World » Classes
Classes
This page still reproduces a recovered page verbatim.Read it in the Archive with its provenance.
Source: darkpawns.com/class.html
Author: R.E. Paret (Frontline)
Preserved from Wayback Machine capture
Base Classes
THIEVES
Thieves are a shifty lot, and are known to have qualities that no other class offers. They are known to have dabbled in the Black Arts, and possess certain unique skills that make them a valuable addition to any adventuring party. Although prefering to stay inside cities, thieves can be found worldwide, eeking out an existance by robbing other humanoids blind.
CLERICS
Clerics are the vanguards of the religions that permeate this world. Whether they be missionaries or demagogues, clerics bind this world together by both religion and politics. They are also the upholders of the ancient rites and traditions, and as such refuse to wield or use blood-sheading weapons.
WARRIORS
Warriors are your standard stock-in-trade brute fighters, whose ratio of brawn to brains makes them well suited to be ruthless combatants. Warriors in Dark Pawns typically exist as mercenaries, but there are known warrior guilds and armies as well.
NINJAS
Ninjas are the silent mercenaries of the southern culture. Skilled in espionage, magick, and hand-to-hand combat, ninjas are skilled and deadly opponents, prefering to take their vicitms by surprise. It is known that the secret masters of this art will only teach their secrets to humans, because the southern culture views all non-humans as animals.
PSIONICS
Psionics are a rare breed of humanoids who have the ability to focus their mental energies to produce almost magickal effects.
MAGES
Mages are the spell-casters and magick weavers of Dark Pawns, crafting powerful energies from the world through arcane rites and rituals. Most societies in the world seek to use magick and mages for their own benifit, and control or destroy those mages who would opose them. Outside of the cities, however, magick runs strong and wild, crafting the very earth itself and giving the Wyldlands their name.
Remort Classes
ASSASSINS
Assassins are cold and deadly killers for hire, whose knowledge of subturfuge, stealth and the Black Arts makes them extremely efficent, extremely deadly opponents.
AVATARS
Avatars are the emissaries of the Holy Forces in the land, deriving their awesome power from those entities.
MAGUS
The Magus represents the extreme power of magickal spellcraft, wielding power on a cosmic scale, able to create, destroy, or shape realities at whim. Because of the destabilizing effect magic has on the humanoid psyche, as well as the intense lifelong training and study, the class of Magus is remort only.
PALADINS
The Paladin is the warrior of the church, sent out to further the churches interests across the land in a provisional sense. Paladins are also the leaders of the churches armies, and are typically fanatical and deadly fighters who have mastered their art.
RANGERS
Rangers are the warriors and guardians of the wilderness. They are skilled in tracking and hunting, and make very good guides. Rangers hail mainly from races whose cultures are agrarian instead of urban, and they detest the smell of cities and industry.
MYSTICS
The Mystic is an aesthetic, a psionicist who has achieved a level of peaceand enlightenment unknown to other mortals. The Mystic is a true master oftime and space with his amazing mental powers, and can be quite a deadly foeif enraged. Mystics tend to lead a detached, intellectual lifestyle, but some have decided to use their considerable mental prowess to fight for Good or Evil.