Classes of ErebuInhabitants of Erebu may follow various adventuring professions or classes. Different racial characteristics and attributes give characters the edge in aptitudes such as fighting, subterfuge, or harnessing supernatural forces. Some classes are only available to reincarnated characters. Standard classes Reincarnates BarbariansBerserk warriors who spurn magic for melee combat, barbarians are basically big, dumb gargantuans with a lot of offensive power. They are unable to wear anything that has magic on it or instilled in it. They also do not have any spells because of their lack of magical guidance. In battle, barbarians love the havoc created by wielding axes or flails and can excel equally when using either. All barbarians begin with the sword, dodge, second attack, berserk and butcher skills. The barbarian default skill set contains the following:
ClericsPious souls bolstered by faith, and users of healing magics, clerics are the most defensively orientated of all the classes. Most of their spells focus on healing or defending their comrades, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magic, and they possess an impressive array of protective apells as well as fair combat prowess. All clerics begin with skill in the mace. They must purchase other weapon or shield skills, many at a very dear cost. The default selection for clerics is as follows: Skills
Spell groups
ElementalistsElementalists are specialized mages who channel the forces of nature to wield their powerful magics. Unlike other classes, elementalists have no default to choose upon creation. Instead, most choose to concentrate on one of the three schools of mastery: fire, ice or lightning. Choosing more then one is of course an option but will require more effort to train. Elementalists have long favored the whip as their weapon of choice, symbolizing both their mastery over their art and their difference from their fellow mages. But they can also use staves with a decent amount of skill. Elementalists also begin with proficiency in lore.
EnteronsEnterons are dangerous individuals who combine thieving with magic. They thus have training in both arcane and stealth skills. They are adequate in combat and because of their cross, they give up a little bit of both classes. All enterons start out with the dagger, sneak and steal skills. These allow them to stab, move silently and take what does not belong to them. The default skills and spells for enterons are as follows: Skills
Spell groups
MagesMasters of the magical arts, but frail in battle, mages specialize in casting spells, offensive ones in particular. Mages have the highest-powered magic of any class and are the only classes able to use the draconian and enchanting spell groups. They are also very skilled at the use of magical items, though their combat skills are the weakest of any class. All mages begin with skill in the dagger. They must purchase any other weapon skills at a very high rate. The default skill selection for mages is as follows: Skills
Spell groups
NecromancersDark priests who wield power over life and death, necromancers use very powerful dark magic. While they lack the ability to use all weapons except staves, they make up for it through the power of their spells. Necromancers can phase out of this dimension for a split second—long enough to avoid many attacks. They are also adept in summoning and creating beings from dead body parts. Their default skill and spell selections include the following: Skills
Spell groups
ThievesCunning, agile rogues with a love for money, thieves are a marginal class. They do few things better than any other class, but they have the widest range of skills available. Thieves are specialists at subterfuge and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics but lack the wide weapon selection of warriors. Thieves prefer the easily concealed and quickly wielded dagger in combat, often specializing in knives and small blades. All thieves thus begin with the dagger combat skill; they are proficient in stealing as well. They must purchase any other weapon skills unless they choose the default selection. This skill package includes:
WarriorsAs typical, militant fighters, warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but they lack the subtle skills of thieves and the magical talents of mages and clerics. Warriors are best for those who don’t mind taking the direct approach—even when another method might be more appropriate. Being a martial class, warriors excel when fighting with the sword and other large blades. Warriors thus begin with skill in the sword and gain a second attack in combat. They may purchase other weapon skills cheaply or gain them in the default skill package, which includes the following:
AntipaladinsThis class is only available to reincarnated characters. Antipaladins are the realm’s dark knights who live to stir up chaos and anarchy. They dwell in the darkness and hate anything holy. Skilled as fighters, they are also adept in the ways of magic. They love to spill the blood of the innocent without remorse. Some consider them dark crusaders for Lucifer himself. They begin skilled in the mace, sword and second attack. Their default skills and spells include the following: Skills
Spell groups
AssassinsThis class is only available to reincarnated characters. An elite group, assassins are masters of the killing arts. They take little pleasure in much of anything save for hunting and gold. Quick, quiet and deadly, most assassins are members of an underground organization of contract killers. What they lack in brute force, they replace with stealth. While related to the thief class, assassins are more specialized. They begin skilled in dagger, stealing and locating objects. Their default skill package includes the following:
PaladinsThis class is only available to reincarnated characters. Pious knights who serve the cause of justice, paladins are holy warriors who get special abilities from their divine faith. They follow a strict philosophy, including oaths to their cause and fealty to protect the righteous. Clad in shining armor, swords gleaming in the morning sun, paladins are the quintessence of gallantry, the champion of the powerless and the personification of courage. They begin skilled in the mace, sword and second attack. Their default skills and spells include the following: Skills
Spell groups
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