Thread for Classes

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 Classes
Papa Smurf
3:49am, October 06, 2010
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Allomancer - An allomancer uses a type of magic that involves ingesting certain types of metals and then burning them to acquire different effects depending upon the metal that's used. Unlike some of the other types of magic which can taught, allomancy is an ability that the users are born with. Normally, an allomancer's latent abilities will awaken within them during the onset of puberty. There's no formal school or guild for the Allomancers, and most are self-taught as they learn their about their abilities on their own or can be taught by a more experienced Allomancer that might have crossed paths with them. Learn more about Allomancy in the magic section.

Assassin - A trained killer. The assassin is an expert of espionage, hand to hand combat, a wide variety of weapons, and poisons. They can blend easily into a crowd, and often will strike when least expected and then disappear as quickly as they had appeared. Even if an assassin is caught, they will often times commit suicide if escape is impossible, their secrets dieing a long with them in the name of safety to their mysterious benefactors and contractors. There's rumor that there's an entire Guild of them lurking somewhere, taking high-end contracts from extremely wealthy and powerful individuals, often times charged with changing the course of history through the deaths of a few key people. However, it's existence has yet to be proven.

Bard - The entertainers, the musicians, the masters of story-telling and the keepers of folk-lore. They could be considered the very backbone of legends and history, seamlessly interweaving the two to create grand adventures and heroes that stand larger than life. A bard can be found anywhere, at any time, expressing these stories through song, dance, acting, or any numerous other types of entertainment.

Beastmaster - The beastmaster has the rare ability to commune and understand the animals around him. It's because of this odd mutual understanding that he's able to tame almost any creature normally considered wild and have them aide him in any task that he deems necessary. Some believe that the Beastmaster is able to form a telepathic link with his animal companions, while others simply think it's a matter of how they carry themselves and speak to them. Only a Beastmaster truly knows for sure how he's able to do it.

Bounty Hunter - When someone is needed to be tracked down and all other options have been exhausted, these are the men and women to turn to. Expert trackers, The Bounty Hunter can seek out and find those that never want to be found. Of course, this all comes at a price, as no Bounty Hunter ever works for free. Dead or Alive, depending upon their contractor's wishes, they almost never fail in capturing their prey. They're experts in both lethal and non-lethal weaponry, specifically items that allow them to take down and restrain their targets with better effectiveness.

Cleric - A combat medic with magical spells that primarily focus on defensive and healing capabilities. While Clerics of yesterday were once trained strictly within temples and primarily consisted of the devout, they've since moved more into the mainstream, becoming an occupation trained in both military academies and medical schools across Arcadia. While there are some that still train in the more traditional sense, most Clerics of today have moved beyond the churches and temples and consist of a much more diversified range of people, though most still hold high moral standards, even if they aren't particularly religious.

Duelist - An expert with a sword, and as nimble as a cat, the Duelist prefers his both his blade and his armor to be lightweight, relying on his dexterity and lightening fast reflexes to over come his opponent. The Duelist tends to follow their own set of standards and morals on the battle field, adhering to an honor code that they've defined for themselves. That being said, a number of them also tend to be egotistical in their abilities, and aren't above bragging to impress members of the opposite sex. Most can back up their words, however, and are a force to be reckoned with in battle.

Elementalist - An Elementalist calls upon the world itself to produce the magic that they use. Able to bend the four primary elements to their will, they're able to create fire and water to launch at their enemies and shields of wind and earth to block oncoming attacks. They're one of the few magical classes left to still have a school. There are three schools located throughout Arcadia, located within the kingdoms of the Wood, Mountain, and Aquatic Elves. These schools are Earth, Wind, and Water respectively, with the school of Fire having been destroyed a hundred years ago in one of the last major battles of Arcadia. While, there are still those out there with the knowledge of Fire, a fledgling Elementalist looking to learn its ways will have to seek out a personal trainer in order to unlock it's secrets.

Inventor - The primary class of Gnomes and Goblins, though humans have been known to be inventors as well. Insanely intelligent and with an eye for creation, the Inventors of Arcadia are responsible for all of the technology that has advanced in the world. Many are known to be eccentrics, focusing themselves on their work and little else. Thus, they can be quite awkward socially. This doesn't prevent them from being highly valuable to the city or town they reside in, however, and the Human Capital is even known to have one on staff at the Royal Palace.

Knight - These are the pure physical fighters. Adept in the use of heavy armor and a wide variety of weapons, the Knights make up the primary force of the Human Kingdom's armies.

Merchant - The backbone of the economic society, the Merchants are found in every corner of Arcadia, selling anything and everything considered of worth. Though, Dwarves are make up the largest bulk of trade, any race could be a merchant. They have a good eye for both what's popular and what's needed by the population and make sure to provide those wares at an ample cost.

Necromancer - Rumored by many to be a now dead magic, Necromancy does still exist in Arcadia, though it's rare. Feared by most of the population, Necromancy was long ago outlawed because of it's gruesome uses. They're able to control the dead, producing mindless zombies from the bodies robbed from graves to create themselves an army.

Paladin - Very nearly the opposite of the Necromancer, a Paladin is revered and respected by most of the Arcadian population. With the primary Order being based within Shade Castle, not far from the Human Capitol. They're holy men and women with magic that reflects this, primarily with minor healing abilities to complement the Cleric and offensive abilities dedicated to the eradication of evil, primarily undead. They are fiercely devout to the will of the Goddesses, and will fight for what they believe to be right in their eyes.

Pirate - The pirates are the scourge of the seas of Arcadia. For decades they've plundered and pillages trade vessels that travel between continents, with the only ones being able to properly fight back being the Dwarves, thus another reason why they've become number one in the business. Even still, the Dwarves have to be careful when sailing as the pirates can take anyone by surprise, and are always trouble for unsuspecting ships.

Ranger - The Ranger is the ultimate wilderness survivalist, more at home there than in any civilization. They're fantastic trackers, second only to bounty hunters, and they're well versed in the lay of the land, making them excellent guides through some of the more harsher landscapes. While they good at melee combat, ranged weapons is where they truly excel, being particularly comfortable with a bow and arrow.

Rogue -



Edited 2:10am, March 02, 2023 by Papa Smurf, author.
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