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Character Classes

Bard

Bards are masters of persuasion. Be they wandering minstrels, daring swashbucklers, or heralds of the realm, all bards share a flair for the dramatic. Armed with a silver tongue, a rapier wit, and a knack for inspiring greatness from their comrades, bards are a welcome addition to any adventuring party.

Disciple

Disciples are the paragons of devotion. Whatever path they choose to walk, be it a humble peasant healer, a truth-seeking ascetic, or a battle-hardened combat medic, they walk it with zeal. And it is from this zeal that disciples draw their power to heal the wounded, bolster the weak, and rebuff their enemies.

Druid

Druids are the devotees of nature. Some can be found as beasts wandering remote stretches of unblemished wilderness. Others can be found tending the sick in small villages along the frontier. Whatever their calling, all druids share a deep connection to the natural world in all of its cruelty and mercy.

Monk

Monks are the unrivaled masters of unarmed combat. Many hale from secluded monasteries where they seek enlightenment through contemplation and physical training. Others may be wanderers who studied under a solitary master. Wherever they learned martial arts, there is no mistaking the potent ki attacks and precision pressure point strikes that a skilled monk can deliver with his bare hands.

Ranger

Rangers are the wanderers of the wilds. Whatever their background, be they stealthy hunters, wilderness guides, or military scouts, all rangers are at home on the untamed frontiers of Orn. In combat, they are expert marksmen, able to wound and hinder enemies at considerable distance.

Rogue

Rogues are the masters of stealth and trickery. They run the moral gamut, from freedom fighters and treasure hunters to thieves and assassins, but most share a common disregard for the law and a knack for fighting dirty. Armed with stealth, sneak attacks, and poisons, few characters can survive a surprise onslaught by a well-prepared rogue.

Savage

Savages are the embodiment of fury. These crazed berserkers can be found at the forefront of conflicts, roaring battle cries and bearing down on their enemies with reckless abandon.

Whereas monks and warriors derive their combat prowess through discipline, savages draw strength through rage. By whipping themselves into fits of anger, they can shrug off punishment and unleash brutal attacks. To a savage, fighting isn't about finesse; it's about unbridled passion.

Shaman

Shamans are the masters of spirit magic. Most serve as medicine men, village elders, or totemic warriors within tribal communities, acting as intermediaries between ordinary folk and the unseen world that surrounds them. Gifted with a unique connection to this realm, shamans can call upon the spirits of nature, allowing them to heal the sick, fight with the ferocity of the wild, or call down the fury of the elements in equal measure.

Sorcerer

Able to harness the primordial forces of the Maelstrom, sorcerers possess unparalleled destructive ability. They can freeze their foes solid, blast them to bits with lightning, or summon vicious elementals to rend them limb from limb. Few can stand up to the onslaught of an experienced sorcerer.

Warrior

Warriors are the undisputed masters of armed warfare. They come in many forms, from battle-hardened soldiers to valiant knights to wandering swordsmen, but they all share a common respect for the discipline of steel. In combat, they are on the front lines, defending their weaker companions and bringing potent attacks to bear in little more than the flash of a blade.

Wizard

Wizards are the masters of enchantment and illusion. Through careful study and the application of arcane formulas, wizards learn to bewitch the senses, blast foes and gird weapons with Aetheric energy, teleport across great distances, and perform many other feats of magic. Some wizards grow so powerful that they can trascend the need for incantations, casting their spells with little more than a thought.

Engineer (Restricted)

Engineers are the masters of technology. In a world filled with magic, they follow the path of scientific discovery, manufacturing new inventions, distilling new substances, and crafting new wonders to rival those of any spellcaster. Despite this, they tend to be few and far between compared to magic users, finding their niche as apothecaries, siege engineers, idle tinkerers, and even toy makers. Armed with alchemical concoctions and mechanical gadgetry, however, they make effective and versatile additions to any party.

Esper (Restricted)

Espers are seers and psychics. Gifted with the Sight, they are able to glimpse the future, peer into the minds of others, and move objects with their will alone. Because the Sight is a rare inborn ability, espers are few and far between, appearing as wandering mystics, backwater soothsayers, and ecclesiatic prophets throughout Orn. In combat, they are able to predict an opponent's movements and manipulate their thoughts to gain the upper hand.

Paladin (Restricted)

Paladins are zealous crusaders who wield the power of the Prime with righteous determination. Many walk the path of honor and justice as knights, guardians, and defenders of the realm, although such noble ideals are merely strong tendencies, not requirements. Whatever their calling, it is the paladins' unwavering conviction that allows them to smite the wicked, gird their arms with sacred energy, and take the wounds of their allies unto themselves.

Vampire (Restricted)

Although some who become afflicted with the curse of vampirism choose to walk other paths, many learn to harness the curse itself, becoming unliving stalkers of the night. These Vampires, sometimes called "True Vampires," are cunning and subtle, able to blend in with the living and deal out swift death from the shadows. Afforded preternatural strength, agility, and stealth by their cursed blood, as well as dark gifts such as a dominating gaze and life-draining attacks, true Vampires are a force to be reckoned with during the day, and true terrors at night.

Warlock (Restricted)

Dark powers, fiends, the undead, and other vile beings fuel the magic of the warlock. Through pacts of blood and soul, these practitioners of the Dark Arts learn the secret shortcuts to power that other magic users fear and forbid.

Werebeast (Restricted)

Werebeasts are feral shapeshifters. Cursed to transform into ravening monsters and attack those closest to them, civilized folk rightfully loathe and fear them. Even werebeasts who manage to gain control over their condition are often shunned and hunted. Driven into isolation, werebeasts are nonetheless more than capable of fending for themselves. Their sheer ferocity while transformed, coupled with their ability to instantly recover from wounds, make them frighteningly powerful opponents.