Post by Talon on Jan 24, 2009 23:05:06 GMT -6
Your characters can be any of these. Just play it well! If you think of anything I haven't listed then please reply to this thread.
• Arcanists are individuals who wield arcane magic, either through training as artificers (use of artifacts for magic), swordmages (uses magic through fighting), or wizards, through innate ability as bards (magic through story/music) or sorcerers, or through the pacts with powerful beings as in the case of warlocks.
• Warriors are trained combatants. They are common throughout the Realms and may be self-taught or trained en-masse, as part of an army or other military force for example. Warriors may be found among any civilization and even in uncivilized areas.
• Barbarians are mighty warriors who rely on their strength and incredible toughness, as empowered through ancestral totems and nature spirits to win battles. Barbarians are less versatile than most fighters but are adept at dealing heavy damage to their foes quickly.
• Bards are versatile arcanists, capable in combat, art, and magic alike. Bards practice magic as they would art or song and use their artistic talents to induce magical effects that either bolster their party or hinder their enemy, typically through illusion magic. They also are among the most versatile of characters, capable of learning from practically any trade.
• The cleric is a divine servant of one or more gods, serving them through combat prowess and divine spells, investing their allies with divine power. They are divine leaders who inspire through their own strength of faith. Clerics gain their powers through training and activate them through prayers and rites in the name of their divine patron. Clerics may be good or evil, serving gods of good or gods of evil. Some clerics also serve fiends, though in that case the cleric must make foul sacrifices in order to retain their divine power.
• druid is a versatile and often heroic character, capable in both combat and casting evocations. Druids obtain these primal powers from being at one with nature or from one of several patrons of the wild, often gods or powerful fey spirits. Druids are not often trained in wearing heavier armors or most weapons but instead have the ability to change into powerful beast forms. Through their evocations and abilities as a creature of the wild, druids can turn the tide of a battle, hindering their foes as easily from afar or in a melee or sometimes striking them with deadly force or healing nearby allies. Druids work very well with animals, and can try to improve a wild creature's attitude the same way they would with an intelligent one. Druids gain a greater control of their body, so that they can leave no trace of their presence. Known for their mysterious nature druids call the wilderness their home and views its dangers as a challenge to meet and conquer. With a great respect and veneration for nature, druids stray away from extremes of good, evil, order, or chaos, instead seeking only to maintain a natural state of being which most of the civilized world cannot or will not understand. But though druids may appear at first serene they can be provoked into fits of fury and are often cunning, and thereby dangerous, foes.
• Invokers, sometimes called favored souls, are divine spellcasters who gain their power through the direct touch of a deity, carrying with them a fragment of the god's divine power. This is unlike avengers, clerics, or paladins, who channel their prayers carefully through holy symbols. Invokers have no need for such tools, however, and their prayers come directly from their god and none of their power is lost through transition. Invokers use these powers to control the battlefield, smite foes from a distance, or empower their allies, making them quite versatile.
• paladin is a holy crusader, crusading in the name of his or her deity, and a divine spellcaster. Though paladins are typically considered lawful good, evil paladins and those of non-lawful alignments can exist, though all paladins must be of the exact alignment of their patron deity. A paladins are expected to be a paragon of their alignment and a model for others of their faith.
• Rangers are warriors and hunters who excel at exploring the fringes of civilization. Hunters, scouts, trappers, and assassins rangers can be found wherever civilization borders the wilderness. Many rangers use only natural armor and benefit from a closeness to the wild. Nearly all rangers worship a god, and almost always this god is tied in some way to the natural world.
• rogue is a versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous, and often charming as well. Where other characters have the power to defeat enemies, the rogue has the wit to track them down and lead the team past traps and barriers on the way to that fight.
• A sorcerer, or sorceress, is a wielder of arcane magic, and weak in mêlée combat. Sorcerers have innate magical ability as opposed to wizards who study for their magic. They often find each other at odds; wizards tend to think of sorcerers as sloppy and undisciplined, while sorcerers generally consider wizards obsessive and distant.
• Wardens are might and powerful defenders of the natural world, fighting to preserve the untamed wilderness. Wardens, like fighters, paladins, and swordmages hold the line for their allies, protecting them from harm. In order to fulfill their sworn duties to the spirits of the natural world, wardens train themselves in the use of simple weapons as well as light armor and shields. Additionally, like barbarians or druids, wardens call upon the primal power of the world they protect, infusing their blows with deadly power.
• Warlords are trained warriors who excel at leading others into combat. Trained in tactics and generally charismatic, warlords direct allies in battle and use words of encouragement to keep them fighting when injured or demoralized. With the proper skill, warlords can direct flanking maneuvers, feints, and other clever tactics in order to overcome the power of their foes.
• Wizards are a form of mage who learn the art of arcane spellcasting through research and learning. What wizards lack in combat prowess and armor they make up with a broad range of magical spells and abilities learned through years of practice and training. Through their spellcasting ability powerful wizards can control the battlefield, using spells that affect wide areas, often hindering enemies, while also learning to use porituals of arcane power.
• Arcanists are individuals who wield arcane magic, either through training as artificers (use of artifacts for magic), swordmages (uses magic through fighting), or wizards, through innate ability as bards (magic through story/music) or sorcerers, or through the pacts with powerful beings as in the case of warlocks.
• Warriors are trained combatants. They are common throughout the Realms and may be self-taught or trained en-masse, as part of an army or other military force for example. Warriors may be found among any civilization and even in uncivilized areas.
• Barbarians are mighty warriors who rely on their strength and incredible toughness, as empowered through ancestral totems and nature spirits to win battles. Barbarians are less versatile than most fighters but are adept at dealing heavy damage to their foes quickly.
• Bards are versatile arcanists, capable in combat, art, and magic alike. Bards practice magic as they would art or song and use their artistic talents to induce magical effects that either bolster their party or hinder their enemy, typically through illusion magic. They also are among the most versatile of characters, capable of learning from practically any trade.
• The cleric is a divine servant of one or more gods, serving them through combat prowess and divine spells, investing their allies with divine power. They are divine leaders who inspire through their own strength of faith. Clerics gain their powers through training and activate them through prayers and rites in the name of their divine patron. Clerics may be good or evil, serving gods of good or gods of evil. Some clerics also serve fiends, though in that case the cleric must make foul sacrifices in order to retain their divine power.
• druid is a versatile and often heroic character, capable in both combat and casting evocations. Druids obtain these primal powers from being at one with nature or from one of several patrons of the wild, often gods or powerful fey spirits. Druids are not often trained in wearing heavier armors or most weapons but instead have the ability to change into powerful beast forms. Through their evocations and abilities as a creature of the wild, druids can turn the tide of a battle, hindering their foes as easily from afar or in a melee or sometimes striking them with deadly force or healing nearby allies. Druids work very well with animals, and can try to improve a wild creature's attitude the same way they would with an intelligent one. Druids gain a greater control of their body, so that they can leave no trace of their presence. Known for their mysterious nature druids call the wilderness their home and views its dangers as a challenge to meet and conquer. With a great respect and veneration for nature, druids stray away from extremes of good, evil, order, or chaos, instead seeking only to maintain a natural state of being which most of the civilized world cannot or will not understand. But though druids may appear at first serene they can be provoked into fits of fury and are often cunning, and thereby dangerous, foes.
• Invokers, sometimes called favored souls, are divine spellcasters who gain their power through the direct touch of a deity, carrying with them a fragment of the god's divine power. This is unlike avengers, clerics, or paladins, who channel their prayers carefully through holy symbols. Invokers have no need for such tools, however, and their prayers come directly from their god and none of their power is lost through transition. Invokers use these powers to control the battlefield, smite foes from a distance, or empower their allies, making them quite versatile.
• paladin is a holy crusader, crusading in the name of his or her deity, and a divine spellcaster. Though paladins are typically considered lawful good, evil paladins and those of non-lawful alignments can exist, though all paladins must be of the exact alignment of their patron deity. A paladins are expected to be a paragon of their alignment and a model for others of their faith.
• Rangers are warriors and hunters who excel at exploring the fringes of civilization. Hunters, scouts, trappers, and assassins rangers can be found wherever civilization borders the wilderness. Many rangers use only natural armor and benefit from a closeness to the wild. Nearly all rangers worship a god, and almost always this god is tied in some way to the natural world.
• rogue is a versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous, and often charming as well. Where other characters have the power to defeat enemies, the rogue has the wit to track them down and lead the team past traps and barriers on the way to that fight.
• A sorcerer, or sorceress, is a wielder of arcane magic, and weak in mêlée combat. Sorcerers have innate magical ability as opposed to wizards who study for their magic. They often find each other at odds; wizards tend to think of sorcerers as sloppy and undisciplined, while sorcerers generally consider wizards obsessive and distant.
• Wardens are might and powerful defenders of the natural world, fighting to preserve the untamed wilderness. Wardens, like fighters, paladins, and swordmages hold the line for their allies, protecting them from harm. In order to fulfill their sworn duties to the spirits of the natural world, wardens train themselves in the use of simple weapons as well as light armor and shields. Additionally, like barbarians or druids, wardens call upon the primal power of the world they protect, infusing their blows with deadly power.
• Warlords are trained warriors who excel at leading others into combat. Trained in tactics and generally charismatic, warlords direct allies in battle and use words of encouragement to keep them fighting when injured or demoralized. With the proper skill, warlords can direct flanking maneuvers, feints, and other clever tactics in order to overcome the power of their foes.
• Wizards are a form of mage who learn the art of arcane spellcasting through research and learning. What wizards lack in combat prowess and armor they make up with a broad range of magical spells and abilities learned through years of practice and training. Through their spellcasting ability powerful wizards can control the battlefield, using spells that affect wide areas, often hindering enemies, while also learning to use porituals of arcane power.