Post by Azuloth on Dec 9, 2014 13:40:58 GMT -5
Choosing a Class
This is a BIG decision. It will entirely determine how your character progresses via skills from here on out. You must choose a class before you can play, as it's required on the character sheet. The only hint I can provide you on that end is to make an educated decision. Do your research on the classes. Each of them have a different role they fulfill in a combat or roleplay scenario, this will be detailed here to help you make the most informed decision possible.
Fighter -- The fighter exists to kick the crud out of things. They're skilled with all kinds of weaponry which makes them the perfect class for a character that wishes to dole out damage up close and personal, or from a safe distance. The fighter's role in any social situation is to be the muscle behind a deal or to be a frontline adventurer for themselves or another group. Their versatile combat knowledges will make them a necessary member of any dungeon crawl, or adventure. High level Fighters are extremely dangerous in direct melee combat, and can wear the heaviest of armors.
Scout -- The Scout's purpose is to move ahead of the group, disable traps, unlock treasure chests and doors, and get by unnoticed. They make magnificent ranged support, and a necessary part of any dungeon crawl or assault. Where the fighter ruins the days of those locked in melee combat with it, the Scout rains death from a distance. They are able to lay their own mechanical traps, and perform feats of agility no one else can.
Sorcerer -- Unbridled power was the sorcerer's birthright. They can either create something from nothing, or they can use what is around them as fuel for their power. A thaumaturgical sorcerer is a power to behold, wielding the elements, and other arcane powers at their own will. A channeling sorcerer is a force of nature, able to enhance what is around them far beyond its natural limits.
Cleric/Warlock -- A character that has formed a pact with a particular god in exchange for access to magic. So long as their particular god is pleased with their behavior they enjoy the benefits of the pact. These particular persons are capable of creating dark or holy miracles, depending on their alignment.
Shaman/Mystic -- Not all magic users can access the wellspring. Some sacrifice their own life force to fuel their peculiar magics. These people have been called shamans or mystics throughout the ages. Their power is excessively dangerous, but at great personal cost. Should they go too far, they could destroy themselves.
Players may dual class from the very beginning. However, players that choose to be a magic user of one type: Sorcerer, Cleric/Warlock or Shaman/Mystic, can not dual class as another type. They must choose either Fighter, or Scout. Fighters can dual class with any other class, as can Scouts.