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Priests
augment and replenish the health of
their comrades to help them survive
longer in combat. Though not particularly
known for their battle prowess, priests
fill a vital role in a dangerous world
by sustaining the physical and spiritual
needs of their party.
Primary Attribute:
Wisdom
Key Knowledges: Light
Weapons: Inspirations,
Judgments
Armor: Flail,
Hammer, Mace, Staff, Sling, Thrown
Weapon
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Cleric |
Clerics use divine magic to tend
to the physical and spiritual needs
of their allies. These priests not
only heal wounds and banish diseases
but also magically augment the health
of their comrades
Primary Attribute:
Wisdom
Armor:
Medium
Key Knowledges:
Theurgy, Umbrage
Weapons:
Flail, Hammer, Mace, Staff, Sling,
Thrown Weapon
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*Templar
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Templars are faithful servants of
the divine who use their benevolent
powers to aid their fellow adventurers.
They mend the wounded and purge illness
and suffering from the afflicted.
Primary Attribute:
Wisdom
Armor:
Heavy, Plate
Key Knowledges:
Regimens, Sphere of Power
Weapons:
Flail, Hammer, Mace, Staff, Sling,
Thrown Weapon
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*Inquisitor
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Inquisitors are twisted fanatics
who relentlessly advance the doctrines
of their religions and accept no compromise
in their beliefs. Skilled healers,
they minister to the body while seizing
control of the soul.
Primary Attribute:
Wisdom
Armor:
Heavy, Plate
Key Knowledges:
Interrogations, Sphere of Power
Weapons: Flail,
Hammer, Mace, Staff, Sling, Thrown
Weapon
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Druid |
Druids are mighty priests whose powers
are closely tied to nature. They heal
and purge ailments from their party,
blessing their companions with enhanced
physical prowess.
Primary Attribute:
Wisdom
Armor:
Light
Key Knowledges:
Archegenesis, Nature’s Fury
Weapons:
Sword (Scimitar), Flail, Hammer, Mace,
Staff, Sling, Thrown Weapon
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*Warden |
Wardens are protectors of the woodlands
and defenders of wildlife. They tap
into the power of nature to mend wounds
and purge ailments that afflict their
allies.
Primary Attribute:
Wisdom
Armor:
Light
Key Knowledges:
Nature’s Reckoning, Sphere
of Power
Weapons:
Sword (Scimitar), Flail, Hammer, Mace,
Staff, Sling, Thrown Weapon
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*Fury |
Furies harness the power of storms
and control the ferocity of nature.
They command the feral spirits of
the wilderness to strengthen and heal
their companions.
Primary Attribute:
Wisdom
Armor:
Light
Key Knowledges:
Nature’s Reckoning, Sphere of
Power
Weapons:
Sword (Scimitar), Flail, Hammer, Mace,
Staff, Sling, Thrown Weapon
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Shaman |
Shamans call upon the ancient spirits
of the land, using protective wards
and healing to invigorate their comrades.
They remove afflictions from their
companions and turn the vile magic
back upon the enemy.
Primary Attribute:
Wisdom
Armor:
Medium (Brigandine)
Key Knowledges:
Talismans, Malisons
Weapons:
Sphere, Flail, Hammer, Mace, Staff,
Sling, Thrown Weapon
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*Defiler |
Defilers enslave the spirits of their
ancestors, harvesting and corrupting
their power to use against enemies.
This stolen energy can also be used
to heal and boost the capabilities
of the defiler's allies.
Primary Attribute:
Wisdom
Armor:
Medium (Brigandine)
Key Knowledges:
Vehemence, Sphere of Power
Weapons:
Spear, Flail, Hammer, Mace, Staff,
Sling, Thrown Weapon
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*Mystic |
Mystics seek a symbiotic connection
with the spirits of their ancestors,
petitioning them to bestow the power
to heal the injured, invigorate the
weak, and enhance the capabilities
of their allies when on the field
of battle.
Primary Attribute:
Wisdom
Armor:
Medium (Brigandine)
Key Knowledges:
Fetishisms, Sphere of Power
Weapons:
Spear, Flail, Hammer, Mace, Staff,
Sling, Thrown Weapon
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