that they can perform extraordinary feats of durability and survival. A Swami can lower his heartbeat to a near-death state, either to throw off would-be enemies, or survive a mortal wound or poison long enough to get treatment. Swami are also far less susceptible to heat, cold, and even drowning. This intense training grants them a bonus to Fortitude and the Endurance skill.
- Chakra Savant- Connecting to the chakra points in your body, you can channel a powerful psychic(some believe to be cosmic) energy through your body to greatly enhance your abilities. There are 7 chakra points, and each time you open one, your rolls are boosted by the total that are open, to a maximum of 7. However, opening too many chakra points leaves your body very vulnerable. For each chakra point you open, you take 1.5x more damage.
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Found in Fa-Rei, Rhasmapatra, Qadar & Talzistan
Alchemist- From potions to magic trinkets to explosions, Alchemists have found a way to break the elements of magic down into a science, and harness it through various items. One of the most versatile adventurers, Alchemists are the only class that can safely harness the power of "Black Powder", an explosive ingredient they use to make bombs, or as an Alchemist would put it, "the everyman's fireball".
Key Ability: Intelligence, Dexterity
Power Source: Natural (Untrained)
- Black Powder- You can use this dangerous explosive ingredient to make small grenades that deal fiery, explosive damage over multiple targets similar to a fireball. With a successful Intelligence roll, you can improve its use to a different effect.
- Crafting King- So long as you have the ingredients, you can recreate various potions and magical items that you come across. Once done with a successful Intelligence roll, you can continue to craft that item as many time as you have ingredients for without needing to roll any longer.
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Firedancer- Like Bards, Firedancers are natural entertainers of the performing arts. But this line of dance is actually a latent arcane martial art that allows the wielder to bend fire to their will through their movements. These acrobatic combatants seldom stay put on the battlefield and dazzle as much as strike fear when they weave waves of inferno at their opponents. They are one to always keep something that they can light up for a match, or for coin.
Key Ability: Charisma, Dexterity
Power Source: Natural (Chi)*, Arcana**
- Flamechild- Having worked with fire for years has adapted a Firedancer's chi to the element. Firedancers are immune to fire and resistant to other heat sources, and can freely control (but not create) fire through their dancing martial art. This intense training has given them bonuses to Endurance, Athletics and Acrobatics. *Chi powers a Firedancer learns can be laced with fire.
- Fire Savant- manipulating fire comes so natural to a Firedancer that they can mimic (and at times surpass) even a spellcaster's fire spells. **Firedancers can use any Arcane fire spell as a power, as if it were a Chi-based power.
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Found in Rhasmapatra, Doryoska, and Ulan
Noble Rager - These specialized Barbarians have learned to remain in perfect, control even when enraged, and while this means they do not generate as much strength and lastability as a regular Barbarian, they nonetheless can make sure they do not injure their companions, or are lured into a trap, etc.
Key Ability: Wisdom, Constitution
Power Source: Natural (Chi)
- Controlled Rage- For about a minute at a time, you can receive a minor bonus to your attack score and Constitution, at the expense of your defense score. You can still use skills based on Intelligence, Charisma or Dexterity.
- Fearless- Your rage can be channeled to fortify your mind, granting you a significant bonus in Willpower.
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Found in Rhasmapatra, Doryoska, Tenzin, & the Roclan
Psychic Warrior - Only these nations provide easy access to the training required to channel a psychic's psionic energy to be implemented almost exclusively in melee combat. Psychic warriors channel their psionic energy into their body, giving them enhanced strength and speed as mighty as any Warrior.
Key Ability: Wisdom, Strength
Power Source: Psionics
- Force of Will- You have a sharp mind and are not easily fooled. You gain a bonus to Willpower and Wisdom-based skills.
- Weapon Focus- Through concentration, you can channel psychic energy through your weapons for a significant bonus to your attack score. But if you fail a Willpower check after being hit in combat while using Weapon Focus, you will lose concentration and the focus for the rest of the encounter.
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Found in Qadar & Talzistan
Paladin - Warriors of God, they fight for the church, the Sultanate, and all that is good, using a blend of martial prowess and divine magic to vanquish the wicked and carry out the will of God. Found mostly in Qadar.
Key Ability: Charisma, Strength
Power Source: Spirit
- Holy Smite- Your attacks are fueled by a divine power you claim to be God. You gain a bonus to your attack score against evil creatures, which is evidenced by pulses of light that shine off your weapon when you hit one.
- Champion of Good- You are a moral foundation for your faith and seek to show the best to others around you. You gain a bonus to all Charisma-based skills.
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Cleric - Disciples of God that have devoted their life to the church. Instead of combat, they excel in divine magic, from powerful offensive blasts to healing and disrupting the undead.
Key Ability: Wisdom, Constitution
Power Source: Spirit
- Healing Siphon- You can sacrifice some of your health and stamina to instead heal an ally, removing their wounds, diseases or curses.
- Undead Savant- Depending on your alignment, you can choose to either have the ability to destroy undead (good) or command undead (evil). This ability does not work on exceptionally powerful undead. (if you are neutral, you must choose one or the other)
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Vizier - Part warrior, part spellcaster, these people make pacts with Djinn, one of the most unholiest of acts in the Qadarian church, for power. They are able to freely release small blasts of dark magic, and can generate a beguiling influence over weak-willed victims, even their bodies become more durable over time as the Djinn's energy surges through them.
Key Ability: Charisma, Intelligence
Power Source: Arcana
- Beguiling Influence- You have an almost hypnotic presence to those around you, and gain a bonus to all Charisma-based skills.
- Djinnfire- You have control over Djinnfire, the blue fiery energy of the Djinn, which you can fire in short bursts at will, as a cone, ray, or however you shape it.
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Found in Rhasmapatra, Qadar & Talzistan
Wizard - A special kind of spellcaster, they have learned how to enchant items and inscribe arcane spells into scrolls for future use. Though not as powerful as sorcerers, their utilitarian capabilities as well as being able to learn and collect a near limitless amount of new spells makes them a force to be reckoned with. Found mostly in Talzistan, as in Qadar, known wizards are required to work for the Sultanate. Wizards always keep a spellbook handy to record new spells they discover.
Key Ability: Intelligence, Dexterity
Power Source: Arcana
- Magical Study- Wizards can inscribe their spells into scrolls and potions for use in combat, and this more studious means of training has granted them a bonus to Magic Theory.
- Familiar- You can instill some of your magical power into a small animal no larger than a cat. This familiar is an intelligent being whose sole drive is serving you, and it is even capable of communicating with you. You can charge it with a spell, and it can move on its own to cast it for you from afar by coming in close contact with the target.
NOTE: YOU CAN CHOOSE TO FORGO A FAMILIAR FOR: - Silent Spell- You can cast spells off a scroll or your spellbook by simply silently reading the words of power off it.
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Spellblade - Often nobles, or simply characters with the resources for both martial and magic study, these dangerous, unique warriors blur the line between might and magic, able to cast spells in armor and even instill a spell through their weapon's attacks. This path of discipline is dangerous, however, as channeling the raw destructive magic through your own body can lead to hazardous results.
Key Ability: Intelligence, Strength
Power Source: Arcana
- Dangerous Practice - To be able to combine their might with their magic and deal more damage than both combined, Spellblades must channel the focused magic through their bodies, and have a 10% chance of their spell, whenever cast into a weapon, to backfire with random results. Successful castings however allow you to add both Strength (or dexterity with weapon finesse) and Intelligence modifiers combined into your attack and damage scores.
- Dangerous Practice 2 - You can cast spells without penalty based on how heavy your armor is, but the concentration required for this feat, and the Spellblade tactic of running magic through your body, means performing this has a 5% chance of the spell not being cast.
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-If you want to be a class of character for the Open RP world that does not fit into one of these, then you may contact me to see what we can do to accommodate. You must select one of these classes for a campaign character. You are free to ask if you have any questions.