Character Classes: Fighters

Strength, skill and steel make up the fighters classification, these men and women possessing fierce strength and great vitality. They are the greatest physical damage dealers of all classes and true tanks, being able to withstand the physical exertion and damage of war.



Amazon

Amazons are amazing fighters; they fight to amaze as much as to kill. But make no mistake; though she might care a bit too much about her appearance, the amazon is still a dangerous warrior. Amazons exist in very barbaric and very civilized lands. Barbaric amazons are a warrior elite living as lords among commoners, either repressing them or protecting them. Civilized amazons belong to rather decadent cultures, and perform as palace guards, harem guards, bodyguards or in regiments of high prestige and ill repute. Amazons usually prefer light weapons and armor and a flashy fighting style. But even those who go for the human tank model, do so with style. The appearance of arms and armor is as important as the function; an ill-fitting garment or poorly matching weapon is discarded if that is what it takes. All amazons have an above-average charisma and most amazons are proud of their agility and fitness. Most are female, but not all. The optional male title is Brave. They don't use Magite.

Weapons: Any.
Armors: Any.
Magite: None.
Race Restrictions: Bakhyar, Centaurs, Dwarves, Orcs, Scathii, Evidae, Gargoyles, Lesurians, Syundhi, Vampires and Daywalkers cannot be a Amazon.


Berserker

Berserkers are souls doomed to forever be feared and reviled by those around them. They are great warriors, strong and capable. Blessed with the strength to match even the mightiest of beasts, yet are forever cursed to be engulfed by an uncontrollable rage. A berserker is born through a rare and powerful curse that roots back to the God Baelbalish. This curse grants unto the person limitless strength, but only when angered. When angered the berserker loses full control of themselves, going into a blind rage, killing and destroying nearly anything that enters their path. Once the berserker has begun their rampage, there are few who can squelch their anger and fury. It is because of this that the berserkers are feared and shunned by most. With each berserker lies a mark upon his or her forehead, known as the Mark of Baelbalish, allowing all to see the abomination that they really are.

Weapons: Any
Armor: Light
Magite: None
Race Restrictions: Human class only.


Buccaneers

Among all the cutthroats, desperadoes, and bandits of the oceans who form the pirates’ societies, are found the buccaneers. Unlike freebooters, buccaneers do not spend most of their life on board, but aground land were pirates establish their hordes. Thus, more than sailors they are rough men and women used to a hard life, able to endure through all kinds of trials and tribulations. These crude hunters spend most of their time in the wilderness, going on pirate raids to help when tough warriors are required. The buccaneer’s basic motivation is adventure, as they love to have wild times and fun. Yet many buccaneers take up quests in order to find treasure or reap a reward. But in any case the buccaneer will take on the adventurer’s life for refusal of normal daily labor as the common peoples. A buccaneers chief characteristic is his toughness and endurance. Buccaneers are rough and rowdy characters who enjoy brawling and drinking. In fact, while the pirate is typically a sailor, this is not so for the buccaneer. As their life is spent primarily ashore, the buccaneers can be seen as a cross between a barbarian, an outlaw, and a sea dog, who lives among pirates but is a mariner only when need be.

Weapons: Any.
Armors: Any.
Magite: None.
Race Restrictions: None.


Champion

Strength, brawn and constitution are the main aspects one needs to be a Champion. These men and women are strong hearty fighters, who go beyond the typical warrior class to specialize in a specific range of weapons. Champions are masters of two handed weapons, such as great axes, great swords and war hammers. Because they've gone through the pains of training with such large and heavy weaponry they've surpassed the skill that the typical fighter would gain, and know many special techniques for handling such a large weapon. A warrior may use a two handed weapon, but would not possess the prowess or agility that a Champion would with their weapon. Champions also get a form of battle aura, that they pull from their own inner energy and exert in physical combat in the form of a shout or breathing technique. This is usually a boost to their strength or vigor, and gives them a higher threshold of pain tolerance, but doesn't last very long. Champions cannot use magite.

Weapons: Large two handed, daggers
Armors: Any
Magite: None
Race Restrictions: Deshiven, Elsyven, Gnomes, Halflings, Kojintora, Evidae and Lesurians cannot be a Champion.


Crusader

Crusaders are professional soldiers but different in their beliefs, and are more like knights, experts trained in physical combat as well as mounted combat. They are also similar to paladins, but they don't use magite, they instead use their strong spirit, determination and magnetism to accomplish their goals. A crusader is a refined knight who uses their strength to fight for a cause. Although a crusader does not dislike the use of magite they believe that change can be made without it, and they set their goals to prove it. Whether that is a dark cause or a good cause is all dependent on the crusader. A crusader can naturally boost morale of the people and their troops, give hope and influence change. A crusader can work with a kingdom, helping to bring it to glory or see it topple. Some work alone, to rid a land of tyranny or bring it to their knees. All crusaders have a natural ability to exert their energy into a physical form that can be used in two ways, a rage technique that allows them to feel no pain for a short time, and a roar that evokes fear into their enemies.

Weapons: Any.
Armors: Any.
Magite: None.
Race Restrictions: None.


Gladiator

Gladiators are warrior men and women who have taken no real form of training in their youths, having found skill in weaponry rather easily, being able to pick up just about any weapon and utilizing it to their benefit without having any real knowledge of its use. Of course, they lack the finesse a trained warrior would with their arms, but they are skilled enough to match up to trained fighters and even seasoned veterans with their strong unwavering sheer force of will and ferocity. Gladiators can gain further training from masters, but won’t ever be classified as a specialist and often lack the patience and grace to perform the strict stances. What makes a Gladiator truly unique is a strange form of rage that they can tap into to increase their physical strength, agility and vitality. This rage is typically released from its user in a fierce battle cry or shout, its duration being rather unpredictable but is controllable, which sets them apart. Some can control it for several minutes, at most five minutes. Others can only use the rage technique for mere seconds. This rage technique cannot be perfected, so its duration will always be random, and a Gladiator can only use it so many times before exhausting themselves completely. It is said that the Gladiators are somehow linked to the Gods Gohaog and Udine.

Weapons: Any
Armors: Any
Magite: None
Race Restrictions: Deshiven, Elsyven, Gnomes, Halflings, Celestials and Lesurians cannot be a Gladiator.


Knight

Knights are charismatic figures, strong, and always the center of fairy tales. Knights are indeed strong and brave, but knights vary as much as any class, based on what they fight for, and who they fight for. Many Knights are typically in the service of a King or lord. Some, however, are part of a brother/sisterhood, sept or group that holds some form of prominence. They surpass the typical fighters standard, learning the sword as well as the lance, train in heavy armor, mounted combat, shield use, warfare, strategy and intrigue. They are well educated, know formalities and proper etiquette. The Knight is a true tank in battle, and can take hits far better than any class available. Ovrall they can be intimidating powerful opponents. Because all Knights have a rather high charisma, they have the ability to sway others with persuasion, and can gain confidence in common folk rather easily. Most Knights can be domineering, even if the don't realize it, and tend to have a vain streak. There are two types of Knights, Dusk and Dawn. Dusk Knights are those who tend towards dark practices and are under shady leaders, whereas Dawn Knights are always lawful and have strict codes of honor.

Weapons: Swords, Lances, Spears
Armors: Heavy
Magite: None
Race Restrictions: None.


Ronin

Those Samurai who have lost their honor and no longer are beholden to any lord are marked by the title "Ronin", or one who has no guide, much like the turbulent waves of the sea. Having fallen from the grace of their lords through either unfortunate circumstances or through dishonorable deeds, they are cast out from their original order and shunned by the people of their homeland. Roamers by nature, they are not without guidance, as some still follow the codes and edicts learned from their Bushido training. Many of the Ronin endeavor in following the code to the letter despite having been dishonored in hopes of redeeming themselves. They may even dedicate their lives to helping others in a futile hope that they may one day become Samurai again. At times there are others, however, that may throw all their values to the winds, seeking only to fulfill their own selfish needs. Such a Ronin, in the most extreme of cases, become murderous and treacherous beings that will do anything to make a living. Along the travels, it is not unusual for a Ronin to perfect their art with the blade, but will never be able to reach the full potential and gain new skills like the Samurai may. It is not uncommon for a Ronin to become a treasure hunter or mercenary.Like the Samurai, they are trained in horsemanship, katanas, daikyus and bows.

Weapons: Katana, daikyu, bow.
Armors: Any. Commonly known to wear a specialized set of hard leather armor.
Magite: None.
Race Restrictions: Human, Huvel, Aerion, Bakhyar, Gnome, Halfling, Scathii and Vampire only.


Samurai

Samurai live and die by the code of Bushido-- but they don't die easily. Death is not viewed as failure, but as the ultimate service which can be rendered. All samurai specialize in the katana, the superior sword of the Samurai, and also train in the use of the daikyu and bow. Use of ninja weapons is considered a horrible dishonor. They are also trained in horsemanship. The samurai has a ki power known as the great kiai, a loud fierce shout which increases his strength and vigor a short time during battle, but limited to a few times per day to, this number increasing with age and skill. Samurai are also expected to learn cultural proficiencies, such as calligraphy, painting, and poetry, along with courtly knowledge such as noh (theater/dancing) and tea ceremony. Samurai are honor-bound to their daimyo (lord).The samurai is bound by the code of Bushido in much the same way as the cavalier is bound by chivalry. A samurai's well-honed weapon skills and dedication to Bushido are the products of a disciplined body and mind, so their exceptional self-discipline shows in in everything they do. The basic principles are honor, loyalty, and courage. A Samurai may never act rudely, arrogant, lie, be cowardly, or disobey an order from his overlord. The basics of the code includes such points as that there is no failure--only success or death. A samurai who violates this and seriously dishonors himself or his daimyo ceases to be a samurai and becomes a ronin. He retains his samurai abilities, but gains no new ones. If he can restore his honor, he can return to samurai status--but the dishonor will remain a stain on his record, and he may find it more difficult to command the same respect. All samurai originate from the lands of Migoto.

Weapons: Katana, daikyu, bow.
Armors: Any, though they typically wear a specialized set of hard leather armor.
Magite: None.
Race Restrictions: Human, Huvel, Aerion, Beastmen, Gnome, Halfling and Scathii only.


Warden

Wardens are what many would call battle clerics, for they have the healing capabilities of a cleric, and yet the knowhow of a trained warrior. They specialize in the use of spells to boost their own skills as well as enhancing, or negatively affecting the skills of others. They do not have anywhere near the skills of a cleric or a bishop, however, nor are they supreme tanks. A Warden is commonly an acolyte of a religious body, often linked to a church, temple or cult. They often have strong beliefs, and are hard to deter from them. Yet even though they are linked to some form of religious society they do not use holy or shadow magite, which sets them apart from Paladins. The Warden can use only two magite, and being that they must use Spirit, the only other magite they are able to use are Light or Dark. Wardens are only allowed the use of blunt weaponry, like maces or hammers. Since they use no form of arcane magic, they can wear heavy armors.

Weapons: Blunts only.
Armor: Any
Magite: 1 Spirit, 1 Dark or Light; No Arcane Magic
Race Restrictions: None.


Warriors

Warriors, or fighters, can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, those who have no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer. Warriors are familiar with all the standard weapons and armors, are trained in battle techniques and fighting practices. In addition to general fighting prowess, each develops a particular specialties of his or her own. A given warrior may be especially capable with certain weapons, another trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills and can learn quickly from other warriors. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly. Warriors can use magite, but not all are capable of doing so, and some chose not to.

Weapons: Any.
Armors: Any.
Magite: 2 of any type. No Arcane spells, No Ethreal Magite.
Race Restrictions: None.