Player Classes

These are some of the standard roles for a player to use for their character. However, a character doesn’t lock into a class; instead they attend different schools. It’s still possible—and fun—to be a Bard or a Cleric or a Thief, you would just attend the one or two schools that fit the class. But a player is limited only by the schools they can find or pay for, so multi-classing is easy to achieve.


These specific classes apply only to humans. They are learned at the different schools. While non-humans go to clan schools that result in similar class training with many overlapping aspects, they are not exactly the same.

All deities listed are gods that suit themselves especially well to one or two classes, but there are many gods that could work for almost any class or mix of classes. For example, Nerull, Myhriss, and Celestian are all versatile deities.


This class likes to hit stuff. A player would become a fighter by going to a tournament guild. Fighters are generally aggressive, bold and benefit from a high strength and constitution. A good fighter embraces combat, directing the fight and specializing in weapons. They are trained to maximize force through numbers. Some examples of good deities for fighters are Erythnul, Llerg, and Hextor.


This is a sub-class of fighters who specialize as holy warriors. This is also the class with the highest innate prestige, as the nobility rely on them as body guards. A player would become a paladin by attending both tournament school and going on a quest or crusade, which grants them the ability to turn undead. Paladins require a higher charisma than a generic fighter, and they are generally gregarious and chivalrous. They destroy fear, both their own and others. Defending the weak is also greatly honored, especially if the weak know about it. A paladin’s word is a paladin’s honor; many promises brings much honor. They fight by charging into battle or creating drama and distraction by other means. Some good Paladin deities are Pholtus, Pelor, and Mayaheine.


Sub-class of fighters who specialize in outdoor travel and wildlife. A player would become a ranger by attending tournament school and woodcraft training. Rangers require a higher intelligence than a generic fighter, and are generally withdrawn and calculating. They are trained to embrace combat when combat is necessary and analyze the terrain, circumstances, and conditions in order to maximize defensive cover and positional advantages. They utilize ground cover and terrain to enhance surprise and always seek to surprise. Because of this, they always fight from an advantageous position, like firing missiles out of concealment. Some good ranger deities in addition to the fighter ones are St. Cuthbert, Al’Akbar, and Fharlanghn.


Clerics are priests to a specific god, learning to communicate the will of the deity to others. To become a cleric, a player would attend temple training. Clerics seek to lead groups and create consensus and agreement about a wise outcome. They have a high charisma and are usually the leaders of whatever group they’re in. They have their own set of prayer-granted spells that are defensive and curative in nature. A high charisma score grants the cleric additional spells. This is the most flexible class with regard to deity.


Druids focus on nature and all that it can provide. To become a druid, a player would attend woodcraft training. Druids tend to be shy, caring and distracted. They draw power from herbs and special woodland creatures. They must commune with unharvested woodlands to gain spells. Therefore, they seek to protect and enhance nature and encourage others to do the same. Druids often oppose society, since society harvests forests. Some good druid deities are Beory and Atroa.


Mystics use spells to fight and trick their opponents. To become a mystic, a player would attend a mystic school, though these are very difficult to find. Magic is not outlawed, but opposing magic schools kill each others students. To hid magic from opposing mystics can be difficult, but staying alive once discovered is much more difficult. They benefit from a high intelligence, and as a result they’re usually nerdy and socially awkward. Some examples of good Mystic deities are Boccob and Wee Jas.


A sub-class of Mystics that specialize in illusions. To become a bard, a player would attend bard school. Bards need a higher dexterity than generic mystics, and they are normally stylish, flamboyant and popular. When fighting, they seek to create advantage with confusion, distraction, or diversions. Illusionists are manipulative, both of people and their surroundings. They use their illusions to mislead their opponents and to create traps and defenses. Bards have knowledge of many different legends and myths, and they can use their music to charm others. Some good bard deities are Norebo and Lydia.


Thieves are people who specialize in stealth, spying, and exploration skills. To become a thief, a player would need to attend a thief’s guild. Thieves benefit from a high wisdom and are usually cynical jokesters. Thieves should be masters of the sting, setting up circumstances that create advantage and reaping rewards without resorting to direct combat (like the movie the Italian Job). Thieves are trained to pick pockets, find traps, climb walls, etc. Common pursuits are picking pockets or lifting valuables, especially information. Thieves have a rivalry with tinkers, whose traps make a thief’s job infinitely more difficult. The standard thief deity is Kurell.


A class that specialize in compounds and poisons. To become an alchemist, a player would attend an alchemist guild. Alchemists benefit from a high constitution (obviously). They are creative, poetic and sensitive individuals. Most alchemists study healing medicines and are known as hospitallers. They serve the communities they are in through healing arts. Alchemists also study poisons, but these are known as the dark arts. Alchemists also have some exposure to machines through their compound creating equipment. Some good alchemist deities are Phyton and Merikka.


A tinker is someone who specializes in machinery. To become a tinker, a player would attend Machine School. Low-level tinkers gain experience by traveling around and doing odd repair jobs. Once they are skilled enough they usually move to a large city and start working on machines for aristocrats or civil works projects. The best are highly sought after to design war machines or defenses to the same. Tinkers are inquisitive, adaptable, active, and usually socially inept people who enjoy inserting themselves and their devices in other people’s business and ordering people around. Tinkers love their machines, and they use them at every available opportunity, even if it’s less convenient or efficient than conventional methods. This class also has a rivalry with the thieves. Tinkers are hired to keep valuables safe, and thieves are hired to steal them. To retaliate, tinkers build elaborate and dangerous traps. In contrast to thieves, most tinkers worship Dalt.


An odd class something like Jedi that are secretive and cerebral. Monks are trained in psionics, an exclusively human ability to attack others with the mind. To become a monk, a player would attend disciple training. Monks use the mind over the body and embrace combat when combat is necessary. Monks attempt to find a weakness in their opponent and use that weakness to either avoid conflict (preferred) through manipulation (maybe turn the opponent against themselves or against additional opponents) or use the weakness to crush their opponent in combat. Monks approach combat like a chess player attempting to anticipate the moves of their opponent. They use speed to avoid direct combat or to establish surprise conditions. Some good monk deities are Xan Yae and Zuoken.

Player Classes

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