Post by Naucoaran on Jun 29, 2006 23:24:06 GMT -8
Again, for simplicities I will only list the standard classes. There are a lot more out there, but they are less well-known and used.
[glow=red,2,300]Barbarian[/glow]
Characteristics and skills: The Barbarian is an excellent warrior and can fly into a screaming, frenzied rages. While in this berserk fury, he becomes stronger and tougher, allowing him to better defeat his enemies and withstand their attacks. Such rages leave him tired, however, and he only has the energy for a few such spectacular displays per day. He is at home in the wilderness and he can run at great speeds. He has the extrordinary ability to react to danger before his senses would normally allow him to do so. Barbarians cannot be flanked. He can react to enemies on both sides of him as easily as he reacts to a single enemy. He has an intuitive sense that alerts him from danger to traps. Barbarians are the only characters that do not automatically know how to read and write.
Alignment: Barbarians are never lawful. They may be honorable, but at heart they are wild. This wilderness is their strength and it could not live in a lawful soul. At best, chaotic Barbarians are free and expressive. At worst, they are thoughtlessly destructive.
Races: Human Barbarians come from the distant wild lands on the edge of civilization. Half-Orc Barbarians lived with the Orc before abandoning them for Human lands. Dwarf Barbarians are rare and usually come from underground kingdoms that have fallen into barbarism as a result of war. Barbarians of other races are very rare.
Relations: As people of the wilds, Barbarians are most comfortable in the company of Rangers, Druids and Clerics. Many Barbarians admire the talent and spontanious nature of Bards. Barbarians don't trust that which they don't understand and that includes wizardry, which they call "book magic." Barbarians find sorcerers more understandable than wizards. Monks with thier studied and deliberate approach to combat sometimes have a hard time seeing eye to eye with Barbarians. Barbarians have no special attitudes toward fighters, paladins, clerics or rogues.
[glow=blue,2,300]Bard[/glow]
Characteristics and skills: A Bard brings forth magic from his soul, not a book. He works magic with his music and poetry. It can encourage his friends, charm enemies, and captivate an audience. While singing his magical spells, a Bard cannot fight. He can inspire greatness in his friends, making them more efficient in battle. Wandering across the land, he gathers lore, tells stories and works magic with his music. They have a vast knowledge of local events and noteworthy items. Some of his magic is far greater than that of a Wizard. He brings hope and courage to the downtrodden and uses his tricks, music and magic to thwart the schemes of evildoers. Bards are excellent diplomats, negotiators, messengers, scouts and spies.
Alignment: Bards are wanderers, guided by whim and intuition rather than tradition or law. The spontaneous talent, magic and lifestyle of the Bard are not compatible with a lawful alignment.
Races: Bards are most commonly Human, Elven or Half-Elven. There are no bardic traditions found among Half-Orcs, Dwarves, Gnomes or Halflings. Bards are exceedingly rare among the savage humanoids except among Centaurs. Centaur Bards sometimes train the children of Humans and other races.
Relations: A Bard works well with other classes. He often serves as the spokesman of the party. He is curious about the ways of more focused, dedicated races and often tries to pick up pointers from fighters, sorcerers and rogues.
[glow=yellow,2,300]Cleric[/glow]
Characteristics and skills: Clerics are masters of divine magic. An inexperienced Cleric can bring people back from the brink of death. An experienced Cleric can resurrect the dead. Good Clerics heal, protect and avenge. Evil Clerics pillage, destroy and sabotage. As channelers of divine energy, Clerics can destroy undead creatures. An evil Cleric, on the other hand, can bring undead under his control. Clerics do not acquire their spells through books, scrolls or study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Clerics have some combat training, although they are not warriors on the battlefield.
Alignment: Clerics can be of any alignment. Good Clerics are more numerous than evil ones and they tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train Clerics.
Races: All races can be Clerics. Adventuring Clerics most often come from the Human and Dwarf races. Among the more savage races, Clerics are less common.
Relations: The Cleric is everybody’s friend and is often the glue that holds the party together. Clerics sometimes clash with Druids. Mostly though, the religion of a Cleric determines how he gets along with others.
[glow=green,2,300]Druid[/glow]
Characteristics and skills: Druids cast divine spells much the same way Clerics do, though most get their spells from the power of nature and not from deities. Their spells are oriented toward nature and animals. They have a wide variety of magical powers including the ability to take shapes of animals. Druids avoid carrying anything metal, including metal weapons, as it interferes with the pure and primal nature that they attempt to embody. Druids have the ability to speak with animals. Druids can identify plants and animals with perfect accuracy. She can tell whether water is safe to drink or if it’s poisonous. They usually travel with animal companions and their animals remain loyal to them. Druids can move through thorns, briars, overgrown terrains and similar areas without getting hurt. They leave no trails in natural surroundings and cannot be tracked. Druids are immune to all organic poisons, including animal venom. They have the supernatural ability to change their appearance at will.
Alignment: In keeping with nature’s ultimate indifference, Druids must maintain some measure of dispassion. They must be neutral in some way, usually true-neutral. They can also be neutral-good or neutral-evil.
Races: Elves and Gnomes love natural lands and are commonly Druids. Humans and Half-Elves can also be Druids. Druids are particularly common among savage Humans. Dwarves, Halflings and Half-Orcs are rarely Druids.
Relations: Druids share with Rangers and Barbarians a reverence for nature and a familiarity with natural lands. Druids dislike the Paladin’s devotion, and don’t understand the urban ways of a Rogue. They find Wizards to be disruptive and slightly distasteful. However, they usually take little offense to others, even those very different from themselves.
[glow=orange,2,300]Fighter[/glow]
Characteristics and skills: Of all the classes, Fighters have the best all around fighting capabilities. They are masters of all types of weapons and armor. They have a fighting prowess that is unmatched. Some are among the lands greatest souls, willing to face death for the greater good. They are hardened mercenaries, gutsy adventurers, conquering overlords, elite soldiers and kingly knights. Some, however, have no qualms about killing for personal gain or even for sport. Fighters see adventure, raids and dangerous missions as their job. They are trained to execute fancy maneuvers while fighting and are master’s at even the most difficult maneuvers. They are ambidextrous, can fight while blinded, and have a dangerous whirlwind attack. They can deflect arrow attacks and are excellent at mounted combat.
Alignment: Fighters may be of any alignment. Good fighters are crusading types that seek out and fight evil. Lawful fighters are champions who protect the land and its people. Chaotic fighters are usually wandering mercenaries. Evil fighters tend to be bullies and petty villains and take what they want by brute force.
Races: Humans, Dwarves, Elves, Half-Orcs , Gnomes and Halflings can also be Fighters. Half-Elves are rarely fighters.
Relations: The Fighter excels in a straight fight, but he relies on others for magical support, healing and scouting. As part of a team, it is his job to man the front lines and protect the other party members and bring the toughest opponents down before they reach the party. Fighters may not much understand the ways of the Wizard or share the faith of the Cleric, but he recognizes the value of teamwork.
[glow=brown,2,300]Monk[/glow]
Characteristics and skills: Monks train themselves to be warriors skilled at fighting without weapons or armor. Thanks to their rigorous training, they can strike as hard as if they were armed and can strike faster than a warrior with a sword. They are able to travel unnoticed in a crowd, catching bandits, warlords and corrupt people unaware. Monks have a magic of their own called ki, which allows them to perform amazing feats. A Monks best known feat is their ability to stun an enemy with an unarmed blow. A Monk can dodge an attack even if she is not consciously aware of it. They can deflect arrows, and they move faster than other races. They are immune to all disease except for magical diseases. They have a supernatural ability to cure their own wounds. They jump higher than other races and classes. They are immune to all poisons. They have a supernatural ability to create vibrations within the body of another creature that can be fatal if the Monk so chooses. Monks can speak with any living creature.
Alignment: Monks can only be lawful.
Races: Most Monks are human. They can also be Half-Orc and Half-Elf. Elves, Dwarves, Gnomes, and Halflings are rarely Monks.
Relations: Monks have little in common with other races. However, they work well with the support of others and make reliable companions.
[glow=maroon,2,300]Paladin[/glow]
Characteristics and skills: Few have the purity and devotion that it takes to walk the Paladin’s path. In a land of evil, a Paladin is the final hope that cannot be extinguished. Divine power protects the Paladin and gives her special powers. Paladins are immune to all disease, and are immune to all fear. They are resistant to spells. They can restore a person’s health completely with one touch of their hand, and can cure disease. Her power protects her from harm, and she has the ability to detect and destroy all evil. Paladins can cause the dead to turn away. She can call a mighty steed that has special strength, intelligence and magical protection and can communicate with her telepathically.
Alignment: Paladins must always be lawful-good.
Races: Humans are most likely to be Paladins. Half-Elves also can find themselves called into service as a Paladin. Dwarves are occasionally Paladins. All other races are rarely Paladins.
Relations: Even though Paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complete their own. They work well with good or lawful Clerics, and appreciate working with those who are brave and honest. While they cannot abide evil acts by their companions, they are willing to work with a wide variety of people who are quite different then themselves. Paladins make great team leaders.
[glow=limegreen,2,300]Ranger[/glow]
Characteristics and skills: A Ranger is a skilled hunter and stalker and he knows his prey in deadly detail. He can survive in the harshest wilderness where most others can’t. He can avoid detection and move secretly and silently around his enemies. He has special knowledge of certain creatures and makes him more capable of finding and defeating those creatures. He has such a bond with nature that he can actually draw on natural power to cast divine spells much like that of a Druid. A Ranger usually has one or more animal companions. He has a natural knowledge of nature and has the ability to control animals. He can track better than any other race or class. He can sense the motives of his enemies and can hear things most others cannot. He has a deadly point blank shot.
Alignment: Rangers can be of any alignment, though most are good. They are mostly chaotic.
Races: Elves are most commonly Rangers. Half-Orcs find the life of a Ranger very comfortable. Gnomes are sometimes Rangers. Dwarves are rarely Rangers. Halfling Rangers are legendary. You may hear stories about them but you will probably never meet one.
Relations: Rangers get along well with Druids and to some extent, Barbarians. They are known to bicker with Paladins about tactics and philosophy. They find it easy to tolerate people who are quite different from themselves such as Wizards and Clerics.
[glow=black,2,300]Rogue[/glow]
Characteristics and skills: Rouges can be stealthy thieves. Others are silver-tongued tricksters. Some are scouts, infiltrators, spies, diplomats, or thugs. They are skilled at getting what they want. They can easily find their way into a locked treasure vault, and find safe passage past deadly traps. They are adept at acquiring secret battle plans, a guard’s trust, or some random person’s pocket money. While they are not equal to many others in combat, they have a crippling strike that hits where it hurts and their sneak attacks can dish out a lot of damage. Rogues have a sixth sense when it comes to avoiding danger. They are masters at the art of stealth, evasion and sneak attacks. They cannot cast spells on their own but can use wands and scrolls. Only Rogues have the skill to spot non-magical traps. They have uncanny dodge and cannot be flanked. Rogues have a slippery mind; this is the ability to escape from magical effects that would otherwise control her.
Alignment: Rogues can be of any alignment.
Races: Humans take to the Rogues life with ease. Halflings, Elves and Half-Elves find themselves well suited to the demands of a Rogue. Dwarves and Gnomes are rarely Rogues.
Relations: Rogues have a love/hate relationship with other classes. They excel when they are protected by warriors or spell casters but there are plenty of times when they wish everyone were as quiet and patient as themselves. Rogues are particularly wary of Paladins, either trying to prove themselves useful tot hem or simply avoiding them altogether.
[glow=navy,2,300]Sorcerer[/glow]
Characteristics and skills: Sorcerers magic is born in them, it’s in their soul. They need no books or scrolls, just raw power that they direct at will. Some Sorcerers claim that the blood of dragons runs through their veins. They have striking good looks. They know fewer spells than Wizards do and acquire powerful spells more slowly than a Wizard. Since their powers are inborn, they have more time to study the art of fighting. They are much better in battle than Wizards. They develop their powers during puberty. A household with a budding Sorcerer in it may be troubled by strange sounds or lights, creating the impression that the house is haunted. They are great at bargaining, negotiating and speaking for others.
Alignment: Sorcerers tend toward chaotic rather than lawful.
Races: Most Sorcerers are humans or Half-Elves. However, inborn power can show up in any of the common races.
Relations: Sorcerers find they have more in common with other members of self-taught classes such as Druids and Rogues. They sometimes find themselves at odds with disciplined classes such as Paladins and Monks. They are competitive with Wizards. They make excellent spies and diplomats.
[glow=purple,2,300]Wizard[/glow]
Characteristics and skills: A Wizard’s strength is their spells, everything else is secondary. The fleeting words and simple gestures of a Wizard carry more power than a battleaxe. Wizards depend on intensive study to learn their magic. For a Wizard, magic is not a talent but a difficult, rewarding art. They must study their spell book every day. They can use their spells to devastating effects, but when they are caught off guard, they are vulnerable. They are highly intelligent and see themselves as member of a distinct group. Wizards can speak with dragons and create their own magical scrolls. They can summon monsters in battle to help their friends. They can alter a person’s perception and create false images. They are masters of deception.
Alignment: Wizards show a tendency toward law over chaos.
Races: Humans and Elves are most commonly Wizards. Some of the most powerful Wizards are Half-Elves. Gnomes are occasionally Wizards. Dwarves and Halfling Wizards are rare.
Relations: Wizards recognize each other as comrades or rivals. They prefer to work with members of other classes. They love to cast spells from behind strong fighters and love to “magic up” Rogues and send them out to scout. Wizards rely heavily on the healing powers of Clerics. They are never judgmental of any class.
None of this information is mine, I recieved it from www.secrethavens.com and do not take credit for it. (except for the new class, Warlock)
[glow=red,2,300]Barbarian[/glow]
Characteristics and skills: The Barbarian is an excellent warrior and can fly into a screaming, frenzied rages. While in this berserk fury, he becomes stronger and tougher, allowing him to better defeat his enemies and withstand their attacks. Such rages leave him tired, however, and he only has the energy for a few such spectacular displays per day. He is at home in the wilderness and he can run at great speeds. He has the extrordinary ability to react to danger before his senses would normally allow him to do so. Barbarians cannot be flanked. He can react to enemies on both sides of him as easily as he reacts to a single enemy. He has an intuitive sense that alerts him from danger to traps. Barbarians are the only characters that do not automatically know how to read and write.
Alignment: Barbarians are never lawful. They may be honorable, but at heart they are wild. This wilderness is their strength and it could not live in a lawful soul. At best, chaotic Barbarians are free and expressive. At worst, they are thoughtlessly destructive.
Races: Human Barbarians come from the distant wild lands on the edge of civilization. Half-Orc Barbarians lived with the Orc before abandoning them for Human lands. Dwarf Barbarians are rare and usually come from underground kingdoms that have fallen into barbarism as a result of war. Barbarians of other races are very rare.
Relations: As people of the wilds, Barbarians are most comfortable in the company of Rangers, Druids and Clerics. Many Barbarians admire the talent and spontanious nature of Bards. Barbarians don't trust that which they don't understand and that includes wizardry, which they call "book magic." Barbarians find sorcerers more understandable than wizards. Monks with thier studied and deliberate approach to combat sometimes have a hard time seeing eye to eye with Barbarians. Barbarians have no special attitudes toward fighters, paladins, clerics or rogues.
[glow=blue,2,300]Bard[/glow]
Characteristics and skills: A Bard brings forth magic from his soul, not a book. He works magic with his music and poetry. It can encourage his friends, charm enemies, and captivate an audience. While singing his magical spells, a Bard cannot fight. He can inspire greatness in his friends, making them more efficient in battle. Wandering across the land, he gathers lore, tells stories and works magic with his music. They have a vast knowledge of local events and noteworthy items. Some of his magic is far greater than that of a Wizard. He brings hope and courage to the downtrodden and uses his tricks, music and magic to thwart the schemes of evildoers. Bards are excellent diplomats, negotiators, messengers, scouts and spies.
Alignment: Bards are wanderers, guided by whim and intuition rather than tradition or law. The spontaneous talent, magic and lifestyle of the Bard are not compatible with a lawful alignment.
Races: Bards are most commonly Human, Elven or Half-Elven. There are no bardic traditions found among Half-Orcs, Dwarves, Gnomes or Halflings. Bards are exceedingly rare among the savage humanoids except among Centaurs. Centaur Bards sometimes train the children of Humans and other races.
Relations: A Bard works well with other classes. He often serves as the spokesman of the party. He is curious about the ways of more focused, dedicated races and often tries to pick up pointers from fighters, sorcerers and rogues.
[glow=yellow,2,300]Cleric[/glow]
Characteristics and skills: Clerics are masters of divine magic. An inexperienced Cleric can bring people back from the brink of death. An experienced Cleric can resurrect the dead. Good Clerics heal, protect and avenge. Evil Clerics pillage, destroy and sabotage. As channelers of divine energy, Clerics can destroy undead creatures. An evil Cleric, on the other hand, can bring undead under his control. Clerics do not acquire their spells through books, scrolls or study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Clerics have some combat training, although they are not warriors on the battlefield.
Alignment: Clerics can be of any alignment. Good Clerics are more numerous than evil ones and they tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train Clerics.
Races: All races can be Clerics. Adventuring Clerics most often come from the Human and Dwarf races. Among the more savage races, Clerics are less common.
Relations: The Cleric is everybody’s friend and is often the glue that holds the party together. Clerics sometimes clash with Druids. Mostly though, the religion of a Cleric determines how he gets along with others.
[glow=green,2,300]Druid[/glow]
Characteristics and skills: Druids cast divine spells much the same way Clerics do, though most get their spells from the power of nature and not from deities. Their spells are oriented toward nature and animals. They have a wide variety of magical powers including the ability to take shapes of animals. Druids avoid carrying anything metal, including metal weapons, as it interferes with the pure and primal nature that they attempt to embody. Druids have the ability to speak with animals. Druids can identify plants and animals with perfect accuracy. She can tell whether water is safe to drink or if it’s poisonous. They usually travel with animal companions and their animals remain loyal to them. Druids can move through thorns, briars, overgrown terrains and similar areas without getting hurt. They leave no trails in natural surroundings and cannot be tracked. Druids are immune to all organic poisons, including animal venom. They have the supernatural ability to change their appearance at will.
Alignment: In keeping with nature’s ultimate indifference, Druids must maintain some measure of dispassion. They must be neutral in some way, usually true-neutral. They can also be neutral-good or neutral-evil.
Races: Elves and Gnomes love natural lands and are commonly Druids. Humans and Half-Elves can also be Druids. Druids are particularly common among savage Humans. Dwarves, Halflings and Half-Orcs are rarely Druids.
Relations: Druids share with Rangers and Barbarians a reverence for nature and a familiarity with natural lands. Druids dislike the Paladin’s devotion, and don’t understand the urban ways of a Rogue. They find Wizards to be disruptive and slightly distasteful. However, they usually take little offense to others, even those very different from themselves.
[glow=orange,2,300]Fighter[/glow]
Characteristics and skills: Of all the classes, Fighters have the best all around fighting capabilities. They are masters of all types of weapons and armor. They have a fighting prowess that is unmatched. Some are among the lands greatest souls, willing to face death for the greater good. They are hardened mercenaries, gutsy adventurers, conquering overlords, elite soldiers and kingly knights. Some, however, have no qualms about killing for personal gain or even for sport. Fighters see adventure, raids and dangerous missions as their job. They are trained to execute fancy maneuvers while fighting and are master’s at even the most difficult maneuvers. They are ambidextrous, can fight while blinded, and have a dangerous whirlwind attack. They can deflect arrow attacks and are excellent at mounted combat.
Alignment: Fighters may be of any alignment. Good fighters are crusading types that seek out and fight evil. Lawful fighters are champions who protect the land and its people. Chaotic fighters are usually wandering mercenaries. Evil fighters tend to be bullies and petty villains and take what they want by brute force.
Races: Humans, Dwarves, Elves, Half-Orcs , Gnomes and Halflings can also be Fighters. Half-Elves are rarely fighters.
Relations: The Fighter excels in a straight fight, but he relies on others for magical support, healing and scouting. As part of a team, it is his job to man the front lines and protect the other party members and bring the toughest opponents down before they reach the party. Fighters may not much understand the ways of the Wizard or share the faith of the Cleric, but he recognizes the value of teamwork.
[glow=brown,2,300]Monk[/glow]
Characteristics and skills: Monks train themselves to be warriors skilled at fighting without weapons or armor. Thanks to their rigorous training, they can strike as hard as if they were armed and can strike faster than a warrior with a sword. They are able to travel unnoticed in a crowd, catching bandits, warlords and corrupt people unaware. Monks have a magic of their own called ki, which allows them to perform amazing feats. A Monks best known feat is their ability to stun an enemy with an unarmed blow. A Monk can dodge an attack even if she is not consciously aware of it. They can deflect arrows, and they move faster than other races. They are immune to all disease except for magical diseases. They have a supernatural ability to cure their own wounds. They jump higher than other races and classes. They are immune to all poisons. They have a supernatural ability to create vibrations within the body of another creature that can be fatal if the Monk so chooses. Monks can speak with any living creature.
Alignment: Monks can only be lawful.
Races: Most Monks are human. They can also be Half-Orc and Half-Elf. Elves, Dwarves, Gnomes, and Halflings are rarely Monks.
Relations: Monks have little in common with other races. However, they work well with the support of others and make reliable companions.
[glow=maroon,2,300]Paladin[/glow]
Characteristics and skills: Few have the purity and devotion that it takes to walk the Paladin’s path. In a land of evil, a Paladin is the final hope that cannot be extinguished. Divine power protects the Paladin and gives her special powers. Paladins are immune to all disease, and are immune to all fear. They are resistant to spells. They can restore a person’s health completely with one touch of their hand, and can cure disease. Her power protects her from harm, and she has the ability to detect and destroy all evil. Paladins can cause the dead to turn away. She can call a mighty steed that has special strength, intelligence and magical protection and can communicate with her telepathically.
Alignment: Paladins must always be lawful-good.
Races: Humans are most likely to be Paladins. Half-Elves also can find themselves called into service as a Paladin. Dwarves are occasionally Paladins. All other races are rarely Paladins.
Relations: Even though Paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complete their own. They work well with good or lawful Clerics, and appreciate working with those who are brave and honest. While they cannot abide evil acts by their companions, they are willing to work with a wide variety of people who are quite different then themselves. Paladins make great team leaders.
[glow=limegreen,2,300]Ranger[/glow]
Characteristics and skills: A Ranger is a skilled hunter and stalker and he knows his prey in deadly detail. He can survive in the harshest wilderness where most others can’t. He can avoid detection and move secretly and silently around his enemies. He has special knowledge of certain creatures and makes him more capable of finding and defeating those creatures. He has such a bond with nature that he can actually draw on natural power to cast divine spells much like that of a Druid. A Ranger usually has one or more animal companions. He has a natural knowledge of nature and has the ability to control animals. He can track better than any other race or class. He can sense the motives of his enemies and can hear things most others cannot. He has a deadly point blank shot.
Alignment: Rangers can be of any alignment, though most are good. They are mostly chaotic.
Races: Elves are most commonly Rangers. Half-Orcs find the life of a Ranger very comfortable. Gnomes are sometimes Rangers. Dwarves are rarely Rangers. Halfling Rangers are legendary. You may hear stories about them but you will probably never meet one.
Relations: Rangers get along well with Druids and to some extent, Barbarians. They are known to bicker with Paladins about tactics and philosophy. They find it easy to tolerate people who are quite different from themselves such as Wizards and Clerics.
[glow=black,2,300]Rogue[/glow]
Characteristics and skills: Rouges can be stealthy thieves. Others are silver-tongued tricksters. Some are scouts, infiltrators, spies, diplomats, or thugs. They are skilled at getting what they want. They can easily find their way into a locked treasure vault, and find safe passage past deadly traps. They are adept at acquiring secret battle plans, a guard’s trust, or some random person’s pocket money. While they are not equal to many others in combat, they have a crippling strike that hits where it hurts and their sneak attacks can dish out a lot of damage. Rogues have a sixth sense when it comes to avoiding danger. They are masters at the art of stealth, evasion and sneak attacks. They cannot cast spells on their own but can use wands and scrolls. Only Rogues have the skill to spot non-magical traps. They have uncanny dodge and cannot be flanked. Rogues have a slippery mind; this is the ability to escape from magical effects that would otherwise control her.
Alignment: Rogues can be of any alignment.
Races: Humans take to the Rogues life with ease. Halflings, Elves and Half-Elves find themselves well suited to the demands of a Rogue. Dwarves and Gnomes are rarely Rogues.
Relations: Rogues have a love/hate relationship with other classes. They excel when they are protected by warriors or spell casters but there are plenty of times when they wish everyone were as quiet and patient as themselves. Rogues are particularly wary of Paladins, either trying to prove themselves useful tot hem or simply avoiding them altogether.
[glow=navy,2,300]Sorcerer[/glow]
Characteristics and skills: Sorcerers magic is born in them, it’s in their soul. They need no books or scrolls, just raw power that they direct at will. Some Sorcerers claim that the blood of dragons runs through their veins. They have striking good looks. They know fewer spells than Wizards do and acquire powerful spells more slowly than a Wizard. Since their powers are inborn, they have more time to study the art of fighting. They are much better in battle than Wizards. They develop their powers during puberty. A household with a budding Sorcerer in it may be troubled by strange sounds or lights, creating the impression that the house is haunted. They are great at bargaining, negotiating and speaking for others.
Alignment: Sorcerers tend toward chaotic rather than lawful.
Races: Most Sorcerers are humans or Half-Elves. However, inborn power can show up in any of the common races.
Relations: Sorcerers find they have more in common with other members of self-taught classes such as Druids and Rogues. They sometimes find themselves at odds with disciplined classes such as Paladins and Monks. They are competitive with Wizards. They make excellent spies and diplomats.
[glow=purple,2,300]Wizard[/glow]
Characteristics and skills: A Wizard’s strength is their spells, everything else is secondary. The fleeting words and simple gestures of a Wizard carry more power than a battleaxe. Wizards depend on intensive study to learn their magic. For a Wizard, magic is not a talent but a difficult, rewarding art. They must study their spell book every day. They can use their spells to devastating effects, but when they are caught off guard, they are vulnerable. They are highly intelligent and see themselves as member of a distinct group. Wizards can speak with dragons and create their own magical scrolls. They can summon monsters in battle to help their friends. They can alter a person’s perception and create false images. They are masters of deception.
Alignment: Wizards show a tendency toward law over chaos.
Races: Humans and Elves are most commonly Wizards. Some of the most powerful Wizards are Half-Elves. Gnomes are occasionally Wizards. Dwarves and Halfling Wizards are rare.
Relations: Wizards recognize each other as comrades or rivals. They prefer to work with members of other classes. They love to cast spells from behind strong fighters and love to “magic up” Rogues and send them out to scout. Wizards rely heavily on the healing powers of Clerics. They are never judgmental of any class.
None of this information is mine, I recieved it from www.secrethavens.com and do not take credit for it. (except for the new class, Warlock)