THE BASICS TO CLASSES in Gehane | World Anvil
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THE BASICS TO CLASSES

Classes are both mythic archetypes and frameworks for your character’s advancement. You have your choice of four: mage, monk, rogue, and warrior. If you want a character that can cast spells, play a mage. If you want a character that fight barehanded, play a monk. If you want a character that is sneaky, play a rogue. If you want a character that can fight with almost any weapon, play a warrior. The classes are quite broad by design. A rogue could equally represent a thief with a penchant for burglary and a scout in a mercenary company. Your class helps define what your character can do, but it’s up to you to interpret how those capabilities fit with your character concept.  

Class Descriptions

  Each class determines certain key features of your character. A class description includes the following elements:
  • Primary Abilities: A class has four primary abilities. These are the abilities most important to the class and the ones used most often.
  • Secondary Abilities: A class has five secondary abilities. These abilities are not as important as primary abilities, but all can be useful in the right circumstances.
  • Starting Health: Health is a measure of your character’s fitness and wellbeing. Class choice determines starting Health.
  • Class Powers: A class provides your character with a variety of special powers, such as ability focuses and talents. These powers are listed by level in each class description

CLASSES

  There are four recognized Core Classes in GS:AGE: The MAGE, The MONK, The ROGUE, and The WARRIOR

THE MAGE

A mage is a user of mystical power, able to cast magical spells that seem miraculous to most. The classic mage is a wizard whose knowledge of the arcane unlocks the secret powers of the multiverse. But in Dasht-e Zerrin, wizards are not the only mages around. There are Warlocks, Clerics, and Druids as well!  
As a mage, you are a master of supernatural power. You should stay away from melee combat (let warriors handle that) and use your spells to help your allies
and harm your enemies. Mages generally don’t wear armor, so you can’t take as many hits as other classes.
You also have limited access to weaponry. Your access to spells makes up for these limitations, though. You get access to many different spells; a mage
who masters their use is a powerful character. While mages only start with a few spells, they gain more over
time. These ever-increasing options require more decision making than other classes during encounters. If you’ve never played an RPG before, you might want to consider that before
You have mastered the disciplined ways of supernatural unarmed combat and personal energy control. Mages can preach about magic, scientists can question to beget more questions for perceived answers, but Monks are masters of body, mind, and spirit. They've found grace and discipline on the battlefield, each fight bringing them closer to victory and enlightenment.  

THE ROGUE

The rogue class represents the classic trickster. You can use it to represent a thief, scoundrel, or conman, or a scout, expert, or spy. While a warrior gets by on brute strength and a mage on arcane power, a rogue relies on quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy’s ribs, a rogue must be artful to win the day. As a rogue you are the eyes and ears of your adventuring group. You are excellent at ranged combat and can launch devastating melee attacks with your pinpoint attack ability. You are not, however, a true frontline fighter. Your Defense will be good due to your Dexterity, but your light armor means you can’t absorb a lot of damage. Let the warriors go toe to toe with the enemy while you use stealth and surprise to keep your foes off balance. The rogue is the most open-ended of the classes. If you aren’t sure where you want to go with your character, rogue is a good choice, as the class provides the flexibility to develop in many directions.  

THE WARRIOR

The warrior is the classic fighter. You can use this class to represent any kind martial character. Your character could be an ex-soldier, a caravan guard, a mercenary, a militiaman, or a former blacksmith turned adventurer. A warrior may fight for honor, revenge, justice, money, or a better tomorrow. Some members of the warrior class have received formal training and others fight by instinct. All can handle themselves in a scrap. As a warrior you’ll usually find yourself in the thick of combat. You have access to heavier armor and more weapons than members of any other class, and you can dish out and take a lot of damage. It is often up to you to engage the hardesthitting enemies, so the rogues and mages of the group have the chance to usetheir abilities.

The Mage

Primary Abilities: Accuracy, Intelligence, Perception, and Willpower   Secondary Abilities: Communication, Constitution, Dexterity, Fighting, and Strength   Starting Health: 20 + Constitution + 1d6   Weapon Groups: Brawling and Staves
The Monk   Primary Abilities: Accuracy, Constitution, Dexterity, and Willpower   Secondary Abilities: Communication, Fighting, Intelligence, Perception, and Strength Starting Health: 25 + Constitution + 1d6 Weapon Groups: Brawling and your choice of Light Blades, Heavy Blades, Spears, or Staves  

The Rogue

Primary Abilities: Accuracy, Communication, Dexterity, and Perception   Secondary Abilities: Constitution, Fighting, Intelligence, Strength, and Willpower   Starting Health: 25 + Constitution + 1d6   Weapon Groups: Brawling, Light Blades, Staves, and either Black Powder or Bows

The Warrior

  Primary Abilities: Constitution, Dexterity, Fighting, and Strength   Secondary Abilities: Accuracy, Communication, Intelligence, Perception, and Willpower   Starting Health: 30 + Constitution + 1d6   Weapon Groups: Brawling, plus any three of the following: Axes, Black Powder, Bludgeons, Bows, Heavy Blades, Light Blades, Spears, or Staves

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