Fighting Classes and Abilities 7.5
Fighting Classes and Abilities from the 7.5 rulebook
This section contains a few examples of archetypal medieval and fantasy character types. While the names of the classes reflects a European centric viewpoint, that does not define how you must portray them. You can easily play the Barbarian or Warrior classes as a Samurai or the Healer as a Necromancer. With a little flair and creativity, the Scout class makes an excellent Pirate. Your character and persona are defined through your actions and behavior, not the name of the class that gives you your abilities. The classes exist in a strict form to maintain game balance on the field; it is up to you to give them life, substance, and personality.
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Credits and Levels
If you wish to fight or participate in a battlegame, you must conform to one class for each game. A person may advance in level in a class after having the requisite credits and passing a class test administered by your class Guildmaster. Only one attendance credit may be given on a single day. You must play the class you wish to gain credit in. If no class is played but fighting takes place, you may take a Warrior credit. All classes gain new abilities and levels at the following rate:
- 1st Level - less than 13 credits of experience in that class
- 2nd Level - at least 13 and less than 25 credits of experience in that class
- 3rd Level - at least 25 and less than 37 credits of experience in that class
- 4th Level - at least 37 and less than 49 credits of experience in that class
- 5th Level - at least 49 and less than 61 credits of experience in that class
- 6th Level - 61 or more credits of experience in that class
Standard Classes
- Anti-Paladin
- Archer
- Assassin
- Barbarian
- Bard
- Druid
- Healer
- Monk
- Monster
- Paladin
- Peasant
- Scout
- Warrior
- Wizard