Character Classes

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Character Classes Empty Character Classes

Post by LadyDragon on Tue Feb 10, 2015 10:29 pm

These are character TYPES that can be played in this RPG. This is a general list I found through the following website:
[url= [You must be registered and logged in to see this link.] Classes[/url]

Please review and see if your character fits one or more of the below types. If there is a Class type you do not see listed, feel free to contact Hana and I regarding that type and we can discuss if they can be added to this list. We are reasonable, but as stated in our RULES we will not allow Mary Sues or Marty Stus in this game, so class-mixing (such as Assassin-Magicians) will be VERY limited and will depend highly on if the Classes CAN mix reasonably. In many instances Magician Classes can be mingled with other, NON magician classes and these mixes ARE included in the list below.
We are reasonable, and if you can’t seem to find a class that works with a character you’ve already created, we’re more than willing to help you ‘classify’ your character.

The Fighter Classes
Other Names: Warrior, Soldier
In our game this class would describe a ‘non magical’ character—as in NO innate magic. The Fighter is the tank of a group and the most basic and broad class, usually recommended for beginners. The fighter is basically, the strong guy with heavy armor, a large melee weapon, and possibly a shield or second melee weapon. In a Science Fiction setting, the weapon would be various, modern firearms and explosives with the occasional modern blade thrown in. 
Compared to the other classes, Fighters tend to be powerful but slow. Variations include:

The Barbarian
Other Names: Berserker
The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.

The Knight
Other Names: Cavalier
The Knight is often depicted as a more experienced Fighter. He typically wears better armor, and may be more defensive, as well as being able to employ mounted combat on a steed. In a Lions and Tigers and Humans... Oh, My! setting, he may be a horse himself. In a purely Science Fiction setting this would be your elite Soldier that would likely hold a high standard of honor and ethics.

The Swashbuckler
Other Names: Fencer
A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in his or her trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. This would likely be your Special Ops solder-type typically wearing light-weight protection and carrying only two, light-weight but heavy-hitting firearms (pistol and rifle as an example).

The Samurai
Other Names: Yojimbo, Kensai, Weapon Master, Blademaster, Axemaster, Macemaster, Flailmaster Spearmas- you get the idea.
Samurai wear less armor than regular Fighters, which leads them with less defensive abilities. In general, they commonly have access to Ki Attacks, higher damage, and higher speed and mobility. Generally restricted to Asian settings. Because Yojimbo are mercenaries, they may be literally able to spend money to deal more damage.

Other Names: General, Tactician, Marshal, Commander.
The Warlord is a tactical master. He can hold his own in frontline combat as well as giving out buffs to his underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made of his own charisma to increase a team's effectiveness in battle. This is your General or Admiral in a more modern setting. Would likely have high experience with combat, still have the skills, but possibly hasn’t used them for REAL combat in a while.z

The Magician Classes
Other Names: Mage, Wizard, Sorcerer, Witch, Warlock, Magi, Magus, Sage, Magician.
By whatever name you know this class by, you know this class. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:

The Inherent Gift Magician
Other Names: Sorcerer.
This magic-user was born with abilities they don't need to study, and can use more readily than other magicians. This is sometimes explained as being descended from a magical creature, other times as being part of a Witch Species. However, they are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.

The Theurgist Magician
Other Names: Warlock/Witch.
The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a magician that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light - Thus, this type of magic is usually heavily offensive and nasty. 

The Learned Magician
Other Names: Wizard, among many others.
These casters rely on Rule Magic and study to learn and wield magic, usually taking years and usually leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared. Certain spells require specific ingredients to cast and so they tend to carry said ingredients with them. They tend to have a set number of spells they can cast in day, and have a tendency to favor specific spells.

The Necromancer
A magic-user who wields power over the dead, blood, and "death energy". They're usually antagonists, but if Dark Is Not Evil, may be a playable class. Often they employ a Zerg Rush - creating hordes of weak undead and sending them after a problem till it dies. Any other abilities will likely be curses that weaken or sap away strength. ***DISCUSS WITH GAME LEADERS**

The Illusionist
A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards. In THIS game, illusions can seem physically real, especially if believed by the onlooker. Thus, an illusionist can create an entire meal and feed someone—they would even feel full—but eventually that ‘meal’ would amount to nothing and ‘vanish.’ In the same light, one need only ‘disbelieve’ to dispel an illusionists magic.

The Naturist
Wields power over the natural world, often including elements, animals, and plants.
* The Elemental Magician
A specialized Magician who can only use Elemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock-Paper-Scissors in their setting. 
* The Druid Magician
A jack of all trades nature magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a worshiper of nature.
* The Shamanic Magician
A nature magician with a Summoner twist. This class generally revolves around bargaining with spirits and building a Place of Power for themselves (Although since a story about someone who stays in the same place is likely to get boring, this place may become more or less mobile in practice).

The Classic Elementalist
Usually a sub-type of the above, This class (variant) is characterized by an almost exclusive focus on a particular Classical Element. Air, Earth, Fire, or Water, and/or derivatives thereof (Lightning, Plants, Ice, etc...). This can be inborn, a pact/link with an Elemental Embodiment as opposed to a demon, or simply their personal preference.

The Rogue Classes
Other Names: See below.
Rogues are usually dexterous thieves or treasure-hunters who are experts in stealth, infiltration, lock-picking, traps and the disarming thereof, sneak attacks, and attacking from the rear. In almost any game with classes, there will be at least one that maps to the Rogue. They are often lumped in with Ranger-type characters, but more commonly specialize in melee - particularly with light blades and daggers. They tend to be quick but fragile, limited to light armor, but deal a lot of damage when allowed to do so. See also The Sneaky Guy. Variations include:

The Thief
The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.

The Assassin
A more offensive-rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from damage over time.

The Gambler
The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.

The Ninja
Generally, the highest tier of Rogue-type classes. The Ninja is a rogue who may have a long list of useful skills. Stealth and backstabbing are universal, but beyond that, it gets hazy. Invisibility, smoke techniques that increases evasion, long-range elemental powers, and sometimes special bonuses to combat like dual-wielding. They also tend to excel at throwing items like shurikens, daggers, and kunai. Often a Game Breaker. May be combined with the Assassin or distinct.

The Shadow
Occasionally, Rogue-types will specialize in magic or powers that augment their stealth, and when they do, those powers generally feature darkness, shadows or the occult as themes. May be distinct or combined with the Ninja or Assassin.

The Pirate
Other Names: Corsair, Privateer, Swashbuckler.
Currently a rare variation of the Rogue, but gaining popularity thanks to memetic mutation. The archetype for pirate hasn't really yet set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords.

The Scout
Other Names: The Operative
Another rare variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are.

The ‘Cleric’ Classes
Other Names: Shaman, Priest/Priestess
A Cleric is usually a Healer, but can have a variety of magic. Unlike Magician-classes, the Clerics usually draw their powers from faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. They can have powers of Summoning spirits, dispelling and/or exorcising demons/spirits, purification, and the like. They often draw their powers from some holy object, though this is not a necessity. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:

The Priest/Priestess
Other Names: Healer, White Mage.
A generally non-athletic dedicated healer with little abilities at offense aside from specific types of enemies, most commonly demonic entities and the undead.

The Battle Priest/Priestess
A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters.

The Witch Doctor
A version of the cleric flavored for a more shamanic, nature-worshiping culture as opposed to the generally monotheistic religion most Cleric-using settings use. May be slightly more magically offensive and overlap with the Shaman (see above).

The Templar
Other Names: Inquisitor
Named after the Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another.

The Caster
In some settings, the Cleric will be combined with the Magician to create the Caster. The Caster isn't so much The Red Mage as they are the Squishy Wizard; the physically weak magic user. This character is usually female. Story-wise, they will be in the party because no-one else can use magic. This is more common in modern settings, but some medieval works will still use this class for the heroine.

The Ranger Classes
Other Names: Hunter
Rangers are woodsmen skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes. Rarely, a Ranger may have access to guns as well as bows.

The Sniper Ranger
This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle. In a Modern setting this would be your Sniper—generally hidden somewhere with a long-range firearm picking targets off at a distance.

The Bow and Blade Ranger
 A version of the ranger that can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. The most likely Ranger to overlap with the Fighter archetype. In modern terminology this would be your standard Soldier. Use of a pistol and knives would be exclusive and likely include hand-to-hand combat.

The Beastmaster Ranger
This class specializes in either taking temporary or permanent control of wild animals, and then allowing their pet to rush to the front lines while they support with healing and long-range attacks. 

The Dual Wielding Ranger
The Dual Wielding Ranger most famously represented by the famed Drow ranger Drizzt Do'Urden, who uses two melee weapons, though it does predate him by quite some time. Very common in Dungeons & Dragons-based material, but less so elsewhere.

The Trapper Ranger
The Trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow-up attacks.

The Magical Ranger
A version of the ranger who can uses enchanted or Trick Arrow to take advantage of Elemental Rock-Paper-Scissors, or slow down and disable enemies with "net arrows" or "freezing arrows" and the like. In a modern setting these similar powers would affect bullets and/or bombs instead of the medieval ‘arrow.’

Rarer Class Archetypes
The following character classes appear often, but not consistently, depending on the type of world the author is attempting to create. In general, they are often seen as clashing with science fiction or with a European medieval setting in some way (but so do the Samurai and Ninja, above).

Magic Knight
Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight, Red Mage. 
The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how connected the Fighter and Mage parts are: there is a difference between using a sword and magic, and using your magic to improve your sword/fighting abilities. Usually, they tend to be worse at fighting than Fighters and magic than Mages, but that's the price of versatility.

The Bard
The Bard is a class specializing in music. Perhaps understandably, they're butt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with [NPCs]. Sometimes they act as the Jack-of-All-Trades. Often they have a HIGH amount of charm and can even have the power to control others through their music. Often tied with Empathic abilities, but can wield true magic through music. All their powers and abilities must be tied to some form of music, even if it’s only humming.
* The Dancer--A rare variation of the Bard, who tend to get the same jokes made, but for dancing instead of music. They tend to do the same things as Bards, too, so perhaps they deserve it. A variant is The Whirling Dervish, who looks to the casual observer like an ordinary dancer but is actually a spinning buzz-saw of slice-and-dice death; she'll give new meaning to Aram Khachaturian's Sabre Dance and have way too much fun doing it. Often able to mesmerize with their dancing.

The Monk
Other Names: Black Belt, Martial Artist, Mystic.
The Monk is partway between the Fighter and the Rogue... kind of. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves. They are often Glass Cannons, or if the Knight is a Glass Cannon, they'll be Mighty Glaciers. They often have access to some sort of Ki Attacks and build up attacks. Self-sufficiency is what sets them apart from classes relying on fragile magics, higher powers or expensive items.

The Engineer
Other Names: Tinker, Artificer, Machinist, Gadgeteer.
This is a character class that relies on technology, often of the Steam Punk variety in fantasy settings, to achieve ranged controlling effects similar to a wizard. They most likely have guns and bombs as primary weapons, and employ stationary and/or mobile machines on the battlefield. 

The Alchemist/Mad Scientist
Other Names: Chemist.
An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to his enemies.

The Psychic
Other Names: Psion, Mentalist.
Psychics generally employ a combination of telepathy and psychokinesis to attack the opponent's mind directly, or to deal damage to his body. Distinctions between psychic powers and magic may be difficult to make. In addition, the list of Psychic Powers potentially available is often seen as too long and generalized. Was generally restricted to science fiction settings before the popularity of X-Men prompted its controversial inclusion in Dungeons & Dragons decades ago, and has appeared only sporadically in other fantasy settings since then. For a list of Psionic Abilities, go Here.

The Gunslinger
The Gunslinger is the wielder of firearms in a fantasy setting that has them, when guns aren't common enough to be in the hands of regular people (or, if they are in the hands of regular people, the gunslinger tends to use them with much greater effectiveness and panache). Different from the Engineer in that guns are all he has, as opposed to bombs and such. Generally involves, well, guns, and all of the tropes that come with them. Often useless or weaker at close range. Sometimes given a nerf or weakness in order to keep people playing the Ranger class. (Sometimes actually merged with the Ranger class) A common example is to have guns be weak weapons but have a greater range than bows, or to also ignore or pierce armor. Another common drawback is having the gunslinger's reload time be absurdly long compared to an archer's. Gunslinger and Ranger are the only classes likely to have Wild West motifs, though even then, they don't always have them.

How should we be able to forget those ancient myths that are at the beginning of all peoples, the myths about dragons that at the last moment turn into princesses; perhaps all the dragons of our lives are princesses who are only waiting to see us once beautiful and brave. Perhaps everything terrible is in its deepest being something helpless that wants help from us. 

It is one thing to read about dragons and another to meet them.

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Join date : 2015-02-03
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