Aol Life Database

Basic Class List

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The class list I sent you earlier. Just for quick reference, before I post details on others.



Magic:

Changeling: (12)you turn things into other things. Start off with alchemy and partial shapeshifting and work your way up. Don't like the shopkeeper? Turn him into a frog. Don't like that wall in your way? Turn into a gorilla and rip it down.

Wild Mage: (8) a natural with magic, but who has denied training and lacks experience. Powerful, but with unforeseen side-affects to spells (too powerful, magical kickback, weakened, etc)

Wizard: (9) scholars with a strict and scientific approach to magic with specific spells

Sorcerer: (9) naturally gifted with magic, their spells are simpler than but more affective than wizards

Necromancer: (10) specializes in death, souls and the dead.

Shaman: (10) ritualistic and spiritual spell casters, incorporating a little of each casting class

Biomancer: (8) specialists on flesh and bone, they have magic specifically for manipulating the body

Wind Weaver: (11) command the skies, storms, and winds with ease

Occultist: (7) knowledgeable of demons, cults, and so on (not necessarily participating), and can summon lesser demons

Magician: (6) a simple class of wizard, mostly limited to puny but superficially impressive and dazzling spells

Mana Touched: (12) able to physically handle magic energies, primarily as personal explosives and weapons

Seer: (10) readily tapped into the minds of those around them, their thoughts can be compared and often produce a sense of what will happen next

Mirrorist: (13) magic based on reflective objects, used to store, mimic, and deflect outside affects

Mirage: (11) illusion experts, able to create images that can fool other sense too (including causing pain).

Conjurer: creates and calls objects, people, and monsters. Greater creates can easily escape control

Livewire: (10) able to store energy to expel at later times

Warder: (12) naturally repels and eventually grows immune to all forms of magic

Demonologist: (12) experts on the darkest of arts, they can apply the laws of demons to bind them into servitude

Thermalist: (10) able to control the temperature of objects and people to a degree, freezing or boiling things at will

Weighter: (8) controls the weight and density of objects, including their own bodies, to make things light as a feather or solid as rock

Stone Charmer: (12) communicates with and controls rock and earth





Fighter/monk

Knuckleduster: (6) a card-carrying goon, thug, and grunt. Includes basic ability with weapons and general increase in toughness.

Bladesinger: (10) warrior with a strong spiritual attachment to their weapons, granting them personality, speech, and consciousness that can help the fighter

Fubatsu: (15) wielding the ultimate martial art of brawling, the fighter is capable of attacking with absolutely everything, from tools to body parts. Allows more attacks per turn than any other class.

Slinger: (9) with blazingly quick hands, they can throw just about anything as a deadly weapon

Thrasher: (12) specialist in raw strength, able to wield weapons far too big for other heroes. Can wield things like personal catapults and axes capable of splitting tanks in two

Drunken Master: (11) wild movements are used to confuse and surprise opponents. Fueled by alcohol

Brawlmaster: (13) so experienced in spontaneous combat that they are talented with random objects as improvised weapons. Fights with a pipe or chair are as well as a fencer with a sword

Eldritch Fist: (14) combines elemental magic with fist-fighting to maximize each

Wilder: (8) a stronger, fiercer Savage with sharp instincts and a body hardened by the wild

Breaker: (11) projects bodily energies in kinetic bursts. These can be used to fly short distances, charge at great speeds, and attack harder and faster than normal

Piercer: (9) makes masterful uses of spears, javelins, staves, and other polearms

Guardian: (11) expert on defensive martial arts and counter attacks. Nothing gets past you easily, not even bullets. Abilities increase when defending someone else

Swashbuckler: (8) an agile swordsman of nearly unmatched quickness

Tanker: (9) years of taking hits have hardened you against injury

War-bred: (13) practically raised by war and violence, they are experts in hectic combat and almost uneasy with ordinary life. May bear some mental scarring, to positive and negative affect

Dragon Knight: (15) taught under the masterful mind of a dragon, giving them expertise, weapons, and maneuvers alien to other races

Dervish: (10) uses whips, chains, etc to attack from great lengths and deflect projectiles

Assassin: (10) sneaky, swift, and downright good at killing people quickly and quietly. Talented with blades and throwing weapons

Scoundrel: (8) you fight dirty, but dammit you do it well. If there’s a weak spot, you'll kick it. Possesses abilities like a combat-based thief class

Iron Leg: (10) a martial art that greatly strengthens the legs. Allows powerful running, leaping, and primarily kicking

Kamikaze: (9) extremely powerful and fearless, though risks harming themselves while they attack

Siege: (11) think Juggernaut. When you get moving, it's hard to stop you, and you can take a fine beating







Holy:

Avatar: (9) a god lends you a portion of their power, allowing you to fight according to their own powers. You don't have to praise this god, just be working towards its own plans.

Touched: (10) the gods have plans for you and want you in one piece. They have granted you power like that of a demi-god

Holy Man: (9) you follow a specific god, giving you the power to heal and additional magic based on the deity itself

Devout: (11) your deity watches over you directly, and you can speak with him/her/it at times. Plus, more magic than a common Holy Man

World Keeper: (14) in return for providing partial care for the earth, they are directly protected and favored by the earth and its animals

Source: (14) can create things, including life, from nothing, as well as add life to other things (such as healing or making things grow)

Preemptive Embodiment: (16) you are very, very, very early, but on your way to becoming a god. You have powers based on your realms and strengthen based on your followers

Exorcist: (8) specializing in fighting unworldly creatures (ghosts, elementals, demons etc), as well as repelling energy attacks





Mind shapers/monks:

Selfists: (9) possess superb perception of self, allowing them to control every aspect of their body and its processes

Fear Tapper: (7) via accelerated adrenaline, they can possess superhuman abilities when panicked. This does demand an enhanced sense of fear to make it more readily available

Vocalist: (8) possesses a supernatural voice, capable of producing nearly any sound or voice, including some that can cause physical pain. Also gifted with extra sharp hearing

Freeform: (10) finds consciousness that is no longer concerned with the form, able to bend their shape around with ease

Monk: (9) gains power from their deity and martial arts talents, but must follow a code of conduct in exchange

Wraith: (11) becomes treated as an undead, with specialties in sneaky work and short range teleporting

Fusionist: (13) a psychic whose mind overcomes the body, allowing it to join with objects, substances, and people to enhance their physical power.

Shadow Bender: (11) uses power over the shadows to shape them into solid objects

Shootist: (14) unmatched in the art of marksmanship. Extreme discipline and accuracy bring out otherwise impossible powers from guns. Glorify firearms, which can irritate some gods







ESP

Dimension Jumper: (12) a rare knowledge of other dimensions, which can be used to teleport or create a practically guaranteed escape

Medium: (11) can contact spirits through their own bodies, often able to harness them in battle

Clockwork: (14) able to ignore or control time for periods

Manipulator: (12) specializes in the control, misguidance, and mental suggestion among others. Part hypnotist, part mind reader.

Psy Mage: (10) telekinetic expert who harnesses magic through their mind alone

Battlemind: (14) a powerful psionic with incredible offensive telekinetic powers, centralized on mass combat

Empath: (9) able to detect the emotions of those around them, as well as create them in themselves in others, crushing their will or boosting morale.





Charismas:

Snakecharmer: (11) so gifted in deceit and social chemistry that people will take your word over their own senses. Also capable in some thievery skills

Falconer: (10) an expert tamer, specifically having a 100% loyal animal partner of your choice

Headologist: (10) an intense will and iron mind are yours. Magic becomes unnecessary, since you possess such understanding of the human psyche that your scowl will melt the nerve in nearly anything. You make people think of you exactly what you want them to.

Bargainer: (13) can magically reason with anything, living or otherwise

Beast Tongue: (8) speaks with animals, able to command some to a degree





Great Minds

Chemist: (4) a useful side-class, harnessing magic via chemicals and herbs to create potions

Mastermind: (10) a genius of tactics and almost nothing goes unnoticed or unanalyzed

Engineer: (7) given some steel and a day’s work, you can create nearly anything

Silver Mage: (13) experts on combining magic and mechanics for optimum results

Pilot: (8) battles by steering their own personal robot as armor

Inventor: (11) an upgraded Engineer, since you can create concepts and devices with no existing example or theory

Wild Jack: (10) one of those “all trades” guys. He can do just about everything well, but nothing great

Big Guns: (11) specialists in large arms and explosives

Enhanced: (9) your body is specially prepared to receive mechanical upgrades, strengthening body parts, enhancing senses, or possessing a secondary energy source

Tech Solder: (10) while not a mechanic, they know enough how to fight using high tech weaponry like chainsaw blades and laser cannons



Neutrals:

Bungler: (5) the god of luck smiles on you and you have a natural ability to last through nearly any situation, even if you do find yourself in trouble more often as well.

Gunner: (7) your basic marksman

Monster Hunter: (13) a more large-scale version of the Hunter, capable of toppling even dragons and behemoths one-on-one, given the right equipment and a little time

Hunter: (6) a survivor and animal expert, and not bad with a weapon

Spellslinger: (11) gunmen who can incorporate spells to enhance their bullets

Drifter: (8) been everywhere twice. So cultured that they can blend in anywhere, and can look so ordinary looking that they may not even be noticed when alone in plain sight.

Toxin: (6) a specialist in poisons in numerous forms, primarily on their weapons. Also correspondingly capable in medicine

Dragon Disciple: (15) given the power of a dying dragon, the character can tap into the dragons powers and (more limited) their very shape.

Quixote: (7) a self-trained hero, granting a basic ability with all weapons and a mount. Additional bonuses and costs only 6 pts if chosen as a starting class

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