One of the benefits of an RPG in which role play, more so than statting is the focus, is the significant degree to which traditional associations between races and classes and their respective skill sets are loosened. For the most part, any character or race can operate within any available class, so long as the logical relationship between the nature of a particular race and class can be exercised.
Logic dictates that an undead cannot be a wielder of light magics etc. As a policy, administration will not be breathing down your neck about how you choose to develop your character, unless specific complaint is offered regarding an approach completely beyond the established general guidelines you can find here on the wiki.
For more information on the Races of Adrasteia go here.
What follows is the list of descriptions of the character classes of Adrasteia as of September 2012. More details of each can be found on the individual class pages.
Artisans are the craftsmen and builders of the world. They can range from adept to mastery in the crafting of fibers, fabrics, metal and wood work and often specialize in weapons or armor craft, or in construction and carpentry. Artisans can adopt any product in which to specialize including the brewing of alcohols, weaving and in some cases the farming of narcotic products like tobacco leaf variants among others. Artisans tend to be non combative, although depending on race and alignment, some may have more exposure to and skill with melee or magical combat than others. Artisans tend to be part of the heart of society communes, as not much can be built or made without their contribution.
Assassins are just what one would think them to be: contract killers. They are especially skilled with archery and with throwing daggers, and have at least a reasonable working knowledge of poisons and other potions. Assassins at most keep to small enclaves but are usually solitary individuals, detached from the nuances of common life. On the surface they may appear much like rangers in that they are rarely seen or heard, especially when stalking their target. They are true to nothing but their own greed, as their services are rendered to the highest bidder. Assassins are by nature unlawful, and are of chaotic or neutral evil alignment with very few exceptions. It is possible for neutral or even chaotic to neutral good aligned assassins to exist, though that breed of assassin is exceedingly rare.
Bards are musicians, poets or writers. While most of their learned trade is put to use in entertaining other commoners, bards also are well-versed in the art of lyrical spell-weaving, used to suit most any purpose. The most common uses for their songs are to soothe and heal those in need, to protect themselves or others who might be in trouble, or to torment those who might do them harm. A bard will use a musical instrument as a weapon when fighting, to bring along the song. While not powerless without an instrument, the spells are usually less effective. Bards are generally good-natured but can be of any alignment.
Druids are worshipers of nature, and thus are the most in tune with the living earth, as it were, of any creatures. They are exceptionally skilled in the art of magical and natural healing, especially as far as herbalism is involved. Druids are only able to use elemental magics but are adept at using the elements of nature to their advantage when fighting. However, they are always careful to disrupt the delicate balance as little as possible. Above all else, they care for nature and will fight tooth and nail to preserve it. Druids are typically of good alignment but some evil ones have been known to exist.
Illusionists are masters of deception, and their instrument, naturally, is the illusion. Oftentimes this is used for entertainment, but it is also incredibly useful when engaged in battle, especially for the most potent of illusionists. For those not in regular practice, elaborate illusions will likely only stay in place for a few seconds and are quite taxing on one's magical reserves. Only the most experienced illusionists can hold their trick for more than a few seconds. While the illusion is obviously not real, all it takes is the target to believe it is, for any attacks therein to take effect. Illusionists can be of any alignment.
Knights are strong melee fighters who are very skilled with their sword, rarely landing a blow that is not both clean and forceful. Having trained sometimes for decades, most neutral or good aligned knights are nothing less than noble and valiant in their actions, though some knights pay more attention to their own pride than the chivalry most have learned. Knights generally have a good deal of wisdom and charisma, and usually make for capable leaders despite their lacking any magical ability whatsoever. They can be of any alignment, though they are most prevalent in good alignments.
Mages are highly intelligent spell casters who are well-versed in a variety of different genres of magic. Even still, most mages are experts in no more than one discipline of magic unless they have been practicing for decades, or even centuries if their lifespan permits. Their abilities are practically limitless, with the most powerful of mages' potency trumped only by the divine, though it takes tens or hundreds of years to develop such a level of prowess even for the most intelligent mages. Mages can take any alignment.
Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and to also resurrect people from the dead, but these powers are only mastered by the most experienced necromancers after years of practice. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil.
Paladins are high-moraled warriors endorsed by the gods, championing the cause of good wherever it needs to be spread. While skilled with the sword, they are not the strongest of fighters in their own right but are exceedingly powerful when acting as a vessel for divine power to flow through them. All magical ability, including that used for self-protection, the healing of others, and to strike down evil, is not of paladins themselves but rather the gods they serve. They will hunt down those of evil alignment wherever present and oftentimes will even strike down innocent bystanders which impede the path of good. Paladins are charitable and cheerful, living their lives to help other people as a means of spreading their cause throughout the world. Paladins can call upon the gods to heal others, but only as much as is needed, and they cannot call for healing upon themselves. They are almost always lawful good, and those that are not are chaotic good.
Priests are liaisons between common folk and the gods. They are the most in-tune with divine will and have a special connection to the deity they serve. Priests have limited melee ability, but oftentimes act as a vessel through which the gods can display their power, the level of which is all a priest will ever need. While a long-practiced priest could possibly call the wrath of the gods upon someone with a single spoken word of prayer, this level of symbiosis with the gods is very difficult to achieve. Like paladins, priests can ask the gods to heal others, but cannot request it for themselves. Priests can be of any alignment, depending on which god it is they serve.
Rangers are very much like assassins, in that they keep to themselves or to small enclaves and spend most of their time in the forests. Rangers respect the forest, and life in general, moreso than assassins do, but they are every bit as accurate with the bow, which they use with deadly precision. Because they are more in tune with nature, rangers are sometimes gifted with a small amount of magical ability. This power is usually limited to the enchantment of their arrows and the healing of others, though rangers have the least potent healing abilities of all the healing classes. Rangers are typically skilled bowmen, trackers and wilderness guides.Generally kindhearted and respectful of life's fragile nature, rangers are usually of good alignment though the odd evil ranger has been known to exist.
Rogues typically number among the most common class found in the underworld of societies. Aligned with the criminal elements, they are often thieves, gamblers, killers or thuggish in nature and opt to adopt lifestyles which permit them to be as lawless as possible. Rogues are generally masters at stealth and disguise when needed, and quick, agile agents of mischief. Most tend to be non-combative and usually only carry a dagger or short blades as a weapon, but are capable melee combatants when forced to fight especially when there seems to be no way out. Rogues will usually be of neutral or evil alignment, but there are known to have been a handful of heroic thieves from time to time.
Warriors are, in effect, knights without the codes of honor or nobility. They are extremely skilled fighters, and many fringe upon warmonger status due to their uncanny craving for the battlefield. Most will race into a fight without giving it more than a few seconds' thought. While warriors can lead other warriors and are able to captain bands of warriors, they usually lack the wisdom and charisma necessary to successfully lead brigades of knights and other soldiers. This being said, their fearlessness and brute strength are great advantages in close combat. Warriors can be of any alignment.
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