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[[Serpents and Sewers]] features 26 base classses (there is a 27th class, the Lorekeeper, but it isn't done yet), most of them with at least one significant variety or other options. These 26 classes include replacements for all core base classes except one, and a various number of additional classes. It does not contain Prestige Classes, as we never came to an agreement how or if those should be implemented. Ithink that with the additional characters layers through background traits and heroic paths prestige classes aren't a necessary feature anymore for thei nidividualisation of characters, and on the account of power, it is not necessary for any of the S&S classes to be replaced to be able to compete in the long run. In comparison zo the vanilla rules, Serpents & Sewers characters have more skill points, more class features and almost no dead levels; whenever a character gains a level, he also gains a new feature (okay, sometimes it is only a couple of new spells). I am not completely content with all of these classes. Three of them - the Paladin, the Man-at-Arms and the Wizard - are close to what I strive for in the area of individualisation and options, others are just not good enough . The train wreck until now is the sorcerer (but I think this specific class is so used to neglection, it has ceased to suffer). In general, melee fighters are much more powerful than in the normal rules and spellcasters are significantly weaker. They meet in the middle ground and are roughly equal to each other (a strongly optimised character will almost always be better than a weak one, indepentently of the class). The designated support characters may be a bit weaker on their own, but may boss around the other characters. That's worthwhile enough in itself, I think. =Adventurer= [[Serpents and Sewers: Adventurer|Adventurers]] are jacks of all traits which have an enormously wide spread knowledge and adaptability, but is master in no field. Their greatest strength is this adaptability and diversity of abilities, but while they contribute in most situations they rarely ever achieve the level of mastery in any field of more specialised adventurer. =Alchemist= The [[Serpents and Sewers: Alchemist|Alchemist]] is a meddler and researcher specialised in the creation of magical potions, alchemical goods and large explosions. While he is not a real spellcaster, he can emulate many magical effects through his elixirs, potions and powders. Alchemists are both potent support characters and are masters of pyromania and large explosions. Buton the other hand, their power is almost completely based on preparation and without it, they are in trouble. =Archer= [[Serpents and Sewers: Archer|Archers]] are characters concentrated on ranged attacks, deadly with a bow but with problems when forced into melee. Archers are deadly when they can keep their distance and have enough arrows at hand. Archers are Artillery characters who are deadly but face serious danger when they are under direct attack themselves. =Assassin= The [[Serpents and Sewers: Assassins|Assassin]] is a silent killer, specialised in stealth, ambush attacks and the use of poisons. The Assassin is deadly when he attacks from the shadow, but in the open the assassin loses most of his advantages. =Battle Priest= As a militant servant of a god, the [[Serpents and Sewers: Battle Priest|Battle Priest]] is specialised in fighting to defend his faith by combining martial prowess and divine spellcasting. The Battle Priest tries to find a balance between martial prowess and their spiritual magic. Nonetheless, they rarely fight as well as a true warrior and their magic is more limited than those of the truem men and women of the cloth. =Berserker= The [[Serpents and Sewers: Berserker|Berserker]] is a mighty warrior with an uncontrollable rage and impulse control issues. While he is deadly to his enemies, he may become just as dangerous to his allies when he loses control. As a nigh unstoppable Monster in battle, it is a very good idea not to make him angry. =Bravo= The [[Serpents and Sewers: Bravo|Bravo]] is a cocky, light armored fighter that prefers light weapons and mobility to heavy armor and large, slow weapons. The Bravo is a fast and deadly fighter, but also a fragile one, who relents on quickness and mobility to defend themselves. The Bravo is also a social face character and a charming rogue who moves with more elegance than strength. =Cleric= Similar to the [[Serpents and Sewers: Battle Priest|Battle Priest]], the [[Serpents and Sewers: Cleric|Cleric]] is a divine spellcaster and probably the best definition of one at that. The cleric is educated in the way of the magic of his gods and the rhetoric of a preacher. This makes him a man of the word and the book, not of the battlefield. =Commander= The [[Serpents and Sewers: Commander|Commander]] is a leader of men, whose bravery can inspire armies and tactical instincts can lead to victory or defeat; while he commands troops he is not necessarily a good fighter as well. His strength is in the leaderhip and the support of other fighters, but he is better in support than in direct action. =Defender= The [[Serpents and Sewers: Defender|Defender]] is a warrior specialised in defense and the use of heavy armor. While the defender is neither as mobile nor strong as other frontliners, he can becomes nigh invulnerable. =Druid= The [[Serpents and Sewers: Druid|Druid]] is a divine spellcaster who does not draw her powers from the faith but from nature itself. The druid is wild mirror image of the civilised cleric whose focus on nature and the wild makes up for the lack of the cleric's social skills. =Healer= The [[Serpents and Sewers: Healer|Healer]] is the personification of healing energy and the magic of life. Even moreso than the cleric the healer uses his magic not only protect and preserve the living, but also as a deadly weapon against the (un-)dead. A good healer may be a life insurance for a party of adventurers or even a whole army, but a healer is much better in support and healing than in taking the initiative and doing the heroic deeds himself. =Lorekeeper= The [[Serpents and Sewers: Lorekeeper|Lorekeeper]] is an intellectual, a scholar or a scribe who has dedicated her whole life to knowledge and education. While the Lorekeeper is not a spellcaster, she learns and remembers enough to memorize simpler magical activities and learn to use them not through a supernatural gift but through intellectual devotion. =Mage Blade= A [[Serpents and Sewers: Mage Blade|Mage Blade]] is an arcane spellcaster who is specialised in casting spells on himself to boost his combat prowess or to use their weapons to deliver deadly spells. Mage Blades try to merge spellcasting and fighting power into very effective attacks, but as average spellcaster at best, they can neither compete with more concentrated spellcasters or with mundane fighters without magic. =Man-at-arms= The knight, the legionnaire, the mercenary: The [[Serpents and Sewers: Man-at-arms|Man-at-arms]] is the most versatile fighter and the backbone of every elite army. As a man or a woman of steel and fire, they are without equal in a battle, but not meant for gentle words and polite conversations. The Man-at-arms is a master of armed combat and frontline heroism, but he is going to be very useful outside of combat; No spellcasting. =Martial Artist= The [[Serpents and Sewers: Martial Artist|Martial Artist]] is a warrior of great discipline and self control. The Martial Artist learns to control his body and mind in a way not achievable or even understable. While he doesn't use magic, their abilities doesn't seem any less supernatural. As the martial artist needs neither weapons nor magic, it is probably te most self-dependant class around. =Noble= The [[Serpents and Sewers: Noble|Noble]] class is an aristocrat, a ruler or another person born into power. As a ruler and leader of man but more focused on the social network of the ruling class than the command of troops on the battlefield. In comparison to the [[Serpents and Sewers: Commander|Commander]], the noble is more focused on social interaction than battlefield tactics, even though political power does not always make up for lacking martial power or magical aptitude. =Paladin= Combining the dedication of a priest with the fighting prowess of a Man-at-arms and leadership of a commander, the [[Serpents and Sewers: Paladin|Paladin]] is the most powerful warrior around, and his rigid code of honor makes sure that she also deserves this power. The Paladin is a powerful fighter who is protected by faith and honor and granted with specialised but effective magic but there seems to be no powers without obligations for the Paladin. =Pathfinder= The [[Serpents and Sewers: Pathfinder|Pathfinder]] is a scout, tracker and wilderness expert. The pathfinder is at home in the wilderness and is also an expert hunter who relies on finding his enemies’ weak spots instead of brute force.As a master outdoorsman of great adaptability, he is a surprisingly effective fighter but while pathfinder are good in everything, they are masters of nothing. =Shaman= The [[Serpents and Sewers: Shaman|Shaman]] is a divine spellcaster who combines spellcasting, a strong ritualist approach and the guidance of the spirits. Shamans follow different totems, which grants different unique abilites. =Shapechanger= Part mortal, part spirit creature, the [[Serpents and Sewers: Shapechanger|Shapechanger]] is a wanderer between the worlds and is not bond by his or her physical form. A shapechanger can adopt many elements of the spirit inside his soul and turn into a terrible beast or an inconspicuous watcher. They can literally change into a 3 meter beast and rip their enemies open with razor-sharp talons and even can cast a handful of spells. But besides of the spirit in your soul and the monster form they can adopt, most shapeshifters aren't much more than a peasant who lives in interesting times. =Sorcerer= A child, born with a powerful Gift for magic but not the rigid education of a [[Serpents and Sewers: Wizard|wizard]], the [[Serpents and Sewers: Sorcerer|Sorcerer]] is a rare and flamboyant spellcaster more used to the life of the normal people than dusty libraries. As they are living magic, combined with enough pragmatism to get along, Sorcerers ''feel'' magic and learn and use it intuitively. =Spellthief= Not everyone is born with a powerful gift for magic but still yearning for it. These are the [[Serpents and Sewers: Spellthief|Spellthieves]], who ‘borrow’ their magical gift from other casters. A Spellthief combines stealth and sorcery with the unique ability to steal magic. But they are worse rogues than the more specialised thieves and will probably never achieve the power levels of a full caster on their own, even if they could snatch it for a moment. =Thief= The [[Serpents and Sewers: Thief|Thief]] is an expert to gain riches, treasures and goods from other people. Some thieves are brutal thugs, others are romantic scoundrels, steadily smiling tricksters or agile cat burglars. The Thief's greatest strengths are subtlety, stealth and social aptitude. =Warmage= The artillery of the battlefield, [[Serpents and Sewers: Warmage|Warmages]] are specialised in using their magical powers for combats and battles. Their access to magic may be limited, but within their speciality, they are deadly and terrible enemies. A Warmage is the personified magical artillery. Let them burn. On the downside, warmages are likewise dependent on your magic and lack the versatility of less focused spellcasters. =Weapon Master= While other fighters learn to fight with a diversified numbers of weapons, the [[Serpents and Sewers: Weapon Master|Weapon Master]] concentrates on the perfection in wielding one weapon of her choice. While not as flexible as other fighters, the Weapon Master is deadly with his armament of choice, but while they are incredible with their weapon of choice, they are indescribable without it. =Wizard= The combination of discipline, magic talent and a life-long dedication to learning and studies are the trademark abilities of the [[Serpents and Sewers: Wizard|Wizard]], who completely concentrates on the control of the magic energies. Wizards are probably the strongest of all spellcasters but they are also almost completely dependent on your magic and have almost no skills besides magic.
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