Classes of Hollow
A character's class represents their main area of expertise, role, fighting style, or job. The chosen class typically affects what skills or abilities the player character can learn and use. For example, a warrior is skilled with a sword, a mage can cast spells, a priest can heal others, etc.
When creating a character there are two important choices: race and class.
- Certain classes can only be played by certain races.
- The class of a character will determine what battle skills the character can learn. It is usually a good idea to keep your character and race in mind when role-playing.
Unique Classes: Experienced players with long-running characters may gain skills that don't neatly fit into any class. Looking to apply for a unique class? Click here.
What follows is a list of the official character classes of Hollow. Click through each header for more information.
Assassins are just what one would think them to be: contract killers. They are especially skilled with archery and with throwing daggers, and have at least a reasonable working knowledge of poisons and other potions. Assassins at most keep to small enclaves but are usually solitary individuals, detached from the nuances of common life. On the surface they may appear much like rangers in that they are rarely seen or heard, especially when stalking their target, which they - like the ranger- prefer to strike at from a distance. The major exception to this is that assassins generally have no regard for the well-being of nature or for preserving its delicate balance, unlike the ranger. They are true to nothing but their own greed, as their services are rendered to the highest bidder. Assassins are by nature unlawful, and are of chaotic or neutral evil alignment with very few exceptions. It is possible for neutral or even chaotic to neutral good aligned assassins to exist, though that breed of assassin is exceedingly rare.
Bards are musicians, poets or writers. While most of their learned trade is put to use in entertaining other commoners, bards also are well-versed in the art of lyrical spell-weaving, used to suit most any purpose. The most common uses for their songs are to soothe and heal those in need, to protect themselves or others who might be in trouble, or to torment those who might do them harm. A bard will use a musical instrument as a weapon when fighting, to bring along the song. While not powerless without an instrument, the spells are usually less effective. Bards are generally good-natured but can be of any alignment.
Death knights, in short, are the exact opposites of paladins. Their sole purpose in existing is to root out what the common eye might call 'good' in the world, and seek their own personal ambition or that of evil. The magical abilities of death-knights and paladins are in many respects identical, in that they summon god-given powers which are used for self-preservation and for destruction of the opposing forces. It is possible that some death knights are able to sap the life from someone much like a paladin would cast healing hands, but this practice is rare as their chosen deity usually will just provide the power to kill the subject first. The terms 'death knight' and 'paladin' are actually doled out as a given society sees fit. For instance, a person who in human society might be seen as a paladin would be viewed as a death knight in drow society, and vice versa. Death knights are the most ruthless of classes, slaying anything and anyone who stands in their path without remorse. A death knight's alignment is always evil, and in almost all cases is lawful evil.
Druids are worshipers of nature, and thus are the most in tune with the living earth, as it were, of any creatures. They are exceptionally skilled in the art of healing, especially as far as herbalism is involved. Druids are only able to use elemental magics but are adept at using the elements of nature to their advantage when fighting. However, they are always careful to disrupt the delicate balance as little as possible. Above all else, they care for nature and will fight tooth and nail to preserve it. Druids are typically of good alignment but some evil ones have been known to exist.
Illusionists are masters of deception, and their instrument, naturally, is the illusion. Oftentimes this is used for entertainment, but it is also incredibly useful when engaged in battle, especially for the most potent of illusionists. For those not in regular practice, elaborate illusions will likely only stay in place for a few seconds and are quite taxing on one's magical reserves. Only the most experienced illusionists can hold their trick for more than a few seconds. While the illusion is obviously not real, all it takes is the target to believe it is for any attacks therein to take effect. Illusionists can be of any alignment.
Knights are strong melee fighters who are very skilled with their sword, rarely landing a blow that is not both clean and forceful. Having trained sometimes for decades, most are nothing less than noble and valiant in their actions, though some knights pay more attention to their own pride than the chivalry most have learned. Knights generally have a good deal of wisdom and charisma, and usually make for capable leaders despite their lacking any magical ability whatsoever. They can be of any alignment, though they are most prevalent in good alignments.
Mages are highly intelligent spellcasters who are well-versed in a variety of different genres of magic. Even still, most mages are experts in no more than one discipline of magic unless they have been practicing for decades, or even centuries if their lifespan permits. Their abilities are practically limitless, with the most powerful of mages' potency trumped only by the divine, though it takes tens or hundreds of years to develop such a level of prowess even for the most intelligent mages. Mages can take any alignment.
Monks are reclusive in nature, spending most of their lives at a temple or monastery where they seek to achieve perfect equilibrium within themselves. Generally pacifists, they fight only when necessary but their attack arsenal, while usually very small, is precise with sometimes deadly force. Monks are known to spend years, if needed, perfecting one attack or defense before beginning to learn another, so as not to disrupt balance within themselves. Monks are of good alignment.
Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and to also resurrect people from the dead, but these powers are only mastered by the most experienced necromancers after years of practice. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil.
Paladins are high-moraled warriors endorsed by the gods, championing the cause of good wherever it needs to be spread. While skilled with the sword, they are not the strongest of fighters in their own right but are exceedingly powerful when acting as a vessel for divine power to flow through them. All magical ability, including that used for self-protection, the healing of others, and to strike down evil, is not of paladins themselves but rather the gods they serve. They will hunt down those of evil alignment wherever present and oftentimes will even strike down innocent bystanders which impede the path of good. Paladins are charitable and cheerful, living their lives to help other people as a means of spreading their cause throughout the world. Paladins can call upon the gods to heal others, but only as much as is needed, and they cannot call for healing upon themselves. They are almost always lawful good, and those that are not are chaotic good.
Priests are liaisons between commonfolk and the gods. They are the most in-tune with divine will and have a special connection to the deity they serve. Priests have limited melee ability, but oftentimes act as a vessel through which the gods can display their power, the level of which is all a priest will ever need. While a long-practiced priest could possibly call the wrath of the gods upon someone with a single spoken word of prayer, this level of symbiosis with the gods is very difficult to achieve. Like paladins, priests can ask the gods to heal others, but cannot request it for themselves. In regular society priests will almost always be male, though in drow society they will be female without exception. Priests can be of any alignment, depending on which god it is they serve. Naturally, drow priestesses are always of evil alignment.
Rangers are very much like assassins, in that they keep to themselves or to small enclaves and spend most of their time in the forests. Rangers respect the forest, and life in general, moreso than assassins do, but they are every bit as accurate with the bow, which they use with deadly precision. Because they are more in tune with nature, rangers are sometimes gifted with a small amount of magical ability. This power is usually limited to the enchantment of their arrows and the healing of others, though rangers have the least potent healing abilities of all the healing classes. Generally kindhearted and respectful of life's fragile nature, rangers are usually of good alignment though the odd evil ranger has been known to exist.
Spell blades are something of a hybrid between a knight/warrior and a mage. They are exceptional in the art of enchanting weapons and casting minor support spells, but most know little beyond that. Spell blades are less skilled with the sword than knights or warriors are, and are also less magically-inclined than are mages. Spell blades are not of any predisposition toward good or evil, and thus can be of any alignment.
Thieves, also known to some as rogues, are extremely nimble and lightning quick, usually able to pilfer from the unsuspecting without being noticed as anything more than an innocent bystander. Some thieves carry more bravado, a la Robin Hood, but most act alone and in the cover of crowded places where they can easily blend in. They are non-combative and usually only carry a dagger as a weapon, but are still a tough customer when forced to fight especially when there seems to be no way out. Thieves will usually be of neutral or evil alignment, but there are known to have been a handful of heroic thieves from time to time.
Warriors are, in effect, knights without the codes of honor or nobility. They are extremely skilled fighters, and many fringe upon warmonger status due to their uncanny craving for the battlefield. Most will race into a fight without giving it more than a few seconds' thought. While warriors can lead other warriors and are able to captain bands of warriors, they usually lack the wisdom and charisma necessary to successfully lead brigades of knights and other soldiers. This being said, their fearlessness and brute strength are great advantages in close combat. Warriors can be of any alignment.