Difference between revisions of "Classes of Liminal"
Line 5: | Line 5: | ||
A fierce warrior of primitive background who can enter a battle rage. Barbarian specialties are Paths, which describe how they interact with their rage. | A fierce warrior of primitive background who can enter a battle rage. Barbarian specialties are Paths, which describe how they interact with their rage. | ||
* '''Path of the Berserker:''' Barbarians who give in to their battle rage, reveling in its wanton destruction. | * '''Path of the Berserker:''' Barbarians who give in to their battle rage, reveling in its wanton destruction. | ||
+ | * '''[[Path of the Winterrage]]:''' Barbarians who have sworn fealty to the Winterborn, and serve him. | ||
* '''Path of the Totem Warrior:''' Barbarians who find sympathy with a powerful animal spirit. | * '''Path of the Totem Warrior:''' Barbarians who find sympathy with a powerful animal spirit. | ||
==Bard== | ==Bard== | ||
An inspiring magician whose power echoes the music of creation. Bard specialties are Colleges, which describe what focus they use their magic and song for. | An inspiring magician whose power echoes the music of creation. Bard specialties are Colleges, which describe what focus they use their magic and song for. | ||
+ | * '''[[College of Journeys]]:''' A bard who focuses on journey and travel, discovering the stories of other people. | ||
* '''College of Lore:''' A bard who focuses on lore and knowledge, seeking out lost secrets and using his wits against his enemies. | * '''College of Lore:''' A bard who focuses on lore and knowledge, seeking out lost secrets and using his wits against his enemies. | ||
* '''College of Valour:''' A bard who focuses on inspiring heroes and being himself courageous in adventure. | * '''College of Valour:''' A bard who focuses on inspiring heroes and being himself courageous in adventure. | ||
Line 18: | Line 20: | ||
* '''Nature:''' A cleric of one of the gods of nature, with a focus on nature magics. | * '''Nature:''' A cleric of one of the gods of nature, with a focus on nature magics. | ||
* '''Tempest:''' A cleric of one of the gods of storms or chaos, with a focus on using weather as a weapon. | * '''Tempest:''' A cleric of one of the gods of storms or chaos, with a focus on using weather as a weapon. | ||
+ | * '''[[Travel]]:''' A cleric of one of the gods of journey and travel. | ||
* '''Trickery:''' A cleric of one of the gods of stealth or deceit, with a focus on charms and illusions. | * '''Trickery:''' A cleric of one of the gods of stealth or deceit, with a focus on charms and illusions. | ||
* '''War:''' A cleric of one of the gods of battle, with magic that boosts your own and others' fighting ability. | * '''War:''' A cleric of one of the gods of battle, with magic that boosts your own and others' fighting ability. |
Revision as of 19:11, 5 January 2015
The Crossroads City
|
Quintains
|
Districts
|
Greensward • Blackstreets • Coalman's District • Greytown • Empyros • Hellsward • Rivermouth • Warrens
|
Imbricate Cities
|
Rinhony
|
The Lands of Liminal
|
Gazetteer
|
Culture
|
Races
|
Organizations
|
Gods & Religion
|
The Gaunt, God of Death • Augdos, Underworld God • Makoryn, the Iron God • Gildammar, the Plaguewright • The Red Lady, Queen of War • Varum, God of Murder • Iritsa, Goddess of Seduction and Deceit • Admaak'Raas, the Mad God
|
Heresies
|
Primordials, the First Makers • The Archfey of the Feywild • The Primal Spirits of the Natural World • The Starry Wisdoms of the Firmament • The Dark Powers of the Shadowfell • Alien Intelligences • Abyssal Lords, Masters of Demonkind • Vestiges of Power, Ancient and Fallen
|
Barbarian
A fierce warrior of primitive background who can enter a battle rage. Barbarian specialties are Paths, which describe how they interact with their rage.
- Path of the Berserker: Barbarians who give in to their battle rage, reveling in its wanton destruction.
- Path of the Winterrage: Barbarians who have sworn fealty to the Winterborn, and serve him.
- Path of the Totem Warrior: Barbarians who find sympathy with a powerful animal spirit.
Bard
An inspiring magician whose power echoes the music of creation. Bard specialties are Colleges, which describe what focus they use their magic and song for.
- College of Journeys: A bard who focuses on journey and travel, discovering the stories of other people.
- College of Lore: A bard who focuses on lore and knowledge, seeking out lost secrets and using his wits against his enemies.
- College of Valour: A bard who focuses on inspiring heroes and being himself courageous in adventure.
Cleric
A priestly champion who wields divine magic in service of a higher power. Cleric specialties are Domains, which describe what aspect of divine power they tap into.
- Death: A cleric of one of the gods of death, with a focus on necromantic magic.
- Knowledge: A cleric of one of the gods of knowledge, with a focus on divination and finding out information.
- Life: A cleric of one of the gods of life, with a focus on healing.
- Light: A cleric of one of the gods of light, with a focus on using light as a weapon.
- Nature: A cleric of one of the gods of nature, with a focus on nature magics.
- Tempest: A cleric of one of the gods of storms or chaos, with a focus on using weather as a weapon.
- Travel: A cleric of one of the gods of journey and travel.
- Trickery: A cleric of one of the gods of stealth or deceit, with a focus on charms and illusions.
- War: A cleric of one of the gods of battle, with magic that boosts your own and others' fighting ability.
Druid
A priest of the Primal Powers, wielding the powers of nature and shapechanging into animal forms. Druid specialties are Circles, bodies of lore that provide a druid a focus for his power.
- Circle of the Land: A druid that focuses on communion with nature and its magic.
- Circle of the Moon: A druid that focuses on improving his shapeshifting.
Fighter
A master of martial combat, skilled with a variety of weapons and armor. Fighter specialties are Archetypes, which describe the kind of idealized warrior the fighter wishes to emulate.
- Battle Master: A fighter who focuses on his skill with weapons.
- Champion: A fighter who focuses on the perfection of his physical power.
- Eldritch Knight: A fighter who also masters a handful of offensive and defense spells to augment his combat ability.
Monk
A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Monk specialties are Ways, bodies of study and martial art techniques with different focuses.
- Way of the Open Hand: A monk who has focused on his mastery of combat and the channeling of ki.
- Way of the Four Elements: A monk who has focused on using his ki to learn to manipulate air, earth, water and fire around him.
Paladin
A holy warrior bound to a sacred oath. Paladin specialties are Oaths, describing the ideals the paladin is willing to fight and die for.
- Oath of Devotion: A paladin devoted to justice, virtue and order.
- Oath of the Ancients: A paladin devoted to the protection of life, nature, joy and beauty.
- Oath of Vengeance: A paladin devoted to punishing those who have done wrong.
- Oathbreaker: A paladin that has violated his vows and now wallows in selfishness and dark ambition.
Ranger
A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Hunter specialties are Archetypes, which describe the sort of ideal nature-warrior the ranger chooses to emulate.
- Hunter: A ranger who specializes in hunting down threats and destroying his enemies.
- Beast Master: A ranger who specializes in the taming of and fighting with an animal companion.
Rogue
A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogue specialties are Archetypes, describing the rogue's focus and purpose for using his skills.
- Thief: A rogue who specializes in picking pockets and locks.
- Assassin: A rogue who specializes in stealth and silent, quick death.
- Arcane Trickster: A rogue who uses arcane magic to boost his deceit and stealth.
Sorcerer
A spellcaster who draws on inherent magic from a gift or bloodline. Sorcerer specialties are Origins, describing where the sorcerer gets his natural magic from.
- Draconic Bloodline: The sorcerer draws his magic from his draconic lineage.
- Wild Magic: The sorcerer draws his magic from a connection to wild, chaotic, raw magic.
Warlock
A wielder of magic that is derived from a bargain with an extraplanar entity. Warlock specialties are Pacts, describing the nature of the patron with whom they've struck a bargain.
- The Archfey: The warlock has made a pact with one of the archfey, gaining powers of faerie guile and glamour.
- The Fiend: The warlock has made a pact with a devil or demon, gaining infernal powers.
- The Great Old One: The warlock as made a pact with an alien horror, gaining powers of madness and aberration.
- The Undying: The warlock has made a pact with either an undead entity of power or with a creature that was slain but remains as a vestige.
Wizard
A scholarly magic-user capable of manipulating the structures of reality. Wizard specialties are Traditions, describing the bodies of arcane lore the wizard has delved into for power.
- School of Abjuration: A specialty in protective and defensive magics.
- School of Conjuration: A specialty in summoning and creative magics.
- School of Divination: A specialty in magic of discovering information.
- School of Enchantment: A specialty in charming and beguiling magics.
- School of Evocation: A specialty in powerful displays of elemental power.
- School of Illusion: A specialty in magic that creates false images and sensory input.
- School of Necromancy: A specialty in magics dealing with death and the undead.
- School of Transmutation: A specialty in magic that transforms or alters something.