Classes

Jan. 24th, 2020 02:40 pm
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[personal profile] ho_mods
CLASSES

Below is a sample set of the eleven most basic classes adventurers choose to take in the world of Kiomet. This is by no means a complete or comprehensive list, and players are free to add any classes they like to this list, whether from tabletop sources, other canon sources, or classes of their own creation. As long as the submitted class isn't obscenely powerful and apt to cause power-gaming, most submitted classes will be approved. Most adventurers only choose one class in which to excel, but others may decide to divide their studies into two. It's rare for someone to pick three classes as this means their dedication and mastery of each will suffer significantly as a result.

ARTIFICER BARBARIAN BARD
CLERIC DRUID FIGHTER
MONK PALADIN RANGER
ROGUE SORCERER WIZARD


ARTIFICER



The ultimate magic dabblers, artificers are spellcasters who specialize in the use of magical items. While any magic user can wield a magic item, the Artificer is the master of them able to identify and use most magic items after a few moments of study and even modify and amplify their effects after some study and work. Where other casters cast their spells by memorization or natural talent, the Artificer produces their spells from magical inventions they craft. This allows them to utilize any form of magic out there but never quite to the effectiveness of those specialized casters. Where another spellcaster will develop and strengthen their spells as they learn, artificers must upgrade their inventions to achieve the same progress.


BARBARIAN



Barbarians are typically wild and savage, preferring to survive on their own, or with members of their tribe or clan. They are fierce and hearty warriors skilled with using a multitude of weapons, and they draw their greatest strength from slipping into the state of a ferocious bloodthirsty rage. While enraged, barbarians deal a great deal more damage and are able to temporarily ignore the pain of their injuries, but in this state they are also more susceptible to mind-altering spells and abilities and less able to dodge attacks. Once their rage ends, all the pain of those previous injuries collect with those sustained, and they may die if those wounds are too many and too great.


BARD



Charismatic and clever, bards are the entertainers of the world. They're often well-versed in history and lore, using this knowledge to craft their stories and songs. Though not as powerful as other arcane spellcasters, bardic magic is still effective in bolstering their allies and tripping up their foes. All bards know at least one type of performance in which they excel, but it's common to have several talents at their command, such as singing, dancing, narrating, and playing instruments. They're valuable and well-rounded allies.


CLERIC



Clerics are masters of divine magic, channeling the will of the gods in order to fulfill their will. Most clerics can heal or inflict damage depending on whether they're good or evil, but not all choose to focus on the injuries of others. Most specialize in one or two domains of their favored deity's realm of influence, like war, luck, magic, plants, fire, and so on. Because of the immense amount of study and practice it takes to be a cleric, most are extraordinarily wise, and effective at influencing others with their words and works. Not all clerics follow a god, however, as there are a rare few whose belief in a certain way of life are so strong that they become divinely connected. Cleric spells must be studied in advance, but they're often able to convert unused magical power into healing spells at any time.


DRUID



The mysterious druids tend to share more connections with nature than people. They're deeply tied to the land and the wildlife upon it, often taking up with an animal companion with whome they've bonded. Benevolent druids often use magic that makes use of nature and the elements, while evil druids often strive to corrupt these things with their blighted magic. Both may learn to assume the shape of animals and elements as well. Druid magic must be prepared in advance using deep meditation while in a natural spot to which they are attuned. Most druids refuse to use weapons or armor made of metal, preferring those made of reinforced hide, cloth, or wood. Druids have access to a secret language that no other class or race may know.


FIGHTER



Basic? Perhaps. But there's not an adventuring party that would ever turn a fighter away, as their dedication to combat is downright legendary. Fighters can use just about any type of weapon or armor, able to improvise with anything they can get their hands on. They're strong, versatile, and full of vim and vigor. Most are familiar with the aspects of exploring dungeons and hostile territory, and have a wealth of experience to share that's invaluable to their allies.


MONK



Wise, agile, and strong, monks are exceptional warriors, especially when it comes to hand-to-hand combat. They work tirelessly in the pursuit of perfecting their bodies, eventually growing resistant to poisons and sickness. All monks are well-versed in the value of harmony and balance, whether good or evil, and adhere to a strict code of personal rules and beliefs. Monks don't wear armor as it hampers their movements, but through their long years of training, they've managed to make their bodies tough enough to sustain damage just as if they were clad in scale mail.


PALADIN



The boyscouts of the world, favored by the gods for their dedication to the pursuit of justice and goodness. Essentially holy knights, paladins are not only fierce warriors, but they're also able to use a small amount of divine magic to heal and treat their allies. Paladins are so gosh dang good, they can even detect evil if they stop and focus their attention. Most paladins have either a reliable and battle-hardened mount that serves as a faithful companion, or a blessed weapon with which they can deal damage more effectively. Evil creatures and foes sustain extra damage when a paladin focuses their divine power into a holy smite.


RANGER



Similar to druids in the way they know the land like the back of their hand, rangers eschew the mystical in favor of the practical. They're accustomed to navigating the wilderness and surviving in harsh climates. They're skilled trackers and hunters, and often choose to enter combat bearing two weapons or flashing their exquisite archery. Rangers often have 'favorite enemies' that they're particularly skilled at hunting, and 'favored terrains' that reflect territory in which they're most familiar. Experienced rangers generally pair up with an animal companion, or form a deep bond with their allies that allows them to fight more effectively as a group. In time, they can make use of a limited number of spells too.


ROGUE



It's a kinder term than 'thief,' but the skill set of most rogues is awfully and conveniently similar. Rogues are agile and dexterous, lithe and deadly with their precise strikes against an unwary foe. They excel at flanking an enemy with an ally or two, distracting the target until the right moment to deal a critical blow at the point where an enemy is most vulnerable. They're good at picking locks, sneaking into places they shouldn't, lying, disguising themselves, and manipulating others. As party members they're invaluable given their skill at spotting and disabling hidden traps in dungeons.


SORCERER



When magic is instinctive rather than practiced, one is typically a sorceror. Sorcerors don't need to study or memorize spellbooks, their power is entirely natural and doesn't require components or ingredients. On the downside, a sorceror can't cast as many spells as a wizard can, having a limited number that gradually awake with experience and time. This magic typically comes from some sort of mystical source of ancestry, such as demons, angels, the stars, or even an unlucky curse from a necromancer.


WIZARD



While wizards are seldom physically impressive, their mastery over magic makes them formiddable opponents indeed. They're highly intelligent, having dedicated years of study and practice into learning every facet of spells such as how to cast them, how to recognize magical influence, and even how to craft magically enhanced items. Wizards are a walking wealth of knowledge, and are often accompanied by a familiar who helps them to focus their craft. All spells cast by a wizard must be memorized and stored in advance, as they can't cast spontaneously the way a bard or a sorceror does. But a wizard who is well prepared can handle nearly any situation. Some wizard focus on a particular school of magic (and neglect one or two others as a result), while others prefer not to be fettered by just one.


* * * * *

Want to submit a new class? Fill out the form below:

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Date: 2020-01-25 07:56 pm (UTC)
no_love_potions: (Default)
From: [personal profile] no_love_potions
Class: Artificier
Description: The ultimate magic dabblers, artificiers are spellcasters who specialize in the use of magical items. While any magic user can wield a magic item, the Artificier is the master of them able to identify and use most magic items after a few moments of study and even modify and amplify their effects after some study and work. Where other casters cast their spells by memorization or natural talent, the Artificier produces their spells from magical inventions they craft. This allows them to utilize any form of magic out there but never quite to the effectiveness of those specialized casters. Where another spellcaster will develop and strengthen their spells as they learn, artificiers must upgrade their inventions to achieve the same progress.

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