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Character Concepts
After I modified the arcane spellcaster to its current incarnation of the mage, I decided to go back and see what revisions could be made to the other classes. Cleric and bard jumped out to me immediately, so I started working on them. But before I did the other classes I sat down and came up with what concepts each class should have and where the fit in relation to each other. The following list is what I came up with.
Spellcasters
Arcane
- Mage – amalgamation of wizard and magister, the main arcane spellcaster
- Mage Blade – fighting and magic in one package (small access to some spells, but mainly the abilities they gain are garnered from the Weave)
- Runethane – harness the power of the runes
IDivine
- Cleric – channel between the divine and mortals
- Druid – loremaster, judge
- Greenbond – the champion of nature (amalgamation of druids and greenbonds), either take the side of animals, spirits, or plants
Internal
- Bards – minstrels who provide entertainment and news to everyone, have a number of skills to survive
- Witch/Sorcerer –Witches/sorcerer both of the same name. They are not like other spellcasters in that they are born with the spark of magic, which they call witchery. They learn to cast spells like other spellcasters but they focus on their witchery.
Martial
- Barbarian – uncivilised fighter who can go beserk to deal more damage
- Champion – a person focused on a cause who will fight with their life for that cause
- Fighter – the run of the mill fighter who has training mainly in the fighting arts and not much else
- Outdoorsman – a frontiersman who feels at home in the wild, instead of civilisation
- Ranger – like the outdoorsman, the ranger is at home in the wild, but rangers have a mystical connection to nature
- Stalker – not necessarily a fighter who kills for money, a stalker is a fighter who has roguish abilities to help them fight and overcome their foes
- Totem warrior – like the barbarian, a fighter from uncivilised lands, the totem warrior has a connection to a totem (animal spirit) which provides them with powers
- Unfettered (want a diff name) – unlike the warmain who specialises in using armour when fighting, the unfettered uses little to no armour while fighting, instead relying on speed and agility to overcome foes
- Warmain – fighters who have attended specialised training in academies, specialises in using armour
Roguish
Rogue – typical thief who has a variety of options to choose from, usually no two rogues are alike
Dilettante – a jack of all trades that loves civilisation over the wilderness and frontier life
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