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3 - Classes

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Diolo Sentinal
Captain

PostPosted: Sun Mar 25, 2007 8:31 pm


Classes, also called "jobs" define the skills, abilities, and possibly spells that your character will learn over his/her career.

Barbarian: uses focused rage to enhance his/her physical combat abilities.

Bard: Magical singer who uses music and magic to encourage/aid allies. Bards can learn a small number of healing spells. Bards need high charisma to use their music well and to cast spells.

Cleric: Religious spellcaster who derives power from his/her deity, whether good or evil. Good clerics have increased healing ability, and evil clerics have increased ability to magically harm others. Both have the ability to destroy, turn, rebuke, and/or control undead. Clerics need high wisdom to cast spells.

Druid: Divine mage who draws his/her powers from nature. Druids get the "animal companion" ability, which allows them to keep an animal as a guardian pet, and eventually learn to shapeshit. Druids need high wisdom to cast spells.

Fighter: The basic soldier. Easy to customize for any type of non-magical combat.

Monk: martial artist who specializes in fighting without weapons or armor. Monks also gain the ability to add their wisdom bonus to their armor class (defence).

Paladin: A holy knight who fights evil at every opportunity. Paladins have the ability to Smite Evil and limited healing ability. Mid-level paladins gain the ability to call a magical stead. Paladins benefit from high charisma in several areas, including their healing ability. They need moderate wisdom to cast spells.

Ranger: Rangers are hunters who focus on either two-weapon fighting, or archery, and learn how to skillfully hunt their favored enemies. Rangers need moderate wisdom in order to cast spells.

Rogue: The thief/assassin/thug. Rogues gain the ability to deal extra damage by "sneak-attacking" opponents. Rogues also gain the most skill points of any class.

Wizard: Wizards use arcane magic to deal damage, prevent damage, and increase the power of themself and their allies. Wizard's derive their magic from study, and must study their spellbook daily to prepare spells. Wizards gain a familiar to help them with minor tasks. Wizards need high intelligence to cast spells.

Sorcerer: Casts the same spells as wizards, but knows less spells and casts marginally less powerful spells in exchange for the ability to cast more per day, and choose from all spells known instead of all spells prepared. Sorcerers gain a familiar to help them with minor tasks. Sorcerers need high charsma to cast spells.
PostPosted: Sat Mar 31, 2007 4:44 pm


Still having trouble picking a class? Check out the following article from Wizards of the Coast, creators of Dungeons and Dragons:

http://www.wizards.com/default.asp?x=dnd/playdnd/20060325b

Diolo Sentinal
Captain

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