Your character's class is his profession, his role in the Burning World. Each class has its strengths and weaknesses, based on the training received and experiences gathered in the life of a character of this class.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The fighter is characterised by brute strength and muscle. He can withstand more punishment in the heat of battle than the other classes. Extremely skilled in the techniques of hand-to-hand combat, a fighter inflicts damage by brute force, directly engaging an enemy without the aid of magic or surprise.
Fighters have very few restrictions on equipment; thus they can wear the heaviest of armours as well as combat-improving gear. However, equipment that enhances mana is of no use to them, since fighters are unable to perform magic from their own essence. They can however use the magic of objects obtained such as scrolls and potions, and have spells cast upon them by a friendly magician or priest.
The rogue lives his life in the shadows. With surprise as his greatest ally, he sneaks through the world, hiding from his enemies in hopes of gaining that split second advantage in which to place an artful backstab into an unwary opponent.
He can enter rooms without the aid of keys with a gentle twist of his lockpick tools. A rogue would steal the shirt off your back, if only the laws of the world would allow it.
Rogues have almost no equipment restrictions, except for that equipment which is wearable only by those proficient in the skills of schooled battle. Much of this equipment would be not to his liking anyway, as it is heavy . He is schooled exclusively in inflicting damage from birth, so he is able to wear equipment that increases damage at levels lower than other classes.
Magic of all sorts is beyond a rogue's comprehension. Thus a rogue will never cast spells of his own, relying on the spellcaster classes and spell items when the situation requires.
As a person of the cloth, a priest's magic comes from the gods and from nature. He is thus empowered to summon the powers of nature to aid in healing and revitalisation, as well as resistance against injury. A priest may inflict some damage through magic as well, but not with the power of a magician, since his primary focus is in the healing arts, and not in violent magic.
Priests are generally not permitted to use weapons that pierce, since such weapons directly cause the flow of life's blood from the wounds inflicted. Bludgeoning weapons are the most commonly used by this class.
Since healing magic is not hindered by the use of metals and armour, a priest may wear many types of items to protect them from the perils of the world. He is generally not permitted to use types of equipment which both provides great protection and improves fighting ability at the same time, Such equipment is reserved for the fighters and rogues, whose calling lies only in the realms of combat and damage.
The magician is the master of violent magic. Somewhat more frail in build and constitution than his fighter or priest counterparts, he packs the power of the magical arts to damage his enemies and enhance his own fighting abilities. He hurls damaging missiles and fires from his fingertips, which increase in power and damage as he grows more proficient throughout his life (gaining levels). He can also strengthen himself and others, as well as go invisible to aid in avoiding aggressive monsters.
Since the power of magic often outweighs the skills that a fighter or rogue can learn in the natural world, magicians can cause damage to monsters that most fighters cannot. This, along with their strengthening, invisibility and flight spells, makes them a valuable asset to any group.
Because the powers of violent magic are hampered by the use of metals and heavy armour, magicians have many restrictions in equipment. Armours that protect heavily are not worn, though there are some items of equipment that provide good protection.
Since a magician's damage comes from his mastery of the arts of violent magic, and not from years of training in hand-to-hand combat, his main threat to enemies are his spells. Thus some of the powerful weapons are beyond his comprehension, so he is unable to use them.
Much like the magician, the warlock began his life in the studies of violent magic. Somewhere along the line however, he found a value in being able to hold his own in hand-to-hand combat. Meeting a warlock in a battle situation, you are equally likely to be zapped by a firebolt shooting from his fingers as you are to feel a piercing stab at your flesh as he skillyfilly inserts a dagger in your chest.
Due to the nature of violent magic, warlocks have much the same equipment restrictions as magicians do, as heavy armours disrupt the flow of magic through their bodies.
The nightblade began his existence with roguish tendencies, becoming skilled in the art of stealth attacks and thievery. But sometime during his practice, he experienced too much of an adrenaline rush from the termination of an unfortunate victim. From that time on, he dedicated himself to gaining expertise in the murder and assassination of those he deemed unworthy of existence.
Aided by studies in the dark arts, he can improve his concentration, enabling him to stalk and exterminate his enemies more effectively and ignore the pain of his own wounds for a time. The nightblade, the dark assassin, slinks through the world, plotting his next unfortunate target.
The templar is the champion of all that is good in the world. He is the holy knight who has dedicated his very existence to the elimination of evil from the realms to make it a safe and harmonious place for the innocents.
The templar lives by the blade, but his pious nature provides him with some skills in healing. He may pray to his gods for more protection and blessings to aid him in his valliant quest for the perfect world.
The templar's alignment causes him to be somewhat restricted in equipment since he cannot (and would not) use armours that gain their powers from the side of evil, so some of the very damaging armours would not be of use to him.
The Animist is a powerful spellcasting class similiar to a Priest(indeed Animists are known as "Priests of Nature") devoted to serving and protecting the earth goddess "Gaia" and all of her many, myriad children throughout the world. Though not particularly strong in combat or even very skilled in the use of weapons and armour, they nonetheless possess extremely potent earthly magic which allows them to directly command the vast forces of nature and manipulate plants and animals to do their bidding, as well as useful survival skills that provide them with food and other useful resources whilst roaming the forests and wilds.
Animists hate being indoors or within crowded towns and cities, as this weakens the bond between themself and their natural habitat, which in turn causes much of their magic to decline and suffer a distinct loss of effectiveness - however whilst outdoors in the many forests and hills that form much of the wilderness, a true Animist is a force to be reckoned with for even the most powerful of beings.
Animists also truly dislike the use of weapons that slice and hack, as these are too much akin to the swords and axes that many civilisations use to needlessly cut down entire forests and wage bloody war on one another - instead most Animists prefer the use of a stout staff or cudgel with which to render their opponents unconscious should they prove to be a nuisance.