Forbidden Paths - Characters



Forbidden Paths characters are one of five races, and may be of any one of the classes listed to the right of their name on the table below.
Information on individual races can be found on the
invitation page.


Elf
*Mage, Rogue, *Cleric, or Diplomat
Human
Rogue, Warrior, Thief, *Priest, or *Necromancer
Dwarf
Warrior or Engineer
Faerie
*Sprite or *Nymph
Gnome
Tracker or Thief
*denotes that they are a magic user
For more information on magic, see the magic page.


The table below describes each class - its special abilities, weaknesses, possible alignments, etc.


Mage
The mage possesses fire magic - the deadliest of the five elements. A mage is virtually useless in hand-to-hand combat since he has dedicated his/her self completely to their arcane magic. Thus, mages often seek out and group with characters who are warriors or rogues. A mage carries a two-handed staff which they use to concentrate their mental energies. Mages are immune to disease and poisoning.
ALIGNMENTS: Saintly, Good, Neutral, or Evil tendencies
Rogue
A Rogue is a cross between a thief and a warrior. Although lacking the brute strength of the latter, they possess many combat skills, and are decently intelligent. A rogue normally arms him/herself with a bow, preferring long-range attacks to hand-to-hand combat. Rogues are fairly adept at moving silently.
ALIGNMENTS: Saintly, Good, Neutral, or Evil tendencies
Cleric
Clerics have harnessed the magical properties of the water element. Clerics have a basic knowledge of the art of healing with medicines and herbs. Since a cleric poses the least danger to an enemy (at least directly), they are usually not a kill priority for an opponent. Because of their spiritual orientation, clerics resist emotive spells well.
ALIGNMENTS: Saintly, Good, or Neutral
Diplomat
Diplomats are the most intelligent of all classes. They are nimble with words and ideas, and their strength lies in anticipating an opponents next move, or sabotaging their plans.
ALIGNMENTS: Saintly, Good, Neutral, Evil tendencies, or Evil
Warrior
The warrior is physically the strongest of all the professions. He/She is a master of warfare, and ignorant to magic. Need I say more?
ALIGNMENTS: Saintly, Good, Neutral, Evil tendencies, or Evil
Thief
Although thieves are not very strong, they make up for it by being very quick, and stealthy as cats. Their weapon of choice is a dagger, which can be inserted silently into the side of an opponent. A thief is trained to pick locks and gather information.
ALIGNMENTS: Saintly, Good, Neutral, Evil tendencies, or Evil
Priest
Priests wield magic derived from the Spirit element. Priests are good by nature, hence, they cannot cast any offensive spell. Demons cannot harm priests.
ALIGNMENTS: Saintly or Good
Necromancer
A necromancer is similar to a priest. They too wield magic derived from the Spirit element, but control its darker half. Necromancers are immune to guardian angels, and have a tendency to be evil in nature (although this is not always the case).
ALIGNMENTS: Neutral, Evil tendencies, or Evil
Engineer
The engineer is a student of technology. If it can be done with ropes, locks, bars, sticks, etc. they will figure out how. On the down side, engineers tend to startle easily, and are slow to react in combat scenarios.
ALIGNMENTS: Saintly, Good, Neutral, or Evil tendencies
Sprite
Sprites are Faerie creatures whose ancestors were immaterial and nearly immortal. Sprites are creatures of the air, and fly nearly everywhere they go. Their light and fragile bodies require them to stay near the ground where air currents are less erratic, and they can avoid birds of prey. Sprites have learned to twist and form air and, to some extent, light to their will.
ALIGNMENTS: Saintly, Good, or Neutral
Nymph
A nymph, like a sprite, is a Faerie creature. Nymphs, however, were born of the earth. Nymphs are inherently good, and try to avoid hurting others - although they have been known to defend themselves with lethal measures when necessary.
ALIGNMENTS: Saintly or Good
Tracker
Trackers have almost supernatural senses. They can smell better, and hear more acutely than any other race/class combination. Being gnomes, they have poor eyesight in daylight, but can see quite well in areas with little or no light at all. Trackers are often able to detect trouble early, allowing them to gain an upper hand.
ALIGNMENTS: Saintly, Good, Neutral, Evil tendencies, or Evil

Return to top of page

Story - A brief history
Magic - An explanation of magic
Battle - A rough description of how battles work
Invitation - Info about joining the game and a form to submit a character
Players' Page - A resource and info page for players, lurkers, and visitors
Chat - Forbidden Paths now has its very own chat page!
Map - A map of the land

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