Cleric |
Druid |
Shaman |
Clerics use divine magic
to tend to the physical and spiritual needs of their allies. These
priests not only heal wounds and banish diseases but also magically
augment the health of their comrades.
|
Druids are mighty
priests whose powers are closely tied to nature. They heal and purge
ailments from their party, blessing their companions with enhanced
physical prowess. |
Shamans call upon the ancient spirits
of the land, using protective wards and healing to invigorate their
comrades. They remove afflictions from their companions and turn
the vile magic back upon the enemy. |
Armor:
Medium |
Weapons:
Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Armor:
Light |
Weapons:
Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Armor:
Medium (Brigandine) |
Weapons:
Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Theurgy
Umbrage |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Archegenesis
Nature's Fury |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Talismans
Malisons |
Templar:
Templars are faithful servants of the divine
who use their benevolent powers to aid their fellow adventurers.
They mend the wounded and purge illness and suffering from the
afflicted.
|
Warden: Wardens
are protectors of the woodlands and defenders of wildlife. They
tap into the power of nature to mend wounds and purge ailments
that afflict their allies.
|
Defiler: Defilers
enslave the spirits of their ancestors, harvesting and corrupting
their power to use against enemies. This stolen energy can also
be used to heal and boost the capabilities of the defiler's allies.
|
Armor:
Heavy, Plate |
Weapons:
Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Armor:
Light |
Weapons:
Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Armor:
Medium (Brigandine) |
Weapons:
Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Regimens
Sphere of Power |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Nature's Refuge
Sphere of Power |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Vehemence
Sphere of Power |
Inquisiter:
Inquisitors are twisted fanatics who relentlessly
advance the doctrines of their religions and accept no compromise
in their beliefs. Skilled healers, they minister to the body while
seizing control of the soul.
|
Fury:
Furies harness the power of storms and control
the ferocity of nature. They command the feral spirits of the
wilderness to strengthen and heal their companions.
|
Mystic:
Mystics seek a symbiotic connection with the
spirits of their ancestors, petitioning them to bestow the power
to heal the injured, invigorate the weak, and enhance the capabilities
of their allies when on the field of battle.
|
Armor:
Heavy, Plate |
Weapons:
Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Armor:
Light |
Weapons:
Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Armor:
Medium (Brigandine) |
Weapons:
Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Interrogations
Sphere of Power |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Nature's Reckoning
Sphere of Power |
Primary
Attributes:
Wisdom |
Key
Knowledges:
Fetishisms
Sphere of Power |