The classes
The ability to gain power in Azphour comes in one of three ways: by Blood, by Blessing, or by Will.
BY BLOOD
Those who come from the blood of an outsider or powerful person
- the Hexblades ( One whose birth comes from a now-extinct outsider of chaos, Children of Demorala)
- the Nobles (Those who made a pact with the first dragons to receive their seed and empower them.)
- the Sorcerers ( Those who are born of the blood of dragons manifest a unique control over the weave. These are those who are born of dragons who received the seed of men.)
- the Warlocks ( A magic user whose blood descends from demons, devils, and demodands.)
- and the Warmages (A magic user who descends from the many children of Brunheim Durest.)
- Clerics ( The Magic Using paragon of healing or harming. Capable of casting spells relevant to his Patron.)
- the Monks ( Empowered by his adherence to the tenants of a particular Patron.)
- The Paladins (including War Legates) (The Warriors of some gods capable of some spellcasting. (The Saint, the Guardian Gods)).
- the Rangers (A defender of the wild, empowered by the gods most connected with nature (The Root, The Mother, and the Destroyer.))
- Psychics (those connected to a dimension of the Tapestry via their mind by the Tri-Arch. Through discipline, they can develop this ability.)
- The Three Gunslingers
- The Assassins (The lurker in darkness, seeking his wealth through murder).
- the Barbarians (The raging warriors of nomadic tribes).
- the Fighters (Soldiers and sellswords).
- the Rogues ( The jack of all trades capable of downing enemies from the shadows.)
- the Scouts ( The mobile eyes of a party or army.)
- the Swashbucklers (The graceful warrior defined by his pride in his abilities.)
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