Main
Common History
Acadecia Calendar
Gameplay Mechanics
Gods of Acadecia
Realms
Organizations
Magic
The Races
Classes
Feats
Jobs as Roles (Classes)
Message Board

Jobs as Roles (Classes) in Acadecia


Classes each have their own unique fit within Acadecian society (even if that "fit" is to not fit at all). However, while a fighter is essentially still a fighter, he is not necessarily called such. Thus, the second line under each class entry lists common "jobs" that class is known as.

Barbarian


  • Nomad, Savage, Wanderer.
  • Barbarians serve primarily as society's hunters. Barbarians travel constantly, following the various herds. The meat they gather provides nearly every city in the world with its supply of venison, coney, and bison (beef, of course, is still the purview of farmers). Barbarian tribes are also known for their crude but effective herbal medicines.

  • Bard


  • Bard, Gypsy, Minstrel, Ambassador.
  • Bards most often serve as entertainers and street performers, but their excellent way with people often make them fine ambassadors. Few actually do so, due to their chaotic nature.

  • Cleric


  • Father, Friair, Healer, Priest.
  • Clerics serve multiple roles in Acadecian society. Their primary role, of course, is healer of the sick and proprieter of the various churches. Priests generally run the ceremonies and public services. Healers, obviously, heal. Friars are usually travelers, spreading the teachings of their deity to various towns and villages. Priests cannot heal just anyone, of course. If a good priest heals an evil person, or vice versa, they lose their spellcasting ability until they atone. (Extenuating circumstances exist, such as if the healer was tricked into believing an evil character was good or neutral through magic, or if he were under the effects of a compulsion spell.)

  • Druid


  • Druid, Elementalist, Geomancer.
  • Druids are usually simply known as druids, but some "city folk" who harbor superstitions about them call them "geomancers." They are believed to be avatars (to a lesser extent) of the nature deities, such as Danul and Grygia. Towns on the edge of forests, where lumbering is a major economic venture, make sure they do not let their logging get out of hand, lest they face the druids' wrath.

  • Fighter


  • Guard, Mercenary (Merc), Warrior.
  • Commonly known as "mercs," nearly all fighters are sellswords. There are several mercenary and warrior guilds throughout the world, the most prominent and least-mistrusted being the Shining Blade. While these mercs have been responsible for their fair share of violent attacks on mining towns, fortresses, and the like, just as many have been hired to defend those towns and fortresses. Most mercs are considered untrustworthy and dangerous.

  • Monk


  • Monk.
  • Monks are known as just that. Most monasteries have contracts with the local city guard to help defend the town, in return for services such as food, equipment, weaponsmithing, and traveling expenses.

  • Paladin


  • Crusader, Paladin.
  • While paladins barely exist in Acadecia (their role in society is mostly the purview of the Mage Knights), the similar Crusader is not so uncommon. Crusaders serve a very similar role to friars, except they act as defenders of the innocent and knights errant as well. Most often, paladins are found as prestigious officers in noble armies, or serving as in Holy Guards for churches.

  • Ranger


  • Detective, Hunter, Ranger.
  • Sometimes known as "hunters," rangers are, with the possible exception of arcane spellcasters, the most hated and feared of all the classes. Mysterious to the common folk of Acadecia, rangers generally serve as behind-the-scenes protectors in natural areas like Selzer, and in small towns or villages. The exception to this is the more common Urban Ranger, or "detective." Some detectives serve as bounty hunters, tracking down anyone, and if necessary, disposing of them, for the right price. Others serve as the famous Watch Detectives (see Roles of Prestige Classes, below). Either way, detectives are much more easily accepted by society as a whole.

  • Rogue


  • Expert, Thief.
  • Rogues are, perhaps, the most versatile of all the "jobs" in Acadecia. While most people think of a rogue as a simple thief, this actually comprises a relatively small portion of the rogues of Acadecia, and are usually members of a Thieves' Guild (see the Organizations Section). Most rogues are experts in a certain field. A rogue knowledgable in traps and stealth, for example, might serve as security experts. Thus most rogues are simply known as "experts" (not to be confused with the "Expert" NPC, which is usually known as a laborer or merchant).

  • Sorcerer


  • Mage, Mystic, Sorcerer.
  • Commonly known as "mystics," sorcerers generally face the same social stigmas as wizards. Due to a history of magical abuse, society tends to turn a leary eye on all spellcasters. Nonetheless, sorcerers are an integral part of Acadecian society. Unhindered by the strict spellcasting rules of wizards, mystics are free to be more creative with their spellcasting. Most new spells are created by mystics.

  • Wizard


  • Mage, Spellhead, Wizard.
  • Usually simply called "mages," wizards suffer just as much social stigma as mystics, if not more for the fact that they chose the path of magic, whereas mystics were born with it. They are sometimes called "spellheads," implying an addiction, but this slang term is derogatory and considered illegal under the Thaumaturgical Constitution. Still, wizards are important to Acadecian society. Because of their stable, structured route to spellcasting, they keep alive many of the secrets of magic item creation and metamagic.


  • The Role of Specialists in Acadecia


    The roles of prestige classes (often known as specialists) follow their descriptions in the Dungeon Master's Guide or appropriate supplemental resource, with the following exceptions.

    Arcane Archer


  • Few of these exist outside the Hundred Arrows, the elite bodyguard of Lord Wilhelm III. Those that do usually act as leaders of the defenses in elven towns and cities.

  • Archmage


  • As far as anyone knows, the legendary eight Archmagi are the only ones in existance. The Archmagi have made it expressly clear that they will train no one except those rare few whom they feel are incredibly responsible, which they have apparently not yet found.

  • Dwarven Defender


  • Known simply as Defenders amongst their kin, these highly specialized dwarves enjoy great prestige among their race, similar to movie stars to us. Defenders are generally grim and stout, but noble and often generous, something rarely seen among their race.

  • Guild Theif


  • Guild Thieves are, obviously, found only in thieves' guilds. They are not, however, found in every thieves' guild. Only two guilds are large enough to support such specialized members: the Barrowshade Eye and the Shadow's Hand.

  • Mage Knight


  • By fare the most common of the prestige classes, the Mage Knights serve as defense in times of war and upholders of the Thaumaturgical Constitution. They follow a strict code of conduct, and sometimes aide the city guard. In fact, in some cities, they are the city guard.

  • Watch Detective


  • Affiliated with the Mage Knights and co-founded by the Archmage the Mithral Mask, the Watch Detectives track down suspects for trial and solve other various crimes beyond the ability of the city guard or Mage Knights.

  • Other Prestige Classes


  • There are, of course, many other Prestige Classes in Acadecia, but these are far less common than those listed here. Regardless of the rarity of a prestige class, any character with five or more ranks in a prestige class (i.e. Arcane Archer 5/Watch Detective 2, but not Guild Thief 3/Arcane Archer 2) is considered to have the "Great Prestige" modifier under the Leadership feat.


  • All HTML and images on this website are property of Travis Ward Henry, ©2004.
    All information displayed on said website is property of Nathan Berg, ©2004, except for
    some material that is inspired by or taken either entirely or partly from the following Dungeons & Dragons
    books: Player's Handbook, Dungeon Master Guide, Unearthed Arcana, and Master of the Wild.