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− | This is the list of classes used in Trinity.
| + | #REDIRECT [[d20_Mechanic: Classes]] |
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− | =Classes=
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− | The classes here will eventually have short descriptions, as well as being categorized to make it easier for a beginning player to understand the class's role in a party.
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− | ==Class Categories==
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− | * '''Warrior:''' Warriors are trained in the arts martial, wielding common weaponry and invoking nothing more than training and their own personal skill to win the day. Able to turn the tides of battle, warriors come in a variety of forms, but all can hold their own in a fight and are usually capable of protecting their allies in some form. An [[Class:_Einhander|einhander]] is a warrior.
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− | * '''Spark:''' A "spark" is Trinity slang for a Force-user, someone who is able to manipulate the energy of a Force and channel it to their ends. Whether it be tapping into leylines to produce magic, accessing the world memory to discern new things, or invoking the wrath of a Primal, sparks are capable of a wide variety of effects. A [[Class:_Mage|mage]] is a spark.
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− | * '''Adept:''' Between warriors and sparks are the adepts, individuals whose chosen profession is a combination of the arts martial and the training necessary to wield a Force. Adepts specialize in synergizing their two chosen paths, resulting in a skill set that is greater than the sum of its parts. A [[Class:_Jedi|jedi]] is an adept.
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− | * '''Expert:''' Experts focus on specific skills and occupational niches. The result is a more tightly-defined party member whose usefulness peaks in select situations and whose forte lies in support. While able to hold their own in a fight, Experts are always at their strongest in conjunction with a well-rounded group. Some experts are Force-aligned, but access their Force in an unusual way. An [[Class:_Explorer|explorer]] is an expert.
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− | ===Adepts and Combat Style===
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− | Adepts require some special attention. Every adept class is tied to a specific Force, but then - usually - gets to choose a particular style of combat, in essence gaining some of the abilities of a particular warrior class. Not all adepts can access all warrior classes, however; some Forces are more easily adapted to the fighting styles of certain classes. For each adept class, you will find a table on their page that indicates the nine warrior classes and if the adept can take the class: a [[File:Check.png|13px]] indicates that the adept can choose that style, while a [[File:Nah.png|13px]] indicates that they cannot. A [[File:Maybe.png|13px]] indicates that the adept may be able to choose that style, but is subject to certain restrictions or has other requirements that will be further explained within the class description.
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− | Once selected, an adept cannot change their choice of combat style later.
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− | An adept does not gain all the class features of the class from which they derive their combat style. The adept gains access to that class's maneuver list, as well as the necessary components from the parent class to make it function (e.g., adepts who choose the "archer" combat style gain an aim token pool, and can spend actions aiming), but nothing beyond that.
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− | : '''''Example:''' Troi is a [[Class:_Learner|learner]], and decides to take the [[Class:_Defender|defender]] combat style. He gains an armor token pool, and it functions in exactly the same manner as it would for a defender - whenever his DR negates at least 5 points of damage, or an attack misses with a result lower than his flat-footed AC, he gains an armor token. However, he does not gain any other defender abilities, even those that improve the armor token pool.''
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− | If you are using a racial paragon or prestige class that gives you progression in a Force, such as "+1 caster level," and choose to imitate an adept class, you do not gain access to the class's combat style: you are focusing on the Force-aligned aspect of the class, not the class as a whole. Likewise, if you have a racial paragon or prestige class that gives you an initiator progression, and you choose to imitate an adept class, you only gain access to the martial part of the class, not the Force-using aspects. While it may seem that this is not worth doing, as adept classes often have significantly slower progressions on their two halves, but most adept classes also gain access to unique abilities that other classes cannot gain access to.
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− | ==Class Listing==
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− | The classes are listed below, along with their Trinity-accepted abbreviation and a short description.
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− | ;[[Class:_Adventurer|Adventurer (Adv)]] : Rather than being a unique class of their own, adventurers blend up to three other classes together, either to synergize their powers or to create unique or unusual combinations.
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− | ;[[Class:_Akashic | Akashic (Aka)]] : Wielders of the power of the Blue, akashics are memeticists, capable of utilizing the Blue to the fullest extent. This grants them unparalleled access to information, able to manipulate it in all of its forms, as well as memories of others and the world itself.
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− | ;[[Class:_Anarch | Anarch (Ana)]] : Anarchists tapped directly into the force of Chaos itself, anarchs are capable of manipulating luck and causality to their own ends, warping the expectations of others and using events around them to produce strange and fascinating results.
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− | ;[[Class:_Archer | Archer (Arc)]] : Wielding bows, slings, or thrown weapons, archers are the undisputed masters of ranged combat without delving into Force-related powers. Their mastery of bowcraft is through skill and skill alone, and in this, they are unmatched.
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− | ;[[Artificer | Artificer (Art)]] : Masters of the magics of crafting, artificers channel their spells into items of power.
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− | ;[[Barbarian | Barbarian (Brb)]] : Savage warriors, barbarians fight not with skill and craft, but with rage and tenacity, channeling the powers of Chaos to brutal and destructive ends.
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− | ;[[Class:_Bard | Bard (Brd)]] : There is magic in music, or so some claim, and the bard proves this true. At their core, magic and music are interwoven, and the bard uncovers mysteries of both the magical and musical varieties, providing support to her allies.
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− | ;[[Class:_Caller|Caller (Cal)]] : Binding her soul to the ancient Primals, the caller learns to channel their essences into the real world, allowing them to take physical form.
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− | ;[[Class:_Defender | Defender (Def)]] : Through armor and shield, defenders are living tanks, capable of taking blows that would bring low any mortal. Able to protect not only themselves, but prevent their allies from coming to harm, defenders play a dangerous but necessary role in an adventuring party.
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− | ;[[Class:_Discordant|Discordant (Dis)]] : Rather than rely on aiming or tactical skill, discordants rely on blunt chance via Chaos to enable them to participate in combat, using ranged weapons to wildly inaccurate but incredibly dangerous effect - not just to their enemies, but also to their friends.
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− | ;[[Class:_Einhander|Einhander (Ein)]] : With blade in hand, the einhander is the pinnacle of physical skill when it comes to hand-held weaponry. No other individual can ever hope to match the einhander's ability to wield a weapon.
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− | ;[[Class: Engineer | Engineer (Eng)]] : Undisputed masters of Technology, engineers are tinkers and inventors who design new devices that stretch the bounds of what is thought possible with machinery.
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− | ;[[Class:_Epochent|Epochent (Epo)]] : Masters of the powers of Time, epochents have learned to see time not just as an abstract entity, but a resource to be utilized. Epochents can warp time and space, at first manipulating these elements, but eventually able to modify the very fabric of the universe itself.
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− | ;[[Class:_Falconer|Falconer (Fal)]] : Intensely training an animal companion, the falconer is able to fight in two places at once, bringing a level of versatility to the battlefield.
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− | ;[[Gambler | Gambler (Gmb)]] : An anarchist who makes his own luck, gamblers rely on the whims of fate to hinder their foes and assist their allies.
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− | ;[[Class:_Greasemonkey | Greasemonkey (Grm)]] : Pilots and engineers, greasemonkeys are able to build vehicles and the devices that plug into them.
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− | ;[[Gunslinger | Gunslinger (Gun)]] : Armed with the weapon that symbolizes Technology, gunslingers are able to make quick work of foes from afar with some of the most dangerous weapons built.
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− | ;[[Class:_Harbinger | Harbinger (Hrb)]] : Tainted by the Void, harbingers combine the powers of inevitable destruction with martial prowess, allowing them to attack not just the physical bodies of their foes, but also their minds and souls.
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− | ;[[Class:_Harrier | Harrier (Har)]] : Warriors with an innate understanding of how to manipulate time, they rely on speed to give them an edge, moving faster than most combatants can blink.
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− | ;[[Incarnate | Incarnate (Inc)]] : '''Up for review.'''
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− | ;[[Class:_Jedi|Jedi (Jed)]] : Wielding a weapon forged from their own minds, jedi are warrior-psychics, able to bring both physical and mental prowess to bear.
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− | ;[[Karateka | Karateka (Kar)]] : Using naught but hands and feet, the karateka is a dangerous opponent, capable of shattering steel with his bare hands.
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− | ;[[Lancer | Lancer (Lnc)]] : Armed with a polearm, the lancer learns a unique form of combat, able to leap into the fray from afar and wreaking havoc amongst enemy lines.
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− | ;[[Class:_Learner | Learner (Lrn)]] : A memeticist who specializes in learning the abilities of others, the learner gleans knowledge from observing monsters use their abilities, then turns the tables back upon them.
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− | ;[[Class:_Mage | Mage (Mag)]] : While others may use magic, mages specialize in doing so, learning to tap into the leylines of the world and pull forth raw arcane energy that they can direct in myriad ways.
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− | ;[[Mediator | Mediator (Mtr)]] : '''Up for review.'''
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− | ;[[Medic | Medic (Med)]] : A student specialized in healing, the medic can bring her friends back from the brink of death on the field, while producing concoctions with a variety of effects at home.
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− | ;[[Metamorph | Metamorph (Met)]] : To fight monsters, one must become a monster, or so says the metamorph. Learning to manipulate his own physiology, the metamorph gains strange and sometimes frightening abilities.
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− | ;[[Mimic | Mimic (Mim)]] : '''Up for review.'''
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− | ;[[Ninja | Ninja (Nin)]] : Disciple of the shadows, the ninja learns to use the Void to his advantage, allowing him to slip through enemy lines unseen.
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− | ;[[Class:_Paladin | Paladin (Pal)]] : A paragon of one of the divinities of Trinity, the paladin channels his patron's wishes while wielding weapons and armor, protecting the faithful from harm.
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− | ;[[Class:_Priest | Priest (Pri)]] : Learning the words of power that some say created the world, the priest follows the ethos and beliefs of a patron, who - in exchange for faith - grants him power.
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− | ;[[Class:_Psionicist | Psionicist (Psi)]] : Using naught but the power of her mind, the psionicist can manipulate herself and the world around her.
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− | ;[[Class:_Ranger | Ranger (Rng)]] : Through their familiarity with the natural world, rangers learn to access the power of Nature, combining it with their martial talents to produce a foe dangerous in their favored terrains.
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− | ;[[Class:_Shaman | Shaman (Sha)]] : A disciple of the ways of Nature, the shaman puts her faith in Gaia, the life-force of the universe itself, and learns to manipulate the energy that flows through the world.
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− | ;[[Class:_Spellblade|Spellblade (Spl)]] : With magical energies flowing through one hand and a sword firmly gripped in the other, spellblades combine the arts arcane and martial into a deadly and seamless whole.
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− | ;[[Class:_Trainer | Trainer (Trn)]] : Trainers are taught in the art of teaching animals and other creatures to do their bidding, binding them to themselves through the use of the Blue and ensuring their loyalty.
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− | ;[[Unfettered | Unfettered (Unf)]] : A fighter who focuses on speed above all else, the unfettered wears little armor and uses light weapons, but uses unmatchable mobility to outwit his foes.
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− | ;[[Class: Vampire|Vampire (Vam)]] : Driven by a lust for power, the vampire attempts to extract power from the Void by paying as little of a price as possible, learning how to wrest abilities from others in the process by consuming their blood.
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− | ;[[Voidchild | Voidchild (Voi)]] : Willingly giving up her soul to the Void, the voidchild learns to manipulate one of the most dangerous energies in Trinity, using the Void to manipulate the world and destroy her foes.
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− | ;[[Class:_Warlord|Warlord (War)]] : Learning the stratagems of war, the warlord applies tactics to combat, supporting her allies with her tactical mind while also engaging the enemy with limited combat skill.
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− | {{D20_Breadcrumb}}
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− | [[category:Trinity]]
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