I’ve been doing some work on the Campaign Resources page as more of the classes are being specifically defined, but I wanted to get something out today that gives a brief 2-3 sentence overview of them. Several of the classes have been added as links to the google drive, and eventually I’ll get around to transferring them into blog posts for easy good times. This was something I planned on giving to potential new players to get a feel for what my campaign has to offer as far as character classes go.
The dual-classes were created as an experiment from an adventurers college in one of my past campaigns. As such, these classes are formally trained by someone who has existing knowledge of it, such as a retired student. I typically don’t allow the traditional dual/multi classed characters.
Arcanite – These are warrior wizards that learn the art of spellcraft through weapon katas and a specially attuned weapon of their choosing. They do not incur penalties from wearing heavy armor and are able to channel raw arcane energy through their weapon. Because they do not use a spellbook, they are limited on the ways in which they learn new spells and have difficulty learning non-combat oriented spells.
Channeller – This is a spellcaster that is able to draw from both the arcane and divine planes directly. They see magic as a series of doors to be unlocked, allowing themselves access to entire spheres of divine power or schools of arcane magic, and all the spells one would be able to create from them. They are limited to the areas of magic they have unlocked, and also do not learn or share spells in traditional book-bound manners.
Scout – A Scout is an opportunistic fighter that is just as deadly as it is dedicated to self preservation. They will take all opportunities to wear down a fight before it begins, knock out enemies quickly to finish them off later, and if cornered can put up a significant defense. They retain many of their rogue abilities while still being able to wear heavy armor and carry a respectable THAC0.
Seeker – These wandering polytheistic priests have a penchant for borrowing domains from different gods simultaneously. They’re loot magnets, literally, and functionally as they have a unique ability to recharge magic items with divine magic. Their polytheism extends with knowledge of religion, allowing them to pass as a priest of nearly any deity and thus easily making allies where only hostility might reside otherwise.
Shade – This creature of shadows and darkness wields a devastating backstab ability that can be charged with an arcane spell to irrevocably bypass magic resistance and saving throws on the creature affected. They’re a high risk / high reward class that can deal massive amounts of damage, but has the least hitpoints of the dual classes, and only the shadows to defend themselves with. They’re typically a bit creepy and grim as well thanks to the initial playtester who took it there and made it a requirement.
Templar – This holy warrior is not only the hand of his chosen god, but a solid tactician and pillar of divine power on the battlefield. Templars are the step above Paladins and often end up commanding them in times of war. Templars exclusively don heavy armor and fight on the frontline alongside their strongest warriors, serving as an example to follow.
The single classed characters are where you’ll find some of the traditional classes and a couple variants that I’ve tweaked to my liking. Generally these level much faster and have a more open class concepts without the special abilities found in the dual classes.
Fighter – A step up from the classic man at arms due to heightened STR and CON requirements. My standard fighter is more a master of weapons and relies on overpowering specialization in martial combat. While in the past Fighters may have been relied on to tank enemies, these are geared towards destruction as several of the clerics are more viable in that role.
Barbarian – Faster, stronger, and hardier than your average man, these tribespeople live off the land and learn to fight through savagery and determination. Barbarians come from areas where academics have yet to enlighten, and as such carry significant penalties, but they make up for it in their sheer physical prowess and ability to enter a strength enhancing rage.
Duelist – These martial combatants rely on light weapons and the unique ability to parry and riposte during 1v1 combat, making them nearly impossible to take down solo. However, their hyper focus on reading the movements and incoming attacks of a single enemy put them at a disadvantage when flanked, negating their skills.
Wizard – The most common among arcane spellcasters is the educated Wizard. All people through time and diligence can learn the craft of magic, although some take longer than others. These arcane casters require their spellbook and time each day in preparation, but are able to learn any type of arcane magic available to them.
Sorcerer – Where some may learn to wield magic, Sorcerers tend to stumble right into it rather haphazardly. As a non-vancian caster, any spells in the Sorcerers repertoire are available at any time even without a spellbook. However they are unable to determine what spells may come across them as they level, or even how many they’ll be able to cast on any particular day.
Specialist – Some of those training to be a Wizard find themselves attuned to a particular school, those who delve into this further find they are able to cast any spells of this school without needing preparations or study, merely an awareness of it, and they do it better than a standard Wizard might as well. However, reaching this depth of specialization bars them from several opposing schools of magic entirely.
Rogue – The most flexible class as far as customization. They have no arcane or divine abilities, and are certainly not regimented enough to train as a fighter would, however they learn other abilities that one might consider a bit more deviant from the norm. They receive 9 rogue abilities and mix them any way they see fit, and many end up less than respectful of common laws.
Pathfinder – As a replacement for the Ranger class, this is merely a rogue that lives outside of civilization. As such several of their bonus rogue abilities are more suited for the outdoors and wilderness, and they’re a bit tougher to boot. While not directly tied to a deity, some pathfinders find it advantageous to work with the druids and rangers of the area than take to a life of crime.
Thief – No sense in hiding the point of this class, these urban based rogues thrive among crowds of people where they can put their best skills to the greatest use. Most towns will form illegitimate guilds where thieves accumulate and share stories or swap treasures. Even if they’re not explicitly breaking the law, any thief will be able to identify and mingle with them.
Cleric – The standard man-at-arms for any competent temple. These divine spellcasters represent their deity through lifelong service and as such are granted significant powers. They are able to cast spells granted by their deity, access domain specific powers, and typically wear heavier armor when traveling or asserting the needs of their fellow worshippers.
Warden – Replacing the role of the Paladin, these are shock troops sent by their temple to quell evil and ask questions later. Their spellcasting ability is not as robust as a cleric, but their martial ability is similar to that of a fighter. With the ability to detect evil they are rather vigorous at rooting out their enemies and putting them down in the name of their god.
Priest – Clerics that receive a powerful attenuation with their deity become priests instead. Their spellcasting ability is heightened, and they are able to access more domain powers simultaneously. They also receive the highest levels of spellcasting much sooner than a standard cleric, although they give up much of their martial prowess in walking this path.