Sentenced
Whether guilty or not, you were taken from your damp and cold cell, and then sent to die in the dread lands, where still bound by shackles you will struggle against the damned.
Equipment:
Prisoner Garb - The worn out and ragged outfit given to the prisoners, as such it provides little to no protection.
[5 Physical Protection]
Iron Shackles - Bound around your wrists and above your ankles, the shackles effectively hinder all your movement.
[-1 penalty to all attacks and escape rolls]
Abilities:
Mercy of the Gods - Call to your God(s) for mercy, giving you a chance to re-roll an action with a +1 bonus, 4 turns cooldown.
The Digger - Grants a +1 roll bonus when searching for loot.
Knight
A noble and brave warrior who swore to defeat the evil that claimed the eastern lands and free the world from the dark influence.
Equipment:
Knight's Plate - A heavy, ornamented set of plate armour that protects well against worldly threats, yet wasn't tested against the dark.
[25 Physical Protection, Weak Fire Protection]
Knight's Kite Shield - This shield provides a balance between weight, mobility and protection. The kite shield can stand numerous strikes with a bludgeon without a dent, and serves as an improvised blunt weapon.
[15 Physical Protection, Weak Fire Protection 15 Physical Damage]
Longsword - A standard straight sword suitable for thrusting and slashing.
[30 Physical Damage]
Abilities:
Knightly Vigor - Restores 2HP per turn when you are not in combat (passive).
Melee Mastery - Hand to hand and attacks with melee weapons receive a bonus of +10 points of damage (passive).
Skills:
Crushing Strike - A bludgeoning attack with enhanced strength adding +20 points of damage (works only with blunt weapons), 2 turns cooldown.
Parry & Strike - Parry a melee attack with your weapon and instantly counter-attack with a doubled damage, 4 turns cooldown.
Lost Wanderer
You have strayed off of the trade route and wandered too far into the unknown land.
Equipment:
Wanderer's Drape - A lightweight set of armour composed of cloth sewn together with chain, covered by a cloth cloak. It offers a moderate protection against worldly threats.
[15 Physical Protection, Weak Fire Protection]
Scimitar - This curved sword of eastern origin serves as an excellent slashing weapon, yet falls flat when used for thrusting attacks. Its relatively low weight and very sharp blade allow to swiftly induce blood loss.
[25 Physical Damage]
Light Crossbow - The perfect ranged weapon for a weary traveller, allowing to get out of many ambushed unscathed. Its only hinderance is its low reload speed.
[30 Ranged Physical Damage]
Quiver - A container for arrows or bolts, usually made of leather.
[50 Short Bolts]
Abilities:
Pathfinder - Grants a +1 bonus to movement rolls.
Stealth Proficiency - Gives a +1 bonus to stealth rolls.
Skills:
Detect Ambush - Allows the wanderer to check the clues in the surrounding area indicating that an ambush is waiting for him, 2 turns cooldown.
Bear Trap - Places a trap dealing 24 Physical and 16 Arcane damage, 2 turns cooldown.
Mystic
It is a strange phenomena, many of those who possess strong connection with other realms are often drawn to the darkness. As if there was something to discover within its bosom.
Equipment:
Journeyman's Robe - An outift worn by wandering scholars. This cloth robe conceals an armour composed of studded leather and interlinking iron scales which provides light protection against mundane threats.
[15 Physical Protection, Weak Fire Protection]
Short Sword - A shortened straight sword used mostly for self-defense.
[20 Physical Damage]
Traveller's Staff - Used usually as an aid to move through tough environment, it can also serve as an improvised blunt weapon.
[10 Physical Damage]
Abilities:
Detect Energy - Detect sources of energy in the environment, be it dark or arcane (passive).
The Power Within - When a source of energy is detected, the mystic can turn into an ethereal form for 2 turns. In this form, the mystic's health is regenerated and he is immune to physical attacks, 4 turns cooldown.
Skills:
Field Recharge - Allows for recharging of items holding magical charges, premanently removing 10 charge points from its maximum charge capacity, 2 turns cooldown.
Enchant - Imbue an item with 20 charges of energy from a detected source, 4 turns cooldown.