Skilled in all weapons and armor, and never afraid of overwhelming odds.
Uses mystic forces to alter the world around them. great friend and a terrible enemy.
Backstabber is a compliment. The shadows are family and treachery is your best friend.
Strength 17
Dexterity 15
Intelligence 11
Wisdom 10
Constitution 16
Charisma 12
A fighter is equal parts offensive and defensive. Spending years of their lives training will every weapon and armor in the kingdoms, they are a versatile combat machine. Weather it be swinging a great Axe for maximum carnage, wearing the thickest plate armor available, or picking off enemies from a distance; A Fighter is always deadly in combat.
A harbinger for physical destruction. What is a cut to you when your enemy is split in twane
Heavy plated armor makes you a walking fortress. Every the strongest enemies struggle to harm you.
It doesn't matter how long a sword is if the wielder is filled with arrows from 200 yards.
Strength +3
Dexterity -1
Intelligence -2
Wisdom -2
Constitution +2
Charisma -1
Years in nature have deemed you worthy of controlling it with nothing more than your words and mind. You've seen the most ancient relics the natural world has to offer and it changed you. It became part of you. Fire comes at a snap of your fingers, water at the sound of your voice.
Strength +2
Dexterity -2
Intelligence +0
Wisdom +1
Constitution +2
Charisma +1
Power calls to you. The source of this power means nothing. Promises of absolute power of life and death have driven you to find ancient crypts and tomes the ancients tried to hid away. The dead come at your call and even a healthy person will rot at your command
Strength -2
Dexterity +2
Intelligence +2
Wisdom +2
Constitution -2
Charisma +0
Years of devotion to your gods have lend you their ability to alter their world. Charged with using this ability for good, you're able to cure disease and heal the body. Flesh wounds close at your touch and your arrival in any town is herald by all that see you.
Strength 10
Dexterity 13
Intelligence 17
Wisdom 16
Constitution 11
Charisma 13
Wizards control the elements in ways most individuals dream of. Lifetimes worth of research and study have been placed in old times found in keeps, or banished in safes. Wizards stand on the backs of those who came before them wielding the elements to destroy their enemies in a rain of fire, they alter the fabric of reality and perception, or they use divine blessings and heal those in need.
The laws of nature do no restrict you. You, in fact, can control them to devastating effect
Death means nothing to you but you can mark sure your enemies know it's true horrors.
The God's have blessed you with the ability to heal and cure diseases.
Strength +1
Dexterity -1
Intelligence +2
Wisdom +2
Constitution -2
Charisma +0
Years in nature have deemed you worthy of controlling it with nothing more than your words and mind. You've seen the most ancient relics the natural world has to offer and it changed you. It became part of you. Fire comes at a snap of your fingers, water at the sound of your voice.
Strength -3
Dexterity -2
Intelligence +3
Wisdom +1
Constitution +1
Charisma +1
Power calls to you. The source of this power means nothing. Promises of absolute power of life and death have driven you to find ancient crypts and tomes the ancients tried to hid away. The dead come at your call and even a healthy person will rot at your command
Strength -1
Dexterity -2
Intelligence +2
Wisdom +2
Constitution +1
Charisma +0
Years of devotion to your gods have lend you their ability to alter their world. Charged with using this ability for good, you're able to cure disease and heal the body. Flesh wounds close at your touch and your arrival in any town is herald by all that see you.
Strength 12
Dexterity 17
Intelligence 10
Wisdom 15
Constitution 14
Charisma 16
Rouges oft grew up in the streets with no education besides what hunger, crime, and poverty could teach. Adapt at becoming one with the shadows and knowing how to fell a stronger opponent without them ever seeing. Rouges can either talk circles around most individuals, getting what they want, and when that doesn't work a knife in the back usually does.
Blood doesn't scare you off but gold will make you do a great many things.
You creep from the shadows, making your kill without ever being seen.
Why spill blood when you can get someone else to do it for you?
Strength +0
Dexterity +1
Intelligence -1
Wisdom -1
Constitution +2
Charisma -2
You've made your way in life with the gold of others. You will lie, cheat, steal, and murder your way to the top. Because of this, your reputation often proceeds you in certain circles and you always have friends, or enemies, willing to provide information.
Strength +2
Dexterity +1
Intelligence +1
Wisdom -0
Constitution -1
Charisma -2
As a child you were taken in to a private cult and trained in the art of stealth and subterfuge. You live in the shadows, blade ready to find your enemies weakest point and bleed them dry. But if the situation doesn't call for blood, poison in the wine does nicely too.
Strength -2
Dexterity -1
Intelligence +2
Wisdom +1
Constitution -2
Charisma +3
You had a knack for getting people to do what you want with nothing but words. Whether it be nudging them into something you both already wanted, or lying directly to their face, you somehow always got your way.