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The Bardsong DMs ([personal profile] dm_screen) wrote2030-08-16 09:11 pm

Classes

Attaining and Switching Classes


Characters first begin learning classes by attending their respective Guilds in the town of Concord (or wherever else they may be); This starts them off in the given class at level 1.

In the safety of their own home- or, failing that, the home of a trusted friend or other such intimately comfortable environment- a character can switch between any of their currently held classes. Of course, only one can be active at any given time.


Accumulating Experience and Leveling Up


Every month, a character will be able to assign a number of experience points based on AC and/or event participation; players will be tracking their experience gains and allocation on their AC post. Once spent, experience can't be reassigned, so give careful consideration to how you wish to spend it!

Characters just starting off in a class begin at level 1. For every 100 experience a character assigns to a class, the character gains a new level in that class; in most cases, this means they will gain the use of a new ability, though at certain levels this will allow them to 'Promote' their class into a more powerful form.


Promoting Classes


Upon attaining level 5- and then once again level 8- a class will develop into a more advanced version of itself, depending on whether the character decides to bend the class more towards the ideals of the White or the Black. Once this has been accomplished, the character will be able to begin learning a new set of abilities.

Please note that promoting a class along the teachings of the White or the Black does not mean that the character themself has taken on any particular lasting affinity for one of the two divinities, nor does this mean that future classes must be promoted along the same path; it simply denotes which direction the character is choosing to explore when furthering their abilities for the class.


Mastering Classes


Once a class has attained level 10 (and therefore has had 900 experience allocated to it), spending a final 100 points of experience will allow the character to 'Master' the class. In addition to unlocking the master skill for this class, a new ability will be permanently unlocked by the character, and can always be used no matter which class they currently have active. In the class listings, these abilities are marked with a symbol.


Subclasses in the same tree


Progressing through a given class tree retains the progress one makes through the preliminary classes on the way to their final class; for example, mastering the Soldier subclass Cavalier-- and by extension, completing Soldier and Knight along the way-- means that you would only need to spend 400 experience to then master Lancer as well, having already learned everything there is to learn from Soldier and Knight. Similarly, moving on to Gladiator would take 700 experience, since first the abilities of Mercenary must be learned.

Parenthetically, to master an entire class tree takes 2500 experience.



Discovered Spells

Spell Name
Spell Classes
Spell Description
Create Water
Any Scholar
Create up to ten gallons of lukewarm water before needing to recharge for an hour; can be used on containers to fill them or simply cast in the air to rain down in an unceremonious sploosh.
Unstable Enhancement Potion
Alchemist
The imbiber will have their "best feature"- either in their opinion or the opinion of others- temporarily enhanced, often resulting in strange flukes of personality or physiology; or, alternately, there may be a burst of chaotic magic that may result in strange and unpredictable effects. A popular item among many disreputable potion vendors, though one "Velofnir Hraesvelgr" is known to make and sell a much safer and more reliable version.
Heartflame
Any Seeker or Performer
Has a strong chance of inflicting Berserk, making it so physical attacks are stronger but only physical attacks can be used. (This effect is redundant to a Marauder's Primal Rage.)
Magic Limb
Any Scholar or Performer
Creates a magic, spectral limb in facimile of an appendage of the caster's choice, such as a hand. It's capable of performing simple tasks the appendage in question could perform, though it can only apply ten pounds of force and move no further than twenty feet from the caster.



Soldier
Class Requirement: Base Class

Description: The man-at-arms, the militiamen, the military front line...all of these forces rely on the strength of the Soldier. Simple as the class may be, sometimes simplicity is best. Monsters need slaying, bandits need defeating and the uniting factor between both is that hitting them with a big weapon enough times will succeed at both. The way of the Soldier can become more in-depth, depending on their fighting style and the path they walk, but all of these paths begin with taking up arms and training your body to wield them with ease.

Perks: All Soldiers begin as members of the Men-At-Arms Guild, located in the Soldiers' Barracks in the South Quarter of Concord. Mastering a Soldier class will grant the character an option for long-term residence at the Barracks, as well as easy access to the guild's extensive armory.

Equipment: Melee Weapons, Bows, Light Armor
Class Abilities
[☆] Unyielding (The Soldier is trained to battle danger head-on and meet enemies on the front lines. Through intense training and an iron will, the Soldier is almost completely immune to the effects of fear. They also possess an extraordinary tolerance for pain, leaving them better able to take hits than most classes.)
[Lv.2] Weapon Mastery (The Soldier is not the only physical class, but the Soldier focuses moreso on strength than any other. Their weapon attacks are more powerful than any other classes. The Soldier's training regiment is heavily focused on physical might, making them strong and able to utilize weapons in ways beyond typical human limits.)
[Lv.3] Parry (In their training, the Soldier learns wield their weapon as more than just a weapon. They're able to deflect blows with their weapon, whether with deft skill or letting the particularly heavy weapons absorb the blow. They also become resistant to physical attacks from the last target they attacked, an innate part of their training to help them stay in the middle of the fray for as long as possible.)
[Lv.4] Disarm (The Soldier's training not only includes bettering themselves, but besting their enemies however they can. They have a technique to attack a target's weapon directly to force it away from them. The time spent drawing a new weapon or trying to reclaim their own could be all the advantage the Soldier needs to claim a victory.)
⯈Soldier Subclasses (click to expand!)
Knight
Class Requirement: Soldier - ☉

Description: The Soldier understands the true reason they're the ones thrown into the fray before anyone else: their mission is to protect people. Fight hard, fight on, and protect those you can. Soldiers who take up these tenets become Knights, warriors fueled by the desire to defend what they believe in. To the Knight, a battle isn't just about subduing an enemy; it's about preserving what's important to them, whether it's their town, their friends or their livelihood. Something close to the Knight's heart drives them to take up a shield and be not just a warrior, but a bulwark to keep enemies from laying a finger on what they hold dear.

Equipment: Melee Weapons, Bows, Light Armor, Heavy Armor, Shields
Class Abilities
[Lv. 5] Providence (The Knight is willing to lay down their life for an ally, but that doesn't mean they lay down their guard around foes. They can choose an ally to protect and take on any attack aimed for that ally. Each time they do, the Knight can perform a counterattack as an extra action.)
[Lv.6] Momentum (The Knight, granted the ability to wield heavy armor and shields, use this added weight to their advantage. With a shield bash or a tackle, they can use it to knock enemies out of position. A staggered enemy or two buys allies and the Knight time to reorient themselves or make a hasty escape, if necessary.)
[Lv.7] Determination (The Knight will take many bruises, burns, scratches and wounds on the field. Their wounds and their conviction empower them, so the Knight becomes more resilient to damage the more damage they've taken in battle.)
Cavalier
Class Requirement: Soldier - ☉ + ☉

Description: The Knight, sworn to protect their allies and letting that empower them, may come to a certain conclusion: to protect doesn't always mean standing between them and danger. What about standing side by side, standing together, so that they all may face danger as it comes? The Cavalier is founded on this belief, that the allies they've fought so hard to protect are just as willing to charge into battle with them. The Cavalier leads the the charge, forms strategies and arranges formations for the party that rides together and would die together. Their allies aren't just a reason to fight; they're a strength to fight harder.

Perks: Caravan (Proficiency with mounts and riding neither begins nor ends with combat; through feats of kinematics, geometry, and sheer experience, the Cavalier can carry any number of their allies on their mount. Unfortunately, any attempt at combat maneuvering will have said allies all fall off at once.)

Equipment: Melee Weapons, Bows, Light Armor, Heavy Armor, Shields, Guns
Class Abilities
[Lv. 8] Cavalry (The Cavalier valiantly leads the charge against danger with allies by their side. They are experts in the use of a mount and gain greater movement, mobility, strength and accuracy while mounted. Other Cavaliers or mounted allies further advance these buffs, as the Cavalier can incorporate matching movement capabilities into their strategies and formations.)
[Lv.9] Burning Blades (Fire-based attacks have been incorporated into military tactics for centuries. As such, the Cavalier's weapons can be imbued with the power of fire, allowing them to attack and ignite enemies or objects directly.)
[Lv.10] Breakthrough (The cavalier runs clear through the enemy ranks to harry a specific target; in addition to immediately closing the distance, this ability hinders their target’s efforts and gives them a significant miss chance on their next attack.)
[Mastery] Stand Together (“Together we ride” is the Cavalier's creed. If they initiate a charge, all allies that follow them increase their own defense and the Cavalier's offensive abilities. The more allies that follow in this assault, the stronger the Cavalier's follow-up attack will be.)
[☍] Mount Mastery (The Cavalier's mastery of mounted combat stays with the user when they search for other ways to charge into battle. While mounted, the user gains the benefits of greater movement and mobility.)
Lancer
Class Requirement: Soldier - ☉ + ☽

Description: The Knight is trusted by their allies and even considered bold. A thrill seeker, possibly. They may allow a compliment or two to sink in through their armor and realize that maybe they are a shooting star, a wisp of hope beyond the horizon that everyone looks up to. The Knight that aspires to such heights becomes the Lancer, acrobatic daredevils with superhuman jumping abilities and a knack for style. The Lancer is a natural in aerial combat and whether it's goals or an enemy, little stays out of their reach for long. Often they are compared to dragons for their might and aerial mastery, but one thing the Lancer is not is limited to polearms as their weapon of choice.

Perks: Daredevil (With a Lancer's flamboyant flavor of heroism comes certain demands of physical prowess. A Lancer is capable of accomplishing- or at least surviving- foolhardy feats of audacious acrobatics that would leave less stylish heroes hospitalized. They may not be of much use in battle, but everyone loves a stylish entrance, right?)

Equipment: Melee Weapons, Bows, Light Armor, Heavy Armor, Shields
Class Abilities
[Lv. 8] Air Master (The Lancer is known throughout the world for their mastery of the skies. They have no trouble fighting in midair or fighting airborne targets; they also have the signature jump technique that allows them to leap high into the air and come crashing down like the falling star they are.)
[Lv.9] Defender of the Realm (The inventive Lancer’s specialty with two-handed weapons mean they gain a defense increase equivalent to a shield while a two-handed weapon is equipped, so the bold Lancer is nowhere near as fragile as their agility may suggest.)
[Lv.10] Dragon’s Breath (In facsimile of one of their most noble of quarries, the Lancer is able to attack by blowing out a cone of fire over an area, able to scorch small groups of enemies. The Men-At-Arms guild advises expelling the fire from one’s hands rather than mouth, especially if one has facial hair.)
[Mastery] Dragon Crest (Similar to the Slayer's ties to monsters, it is believed the Lancer has an innate tie to dragons. Perhaps proof of this comes in the Lancer's ability to summon phantoms of their dragon allies for assistance or to join in attacking foes.)
[☍] Protection (The Lancer, as acrobatic as they are, always remembers that their duty is to protect people. That is why, if they decide to share their style with other classes, the user can protect one ally and take the damage meant for that ally.)
Mercenary
Class Requirement: Soldier - ☽

Description: Not every Soldier who takes up arms strives for knighthood. Some wish for the ability to fight simply for their own means, which may be for self defense, glory or even a steady paycheck (there are plenty of people who can't defend themselves, after all). Whatever the case may be, the Soldier with such ideas may become the Mercenary, a practical warrior who battles for their own sake. They do not turn their nose up at the prospect of helping people, but doing so out of kindness or duty is to be expected from the Knight instead. The Mercenary is aggressive and direct in their combat style, believing that the best defense in combat is defeating an enemy as fast as possible. No enemy means no threat to yourself or others.

Equipment: Melee Weapons, Bows, Light Armor, Heavy Armor
Class Abilities
[Lv. 5] Counterattack (Where the Knight may meet an incoming blow with their shield, the Mercenary is ready to meet it with their weapon. Once a turn, the Mercenary can counterattack an enemy after being hit by them as an extra action. Their code of honor absolutely makes sure that their debts are paid in full.)
[Lv.6] Hamstring (Similarities between the Mercenary and the Expert are drawn because of this attack, which aims for sensitive muscles to debilitate or slow an enemy. A disabled hand may rob an enemy of their attack, just as a disabled leg may rob the enemy of their ability to flee.)
[Lv.7] Grit (The Mercenary is fueled by their need to survive and improve themselves. Because of this, their attacks become more powerful the more damage they've received in battle.)
Monster Hunter
Class Requirement: Soldier - ☽ + ☉

Description: The Mercenary, through sheer gumption, makes a living for themselves by taking on requests to battle a great many targets. Their line of work has taught them of the great many monsters that still pose a threat to the people; a greater threat must be posed by the people if they are to drive off or hunt such powerful beasts. The Monster Hunter is a Mercenary who devotes their skills to defending civilization with their resourcefulness and fearless approach to combat. The Monster Hunter is a close ally to Outlanders who regularly deal with such beasts, and often finds themselves in competition with the Slayer. The two classes make rivals of each other and while there's little dispute over protecting innocents, disputes are often over who delivered the final blow and who earned the pay more.

Perks: Tracking (An experienced Monster Hunter doesn't need paint trails or feats of entomology to track their quarries; so long as they have faced off against their monstrous quarry's species once before, any trace of the monster's passing will set the Monster Hunter on their trail.)

Equipment: Melee Weapons, Bows, Light Armor, Heavy Armor
Class Abilities
[Lv. 8] Weakness Exploit (The Monster Hunter has studied the great beasts of the world, their tactics, their habitats and all they need to hunt their prey. They are able to make new weak points in a target by wounding flesh or breaking armor. The Monster Hunter is proof that no creature is invincible, that if something breathes, they can bleed, too.)
[Lv.9] Armor Skills (With their knowledge of beasts, the Monster Hunter has discerned monster biology well enough to know what empowers them. By using parts from a slain monster, the Monster Hunter may reinforce their armor with those parts and take on aspects of their fighting style. Innate poison, faster swim speed, resistance to various elements, these abilities are used and considered trophies from the Monster Hunter's feats.)
[Lv.10] Clutch Claw (The Monster Hunter has a special arm-mounted grappling claw they can use against monsters; using this ability will draw the Monster Hunter into melee range with or even into forcibly mounting any monster, even ones in flight! Sadly, only monsters significantly larger than humans can be mounted.)
[Mastery] Guts (The Monster Hunter, through their many battles, has developed a superhuman toughness and tolerance to pain. Once per month, the Monster Hunter can take an attack that would otherwise down them and remain standing and able to fight.)
[☍] Weapon Training (Should the Monster Hunter search for other means to battle beasts, they still know the importance of being well-armed. The User is able to equip all melee weapon types regardless of their class.)
Gladiator
Class Requirement: Soldier - ☽ + ☽

Description: During the Mercenary's quest for self improvement, they may realize that all of the training and experience in the world doesn't amount for much if they aren't known. Recognition, praise and even cheers from others are what prove their worth and become and end goal on their own. The Gladiator is such a Mercenary, reveling in combat, the adrenaline rush it provides and being the center of attention. The one thing greater than the Gladiator's quest for glory is their ability to battle several targets at once and come out on top. The greater the challenge, the greater the victory afterward; this is the belief all Gladiators hold dear.

Perks: Smell of the Game (More than any other class- bar those alluring, beguiling Performers- the Gladiator is an expert at working a crowd, and is all but guaranteed to find themselves all manner of fans and prestige among the populace who have heard tell of them.)

Equipment: Melee Weapons, Bows, Light Armor, Heavy Armor
Class Abilities
[Lv. 8] Thrill of Victory (Every victory is praise worthy, no matter how small they may be. After the Gladiators defeats an enemy in battle, they recover some of their stamina and their next action is empowered. This is an important technique to the Gladiator, as it's the secret to their ability to fight for extended periods.)
[Lv.9] Cleave (The Gladiator, ever fond of making a spectacle of their battles, will often engage multiple enemies at once. Like the Lancer and their drive for style, they have the skill to back up their confidence. With this powerful attack, the Gladiator can deal heavy damage to a target and deal additional damage to another target battling the Gladiator.)
[Lv.10] Boastful Challenge (Issuing a taunt to all challengers who dare to test their mettle, the Gladiator can attempt to draw all nearby enemies’ attention at once for a single turn. This does not result in an increase in defense, however, so the Gladiator must be careful not to bite off more than they can chew...)
[Mastery] Eye of the Storm (The Gladiator knows from past experiences to always make time for an attack. They can counterattack any number of attacks received each turn and take as many extra actions as necessary.)
[☍] Counterattack(Should the Gladiator decide to pave a different path towards glory, they keep their battle instincts with them to other classes. Once per turn, the user can counterattack an enemy with a weak physical blow after being struck by them.)
Expert
Class Requirement: Base Class

Description: The Expert, another physical class, excels not in sheer physical strength but in guile and a touch of fortune. While some Experts take the path of the rogue and hone their skills in picking pockets, others bolster their dexterity as survivalists or seekers of their own mental or monetary wealth. Many organizations seek experts for their silver tongues and, for lack of a better word, expertise.

Perks: All Expert begin as members of the Masters of Means Guild, located in the tunnels beneath the Last Resort Tavern in the South Quarter of Concord. Mastering an Expert class will grant the character an option for long-term residence within the undercity tunnels or in the rooms of the tavern itself.

Equipment: Knives, Swords, Light Armor
Class Abilities
[☆] Nimble Fingers (The Expert thrives on the practice of “work smarter, not harder”. Unlike the Soldier's brute strength, the Expert prefers to make each hit count, whenever possible.In combat, they have a ¼ chance for their attack to be a critical hit.)
[Lv.2] Deft Lash (The Expert not only has superior speed compared to other classes, but can wield it against targets who can't keep up with them. With this attack, slower or hobbled targets take more damage, punishing them for their lack of speed and nimbleness.)
[Lv.3] Redirect (The Expert's cunning not only grants them numerous talents, but the ability to use the enemy' strength against them. A missed attack on the Expert can be redirected to a nearby opponent, literally adding insult to injury.)
[Lv.4] Plan B (The Expert knows that one day, a time will come when their tricks and cunning won't be enough to escape a situation. Rather than admit defeat, they can switch to another unlocked class during combat and put a separate toolkit to use. Whether or not that fated day is comeuppance for too many Redirects and Deft Lashes does not affect this skill.)
⯈Expert Subclasses (click to expand!)
Scout
Class Requirement: Expert - ☉

Description: Experts who begin the Liege's path gain further knowledge of survival, strategy, and street smarts. Scouts function best as group tacticians, their nose ever keen on the strengths and weaknesses of their foes and of the dangers within that upcoming dungeon. Bringing a Scout means bringing a stalwart guide.

Equipment: Knives, Swords, Whips, Bows, Guns, Light Armor
Class Abilities
[Lv. 5] Danger Sense (Through enduring many dangers as an Expert, the Scout developed a sharp intuition for handling them. While they don't always handle those dangers cleanly, they've learned to mitigate it by taking only half the damage from traps, spells, and AoE effects. How each Scout learned to mitigate such hazards is a story in itself.)
[Lv.6] Hit and Run (Through numerous skirmishes they may or may not have started as an Expert, the Scout has learned how to safely disengage from an enemy. They've developed this skill after enough Redirects that caused in-fighting among enemies.)
[Lv.7] Monster Lore (The Scout has a knack for identifying monsters and fiends and know their weaknesses. This knowledge, whether gained from study or experience, may have influenced their specialty in survivability.)
Treasure Hunter
Class Requirement: Expert - ☉ + ☉

Description: Experts that follow through on the Liege's path are granted a keenness of seeking lost treasures and holy relics. Their supreme luck is enough to get them out of even the toughest of jams, and they've learned to counter to the wicked magics that may protect their hard-sought prizes. Don't forget your hat!

Perks: All That Glitters (A Treasure Hunter is an expert at appraising the monetary value of goods and services; what's more, they have a knack for finding their own fortunes, and will have easier and readier access to legitimately-obtained finances than any other class.)

Equipment: Knives, Swords, Whips, Bows, Guns, Scrolls, Instruments, Staves, Light Armor
Class Abilities
[Lv. 8] A Relic For Every Purpose (The Treasure Hunter's experiences taught them to keep their toolkit varied for use in any situation needed. They keep mundane, magical or intimate items on their person for such occasions, but the Treasure Hunter isn't an expert in all of them; in those cases, it's likely they're relying on their luck to squeeze them through a tight spot.)
[Lv.9] Protective Ward (The Treasure Hunter adds ancient magics to the list of dangers they've persevered through. Thanks to this, they know how to dispel magical effects and reduce the potency of incoming magic attacks. The Treasure Hunter's luck will run out eventually, so having skills and experiences to fall back on (even bad experiences) can be a boon.)
[Lv.10] Lucky Weapon (Much like a favorite hat, a Treasure Hunter inevitably finds that some of their possessions withstand any challenge put upon them. One of the Treasure Hunter’s weapons can be used to normally strike enemies that would otherwise be resistant to its damage. A new weapon can only be selected whenever the Treasure Hunter is at home.)
[Mastery] Golem Body (The Treasure Hunter keeps a souvenir from their adventures as a large, rideable/wearable golem far more resilient than themselves. While not as mobile as they would be on foot, the golem offers greater offensive and defensive strength. Some call it excessive, but Treasure Hunters insist you can never be too prepared when taking on the unknown.)
[☍] Lucky (The Treasure Hunter's luck stays with them, even when exploring other paths or classes. It allows them to take less damage from area-of-effect attacks, no matter how improbable doing so may be.)
Slayer
Class Requirement: Expert - ☉ + ☽

Description: An Scout who moves from the path of the Liege to that of the Lady finds themselves down a path of killing wicked creatures that lurk in the dark for precious coin. The Slayer is easy to spot, bearing almost mutant features that excel in seeking and sniffing out their prey, which they eliminate with skillful magic and a keen pair of blades.

Perks: Moonlighter (Recent developments in potioncraft have brought about a solution to the Slayers' natural propensity for insomnia; through the use of a special supplement, the Slayer requires only an hour of sleep each night, and can dedicate the rest of their time to their craft of fighting fiends.)

Equipment: Knives, Swords, Whips, Bows, Guns, Light Armor
Class Abilities
[Lv. 8] Cat's eyes (The Slayer sees the world through Special Eyes that offer sharp perception and a means to ignore certain disadvantages. Their eyes can see clearly in total darkness and their attack power and accuracy cannot be lowered. The Slayer can see through an opponent's evasion increases and be unaffected by them, eliminating as many things between them and their prey as possible.)
[Lv.9] Bane Serum (The Slayer's mutant features allow them to drink concoctions that would be lethal to others. This serum grants them resistance to Dark and Psychic elements for the remainder of the encounter. Little can be done to enhance the serum's flavor, so Slayers only drink such potions when necessary.)
[Lv.10] Forcesign (The Slayer's grit and stern upbringing allow them enough magical ability to keep in their back pocket. Through a unique glyph, this power can knock weak enemies down to the ground or lower the accuracy of larger enemies. While Scholars may understand how these glyphs work, they've determined them unique to Slayers and their innate ties to the monsters they hunt.)
[Mastery] Slayer: Blackblood Serum (The Slayer employs a special potion that, when imbibed, imbues the user with poisonous blood; while The Slayer is under its effects, any enemy who strikes them in melee for the remainder of the encounter immediately becomes badly poisoned.)
[☍] Concentration (The Slayer's keen eyes stay with the person, even when taking on other means of hunting their prey. Neither magic nor any sort of vision-impairing effects can lower their accuracy, but they do not keep the animal-like eyes. That is unique to Slayers.)
Rogue
Class Requirement: Expert - ☽

Description: Experts who follow the path of the Lady keep an extra blade tucked away whenever it’s needed. Rogues look out for themselves more than most, knowing full well that their foes are just as likely to be human as monster. If a job needs doing, no matter how dirty, a Rogue is often happy to oblige... for the right price.

Equipment: Knives, Swords, Light Armor
Class Abilities
[Lv. 5] Backstab (The Rogue knows that advantages are to be taken when they present themselves. The first attack they make to an enemy who hasn't engaged them is particularly potent. Even if the attack doesn't kill the target outright, sometimes the element of surprise is as keen a weapon as a poisoned dagger.)
[Lv.6] Envenom (The Rogue thrives on indirect and underhanded forms of combat. They've become proficient in poisoncraft and will apply poison whenever they critically strike. If the Rogue is feeling particularly underhanded or overwhelmed, they can perform an attack guaranteed to poison their target. After application, sometimes it's all about outlasting the target.)
[Lv.7] Size Up (The Rogue learns how to observe a target while remaining inconspicuous. Through such observation, the Rogue can determine a humanoid's class and their equipment.)
Gentleman Thief
Class Requirement: Expert - ☽ + ☉

Description: Also known as the “Lady Thief” or “Phantom Thief”, depending on the scoundrel in question. Treading from the path of the Lady to the Liege adds further professionalism and understanding that many jobs can be done by coordinating with a group. Sticky fingers, quick thinking and decisive action are a boon to the Gentleman Thief, allowing them to shift in and out of the class upon mastery. Foes will never see a Gentleman Thief coming, for once they Unmask, the show is all over.

Perks: Unknowable (a Gentleman Thief's presence is known only by their mask, their calling card, or whatever else they wish to be known by; as such, unless they wish otherwise, people will know the Gentleman Thief as one individual... and the character's other classes and presence as another.)

Equipment: Knives, Swords, Guns, Light Armor
Class Abilities
[Lv. 8] Steal (The Expert's nimble fingers become sticky when they graduate to a Gentleman Thief. These nimble fingers let them lift an item from a foe during a scuffle, making attempts to take any gear from a humanoid opponent. Monsters sometimes have items of their own to steal, but those may be less apparent to anyone without the Gentleman Thief’s sharp eyes for riches.)
[Lv.9] Flash Bomb (For as attention grabbing as the Gentleman Thief may be, a sleight of hand punishes those who look too closely. With the use of a combustible object, they can release a flash of light that may blind the enemies engaging them, turning the tide of battle for the Gentleman Thief's allies or providing a chance to escape. Their versatility proves that their mind is too fast for eyes.)
[Lv.10] Spell Steal (Always willing to tip the balance away from the mighty, the Gentleman Thief’s deft handiwork inevitably dips into the realm of the magical; when encountering an enemy under the benefits of positive magic, the Gentleman Thief can steal that buff or magic effect for themselves.)
[Mastery] Think Fast (First impressions are everything to a Gentleman Thief, so it's only fair they put their best foot forward when making themselves known. For the first turn of combat, the Gentleman Thief can act twice, making targets think twice about attracting the business end of a Thief's attention.)
[☍] Unmask (Gentleman Thieves are masters of stealth and can look just like anyone else. Their panache stays with them in other classes, allowing the user to theatrically change their class to a Gentleman Thief from any other at any time, even during combat. The enemy will never see it coming.)
Ninja
Class Requirement: Expert - ☽ + ☽

Description: Experts who stay along the path of the Lady become Ninja, one with the shadows. Masters of deception, the Ninja can confuse enemies with their mysterious ways and crafty implements. One moment they're there, but none save for the Ninja knows where they'll show up next.

Perks: Ninja - Silent but deadly (The Ninja has mastered the art of stealth and subtlety, and is capable of not only moving while remaining completely silent, but performing nearly any everyday non-combat task without making any noise whatsoever. Good for surprising your slumbering partner with breakfast in bed.)

Equipment: Knives, Swords, Fans, Light Armor
Class Abilities
[Lv. 8] Smoke Bomb (The Ninja excels at misdirection and forcing advantageous situations. With this tool, they can throw off foes and can't be targeted for a turn, allowing them the use of backstab within that turn. It's unlikely that this tool will work on targets more than once, but for the skilled Ninja, once is all they need.)
[Lv.9] Garrote (The Ninja understands that spellcasters can cause many problems if left unchecked. As such, they developed this technique specifically for spellcasters, aiming for the throat to Silence them either literally or metaphorically. Either way, the target becomes far less of a problem.)
[Lv.10] Kawarimi (As masters of misdirection, the Ninja will sometimes be the target of an enemy's attack to punish them severely.The Ninja prepares themselves for their turn and if struck, they're replaced by a wooden decoy. The ninja reappears to deliver a powerful counterattack. With this technique, the enemy's mistake could be their last.)
[Mastery] Weighted Clothing (Specialized garments allow the ninja to conceal the true extent of their strength and take their opponent by surprise. The Ninja sheds most of their attire, granting them an enormous and unparalleled boost to their speed, physical strength, and evasion at the cost of greatly reducing their defense. Be cautioned, however: this can only be used once in battle, and spontaneously disrobing can have unexpected effects on one's allies just as much as their enemies.)
[☍] Sicken (Thanks to the user's experiences as a Ninja, they learn to always keep poison on their person when exploring other classes. The user's physical attacks have a ¼ chance to poison their target.)
Outlander
Class Requirement: Base Class

Description: With its namesake taken from its realm of origin, the Outlander is a class born of embracing the wilderness. This physical class prides itself on hardiness, its survivability outside the walls of civilization, and its connection with a natural world-- a strength and endurance found only by those who eschew the beaten path.

Perks: Being more a series of traditions and practices than a guild, the Outlander classes lack a guildhall to offer their members for residence; however, an Outlander will, through their travels, master the creation of a Nomadic Tent: a portable dwelling, far larger on the inside than on the outside, that never seems to have its contents disturbed even when the tent is packed up and moved elsewhere.

Equipment: Staves
Class Abilities
[☆] Body Hardening (The Outlander, from living in the wilderness, developed a fit, active form. Strong, energetic and used to tackling danger with little on their person, their toughened bodies have increased defense while not wearing armor. The Outlander learned to do without and instead relies on their own physical potential.)
[Lv.2] Overpower (People underestimate Outlanders by believing their intelligence is as minimal as an animal's. Foes with magical buffs active will learn that Outlander deals more damage to them, from dealing with humanoids and monsters with magical abilities. As a class that walks a fine line between both, they learn how to deal with the commonalities.)
[Lv.3] Pounce (The Outlander, familiar with the natural order, knows you either take your advantages when you can or someone else will. Ambushes are a fine example of this. When used on an enemy as an opening strike, it has a chance of knocking them down, leaving them vulnerable to the Outlander's attacks and their allies.)
[Lv.4] Wilderness Techniques (In becoming one with nature, the Outlander has first hand experience with the wilderness, learning how to survive in it and traverse through it. They are unrestrained by dense areas or difficult terrain and develop numerous survival skills to keep themselves and allies alive outside of civilization.)
Outlander Subclasses
Ascetic
Class Requirement: Outlander - ☉

Description: Outlanders walk down the path of the Liege takes in tradition, routine and a centered calm, a path of enlightenment. Ascetics are martial fighters who can mend themselves through sheer will, while also dealing quick and devastating blows through their bare feet and hands.

Equipment: Staves
Class Abilities
[Lv. 5] Martial Arts (The Ascetic can perform highly damaging attacks without the use of weapons; their hands and feet will suffice.)
[Lv.6] Audacious Stunts (The Ascetic's acrobatic training and prowess enables them to run up walls and perform aerial attacks such as flying kicks that are highly effective against air targets.)
[Lv.7] Chakra Mastery (Provides a general understanding of how energy flows through the body. Once per battle, The Ascetic can heal themselves through subtle manipulation of the energy within their own form.)
Mystic
Class Requirement: Outlander - ☉ + ☉

Description: Ascetics who remain staunch in their enlightenment become the healing Mystics, able to encourage healing in their allies by utilizing their pressure points while striking precisely against their foes to halt them. These well-studied martial artists are pivotal in a crisis, easily able to shift between team support and crowd control.

Perks: Physical Therapy (Understanding how energy flows within the body, the Mystic is capable of accomplishing a number of benign and helpful effects from redirecting that flow in a willing patient, from spurring relaxation to curing headaches to manipulating the endocrine system.)

Equipment: Staves
Class Abilities
[Lv. 8] Pressure Point (The Mystic's mastery of Chakra allows them to manipulate it in themselves and others, and to purge the flow of magic impediments from their system. Through a firm prod or two on a person's body, they can redirect a target's chakra to apply a moderate heal and remove negative statuses, including debuffs and magical effects. Alternately, they can inflict physical damage to a foe and dispel positive status.)
[Lv.9] Ripple (Through a mixture of controlled breathing and an understanding of the flow of energy, the Mystic can channel a luminous force reminiscent of sunlight. The Mystic can channel the effects of their Pressure Point ability through objects, aiding allies or harming foes at range so long as there's some sort of medium to conduct it, such as a pole, a scarf, a thrown item, or a bubble.)
[Lv.10] Catch Projectiles (The Mystic’s keen senses seem to extend far into the environment around them, well beyond the reach of their eyes and ears; they passively have a fifty percent chance to simply catch any arrow, bullet, or other projectile attack sent their way. For the sake of their fingers, this should not be attempted on magic.)
[Mastery] Numbing Touch (The Mystic has learned to halt its flow completely. With an attack, they command an enemy's Chakra to paralyze them against their will. This debilitating technique is only known among the most traveled of Mystics, as a paralyzed target may not be able to breathe if a single error is made.)
[☍] Cleanse (The Mystic's spiritual journey may lead them to other classes, but they can carry a little of their chakra mastery with them. Once per battle, the user can apply a small self-heal and remove all negative effects from themselves.)
Monk
Class Requirement: Outlander - ☉ + ☽

Description: By adopting the path of the Lady, an Ascetic becomes the Monk, a classic martial artist able to punish multiple foes with lightning strikes. Should a conflict require a rather flashy resolution, a Monk is your choice. Foes beware: The longer the Monk fights, the deadlier they become. Mastering the Monk allows adventurers to cast aside their weapons in other classes, allowing bare-handed or bare-footed combat.

Perks: Peak Performance (Whatever the character may have looked like before they began the rigorous demands of martial arts, being a monk has granted them a flawlessly scuplted physique. A shame they often can't seem to keep it up when they switch to the other classes...)

Equipment: Staves
Class Abilities
[Lv. 8] Flurry of Blows (In electing to specialize in physical prowess over spiritual prowess, the Monk's combat capabilities are sharpened and their martial arts at their peak. This technique allows them to make anywhere from one to four half-strength attacks in a single round of combat. To a Monk, precision is key. Precision and technique to overwhelm your target.)
[Lv.9] Whirlwind Fist (The Monk has a constant awareness of their surroundings and combats danger even when it's all around them. This technique can strike all foes engaging the Monk, delivering a weak blow to each. Some monks prefer to use a kick in performing this technique.)
[Lv.10] One Inch Punch (The tightest gaps are no impediment to the Monk when preparing a powerful attack. With the use of this ability, any opponent that attempts to engage them in melee may suddenly find themselves knocked back fifteen feet and rarely off their feet completely.)
[Mastery] Seven-Point Lethal Touch Technique (Though the Monk chose the body over the spirit, that does not mean they've forgotten the importance of Chakra. After the Monk has struck a target six or more times, they may finish their combo with this very powerful technique. By the time the target realizes the Monk has triggered all of those pressure points at once, they're already dead.)
[☍] Brawler (The Monk will always be able to return to their physical prowess when walking the way of other classes. With this passive skill, the user will maintain their proficiency with unarmed attacks and can blend them into other class' skillsets.)
Marauder
Class Requirement: Outlander - ☽

Description: Outlanders that tread the path of the Lady adopt the way of the beastly Marauder. While monks and experts work with strength and finesse respectively, Marauders see an enemy and wish to completely destroy that enemy. Passion and fury power their blows, tearing through the battlefield. If there's a tough foe to take, send in the Marauder... then give them a bit of room.

Equipment: Staves, Axes, Greatswords, Hammers
Class Abilities
[Lv. 5] Primal Rage (An Outlander's embrace of their more bestial instincts allow them to channel their fury and use it to empower them at will. The Marauder's control over their rage grows as they become more proficient in this chosen path, using it to alter their appearance to take a more bestial form. It is said that more marauders develop animalistic senses as they master themselves and the beast within.)
[Lv.6] Lunge (In adopting more animalistic qualities, the Marauder includes even more of their tactics into their combat. This variation of the pounce allows the Marauder to close the distance between themselves and the target very quickly to deliver an attack. Because it's so good at charging foes, it's also good for keeping up with any who decide to run away.)
[Lv.7] Challenger (While it's unclear if animals have a concept of honor among them, they fully understand what it means to challenge another. The Marauder can do exactly this, challenging an enemy with a blow meant to draw attention to them. Through this attack, the Marauder demands a fight and the best thing for an enemy to do is to accept the challenge.)
Butcher
Class Requirement: Outlander - ☽ + ☉

Description: Marauders who turn to the Liege have learned that monsters can be a resource of their own. Monster Hunters value their materials, Slayers value the price on their heads and Butchers value their meat. The Marauder who walks this path employs their rage and wilderness experience to provide a necessary food source for people. At the same time, the Butcher expands their own skillset by embracing monsters in ways no one else does. As the old adage says, “you are what you eat”.

Perks: Animal Gustation (The Butcher has both a phenomenal sense of smell and sense of taste, to a point of being able to identify individuals in their social circles through scent alone.)

Equipment: Staves, Axes, Greatswords, Hammers, Knives
Class Abilities
[Lv. 8] Cook (The Butcher refuses to let anyone go hungry, especially their allies. Because of this and their remarkable cooking skills, they can serve the party a meal before heading out to boost offense and defense. Hunger disrupts focus and makes steady hands shaky, easily avoided disadvantages that the Butcher knows can get someone killed if they're unlucky.)
[Lv.9] Knife Mastery (Often regarded as an inferior bladed weapon, in the hands of a Butcher, a knife becomes a terrifying tool; The Butcher can use Knives with all the power, force, and damage of a Greatsword. They also seem to spend an unsettling amount of time sharpening said knives outside of battle...)
[Lv.10] Chomp (The Butcher still keeps part of their animalistic nature and finds a gruesome, but effective use for it. This strong bite attack partially heals the Butcher, directly consuming some of a target's flesh. Freshness is important in cuisine, though this may take that a little too literally.)
[Mastery] Devour (The most renowned Butchers develop a taste for flesh and get their fill of it through enemies. By devouring a weakened enemy whole, the Butcher may learn abilities otherwise unique to monsters. Though one of several ways to gain power from monsters, even hardened Occultists may find themselves mentally scarred by watching this happen.)
[☍]Knife Training (While somewhat less potent outside of a culinary fighting style, the character nonetheless retains an uncanny proficiency in using these often-underestimated weapon; The Character can use Knives with all the power, force, and damage of a Sword.)
Blackfury
Class Requirement: Outlander - ☽ + ☽

Description: Marauders who fully turn to the Lady become a Blackfury, Outlanders who have fully become one with the beast within. They aren't just people who've embraced their animal instincts; they get a rush out of the hunt, the scrap, and when necessary, the kill. It's easy to think a Blackfury enjoys their job too much, as they savor every drop of adrenaline that flows through them during battle and each drop of blood spilt onto the ground beneath them, whether it's their enemies or their own. Either way, a Blackfury has no trouble finishing a fight, but it will be loud and it will be messy.

Perks: Hot or Not (The rush of adrenaline pumping through a Blackfury's veins confers a particularly strong capacity for thermal regulation to their body; no matter what the temperature or the attire, the Blackfury always remains at a comfortable, livable temperature... even if to others, they seem conspicuously warm to the touch.)

Equipment: Staves, Axes, Greatswords, Hammers, Knives
Class Abilities
[Lv. 8] Ecstasy (Few things bore a Blackfury more than a battle they walk away from unscratched. Taking damage increases the proficiency of their next attack, serving as a way of punishing and, in a twisted way, praising someone for successfully landing a hit on them. It's the Blackfury's way of letting their opponent know they're not just faking it for their sake.)
[Lv.9] Obsession (In a fight, the Blackfury enjoys taking on targets one at a time or having one on one bouts with another. This is because their attacks deal progressively more damage when all focused on the same target. One might argue the Blackfury already suffers from tunnel vision, thirsting for the next person worth their time, but doing so is like underselling a laser's power because it's concentrated on one point.)
[Lv.10] Exertion (There’s no point in getting started unless one is willing to go all the way; for those foes who require a little more effort, the Blackfury can sacrifice half of their current health for a powerful boost to their damage for the next three turns.)
[Mastery] Climax (Despite the Blackfury's preference for fighting one target at a time, they're certainly capable of taking on multiple targets at once. This AoE warcry damages enemies around the Blackfury, channeling their innate instincts into a roar of their own. This powerful shout even has a chance of applying fear to enemies, making the weak willed reconsider the events leading up to this battle.)
[☍] Intimidation (Even if the user turns towards classes that don't savor the thrill of the fight as much as the Blackfury, they still remember how to taunt and toy with their prey. The user can spend a turn psyching out an enemy to either demoralize them or inflict fear, ensuring that, even under a different guise, they're still one with the beast within.)
Scholar
Class Requirement: Base Class

Description: The Scholar understands that power through knowledge can take many forms. As an icon, they represent a quest for knowledge and mastery, shaping their studies and findings into the magic they wield. They are the researchers who seek to understand the world around them for their sake and others, they are the seers who study the stars and the messages they bring, they are the doctors who take an intimate interest in the inner workings of the world...and each of them got their start with a stack of books, a string of all-nighters and the desire to learn.

Perks: All Scholars begin as members of the Concord Magic Academy, located in the Mage's Tower in the North Quarter of Concord. Mastering a Scholar class will grant the character an option for long-term residence within the tower itself.

Equipment: Knives, Cloth Armor
Class Abilities
[☆] Vis (The Scholar learns the fundamental fire, lightning and ice spells during their studies, and may cast them as needed.)
[Lv.2] Prestidigitation (Once the excitement of fireballs wears off, the Scholar learns more practical spells afterwards. This spell, for example, allows the Scholar to magically perform everyday tasks anyone can do by hand, but faster. It’s time saved for their studies and keeps the Scholar practicing their craft, but quick thinking can keep this spell relevant in even dire situations.)
[Lv.3] Mage Armor (The Scholar quickly learns how easily they bruise and bleed. With this spell, they enchant themselves with the defenses of light armor to further their resilience and their field research.)
[Lv.4] Spellbook (The Scholar keeps a tome on their person to identify any magic spell they witness. The tome mentions Scholars developing or discovering new spells through their journey, stressing the importance of forming their own experiences rather than solely relying on books.)
⯈Scholar Subclasses (click to expand!)
Arcanist
Class Requirement: Scholar - ☉

Description: The Arcanists are Scholars who have made the knowledge they collect their end goal. Research becomes a passion and as rewarding as the results it yields; the world is vast, after all, and filled with so many things to learn that one may easily dedicate their life to the pursuit of knowledge. Fortunately, the Arcanist knows that one never stops learning and opportunities to learn are endless. With their enhanced magical abilities, they are better able to take their research to the field, where the ends and the means coincide.

Equipment: Knives, Cloth Armor
Class Abilities
[Lv. 5] Aestus (The Arcanist has enhanced their knowledge of the elements and can weaponize and manifest fire, lightning and ice with more advanced proficiency.)
[Lv.6] Jaunt (The Arcanist's passion for study does not necessarily mean they stay holed up in a library or a lab all the time. They learn to teleport short distances to maintain their academic momentum.)
[Lv.7] Spell Charge (The Arcanist pauses to prepare their next spell they cast. It takes a turn, but doing so increases the next spell's power and efficacy. In addition, the prepared spell can hit multiple targets at once, if the Arcanist so chooses.)
Starseer
Class Requirement: Scholar - ☉ + ☉

Description: Should an Arcanist become satisfied with their wide knowledge of the world, they may instead look to the stars. The world is vast, but it is only a small part of the universe; the Starseer sees not only the stars in the sky or the vacuum of space, but the cosmic forces that bind it all together. They learn to transcribe those cosmic forces and use them for the betterment of others, for the Starseer has reached a point in their career where their priorities include enabling the passion in others.

Perks: Foresight (The Starseer makes a point to know what's in the cards for them. Consequently, they find themselves rarely caught off guard, and tend to be prepared for any sort of out of the normal event that falls into their laps, be it having an umbrella for sudden rain, or knowing to bring an extra lunch to share with a hungry friend.)

Equipment: Knives, Cloth Armor
Class Abilities
[Lv. 8] Omen (The Starseer has the ability to read one's fortunes and see with more than their own eyes. Their insight can be shared with an ally to increase their evasion and accuracy.)
[Lv.9] Sleep (The Starseer may impart their knowledge onto another through a dull tale that puts the recipient to sleep. Any damage taken will wake the target.)
[Lv.10] Preordain (The Starseer has learned not only how to see into the future, but how to guide others towards specific futures by influencing fate. Their influence is capable of weakening the efforts of all enemies for a turn or enhancing their allies' efforts for a turn.)
[Mastery] Time Walk (True mastery of their craft allows the Starseer to not only read the stars but bid them to temporarily pause within their spheres. One target enemy is severely slowed, up to and including losing their next turn. This can only be used once per battle, and may have a diminished effect on strong or otherworldly enemies...)
[☍] Flash Step (Mastery of the Starseer class allows the user to teleport short distances regardless of their class, so long as they don't try to teleport through objects.)
Spellblade
Class Requirement: Scholar - ☉ + ☽

Description: When the Arcanist decides to use their knowledge to further improve their own capabilities, they may walk the path of the Spellblade. This type of Scholar focuses on their journey of self-improvement and learns to incorporate their magical prowess into their physical capabilities. Empowered by the power of their mind, the Spellblade's body is disciplined and able to wield the elements as they see fit. Contrary to popular belief, the Spellblade doesn't always make red attire and feather hats their uniform. They're simply in vogue nowadays.

Perks: Applied Spellcraft (In addition to imbuing weapons and armor with the effects of elemental magic, the Spellblade can also precisely infuse mundane objects with small amounts of elemental energies; this can be anything from keeping one's drink warm or cold to recharging an electronic device with lightning.)

Equipment: Knives, Swords, Fans, Clothes
Class Abilities
[Lv. 8] Attunement (The Spellblade has refined the Aestus spell and learned to imbue elemental power from it into a weapon. For three turns, the chosen weapon deals elemental damage in addition to its regular damage.)
[Lv.9] Attribution (The Spellblade has learned to imbue elemental properties into other spells such as Jaunt and mage armor. This can prove especially useful for the field, as fiery mage armor can offer fire resistance or keep the caster warm through cold nights.)
[Lv.10] Magic Parry (The Spellblade's magical prowess and practiced swordplay has made them adept at combating magic. When an enemy strikes them with a spell, the Spellblade is trained to counterattack with their weapon in an extra action.)
[Mastery] Cascade (Just as magic weaves and flows with the swings of the Spellblade's sword, the ripples in its wake can be made to coalesce. A cast of Aestus or a strike from an Aestus-imbued weapon has a 1/4 chance of triggering an immediate Vis cast, either on the same opponent or a different target.)
[☍] Arcane Study (The Spellblade's mastery of magic stays with them for the rest of their life, even if it calls them down another path. The user will be able to cast the Vis spell regardless of class.)
Physicist
Class Requirement: Scholar - ☽

Description: Sometimes, a Scholar will decide their findings are best used as an extension of their own will, like a warrior and their sword. Rather than observe the world to learn more about it, the Physicist observes the world to learn how to influence it. It is through the Physicist's study that people are able to leave their mark on the world rather than simply living in it, so that people may be themselves instead of another species sharing the land with others.

Equipment: Knives, Cloth Armor
Class Abilities
[Lv. 5] Magic Missile (The Physicist has studied the elements and learned to make its power multi-purpose and more reliable. This projectile deals moderate nonelemental damage and always hits its mark. Its practicality is of special allure to the utilitarian spellcaster.)
[Lv.6] Earthbind (It is said a famous physicist reached a breakthrough after a personal experience with a falling object. In honor of their contributions to the field, this spell was created to deal damage proportional to the opponent's mass and force any flying enemies to the ground, teaching them a hard-learned lesson about gravity.)
[Lv.7] Fling (On similar matters pertaining to trajectories and ballistics, it's a simple matter for a Physicist manipulate the inertia of a small object no more than 10kg and hurl it at high velocity towards a foe for physical damage. Curiously enough, despite the weight limitations, this can be used on one's self for a burst of momentum, though it often results in injuries.)
Alchemist
Class Requirement: Scholar - ☽ + ☉

Description: The Physicist realized that, in learning how to make magic more practical and wield it in accordance to their will, that their practices are more in line with the sciences. These Physicists become Alchemists. Through the unity of the arcane and the physical, the Alchemist is a master of enhancing the material, whether it's improved equipment or potions with supernatural effects. This end goal for a Scholar is unique in that they know when so many others try to reach for the stars, the best way to aid them is to keep your feet firmly on the ground.

Perks: Brewmeister (The Alchemist can create a variety potions and oils which have a great many effects, such as water breathing, lubrication, or even enhanced abilities, though these effects cannot be used in battle nor persist into them.)

Equipment: Knives, Maces, Hammers, Guns, Cloth Armor
Class Abilities
[Lv. 8] Tempering (While a blacksmith is adept at making all manner of equipment, the Alchemist is adept at honing all manner of equipment. Up to three pieces of equipment can be enhanced or weakened at the same time, through understanding what made that equipment and how to alter them. This will respectively make the equipment better or worse at performing its function.)
[Lv.9] Alchemical Concoction (Alchemists are known for their mastery of potion brewing. Their signature concoction, Alchemical Fire, can set an enemy alight.)
[Lv.10] Sovereign Glue (Through the use of a powerful unguent solution, the Alchemist can produce a fast-acting adhesive, able to halt enemy movement in their tracks or render an area impassable. Thankfully for any poor Alchemist who glues their hands together, it only lasts a few turns.)
[Mastery] Haste (The Alchemist, between brewery, enhancements and scientific research, knows that time is of the essence. Because this spell lets a target take two actions a turn for three turns, it makes time management a breeze. Contact your Alchemist if you've been hasted for longer than four hours.)
[☍] Improved Materials (When going down other paths to expand their skillset, the Alchemist can keep at least one tempered piece of equipment regardless of class. This ensures the user is always prepared.)
Thaumaturgist
Class Requirement: Scholar - ☽ + ☽

Description: If the Alchemist is when a Physicist realizes their scientific methods can be used for the betterment of people, the Thaumaturgist is when a Physicist realizes their scientific methods can be used ON people. The thaumaturgist stays out of a person's head, but the rest of the body is free reign. In theory, they are allied with Alchemists, but instead of transforming materials into potions to turn the tide in a battle or a situation, the Thamuaturgist transforms allies into giants or monsters to turn the tide.

Perks: Mutable Form (The Thaumaturgist is able to adjust the minutiae of their appearance any time they please, though without changing the basics of their physiological functionality. This ceases to work once they switch to a different class, and is notoriously ineffective at convincingly copying others' appearances.)

Equipment: Knives, Cloth Armor
Class Abilities
[Lv. 8] Enlarge/Reduce (While others may insist otherwise, the Thaumaturgist knows that, sometimes, size DOES matter. A target's size can temporarily grow by 200% or shrunk by 50% and have their stats (and proportions) increased or decreased as a result. There is no problem too big or too small for a Thaumaturgist to handle.)
[Lv.9] Dehydrate (A fearsome close-range spell that quickly forces water and vitality out of its target and deals potent ice-element damage to a single opponent. Some clever Thaumaturgists have also figured out how to make use of it in cooking.
[Lv.10] Liquiform (The Thaumaturgist takes being engulfed in their research as literally as possible. By making themselves a flowing liquid, they're even more evasive than usual. While some may consider them particularly promiscuous, the Thaumaturgist considers themselves a tall drink of water playing hard to get.)
[Mastery] Somatic Mastery (It's argued that the Thaumaturgist has mastery over evolution. They demonstrate this by altering their bodies and their biology at will and to their wishes, employing tricks such as gills, fire breath, or cold-resistant skin. They can do the same to a willing ally, as well. While it's only temporary, it lasts more than long enough for the Thaumaturgist's needs.)
[☍] Skin Adaptation (The Thaumaturgist takes their transformative abilities with them to any class; the character can, at the start of each day, decide to grant themselves increased resistance to either fire, ice, or lightning.)
Seeker
Class Requirement: Base Class

Description: If the Scholar dedicates themselves to understanding the world around them, then the Seeker dedicates themselves to understanding the universe through the forces that first shaped it. Gods, outer entities, even the souls who dwell within. Regardless of the figure they look up to, the Seeker's attention will be split between the Gods and the people. Service to a God does not only mean worship, but protecting the creations of the almighty. This can mean tending to their wounds and illnesses or smiting those who would inflict such pain on others. To do either, the Seeker draws ultimately upon the power of their faith.

Perks: All Seekers begin as members of the Guild of The Enlightened, located in the Priory of the Dyad in the East Quarter of Concord. Mastering a Seeker class will grant the character an option for long-term residence within the Priory itself.

Equipment: Scrolls, Cloth Armor
Class Abilities
[☆] Unity (The Seeker understands that, what one person can do, two people can do better. By channeling, the Seeker is able to slowly heal an ally over time, whether through light magic or reassurance from another. This ability is weaker if used in combat. Additionally, Their intimacy-based effects are stronger than others, as their faith can be turned towards people as much as gods.)
[Lv.2] Chastise (The Seeker is empowered by their convictions, literally and metaphorically. Just as their beliefs infuse them with determination, they can infuse the Seeker's melee attacks with divine power, dealing magical damage at melee range. This attack is stronger when used on an enemy that hit the user on their previous turn.)
[Lv.3] Relief (The Seeker, in their early stages of faith, is able to combat some of the plagues that befall them or their allies. Poisons can be cured instantly through the Seeker's devotion. It's a simple power, but has proven its effectiveness time and time again.)
[Lv.4] Divine Lore (With a keen sense for the metaphysical, the Seeker is able to identify cosmic forces at play. Divine and defiled magic and presences can be detected and named by the Seeker, who will encounter both while learning of the universe. Their experiences with and interpretations of the truth may add to their spells, if the Seeker is willing to keep an open mind.)
⯈Seeker Subclasses (click to expand!)
Acolyte
Class Requirement: Seeker - ☉

Description: The Seeker, during their journey of understanding the powers that be, may have an experience or an epiphany that guide them towards the powers that be. When they find a power they believe in, the Seeker may become an Acolyte, a dedicated follower to a particular god or cosmic force. The Acolyte understands that in accepting their job, they take up a role in a bigger system of worship and tradition practice, which may include living by the virtues of their deity. With a deity to call theirs, the Acolyte wields a divine power of their own, a power to stand up to evil and, most importantly, help people stand alongside them.

Equipment: Scrolls, Maces, Cloth Armor, Light Armor
Class Abilities
[Lv. 5] Healing Light (The Acolyte, already familiar with magical healing, has learned to hone this ability and no longer needs to wait until after a battle to use it. They can use this ability to heal one ally in battle, providing a glimpse of the divine power they wield.)
[Lv.6] Sanctimony (To strike a man or woman of the cloth is a grievous crime across many cultures; the Acolyte, however, can wield this taboo even against unthinking beasts. Any foe that strikes the Acolyte with a melee attack suffers a temporary reduction in accuracy. That should teach them some restraint.)
[Lv.7] Repel Fiends (With divine power at their fingertips, the Acolyte is able to directly battle the natural enemies of the celestial: fiends and undead, and hellspawn. Once per battle, the Acolyte can attempt to stun, repel or outright destroy any undead or fiends they encounter.)
Chaplain
Class Requirement: Seeker - ☉ + ☉

Description: Some Acolytes realize that they are not necessarily the ones who may defeat evil and instead guide and look after the ones who will. In doing so, they become Chaplains, clergymen with unrivaled healing ability who march to the frontlines alongside the bravest of soldiers. The Chaplain possesses deep wisdom they use to guide their allies and followers, ready to provide insight and a means to mend wounds. They are the ones who preserve the light by preserving their god's teachings and preserving the light within others. The Chaplain understands that people must be willing to take a stand and get knocked back down so they may learn it's okay to fall as long as they don't stay down.

Perks: Good Neighbor (The promotion of unity is not just a section of a Chaplain's proverbial sermon but a part of their physical presence as well; people who don't already have hostile intent find it difficult to be angry while under a Chaplain's soothing gaze.)

Equipment: Scrolls, Maces, Cloth Armor, Light Armor
Class Abilities
[Lv. 8] Shield of Faith (After seeing much pain and mending many wounds, the Chaplain learned to help protect against them with their presence. The Chaplain can summon an animated spectral shield that offers skilled defense, assisting the Chaplain and allies within their arm's reach to take reduced physical damage. Only the Chaplain knows for sure if this ability is a manifestation of their conviction to protect or simply their comforting presence.)
[Lv.9] Purify (Part of tending to one's flock is to ensure that their ails are quickly remedied. With this spell, the Chaplain can remove all negative effects and debuffs from one ally, ensuring they remain in capable shape.)
[Lv.10] Mass Healing Light (While it was once difficult to make sure all of their allies were in top shape, the Chaplain's keen magic is advanced enough to reach out to all of them at once. This wide range spell can heal multiple allies.)
[Mastery] Divine Blessing (The Chaplain is revered as a champion, but insists the real champions are the friends they’ve made along the way. With this blessing from them and their god, the Chaplain can grant an ally enormous magic resistance and enhance each of their strikes with severe holy damage. While this ability undoubtedly stems from the Chaplain’s own divinity, they insist a greater source of strength comes from understanding that someone sincerely believes in you.)
[☍] Healing Word (Should the user decide to use other classes to help others, they may carry a portion of the Chaplain's divinity with them. This single-target healing spell can be used in battle and can be used regardless of their class.)
Warden
Class Requirement: Seeker - ☉ + ☽

Description: Whether or not the Acolyte is the one meant to defeat evil, some decide to take up arms and do battle themselves. Those who become the blade to deliver retribution and smite evil become Wardens, clergymen who learned to wield their divinity offensively. They still possess the ability to aid their allies, but do so while knowing that evil will not go down without a fight. In rallying others to their side, Wardens forego the guiding hand of their neighbor class, the Chaplain, in favor of a firm grip around their blades and the necessity of striking down evil where it stands.

Perks: Illuminary (In order to better combat the forces of darkness, Wardens are trained in the practice of channeling and creating light through their bodies. They can expel light like a torch from their palms, eyes, or any other part of their body they wish, or create temporary motes of light against surfaces that last only a couple minutes.)

Equipment: Scrolls, Maces, Swords, Cloth Armor, Light Armor
Class Abilities
[Lv. 8] Conviction (The Warden, in their desire to wield their power more offensively, has modified the Healing Light spell to double as a strength enhancer. Targets of the Warden's Healing Light will deal extra damage on their weapon attack next turn. This modification concentrates the divine power used in Healing Light so that the injured may deliver retribution themselves.)
[Lv.9] Strike True (The Warden calls upon divine guidance to ensure that their sacred work is done; to that end, this incantation dramatically improves the user or an ally's chance for their next move to hit, take effect, and/or critically strike.)
[Lv.10] Radiance (The Warden understands that the battle against evil is everlasting. Through this spell, the Warden can attempt to overwhelm their enemies with a bright flash of their own divine light and potentially blind all of their foes in the area. If evil threatens to always remain, then good will always be there to stop it.)
[Mastery] Holy Orders (The Warden stands ready to face evil with their allies by their side. With this command, each party members' next move deals increased damage to fiends, undead, abominations and other creatures of the night. Some have theorized that the Warden's Holy Orders are actually an ultimatum given to their foes: be just or be dead.)
[☍] Rebuff (Should the user decide to rely on other classes to combat the forces of evil, they can borrow the Warden's beliefs in punishing the evil. The user may perform a strong magic attack against a foe that damaged them the prior turn.)
Animist
Class Requirement: Seeker - ☽

Description: At some point during the Seeker's journey, their quest may go beyond gods. They are powerful and capable of a great many things, yes, but they are not responsible for everything. They inhabit the same universe as mortals, so what exists besides gods and men? Such questions lead to the Seeker becoming an Animist, a specialist in both the worldly and the supernatural. Spirits, beings from the elemental planes, all manner of life upon and beyond the Animist's world that most definitely isn't divine. Not every being that listens to a person's prayers is good; when the otherworldly seeks to prey on one's naivete, the Animist is ready to call them out and banish them back to where they belong.

Equipment: Scrolls, Knives, Cloth Armor
Class Abilities
[Lv. 5] Binding Word (While the Animist lacks divine assistance, they develop a more general means of combating threats. With the utterance of a word, the Animist can temporarily immobilize a target and prevent them from physically attacking. Animists actually work well with Acolytes, as one deals with worldly demons and fiends and the other offworld threats.)
[Lv.6] Enervate (Unconventional enemies sometimes take unconventional means to defeat. The Animist understands this and as such, has learned to use their magic to deal moderate psychic damage to a single target.)
[Lv.7] Banishment (The Animist, like the Outlander, understands that introducing rogue elements to a habitat not meant for them can lead to disastrous results. With this spell, the Animist can deal severe damage to or outright repel elementals and otherworldly beings. The target doesn't necessarily have to die, but just as people of this world shouldn't meddle into the affairs of other worlds, the Animist insists beings from other worlds do the same.)
Warlock
Class Requirement: Seeker - ☽ + ☉

Description: After a while, some Animists find that dealing with the supernatural keeps leading them toward the natural. For these Seekers, their journey comes full circle and leads them back to the people they share a world with. These Animists take up the title of Warlock, spellcasters who've learned to value life for the strength to be found in it and for the bonds that can be formed through it. They accept that things simply are and that the answers they seek may have been in the people around them all along. Life has different meanings to some and even no meaning to others, the diversity enough to whet the Warlock's appetite. A world beyond the Warlock's can simply be the world of their cohorts; an open heart and an open mind both make such exploration a fun and insightful experience for all involved parties.

Perks: Friends with Benefits (When the Warlock makes a pact with an individual, they remain aware of that individual's emotional and bodily state even with some distance put between them; when they're close together, the bond is even stronger, resulting in the sharing of senses.)

Equipment: Scrolls, Knives, Whips, Fans, Cloth Armor
Class Abilities
[Lv. 8] Corporeal Pact (The Warlock's magic, like their perspective on life, has honed in on the people around them.Through a contract of intimacy, the Warlock may borrow the powers of others and wield it as their own. The Warlock can only borrow one person's powers at a time and their partners must consent to it.)
[Lv.9] Sap Stamina (Because the Warlock has specialized on the personal, they learned how to affect and draw power from the personal. Aside from their pacts, the Warlock can drain the health and stamina from another, manifesting on the target as ice damage. There’s a lighter variant of the spell for allies, which opens them to cuddles and intimate moods.)
[Lv.10] Haze (The Warlock's means of affecting people eventually reaches a point where they can affect someone's perception. The stronger variants of this spell can reduce the accuracy of nearby enemies, the loss of their senses taking the form of ice damage. The lighter variant is used for more intimate means, to emphasize the Warlock's presence or help an ally sleep.)
[Mastery] True Pact (With mastery of the Warlock class comes a deeper understanding of their bonds with their close companions. When forming a pact, The Warlock can take any ability from any classes the other character knows, including Master abilities. Furthermore, The Warlock can borrow as many as two abilities at any one time.)
[☍] Halting Word (Should the user's journey through the world of other people guide them through other branches, they still have a means of affecting enemies and allies alike. Enemy targets can be immobilized until they receive damage, while allies are held still and close when needed...or desired.)
Occultist
Class Requirement: Seeker - ☽ + ☽

Description: The Animist was warned against looking into things mortal minds weren't meant to comprehend. Regardless of or even in spite of it, some ignore this warning and acquire the knowledge they've sought for so long...but at what cost? And was that cost truly worth it? The Animist who finds themselves asking these questions become Occultists, spiritualists who have seen into other realms and the other realms have seen into them. They've learned too much. They may have even disturbed something that was to be left alone. Tapping into forbidden knowledge even more gifts the Occultists with extremely powerful magic, but this magic was not meant to be used by mortals. The Occultist uses such maddening, life siphoning power to overwhelm foes and combat elder beings with their own magic. With each spell they cast, the Occultist not only does battle with the enemies in front of them, but with the power they wield to hold onto themselves...

Perks: Self-Therapy (When delving into the unknowable, the unfathomable, and the... just plain disturbing, one of the most important talents is simply being able to bear it all. An Occultist knows better than anyone how to deal with distress, and can often assist others with pulling themselves out of it as well.)

Equipment: Scrolls, Knives, Cloth Armor
Class Abilities
[Lv. 8] Multiply Wound (The spells at the Occultist's disposal are the kind that Scholars refuse to touch, as mortals were never meant to use it. This spell deals powerful darkness damage, but it hurts the user on casting. Strangely, this spell deals more damage the lower the Occultist's health is. Theorists believe such primordial magic stems from the instinctual struggle to survive, but they refuse to go beyond theorizing.)
[Lv.9] Abolish (The fraction of eldritch knowledge the Occultist is able to translate can be used to harm enemies in ways no one would dare to try. Through tampering with the existence of another being and distorting it into static, the Occultist can weaken all of a target's magic-related stats. If the target is magical or otherworldly, they instead have all of their stats lowered at once.)
[Lv.10] Thread of Fate (With the fate and fragility of humankind laid bare before the Occultist's eyes, they can attempt to strike directly at a human opponent's mortality, dealing severe darkness damage with a significant chance of killing them on the spot. Note, however, that this only works on humans, and the exertion damages the user whenever it's used.)
[Mastery] Ancestral Strength (The answers to the Occultist's questions as a Seeker were nowhere near what they expected and are best left unshared. If nothing else, they have learned to weaponize the meaninglessness of life and its origins through this transformation into a powerful eldritch abomination. While the effects are mercifully temporary, it hints at the eons lost ancestors to mortals and the horrible truths behind them best left unknown..)
[☍] Skin Removal (The user will never be able to forget the eldritch knowledge they've gained as an Occultist. They will always keep this powerful spell equipped, one that deals high damage to an enemy and hurts the caster as well.)
Steward
Class Requirement: Base Class

Description: Within the Glistering Estate are countless attendants tending to the manor as well as the Guild of Steel and Lace. This order of Paladins and Bards spreads the teachings of their founders to shape dauntless individuals into tomorrow's leaders. These protege are known as Stewards, low ranking attendants who learn to become leaders by working their way up from the bottom. There's a reason for this method: a good leader cannot hope to lead if they do not understand the hardships of their people. The Steward understands these well, as their lives are dedicated to the service of others and meeting high standards along the way. They learn to please, convince, beguile and influence those around them, shaping the charisma that will one day have them standing before their followers...or their fans.

Perks: All Stewards begin as members of the Guild of Steel and Lace, located in the Glistering Estate just oustide of Concord. Mastering a Steward class will grant the character an option for long-term residence within the lavish opulence of the estate.

Equipment: Knives, Swords, Cloth Armor
Class Abilities
[☆] Grand Entrance (The Steward knows better than most the importance of making a good first impression. Enemies of the Steward will come to experience this, thanks to the Steward's first move in battle being more effective. They are often the center of attention and carry a powerful force of personality, but such is the key to being able to lead.)
[Lv.2] Impel (Whether it's their natural presence or receiving many harsh commands, The Steward can push foes away from themselves with a word, a command spoken with enough authority to reach even those who do not speak the same language. They are learning to become leaders in their own right, after all, and to have others obey such a command demonstrates their progress.)
[Lv.3] Coalescence (The Steward may get sick, they may get hurt, but every injury and misstep makes them stronger. After the Steward breaks out of a negative effect, they gain a temporary performance boost. Illness slows the Steward down and upon recovery, but they strive to make up for lost time and do so without skipping a beat.)
[Lv.4] Denouement (The Steward is a master of time management and is always able to make time for rest and recuperation. After each battle, the Steward can apply a small heal to themselves and their allies. However they administer the healing, the Steward oversees the well being of themselves and their allies.)
⯈Steward Subclasses (click to expand!)
Squire
Class Requirement: Steward - ☉

Description: After enough time has passed or admiral deeds are accomplished, the Steward will receive recognition for their efforts and a promotion of sorts. While becoming a Squire sounds like becoming a higher rank servant, the importance is on the higher rank. One does not jump straight up the ladder and claim to be an expert; the rank of Squire is a badge, marking the Steward's potential being harnessed into something more respected and trusted. The Squire has accomplished much and is capable of more, but doesn't let their accolades impede their capabilities. Standards have become expectations and meeting those expectations are key to earning one's trust.

Equipment: Knives, Swords, Axes, Cloth Armor, Light Armor, Shields
Class Abilities
[Lv. 5] Tailwind (The Squire knows that one day, they will acquire a rank that puts others under their command. As such, they can grant an ally a temporary buff to movement speed and accuracy. The Squire understands that a leader is nothing without followers or supporters and vows to leave none behind whenever possible.)
[Lv.6] Attendance (The Squire, experienced in overcoming ailments, developed a few home remedies they can share with allies. This ability allows the Squire to cure an ally or themselves of any physical ailment. Time waits for no one and the Squire understands that better than most.)
[Lv.7] Reequip (The Squire must be prepared to handle everything thrown their way to the best of their ability. Through routinely making the most of each moment, they can allow themselves and an ally to change out of and into gear so quickly that it can be done in battle with a turn.)
Paladin
Class Requirement: Steward - ☉ + ☉

Description: We've all seen it, we all know how it goes. Whether in service to others or to an idea, the Paladin is the Embodiment of The White's notion of devotion. And with this devotion comes purity-- or at least a little sanctimony, which is useful to have.

Perks: Discerning Gaze (The weight of a Paladin's service and oaths is not only upon their own shoulders, but upon all those who stand in their presence. Anyone addressed by a paladin who lacks hostile intentions has a very difficult time not speaking the truth to them.)

Equipment: Knives, Swords, Axes, Cloth Armor, Light Armor, Heavy Armor, Shields
Class Abilities
[Lv. 8] Command (The Paladin's words carry weight, authority, and even a little magical power when necessary. They may compel a target to obey a one word order when given, regardless of any language barriers.)
[Lv.9] Lay On Hands (While the Paladin already has tools for their tenet of protection, they acquire another, more direct means of protection. With a touch, they can infuse an ally with positive energy to heal them. This energy is divine and proof of the Paladin's loyalty to their oath and their allies.)
[Lv.10] Sacred Smite (Like the Seekers, the Paladin is sworn to fight evil and does so with righteousness by their side. This technique empowers their weapon to deal bonus light damage to an enemy and is considered the signature of a true Paladin. To infuse the divinity of your oath into your weapon is to wield your willpower itself.)
[Mastery] Consecrate (With an invocation, the Paladin enchants the ground beneath their feet with searing holy energy so that enemies that begin their turn engaged with the Paladin take holy damage. Naturally, this ability must be re-used if the paladin repositions.)
[☍] Sacred Weapon (The user will always carry a piece of divinity from their oaths to other classes. Their weapon can inflict light damage instead of its usual damage with this attack, dealing extra damage to creatures of darkness.)
Lord
Class Requirement: Steward - ☉ + ☽

Description: While some Squires wind up leading by example, others realize that a more direct form of leadership is necessary to keep everything running smoothly. These Squires are entrusted with this power and granted the title of Lord, a rank equal to the noble Paladin. While capable of joining the front lines with others, the Lord excels at delegating roles to their allies and making them more efficient at what they do. Strategy and coordination are important to battles and the Lord serves as a focal point for both. However, this isn't to say Lords can't hold their own in a fight; those that challenge the Lord directly quickly learn that they are the last person the enemy should underestimate.

Perks: Intern (The Lord has attained the service of a personal valet who can assist them in various non-combat-related tasks so long as the character continues their work as a lord; depending on luck of the draw, this valet can be anything from fawning, to capable, to... nnnnot.)

Equipment: Knives, Swords, Axes, Guns, Cloth Armor, Light Armor, Shields
Class Abilities
[Lv. 8] Attack Order (The Lord understands the strengths and weaknesses of their allies and plans around them accordingly. With this command, all nearby allies deal more damage with attacks for their next action, directed by the lord's tactical advice. The Lord prioritizes coordination to keep everyone on task, even if it paints a target on their back.)
[Lv.9] Move Order (The flow of battle is ever-shifting, and a leader must take measures to keep themselves and their allies from being swept away in it. At the lord's command, nearby allies get increased movement and can freely disengage from enemies on their next turn.)
[Lv.10] Rally Order (Like it or not, there will be times when the group is in disarray. This order allows for exactly that, allowing all nearby allies to break out of stuns or disables if affected by it. They've learned how to have a proper commanding voice and how such authority can rouse one into action.)
[Mastery] Monarch's Seal (The Lord, a natural leader, has the skill and power to fight as well as their allies. After they stroke a foe with this special attack, the Lord is empowered for the remainder of the battle. This technique is all but a literal declaration of their rank and the power behind it.)
[☍] Leadership (Even if the user sets aside their title of Lord to wear other mantles, they keep a basic idea of tactics with them. The next person to attack a target you're attacking deals extra damage.)
Performer
Class Requirement: Steward - ☽

Description: Through the Steward's deeds and successes in their training, they've made a very important discovery: there's a great deal of pride and enjoyment to be had from appeasing others. The sense of accomplishment in bringing satisfaction to those in need starts to settle into their minds and draws their attention more than the call of lordship. These Stewards instead tread the path of the Performer, the dancers, singers, artists, musicians and overall expressive sorts who've taken their experience in being the center of attention and drawing all eyes on them. The Performer takes pride in their work, regardless of its shape, and knows how to treat their audiences. Whether they're harming a target, aiding them or enticing them, the Performer is a crowd pleaser.

Equipment: Knives, Swords, Fans, Instruments, Cloth Armor
Class Abilities
[Lv. 5] Confusion (Just as the Performer is able to alleviate the mind, it can twist and befuddle it with ease. This performance deals psychic damage to the target.)
[Lv.6] Illumination (The Performer understands how important it is for one to maintain mental wellness and not just physical wellness. With this routine, they can cure an ally of any mental effects that ail them. Morale is important to all classes and fields of study, regardless of what some people may believe.)
[Lv.7] Entice (The Performer's routines are awe inspiring, no matter how they entertain. They are able to Charm a humanoid target through a particularly entertaining routine. However they choose to charm a target, said target will be unable to look away or bring harm to the Performer.)
Bard
Class Requirement: Steward - ☽ + ☉

Description: The Performer has honed their skills and all but mastered their craft, but came to yet another realization during their time on the stage: the contentment that comes with entertaining a crowd is fulfilling, yes, but just as strong is the message the audience is left with after the show. How their allies feel after it, how much did it better them? When the Performer decides to walk the path of the Bard, they decide to dedicate themselves to inspiring others. Morale is key and while some more advanced Seekers inspire others similarly through faith and belief, the Bard is as blatant as possible in their support. Much like the Seekers, it's best not to underestimate the Bard because of their supportive skillset; their own skillset, plus their particularly zealous allies, can make short work of the foolish.

Perks: Maestro (For generations, Bards have been feared and respected for their powers of music: when they begin to play music, it's not uncommon for other people present- bar those with hostile or uncooperative intent- to begin joining in with them. If left unchecked, grand musical numbers can result.)

Equipment: Knives, Swords, Fans, Instruments, Cloth Armor
Class Abilities
[Lv. 8] Inspiration (The very core of the Bard's goals is taking their mastery of influence and sharing it with allies. After inspiring an ally, their next move will have increased effectiveness, whether it's stronger, more accurate or has a higher chance of success. As is the case with the Chaplain, the Bard understands how powerful emotional support can be.)
[Lv.9] Cutting Words (Not all of the Bard's songs and wordplay serve as boosts to morale; with a particularly scathing quip, the Bard can attack an enemy's self-confidence directly, giving their next ability a chance to fail. Unfortunately- or perhaps thankfully- this ability seems to lose effectiveness the more it's used in a single battle.)
[Lv.10] Harmonize (The Bard develops a sense for the rhythm of combat, especially in syncing up with allies. The Bard is given Inspiration whenever an ally uses their own Inspiration. It does them good to see their efforts having such a positive effect on allies and hey, why wouldn’t the Bardc join in on the fun?)
[Mastery] Adventurous Tastes (The Bard's skills have hit a point where their messages can be understood by all, regardless of language barriers or differences in species. The Bard's Entice ability is strengthened to affect monsters in addition to humanoids. What the Bard does with their new inhuman friends is best left behind closed doors.)
[☍] Cheer (The user knows the importance of motivation and can root for an ally without a bard’s expertise. With this action, the targeted ally's next move has increased accuracy or chance of success.)
Mesmer
Class Requirement: Steward - ☽ + ☽

Description: The Performer is more than capable of ingraining themselves in others' mind, leaving long lasting impressions and choosing whether they're helpful or harmful ones. Some Performers see the potential in getting inside another's head and know that it can greatly disorient their senses by blurring the line between fantasy and reality. Such performers become Mesmers, masters of illusion and mind games. The Mesmer is often considered as one with the shadows, with their trickery leaving opponents guessing, bleeding or both. Whether or not what they see is real, the pain they inflict is. The Mesmer still keeps a flair for the theatrics; they've just learned how to weaponize it.

Perks: Double Up (The Mesmer can manifest an illusion as a functional body double, capable of performing basic tasks; the split focus required means that the body double is reduced to a basic Mirror Image in battle or any high-stress situation)

Equipment: Knives, Swords, Fans, Instruments, Cloth Armor
Class Abilities
[Lv. 8] Mirror Image (The Mesmer is always more than they seem. They can create two mirror images that mimic their actions and actions. These attacks deal psychic damage, as the illusion itself is an assault on the mind while the Mesmer is (usually) an assault on the body. The duplicates do increase the Mesmer's evasion, but each missed attack destroys one of the duplicates instead.)
[Lv.9] Illusionism (There's many ways for a Mesmer to use illusions, whether to make a show more visually interesting or to keep less dire scenarios interesting. The Mesmer can create other varied illusions aside from mirror images and use them as they see fit. While these can't harm others, their use relies on the Mesmer's creativity.)
[Lv.10] Mind Lapse (Once a Mesmer has captivated a foe's attention, that foe seldom sees it returned; the target of this spell loses all defense and evasion for a turn along with their focus, making them easy prey for the Mesmer's allies.)
[Mastery] Broken Mirror (With enough practice, the Mesmer learns to punish an enemy for breaking away from an illusion. Mirror Images are upgrades to explode and deal heavy psychic damage to nearby enemies when destroyed. The harsh punishment urges the enemy to aim true and even then, they may still find themselves overwhelmed.)
[☍] Stage Presence (Even if the user takes up other means of combat outside of illusions, they keep a keen eye out for trickery. Allies cannot be charmed when around the user, acting as a lightning rod for such effects and sharing in the immunity.)
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