Classes of Opes
Class is the distinction of specialized training for adventuring or supporting adventuring. Adventurers seek gold, glory, justice, fame, power, knowledge, or maybe some other goal - perhaps nobility or something else. Each chooses a different way to attain those goals, from brutal combat power, to mighty magic, to subtle skills. Some adventurers prevail and grow in experience, wealth, and power. Others die.
Your characters class is his or her vocation. It determines what he or she is able to do combat prowess, magical ability, skills, and more.
Account Class Rank
|Commoner||This is the basic class that all starting account characters begin with. Their professional side, what one does before they adventure and in some cases after they adventure. The Commoner is what keeps the world of Opes running, the workers that gather the commodities and the craftsmen that turn it into all the utensils we use every day and some we rarely use but nice to have when you do.|
Antipaladins are villains at their most dangerous. They care nothing for the lives of others and actively seek to bring death and destruction to ordered society. They rarely travel with those that they do not subjugate, unless as part of a ruse to bring ruin from within.
|Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs, alter the function of existing magic items, and craft magic items, constructs, and other rare items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes spell lists. Their magic is neither arcane nor divine, and they are not bound by that classification. Their trade is magic in its most abstract (they might say purest) form.|
|Coming Soon||Silver||Bard||A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can cast them without selecting or preparing them in advance. His magic emphasizes charm and illusions over the more dramatic evocations spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speed or sound. Bards have some of the skills that rouges have, although they are not as focused on skill mastery as rogues are. Bards listen to stories as well as tell them. of course, so they have a vast knowledge of local events and noteworthy items.|
|Coming Soon||Copper||Barbarian||The barbarian is an excellent warrior. Where the fighter has training and discipline, however, the barbarian has a powerful rage. Wile in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he only has the energy for a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wilds, and he runs at great speed.|
|Coming Soon||Copper||Cleric||Clerics are masters of divine magic. Divine magic is especially good at healing. Even an inexperience cleric can bring people back from the brink of death, and an experienced cleric can even bring back people who have crossed over that brink. As channelers of divine energy, clerics can turn away or even destroy undead creatures. An evil cleric, on the other hand, can bring undead under his control. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells.|
|Coming Soon||Gold||Druid||Druids cast divine spells much the same way clerics do, though they get their spells from the power of nature not from gods. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by traditional oaths, not simply training. A druid could learn to use a two-handed sword, but using it would violate the druid's oath and suppress her druidic powers. Druids avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.|
|Coming Soon||Silver||Favored Soul|
|Coming Soon||Silver||Fighter||Of all classes, fighters have the best all-around fighting capabilities (hence the name). Fighters are general fighting prowess, each fighter develops particular specialties of his or her own. A given fighter may be especially capable with certain weapons, another trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.|
|Coming Soon||Gold||Monk||The key feature of the monk is her ability to fight unarmed. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though monks don't cast spells, they have a magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness of attacks. She can dodge an attack even if she is not consciously aware of it. As a monk gains experience and power, her mundane and ki-oriented abilities grow, giving her more and more power over herself and, sometimes, over others.|
|Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. Nearly every ninja perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many ninjas hone skills that help them become better spies, mastering the arts of social interactions and disguise. Others take on the role of cat burglars, practicing skills that help them find and bypass traps and locks. In combat, a ninja can deal out devastating blows if her opponent doesn't know she's there, but she's not quite as adept as a rogue at delivering such attacks in a prolonged battle. Ninjas jump and climb farther and faster than members of most other classes, and they are skilled acrobats as well. Ninjas also receive special training in the use of poisons, and many ninjas employ poisonous weapons in combat. Even with these impressive skills, a ninja's most dangerous and remarkable powers involve the ability to step briefly into the Ethereal Plane. By focusing her ki, a ninja can vanish from sight, walk through solid walls, and deal devastating attacks even when not physically present at the scene. As a ninja advances in level, she can turn this ability to defense, causing blows that would otherwise hit to pass harmlessly through her body.|
|Coming Soon||Platinum||Psion||The Psion draws real power from his mind. His power is a logical expression of lore attained through ongoing individual self-study. He has access to fewer powers than a wizard or sorcerer of equal level has spells, but he enjoys supreme flexibility in accessing those powers. A Psion chooses one primary discipline, gaining knowledge of additional powers from that discipline first, although he can learn powers from any discipline if his appropriate ability scores are high enough. A Psion can seed a crystal or gem with a fragment of his personality, creating a psicrystal. A psicrystal has special abilities that are helpful to the Psion. Psions gain their powers as self-knowledge grows. To truly know oneself, one must not only study mentally, but also physically; Psions learn a few rudimentary fighting skills and are proficient with simple weapons.|
|Coming Soon||Platinum||Psychic Warrior||The defining trait of the psychic warrior is her ability to supplement her physical attacks with psionic feats and psionic powers. A combination of strength, martial skill, and psionic ability allows the psychic warrior to equal and sometimes surpass a normal fighter of equal experience. As the psychic warrior gains experience and power, her fighting skills and psionic abilities grow in concert.|
|Coming Soon||Gold||Paladin||Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with the strength, intelligence, and magical protection.|
|Coming Soon||Copper||Ranger||The ranger is proficient with all simple and martial weapons and capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge of certain types of creatures. This knowledge makes him more capable of finding and defeating those foes. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does. An experienced ranger often has one more more animal companions to aid him, thanks to his animal friendship spell.|
|Coming Soon||Silver||Rogue||Rogues are highly skilled, and they can concentrate in any of several types of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and a rogue who can hit an opponent with a sneak attack can dish out a lot of damage. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skill as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.|
|Coming Soon||Copper||Sorcerer||Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. They know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare them ahead of time. Nor do sorcerers specialize in certain schools of magic the way wizards may. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills. They are proficient with simple weapons.|
|Coming Soon||Silver||Wizard||The wizard's strength is her spells, Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but prevents her from being able to cast some of the spells that lie outside her field. A wizard can call a familiar,: a small, magical animal companion, that serves her. For some wizards, their familiars are their only true friends.|