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Fantasy Character Classes
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In RPGs a Character Class is a designation that determines a player's abilities and fighting style (and depending on the game possibly even their origin, education, and home area) often in the form of a job or archetype. A character class is defined by the abilities that it lends to a character — as such, two different characters with the same class are theoretically interchangeable, in that they have the same "power set" and can play the same role in gameplay because of their similar abilities. However, character class systems can come with varying levels of customization — ranging from characters of a given class being literally identical to having so much variety that character class is no longer even a good indicator of that character's abilities. While most common in fantasy Role-Playing Games, they have recently began to appear in other genres, such as trading card games and MOBAs. Some game systems allow players to dual-class in some way, or may have a more flexible class system. Sometimes, a player will be able to start as a more general class ("My character is a mage.") and specialize into a more specific class ("My character is a fire mage."). Many of these may be Prestige Classes. The opposite may also happen if a character is multiclass. The Fighter, Mage, Thief trio covers the three most basic character class archetypes which serve as categories that most other classes are based on. This page aims to list some of the more common character combat classes in games - both electronic and pen and paper. See also Common Character Classes, An Adventurer Is You, Job System, Square Race, Round Class, and Modern Day/Sci-Fi RPG Class Equivalents. When the character classes reflect specific social categories within the game world (say, the fire mages, weather mages, and mind mages each study at different colleges and wear distinctive costumes, but also function as character classes for game purposes), the trope overlaps with Grouped for Your Convenience. |
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The Paladin: Other Names: Holy Knight, Crusader, Templarnote Whenever the Templar isn't its own separate class, Inquisitor, Guardian (In some games), Royal Guard. The Paladin is a Fighter with the power of Light and healing magic, as well as defensive buffs for their allies. Most paladins got their powers from their devotion to gods but paladins do not nesessary follow or worship deities to gain power. Some paladins got their powers throught sacred oaths and virtues. Their dedication to their faith gives them various prayers, healing abilities and holy-based spells to protect themselves and others. Naturally, they are a type of Magic Knight. They are also quite good at laying the smite down on undead, demons and other traditionally evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely. If the setting doesn't have behavioral limitations they may have lower stamina or speed to balance out their magic. | |
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The Pirate: Other Names: Corsair, Privateer, Swashbuckler. A variation of the Rogue. The archetype for a pirate isn't set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords. They may also receive bonuses for fighting in water terrain or on ships or be the best class at swimming. May have some aspects of the Bandit, or the Bandit class may be folded into Pirate entirely. When this class specifically represents a pirate captain it sometimes overlaps with Warlord. | |
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