Profession |
Starting Skills |
Attributes |
HP/MP |
Description |
Adventurer |
None |
None |
5/5 |
An Adventurer does not have specific talents, abilities or penalties in
any particular skills. Adventurers are one of the most versatile classes for
those who wish to learn a wide variety of skills, but they are lack the
bonuses of more specific classes. Adventurers are equally adept at martial
skills, spells skills and other skills, as their race is the only modifier
to their talents and skills. |
Alchemist |
30 Alchemy
10 Gathering Skill
|
-5 Strength
+5 Intelligence |
5/5 |
The Alchemist is naturally adept in the arts of Alchemy, making potions,
elixirs and other concoctions. Many Alchemists are skilled in gathering at
least one type of component to use for their work. Alchemists tend to be
less adept at martial skills than they are at magical skills, but they are
not particularly well-suited for either. |
Archer |
30 Archery
10 Fletching
|
-5 Intelligence
+5 Dexterity |
6/4 |
Archers are a class dedicated towards perfecting the use of a bow
through the Archery skill. Archers are highly skilled in Archery, but find
melee styles more difficult to learn than most others. |
Armorsmith |
30 Armorsmith
5 Hammer
5 Mining |
+5 Strength
-5 Dexterity
|
5/5 |
Becoming a master Armorsmith takes a long time and a lot of hard work.
Armorsmiths tend to be strong individuals that fight well with the hammers
that they use in their art, but make weak spellcasters. As specialists of
their craft, they have the easiest time learning Armorsmithing of any
profession, and some ease with Tailoring and Weaponsmithing, both of which
share some techniques with Armorsmithing. |
Artificer |
20 Spellcraft
15 Lore
10 Spell School
10 Craft Skill |
+10 Intelligence
-10 Strength
|
3/7 |
Artificers are craftsman that are highly specialized in Spellcrafting
and Lore. Artificers are equally adept at all of the Crafting and Gathering
Skills. |
Assassin |
25 Dagger
20 Dual Weapon
15 Ranged Weapon
10 Stealth |
+5 Dexterity
-5 Intelligence
|
7/3 |
Hired to take a life in the darkness of the night, an Assassin may kill
for money, revenge, or simply for the thrill. They fight well with Daggers
and Swords, and few approach their skill at the art of Dual Weapon use. An
Assassin is wise to learn the way of Stealth. |
Axeman |
30 Axe
20 Armor |
+5 Strength
-5 Intelligence |
7/3 |
An axe specialist is known as an Axeman, and in some lands they are
employed as executioners. Axemen tend to be poor spellcasters, concentrating
mostly on melee combat. The Armor skill may be of use to an aspiring Axeman. |
Bandit |
20 Melee Weapon
20 Ranged Weapon
10 Stealth |
None |
6/4 |
In every society there are those willing to prey upon the weak. The
Bandit favors weapons and Worldly skills over spells. Bandits are excellent
at finding traps, picking locks and are adept at Stealth and Camping.
|
Barber |
30 First Aid
10 Herbalism |
None |
5/5 |
A Barber is a medieval physician, skilled in the use of the dagger as
well as the abilities to heal through mundane means. First Aid, Herbalism,
and Alchemy may be useful to an aspiring Barber. |
Bard |
30 Bardic
20 Spellcraft
10 Focus |
+5 Dexterity
+5 Intelligence
-5 Strength
-5 Consititution |
3/7 |
When it is time for tales to be told of the daring of heroes and the
dispicable acts of villains, it is the Bard that creates and spreads those
tales. Bards have a strong affinity towards Bardic magic and are considered
to be the most magically oriented of the Bardic magic casters. |
Berserker |
35 Melee Weapon
10 Armor
|
+10 Strength
+5 Constitution
-5 Dexterity
-10 Intelligence
|
8/2 |
Few melee warriors can rival the destruction wrought by an angry
Berserker. They eschew ranged weapons and magic as tools for the weak, using
great hammers and axes to cleave through their foes. Fine crafts, such as
calligraphy, are beyond the average Berserker. |
Bombadier |
30 Thrown
10 Weaponsmith |
+5 Dexterity
-5 Intelligence |
7/3 |
A Bombadier is one who has a natural aptitude for Thrown weapons. They
are adept at Armor and Shield, and make poor spellcasters. They are
naturally talented at Weaponsmithing, as they often learn to make their own
weapons. |
Blacksmith |
20 Armorsmith
20 Weaponsmith
5 Hammer
5 Mining |
+5 Strength
-5 Dexterity
|
6/4 |
A Blacksmith is a crafter that works primarily with metal objects. They
make poor spellcasters, but fight adequately with a hammer. Blacksmiths
excel at Armorsmithing, Fletching, and Weaponsmithing and have a knack for
Traps and Pick Locks. |
Bowyer |
30 Fletching
5 Ranged (no Thrown)
|
+5 Dexterity
-5 Intelligence |
5/5 |
Bowyers excel in Fletching, and are known to make some of the best
ranged weapons in all of Vormis. Bowyers tend to focus more on making
weapons than ammunition, but they have the ability to make both with the
right materials. Bowyers have a natural aptitude for Archery and Crossbow. |
Brawler |
30 Unarmed
10 Dual Weapon
10 Armor |
+10 Constitution
+5 Strength
-5 Dexterity
-10 Intelligence |
8/2 |
Brawlers are known for their ferocity and for their great Strength and
Constitution. They are naturally adept at Unarmed combat. They are not as
skilled at Armor and Shield as many other fighters, but they often train in
Dual Weapon. |
Brewer |
20 Alchemy
20 Herbalism |
+10 Constitution
-5 Intelligence
-5 Dexterity
|
5/5 |
A Brewer is one who makes ales and other brewed and fermented drinks.
The Brewer's specialty is in Alchemy. They have a natural aptitude for
Herbalism. Brewers are in some ways similar to Vintners who are known for
making wines, rather than malt beverages. |
Cabalist |
20 Necromancy
20 Summoning
10 Spellcraft
10 Focus
|
+10 Intelligence
-5 Constitution
-5 Strength |
3/7 |
Cabalists have a reputation for being focused only on the summoning or
creation of creatures, mainly of the Necromancy and Summoning schools of
magic. They are generally weak in physical combat. Cabalists have a natural
talent for Spellcraft and Focus which are both important secondary skills to
a spellcaster. Cabalists often believe that summoned creatures, be they
undead or other kinds, are meant to do the summoner's bidding, and that
those who do not take advantage of the powers of summoning are somewhat
foolish. |
Calligrapher
|
30 Calligraphy
10 Spell School
10 Gathering Skill |
+10 Intelligence
-10 Strength |
3/7 |
Calligraphers are those who have devoted their lives to the study of
Calligraphy. They have a natural talent for learning languages, especially
the common tongue, Praxic. They learn the schools of Magic with less effort
than fighters, but more with more than many spellcasters. Calligraphers are
fairly weak in the physical aspects of combat. |
Cavalier |
25 Armor
25 Shield
15 Melee Weapon |
+5 Strength
-5 Intelligence |
7/3 |
Cavaliers, like Swashbucklers, are known for their talents in the use of
Swords, but are generally considered to be more like a Warrior in nature.
Cavaliers are more oriented towards fighting than Swashbucklers, and learn
general Martial Skills easily. |
Cleric |
15 Shamanic
15 First Aid
10 Melee Weapon |
+5 Intelligence
-5 Dexterity |
4/6 |
A Cleric is one who has devoted his or her time to learning to heal,
much as a Healer or Friar, but who also has a natural talent towards some
melee weapons. Clerics are most often devoted to the service of Erosis,
though service to Erosis is not a requirement to become a Cleric. Many
Clerics have a reputation for healing those who come to them in need of
healing in exchange for small gifts or tokens of appreciation. |
Commoner |
20 Craft Skill
20 Gathering Skill
|
None |
5/5 |
A Commoner is a common person that can be found anywhere in Vormis.
Unlike Adventurers or specific types of Adventurers, Commoners are very
limited in the skills for which they have a natural talent. Commoners do
have talents in Crafting skills, but little else. |
Conjurer |
30 Conjuring
20 Spellcraft
10 Focus
|
+5 Intelligence
-5 Dexterity |
4/6 |
Those who specialize their learning into the Conjuring school of magic
may become Conjurers. Conjurers, like most strict spellcasters, can learn
Focus and Spellcraft with a fair amount of ease, but are very slow to pick
up Martial skills. Conjurers are not particularly good at Crafting skills,
as they can usually find a way to conjure what they need, rather than having
to physically create an item. Lore is a secondary skill that a Conjurer
might consider useful. |
Crafter |
30 Craft Skill
30 2nd Craft Skill |
+5 Intelligence
-5 Strength |
5/5 |
Crafters are renowned for their attention to detail in crafting almost
anything. A Crafter can become skilled in any number of Crafting skills, and
most Crafters have some skill in being able to find components to use
through Gathering skills. As they often work with their hands, they have an
understanding of Traps, Pick Locks and Lore. Crafters tend to be good at
Bargaining, as they often sell their works to others. |
Crossbowman
|
30 Crossbow
10 Fletching |
+5 Dexterity
-5 Intelligence |
6/4 |
Crossbowmen are known for thier talents in using Crossbows. With study,
they can attain incredible accuracy and range with almost any type of
Crossbow and ammunition. They excel in Fletching, and are sometimes skilled
in Weaponsmithing, owing to their relatively high Strength. |
Dark Paladin |
20 Armor
20 Melee Weapon
10 Necromancy
|
+5 Strength
-5 Dexterity
|
6/4 |
A Dark Paladin is a warrior-mage who has specialized his or her magical
talents into Necromancy and who wishes to follow the way of Sashos.
According to myth, Sashos was the creator of the Necromantic school, though
some will argue otherwise. Dark Paladins directly oppose Paladins, who
follow the path of Erosis. Dark Paladins can learn Necromancy with ease, but
other schools are more difficult, especially Shamanic magic. |
Demiurge |
20 Armor
20 Melee Weapon
10 Conjuring |
+5 Strength
-5 Dexterity |
6/4 |
A Demiurge is a warrior-mage who has specialized his or her magical
talents into Conjuration magic. They tend to be heavily armored melee
combatants that favor hammers, and use their powers to enhance their weapons
and armor. Excelling at both, they must balance furthering their abilities
in melee combat with advancing their magical skills. Demiurges tend to be
rather poor at ranged combat, having little time to study such things, and
find it difficult to learn schools other than Conjuring, especially the
opposition school of Illusion magic. |
Diabolist |
20 Armor
20 Melee Weapon
10 Summoning |
+5 Strength
-5 Dexterity
|
6/4 |
A Diabolist is a warrior-mage who has specialized his or her magical
talents into Summoning. They tend to be heavily armored melee combatants
that often use daggers, and use their powers to call creatures to fight
alongside them. Excelling at both, they must balance furthering their
abilities in melee combat with advancing their magical skills. Diabolists
tend to be rather poor at ranged combat, having little time to study such
things, and find it difficult to learn schools other than Summoning,
especially the opposition school of Bardic magic. |
Druid |
30 Druidic
20 Spellcraft
10 Focus |
+5 Intelligence
-5 Strength
|
4/6 |
Druids are known for their affinity with all things natural and wild,
forests, wilderness, creatures and animals. Much like a spellcasting
counterpart to Rangers, those who chose the path of the Druid often find
that they like the wilderness more than they care to be in cities and towns.
While they are weak in most areas of physical combat, a Druid will commonly
learn to use a Bow, Sling or Staff before most other types of weapons. |
Duelist |
30 Sword
10 Worldly Skill |
+5 Dexterity
-5 Intelligence |
6/4 |
Duelists specialize in the use of a Sword. They can learn to use Dual
Weapon with relative ease, but they focus mainly on mastering the art of
swordfighting. |
Empyreal |
15 Druidic
15 Bardic
15 Shamanic
10 Spellcraft
|
+15 Intelligence
-5 Constitution
-10 Strength
|
2/8 |
Empyreals are spellcasters who focus on learning all of the Life schools
of magic, Bardic, Druidic and Shamanic, as well as Focus and Spellcraft.
Empyreals have a natural talent for First Aid and Lore. Empyreals often
believe that living beings are the source of magic, and that all magic comes
to and culminates at a living force. They are very weak in physical combat
on their own, but are skilled in using their knowledge to aid them. |
Enchanter |
20 Spellcraft
20 Enchanting
20 Spell School
|
+10 Intelligence
-10 Strength |
3/7 |
To an Enchanter, the creation of items is almost like a spell school in
itself. Enchanters specialize their skills into Enchanting and the spell
schools that they find they enjoy. Enchanters have no special aptitude for
any one school. Enchanters study long and hard to be able to imbue items
with magical powers, often relying on others to support their efforts as
they do not fight or cast particularly well. |
Engineer |
20 Armorsmith
20 Weaponsmith
20 Fletching
30 Non-Racial Language |
None |
5/5 |
Engineers are known for their penchant for quantifying and building
things. Thus, they have an aptitude for Weaponsmithing, Armorsmithing, Pick
Locks and Traps. |
Etherialist |
15 Bardic
15 Illusion
15 Sorcery
10 Spellcraft |
+15 Intelligence
-5 Constitution
-10 Strength
|
2/8 |
Etherialists focus on the study of Spellcraft, Focus and the three
Ethereal schools of magic; Bardic, Illusion and Sorcery. They often believe
that magic is an intangible part of the world around them, and thus, they
are more inclined towards the creation of non-corporeal objects and
creatures, unlike the Terrestrial school of magic. |
Explorer |
20 Scout
15 Search
15 Camping
|
None |
5/5 |
Explorers are known for a wide variety of talents, but most of all, they
are known for their desire to explore and chart unknown territory. Because
they spend long times away from civilization, they have an aptitude for
Craft and Gathering skills, with the exception of Enchanting. They are good
at Scouting, Camping, Bargaining, Traps, and learning Languages. They excel
in Search, as they spend most of their lifetime in search of new things and
lands. |
Fletcher
|
30 Fletching
5 Ranged (no Thrown)
|
+5 Dex
-5 Strength |
5/5 |
Fletchers mainly study the art of crafting ammunition for all types of
ranged weapons. They also study some woodworking and generally have
knowledge of crafting bows, slings, and crossbows. Most who call themselves
Fletchers focus primarily on making ammunition, even though they can make
weapons if they have the materials available. Fletchers tend to have a
natural affinity towards Archery, Crossbows and Slings. |
Friar
|
15 Shamanic or Druidic
15 First AId
10 Staff |
None |
4/6 |
In Vormis, Friars are traditionally those who follow a god and swear to
uphold and follow the vows of that god, but who are not particularly skilled
in fighting, or in most magic schools. Eventually, the profession of the
Friar changed to reflect the Life school of magic more than any of the
others. Most Friars are considered to be in the service of Erosis, but that
is not always true, as a Friar may choose any god to follow. Friars are
somewhat adept at Craft skills. |
Geomancer
|
15 Druidic
15 Conjuring
15 Summoning
10 Spellcraft |
+10 Intelligence
+5 Constitution
-5 Dexterity
-10 Strength
|
2/8 |
The Geomancer studies Spellcraft, Focus and the three Terrestrial
schools of magic; Conjuring, Druidic and Summoning. They have little
aptitude for physical combat, but often learn to complement their magic
skills by finding and learning more than the basic spells of each school.
Geomancers often believe that magic comes from the Earth, through rock,
plant and animal, and they are more inclined to deal with the tangible
aspects of magic, rather than the Ethereal. |
Gladiator
|
25 Melee Weapon
25 Dual Weapon or Shield |
+5 Dexterity
+5 Strength
-10 Intelligence
|
8/2 |
Gladiators are known for their natural aptitude in learning melee Weapon
skills and Martial styles. Unlike Mercenaries, who tend to fight for money,
Gladiators often like to fight for the joy of the victory. Gladiators make
very poor spellcasters in all ways. |
Healer
|
15 Shamanic
15 First Aid
15 Herbalism
|
+5 Intelligence
-5 Strength |
3/7 |
Healers specialize in all manner of healing, magical and mundane. They
have an affinity for the Life schools, particularly Shamanic magic, and for
Spellcraft and Focus. They are adept at Alchemy, Herbalism and First Aid,
but are weak in physical combat. Most Healers are well received in towns and
cities, having earned the reputation of being magnanimous as a class. |
Herbalist
|
30 Herbalism
10 Lore |
+5 Intelligence
-5 Strength |
5/5 |
A Herbalist is one who has studied the art of finding and gathering
useful plants, wood and other related materials. Herbalists tend to find the
Life schools of magic easiest to learn, though Focus and Spellcraft are
difficult for an Herbalist to understand. |
Highlander
|
30 Sword, Axe or
Hammer
20 Sling or Thrown |
+10 Constitution
+5 Strength
-5 Dexterity
-10 Intelligence |
7/3 |
Highlanders are known for their amazing Constitution, and though they
are often considered somewhat barbaric, their fighting skills with Sword,
Axe, Hammer, and Thrown weapons are admired. Highlanders are often known for
their great bravery in battle. |
Hunter
|
20 Ranged Weapon
20 Spear
15 Hunting |
+5 Dexterity
-5 Intelligence
|
7/3 |
Hunters are primarily skilled in the use of ranged weapons, as they are
a more combat oriented version of Rangers in many ways. They are somewhat
skilled in Scouting, Camping and Stealth. |
Huntress
|
20 Ranged Weapon
20 Spear
15 Hunting |
+5 Dexterity
-5 Intelligence |
7/3 |
Huntresses are primarily skilled in the use of ranged weapons, as they
are a more combat oriented version of Rangers in many ways. They are
somewhat skilled in Scouting, Camping and Stealth. |
Huntsman
|
30 Hunting
10 Lore
|
+5 Dexterity
-5 Intelligence |
6/4 |
Huntsmen are known for their ability to find and harvest useable animal
parts, including hides, teeth, claws and other parts that are used in
Alchemy, Enchanting and as spell components. They make poor spellcasters but
show aptitude for some of the Wordly skills. |
Illusionist
|
30 Illusion
20 Spellcraft
10 Focus
|
+5 Intelligence
-5 Strength
|
3/7 |
An Illusionist's main talents lie in the Illusion magic school, and in
Spellcraft and Focus, the most important secondary spellcasting skills.
Illusionists are weak in physical combat, as they usually rely on their
spells to win when in a fight. Illusion is the main Ethereal spell school,
and deals mostly with the intangible aspects of magic, rather than solid
forms. |
Infernalist
|
15 Necromancy
15 Sorcery
15 Summoning
10 Spellcraft |
+15 Intelligence
-5 Constitution
-10 Strength
|
2/8 |
Infernalists are those who have devoted their studies to all of the
Death schools of magic. They learn Necromancy, Summoning and Sorcery with
ease, but find it very difficult to learn Shamanic, Druidic and Bardic magic.
Infernalists are very poor in physical combat, as they have mostly
concentrated their effort on mental training. They are adept in Focus and
Spellcraft, both important secondary skills to a focused spellcaster. |
Jeweler |
30 Lapidary
10 Mining |
+5 Intelligence
-5 Strength |
4/6 |
Jewelers spend long hours learning their trade, the crafting of Jewelry,
aka Lapidary. Because of the fine work they do on a regular basis, they tend
to have a knack for Traps and Lore. They are often skilled at Bargaining, as
they sell their wares, either through Merchants or directly to others. |
Linguist |
50 Non-Racial Language
25 2nd Non-Racial Language |
+10 Intelligence
-10 Strength |
5/5 |
Linguists are renowned for their knack for learning any language and
Calligraphy, including their own native tongue. A trained Linguist can often
translate old texts and scrolls that would have been difficult to read even
when they were first scribed. Linguists are not proficient at combat skills,
and are neither adept nor lacking in any particular magic school. Linguists
are generally considered a scholarly class. |
Lumberjack
|
30 Herbalism
10 Axe
|
+10 Strength
-5 Dexterity
-5 Intelligence
|
7/3 |
Lumberjacks are a specialized type of Herbalist. Often they collect
various types of wood, rather than plants and herbs, though they can collect
herbs as well. Lumberjacks have a natural affinity for learning the Axe
skill. Lumberjacks are very adept at Herbalism. They tend to be naturally
proficient in many of the Worldly skills. |
Mage |
15 Spell School
15 2nd Spell School
10 Spellcraft
10 Lore |
+5 Intelligence
-5 Strength |
3/7 |
Mages are the most general of the spellcasters. They do not have any
particular difficulty or ease with any one magic skill or school, but tend
to be practiced in Spellcraft and Focus. They are quick to pick up Language
skills. Many mages believe that all magic comes from the same place, rather
than each school from a separate origin. Whatever their beliefs, they are
considered the spellcasting equivalent of the Mercenary. |
Magician |
25 Bardic, Illusion or Sorcery
10 Lore
10 Spellcraft
|
+5 Dexterity
+5 Intelligence
-5 Constitution
-5 Strength |
3/7 |
Magicians are known for their brilliant and colorful displays of magic,
as their main talents lie in the Etherial schools of magic: Sorcery,
Illusion, and Bardic magic. Magicians are adept at Focus and Spellcraft,
Enchanting and Lore. The Etherial schools deal more with the non-corporeal
aspects of magic, rather than in Terrestrial magic, and each school enchants
items differently to reflect the way that type of magic works. |
Marksman |
25 Ranged Weapon
15 2nd Ranged Weapon
10 Fletching
|
+10 Dexterity
-5 Constitution
-5 Strength
|
7/3 |
A Marksman primarily studies the art of using ranged weapons. Marksmen
are very proficient at using ranged weapons (Sling, Thrown, Archery,
Crossbow). Marksmen are poor spellcasters, but are often knowledgable in
Fletching. They are not particularly good at Worldly skills, nor are they
particularly weak in that area. |
Mercenary
|
25 Weapon Skill
15 Martial Style |
+5 Strength
-5 Intelligence |
7/3 |
Mercenaries specialize in using weapons and weapon styles of any or all
sorts. They are equally adept at all melee weapon skills, and excel at the
Martial Styles (Armor, Dual Weapon, Shield). Mercenaries have a natural
aptitude for Scout, Pick Locks, and Bargaining. Most Mercenaries will decide
which weapons and styles they wish to concentrate on learning early in their
career, as learning all of the skills at once is too much for any one
lifetime. |
Merchant |
30 Bargaining
30 Lore
|
+5 Intelligence
-5 Strength
|
5/5 |
Merchants are similar to Adventurers, in that they have no particular
weapon skill or magic skill that they learn with ease or with difficulty.
They are excellent at Bargaining and Lore, as both skills are quite useful
to a Merchant. Merchants sometimes make the items they sell, but many tend
to have them made by skilled craftsman who would rather perform their craft
than spend time selling their wares. |
Miner |
30 Mining
10 Lore |
+5 Strength
-5 Intelligence |
6/4 |
A Miner is skilled in finding rocks, gems, minerals, ores, and metals
and in the method of removing such items from the terrain in which they are
found, commonly known as Mining. Mountains, streams and rivers, even some
fields and other areas are good places to find certain types of metals and
gems. A Miner concentrates on learning the Mining trade, but also relies on
other skills to defend against the elements or foes who might attack. Miners
often pick up the Axe skill as a melee weapon, since they often have a pick
or Axe in hand. |
Minstrel |
20 Bardic
20 Worldly Skill
10 Lore |
+5 Intelligence
-5 Strength
|
5/5 |
Traveling Minstrels are known for their tales and songs of adventure, as
well as for the Bardic magic that they use to supplement their fighting
skills and the skills of others. Minstrels are not particularly skilled at
weapons skills, preferring to avoid combat whenever possible. They are most
skilled in Bardic magic, followed by Shamanic and Illusion, while Summoning
is their worst school of magic. They have a strong talent for the Worldly
skills. |
Monk |
30 Staff or Unarmed
10 Calligraphy or Lore |
+5 Dexterity
-5 Intelligence |
6/4 |
Adventuring Monks tend to be from monastic orders that encourage
discipline and martial prowess as a means to improve ones focus. They tend
to study either unarmed combat or the quarterstaff, as well as healing arts,
but they are not warriors and rarely wear heavy armor. Monastaries tend to
be repositories of knowledge, and Monks exposed to such an environment often
copy texts by hand or memorize them, giving them some skill at Calligraphy
or Lore. Monks are often fairly scholarly individuals who travel the realms
looking for others to aid, or doing kind deeds, and as such Monks tend to
have a good reputation in towns and cities. Many take a vow of poverty,
giving much of what they find to the needy. |
Muse |
50 Non-Racial Language
25 Worldly Skill
15 Bardic |
+10 Intelligence
-5 Constitution
-5 Strength
|
4/6 |
A Muse is a spirit of inspiration, and there are some casters that have
taken to calling themselves Muses as well. They seek to bring about
beneficial change and awaken creativity in all they meet. Muses are similar
to Poets, but more magic oriented than most Poets. They tend to learn Bardic
magic with ease, and are knowledgable about the world around them, so Lore
is a skill at which they excel. They are excellent at the various languages. |
Mystic |
25 Conjuring, Druidic, or Summoning
10 Lore
10 Spellcraft |
+10 Intelligence
-10 Strength |
3/7 |
A Mystic primarily devotes his or her time to the study of the schools
of Terrestiral Magic: Conjuring, Druidic, and Summoning. They are adept at
learning Spellcraft and Focus, Search, and Lore. They are abysmally weak in
the areas of physical combat. While a specialized Conjurer, Druid, or
Summoner might be more powerful in one specific school by focussing their
studies, the Mystic has the advantage of versatility. |
Necromancer |
30 Necromancy
20 Spellcraft
10 Focus |
+5 Intelligence
-5 Constitution
|
2/8 |
Necromancers are the specialists of the primary school of Death Magic,
Necromancy. They learn their spell school with ease, as well as Spellcraft
and Focus. Necromancers deal with raising the dead in a mockery of life
called undeath, as well as curses. Generally Necromancers will have minions
to fight for them, and as such their weapon skills have atrophied. |
Outlaw |
20 Melee Weapon
20 Ranged Weapon
10 Armor
|
+5 Dexterity
-5 Intelligence |
7/3 |
Outlaws are fighters who live outside the law. They may fight for a good
or evil cause, but they often do not follow the laws of the land while they
are working towards their goals. Outlaws usually have bad reputations in
most civilizations, so they shouldn't expect to be welcomed into all places,
though they may be welcome where others of better reputation are not.
Outlaws are equally adept at almost all weapon skills, and learn Armor and
Dual Weapon easily. Outlaws find Stealth and Pick Locks easy to learn, as
these skills come up often when living on the run. |
Paladin |
20 Armor
20 Melee Weapon
10 Shamanic
|
20 Armor
20 Melee Weapon
10 Shamanic
|
6/4 |
A Paladin is a warrior-mage who has specialized his or her magical
talents into Shamanic magic and who wishes to follow the way of Erosis.
According to myth, Erosis was the creator of the Shamanic school, though
some will argue otherwise. Paladins directly oppose Dark Paladins, who
follow the path of Sashos. Paladins can learn Shamanic magic with ease, but
other schools are more difficult, especially Necromantic magic. |
Peasant |
25 Craft Skill
25 Gathering Skill
|
None |
5/5 |
Peasants are not generally adventurers, and are not adept at many of the
things that are considered essential for adventuring. Weapon skills are
difficult for them to learn, and they are very poor spell casters, as they
tend to lack understanding of how magic is used, but they are exceptional
gatherers and fine crafters. |
Performer |
25 Worldly Skill
15 Thrown
10 Bardic |
+5 Dexterity
-5 Constitution |
6/4 |
Performers are a Bardic spellcasting profession that favor Thrown
weapons and Daggers over larger weapons. They tend to travel often, and as
such find it easy to pick up the various languages of Vormis. They have some
aptitude for Bardic magic, but their skill at the other spell schools is a
bit lacking, though they have no strong prohibitions against any school. |
Philisopher |
30 Lore
20 Non-Racial Language
|
+10 Intelligence
-10 Strength |
4/6 |
These highly intelligent individuals excel Lore, and are talented at
Bargaining, Calligraphy, and Search. Philosophers tend to be thoughtful
people, who are known for their theories on how magic and the world fit
together, as well as for historical documents and other research. As
somewhat scholarly types, they tend to make adequate spellcasters. |
Pikeman |
30 Spear
20 Armor
|
+5 Strength
-5 Intelligence |
7/3 |
A Pikeman is devoted to learning the art of warfare with a Spear. Armor
is very important to these front line fighters, but Dual Weapon and Shield
are of little use to one who has uses a two handed spear. Not all spears are
two handed, so a Pikeman should consider what to learn early in his or her
career. Pikemen tend to be good at Armorsmithing and Weaponsmithing to
support their calling. They are very poor spell casters, relying mainly on
the reach of their weapons to keep a foe away from their allies |
Poet |
40 Language
30 Language |
+10 Intelligence
-10 Strength |
4/6 |
A Poet is skilled with Languages, using words to inspire and amuse his
or her compatriots. Poets are adequate spellcasters, and they have an knack
for Calligraphy, Lore, and Bargaining. Poets tend to be observant people who
notice subtle differences in things that others would miss. |
Prestidigitator |
20 Illusion
20 Sorcery
10 Lore
10 Spellcraft
|
+5 Dexterity
+5 Intelligence
-5 Constitution
-5 Strength |
4/6 |
A Prestidigitator is somewhat like a stage magician, in that he or she
usually focuses on Illusion and Sorcery to fight but also to impress and
amaze. Prestidigitators tend to learn Spellcraft and Focus before
concentrating on a weapon. Alchemy, Calligraphy and Enchanting come fairly
easily to a Prestidigitator. |
Pugilist |
30 Unarmed
20 Dual Weapon |
+5 Dexterity
-5 Intelligence
|
7/3 |
Pugilists use their fists as weapons, and tend to get into the thick of
the fray. They excel in Unarmed combat, though they often learn a ranged
weapon in case their foe is out of reach or is not something the should be
touched with ones hands. Pugilists often learn Dual Weapon to be able to
block and parry blows with weapons that are generally considered to be
Unarmed weapons. They have average ability with most Worldly skills and make
poor spellcasters. |
Ranger |
20 Archery or Crossbow
10 Druidic
10 Scout
5 Armor
|
None |
6/4 |
A Ranger is a warrior-mage who has specialized his or her magical
talents into Druidic magic. Unlike many of the other hybrid warriors,
Rangers tend to favor ranged weapons and lighter armor, though they are
quite adept at fighting with a pair of melee weapons, especially swords.
Excelling at both, they must balance furthering their abilities in combat
with advancing their magical skills. Rangers find it difficult to learn
schools other than Druidic magic, especially the opposition school of
Sorcery. |
Rogue |
25 Stealth
20 Weapon Skill |
+10 Dexterity
-5 Constitution
-5 Strength |
6/4 |
Rogues attempt to strike a balance between alacrity at Worldly skills
and ability with weapons. They favor lighter weapons, and can handle
themselves better in a fight than Scoundrels or Thieves, their closest
counterparts. |
Sage |
40 Lore |
+10 Intelligence
-10 Strength
|
4/6 |
Sages are learned individuals that are famous for their knowledge of
Lore. They excel at all of the languages of Vormis, having often spent long
hours deciphering texts written in ancient scripts. Sages make adequate
spellcasters, favoring none of the schools of magic more than others. |
Scholar |
20 Focus
20 Lore
10 Spell School
|
+15 Intelligence
-5 Constitution
-10 Strength |
|
Scholars focus on what is normally considered "scholarly" pursuits. They
are adept at learning languages, somewhat adept at learning magic schools,
and they find Focus and Lore very easy to learn. They favor Calligraphy of
all of the crafting skills, and they have some aptitude for Bargaining and
Search. Scholars are not naturally skilled at combat skills, usually
shunning physical pursuits for those more mentally oriented. |
Scoundrel |
30 Worldly Skill
30 Second Worldly Skill |
+10 Dexterity
-5 Constitution
-5 Strength
|
5/5 |
Scoundrels are the undisputed masters of Worldly Skills. Rogues and
Thieves approach their level of competence at some of them, but a Scoundrel
performs any of them with the aptitude of a specialist. Unfortunately, this
broad training has left them somewhat lacking when it comes to combat and
magic, though they have less of a problem using light melee weapons and
casting Illusion spells. They make adequate crafters, and some have found
that learning languages helps them in their travels. |
Scribe |
30 Calligraphy
10 Gathering Skill
10 Lore |
+10 Intelligence
-5 Constitution
-5 Dexterity |
3/7 |
A Scribe specializes in the art of Calligraphy. While Scribes tend to be
more spellcasters to maximize the use of their skill at Calligraphy, they do
not tend to favor any one spell school. Having devoted one's life to texts,
they have a natural aptitude for Languages and Lore. |
Seer |
25 Bard, Druid, or Sham
10 Lore
10 Spellcraft |
+10 Intelligence
-5 Constitution
-5 Dexterity |
3/7 |
A Seer primarily devotes his or her time to the study of the schools of
Life Magic: Bardic, Druidic, and Shamanic. They are adept at learning
Spellcraft and Focus, Search, and Lore. They are abysmally weak in the areas
of physical combat. While a specialized Bard, Druid, or Shaman might be more
powerful in one specific school by focussing their studies, the Seer has the
advantage of versatility. |
Shaman |
30 Shamanic
20 Spellcraft
10 Focus
|
+5 Intelligence
-5 Strength
|
4/6 |
Shamans are devoted to the study of the primary Life magic, Shamanic
magic, which is the school most dedicated to healing. They are naturally
adept at casting Shamaic magic, as well as at Spellcraft and Focus. While
their peaceful ways tend to leave them little aptitude in physical combat
against most enemies, they can use Shamanic magic to great effect against
undead. A strong ally is still the best defense against foes for a Shaman.
They have minor talents in Enchanting, Calligraphy, and Alchemy, but excel
at First Aid. |
Skald |
20 Armor
20 Melee Weapon
10 Bardic
|
+5 Strength
-5 Dexterity
|
6/4 |
Skalds are Vikings that have taken some interest in Bardic magic. They
tend to be heavily armored melee combatants that favor axes and hammers, and
use their powers to rally their allies. Excelling at both, they must balance
furthering their abilities in melee combat with advancing their magical
skills. Skalds tend to be rather poor at ranged combat, having little time
to study such things, and find it difficult to learn schools other than
Bardic, especially the opposition school of Summoning magic. Of the Bardic
spellcasters, Skalds are by far the most oriented towards melee combat. |
Slinger |
30 Sling
10 Fletching |
+5 Dexterity
-5 Intelligence |
6/4 |
Though a Slinger uses one of the least advanced types of weapon, those
who specialize in the Sling as a weapon are often underestimated. A Slinger
can develop great accuracy and range with his or her chosen weapon, for
little cost and material. Fletching is a secondary skill that many Slingers
find invaluable. Slingers are poor spellcasters, but have little trouble
learning Worldly or Crafting skills of any type. |
Soldier |
25 Armor or Shield
25 Weapon Skill
|
+5 Strength
-5 Intelligence |
8/2 |
A Soldier trains in combat techniques and styles from a very young age,
usually choosing to pick one and specialize in that particular weapon. A
Soldier will find it equally easy to learn any type of weapon or martial
style, though learning all at once is not advised. Weaponsmithing,
Armorsmithing, and Fletching are all useful secondary skills for a Soldier,
as is Camping and possibly First Aid. |
Sorcerer |
30 Sorcery
20 Spellcraft
10 Focus |
+5 Intelligence
-5 Strength
|
2/8 |
Those who focus their studies on Sorcery often become Sorcerers. They
have a natural talent for Sorcery, and can use it to cast impressive
damaging spells. Sorcerers are very weak in physical combat, instead relying
on their spells to kill enemies at range. Sorcerers find it fairly easy to
learn the adjacent schools of magic, Illusion and Necromancy, but Spellcraft
and Focus are the most important secondary skills for a Sorcerer to learn. |
Squire |
30 Armor
20 Melee Weapon
5 Shield
|
30 Armor
20 Melee Weapon
5 Shield
|
7/3 |
Squires tend to be idealistic fighters that are studying to be Knights.
The core ideas of chivalry are usually held close to their hearts, and tend
to strive to be examples for others. They primarily focus on melee weapon
skills, such as Sword, Axe, or Hammer, and train in wearing heavy Armor,
sometimes with a Shield, though some use two handed weapons instead. They
are not skilled with ranged weapons, and magic skills are very difficult for
them to learn. Weaponsmithing and Armorsmithing are useful secondary skills
to a Squire, as they enable him or her to fix weapons when traveling outside
cities and towns. |
Summoner |
30 Summoning
20 Spellcraft
10 Focus |
+5 Intelligence
-5 Constitution
|
3/7 |
Summoners are the specialists of the school of Terrestrial Death Magic,
Summoning. They learn their spell school with ease, as well as Spellcraft
and Focus. Generally a Summoner can call creatures to fight for him or her,
and as such their weapon skills have atrophied. |
Swashbuckler |
30 Sword
20 Worldly Skill |
+5 Dexterity
-5 Intelligence
|
6/4 |
Swashbucklers strive for a flashy style of Sword fighting, often
fighting to impress as well as to kill their opponent. Many Swashbucklers
exchange Dexterity and freedom of movement for the safety of heavy Armor,
instead sometimes learning Dual Weapon or simply concentrating on Swords.
Some of the Worldly Skills come easily to them, and most Swashbucklers will
only learn magic for visual effects, not spending an extraordinary amount of
time studying it when there are masses to impress with your swordplay. |
Sycophant |
40 Bargaining |
+10 Intelligence
-5 Constitution
-5 Strength
|
4/6 |
A Sycophant is one who flatters those who are above himself or herself
in rank, for the purposes of gaining political power. Most Sycophants have a
"honeyed tongue", and thus, language skills come easily to them. Bargaining
is key to the Sycophant, as they would often rather bargain than risk a fair
fight. Always scheming to advance their social position, many of the Worldly
skills come easily to a Sycophant, and the magical arts are far easier for
them to learn than military matters, which involve getting one's hands dirty
and involve far more risk. |
Tailor |
30 Tailoring
10 Gathering Skill
|
None |
4/6 |
Tailors are excellent at making cloth, and creating light armor of cloth
or soft leathers. Tailors make adequate spellcasters, but tend to find more
martial pursuits difficult to master. |
Templar |
20 Armor
20 Melee Weapon
10 Sorcery
|
+5 Strength
-5 Dexterity
|
6/4 |
A Templar is a warrior-mage who has specialized his or her magical
talents into the Sorcerous arts. They tend to be heavily armored melee
combatants that favor swords, and unleash elemental attacks upon their
enemies from afar. Excelling at both, they must balance furthering their
abilities in melee combat with advancing their magical skills. Templars tend
to be rather poor at ranged combat, having little time to study such things,
and find it difficult to learn schools other than Sorcery, especially the
opposition school of Druidic magic. |
Thaumaturgist |
25 Necro, Sorc or Summ
10 Lore
10 Spellcraft
|
+10 Intelligence
-5 Constitution
-5 Strength |
3/7 |
A Thaumaturgist primarily devotes his or her time to the study of the
schools of Death Magic: Necromancy, Summoning, and Sorcery. They are adept
at learning Spellcraft and Focus, Enchanting and Lore. They are abysmally
weak in the areas of physical combat. While a specialized Necromancer,
Sorcerer, or Summoner might be more powerful in one specific school by
focussing their studies, the Thaumaturgist has the advantage of versatility. |
Theurge |
20 Armor
20 Melee Weapon
10 Illusion |
+5 Strength
-5 Dexterity
|
6/4 |
A Theurge is a warrior-mage who has specialized his or her magical
talents into the way of Illusion. They tend to be heavily armored melee
combatants that favor spears, and use their powers to confuse their enemies.
Excelling at both, they must balance furthering their abilities in melee
combat with advancing their magical skills. Theurge tend to be rather poor
at ranged combat, having little time to study such things, and find it
difficult to learn schools other than Illusion, especially the opposition
school of Conjuring magic. |
Thief |
20 Any Weapon
10 Pick Locks
10 Search
10 Traps |
20 Any Weapon
10 Pick Locks
10 Search
10 Traps |
6/4 |
There are some undertakings that require a person who is knowledgeable
in Traps, Stealth, and Pick Locks. Thieves tend to use Dual Weapon and tend
to favor Swords or Daggers over heavier melee weapons, and can learn to use
ranged weapons easily. Thieves are not particularly gifted in the use of
magic, though Illusion is the simplest for them to learn. Thieves rival or
surpass Scoundrels and Rogues in ability in most of the seedier Worldly
skills. |
Tinker |
20 Craft Skill
20 Second Craft Skill
20 Lore
|
+5 Dexterity
+5 Intelligence
-5 Constitution
-5 Strength
|
4/6 |
Tinkers are a crafting profession that have a gift for Weaponsmithing,
Armorsmithing, Lapidary, Mining, and Traps. They are rather poor in combat
and are not especially talented at magic, but do well at their specialty
skills. |
Troubador |
25 Bardic
15 Spellcraft
10 Lore |
+5 Intelligence
-5 Strength |
5/5 |
Troubadours are skilled musicians that learn the Bardic spell school
with ease, and have little difficulty learning the ways of melee combat.
They are not as skilled at combat as a Skald, but moreso than a Minstrel or
Bard, making them one of the more versatile Bardic spellcasters. Bardic
songs can heal, shield, protect and even resurrect others, and many Bardic
songs affect areas rather than one person at a time. |
Viking |
25 Axe, Hammer, or Spear
15 Armor |
+10 Strength
-10 Intelligence
|
8/2 |
More dexterous than a Berserker or Barbarian, a Viking also tends
towards wearing heavier armor. Their warrior ways tend to make them abysmal
casters, and they tend to solve their problems with a weapon rather than
through diplomacy. |
Vinter |
20 Alchemy
20 Herbalism
|
None |
5/5 |
A Vintner is one who makes wines. Though similar to a Brewer, the
Vintner's specialty lies in finding quailty components for wines, rather
than ales and malt drinks. Vintners are excellent students of Herbalism and
Alchemy. They are not particularly adept in the ways of physical combat, but
they make adequate spellcasters if they apply themselves. |
Warden |
20 Any Weapon
15 Camping
15 Hunting
15 Scout |
None |
7/3 |
A Warden is often considered to be the protector of a forest or other
area of land, much like a Druid or Ranger. Unlike them, however, Wardens are
not gifted with magical talents. They are adept with weapons of all types,
and tend towards heavier armor. Wardens are adept at Camping, Scout, and
First Aid, as well as in Hunting and Herbalism. |
Warrior |
30 Melee Weapon
10 Martial Style
|
+5 Constitution
+5 Strength
-10 Intelligence |
8/2 |
Warriors are those who devote themselves primarily to melee combat in
almost any form. Heavily armed and armored, Warriors often form the front
line of major battles. They are typically very poor spell casters, but they
do show some talent in the fields of Armorsmithing and Weaponsmithing. |
Wizard |
20 Spell School
15 Lore or Spellcraft
10 Alchemy
10 Staff |
+10 Intelligence
-5 Constitution
-5 Strength |
3/7 |
A Wizard's or Witch's strengths lie in Lore, Calligraphy, Enchanting,
Alchemy, Spellcraft, Focus and the use of staves. They are equally talented
at casting any spell school, though they will generally only specialize in
one or two schools, and are likely to be able to make magical scrolls and to
enchant other items, as well as to be able to make potions and other
alchemical brews. |
Woodsman |
20 Camping
15 Hunting
15 Scout
10 Axe, Spear, or Staff
|
None |
7/3 |
Woodsmen are known for their ability to live in the forests of Vormis,
surviving through hunting and collecting herbs. They have little natural
aptitude for magic, and are often more oriented towards scouting and
fighting. A Woodsman can make an excellent addition to a party looking for
guidance while traveling through unknown territory. |
Zealot |
30 Dagger
10 Lore
|
None |
4/6 |
There are stories of otherworldly creatures that whisper secrets of
power to those who would listen. Summoners often come into contact with them,
but it is the Zealots of Vormis that seek out this forbidden lore. They tend
towards secrecy, and deter inquiries to their activites with violent
displays of prowess with the daggers that have become their trademarks.
Zealots excel at the use of daggers, and are adept at chanting in all of the
tongues. They have a knack for Lore and Stealth, and though they are not
especially proficient casters, they tend to favor Summoning over the other
schools of magic. |