Sharp — RPG Version
Sharp is an intermediate thief, with skills in stealth magic. Hes mostly a utility class with more out of combat skills, like lock-picking. He has a ring of skeleton keys and lock picks, which he can use to open simple locks and locks with weak enchantments on them. His shoulder cape releases a shroud which gives him a cloud that reflects light around him, giving the illusion of invisibility, which is useful for pickpocketing valuables that he can store a large amount of in his pockets of holding, which are bigger on the inside. His stealthiness is also really good at springing surprise attacks with his crescent hook. The blunt side is good for knocking enemies out, while the hook side is used more for disarming and removing armor and revealing weak spots. Generally though, hes has no defense against physical or magical attacks,so Sharp will usually never attempt to fight, opting more to run away or wait for back up.
Magma — RPG Version
Magma is an intermediate warrior, who enhances his weapons and armor with geomancy. Like his name would suggest, during combat when he generates rage/furor, he can channel that energy into his war hammer for added lava damage that can cause earthquakes or into his pads which can add armor, for defensive boost. His gladiator belt stores his rage, and creates a kilt that can prevent immobilization effects. The horn ring helps ward off against mind-altering spells, and also acts as a limiter, so he doesnt lose control if he gets too heated, becoming a true berserker. His lava spurt is an all or nothing finisher, where he erupts all of his energy into one attack. His combat style is to charge head-first and swing his hammer around. He performs best when its him versus a large group of weaker enemies, rather than a one-on-one, where his large attacks are easier to avoid. His defenses are average physically, but hes defensively weak against magic except for illusion spells. Hes also at a disadvantage against ranged opponents, but he has a few tricks to close the gap.
Barius — RPG Version
Barius is also an intermediate level mage, but unlike Spike who has a natural affinity for magic, Barius is very studious and well read. He has specialized in ice magic, knowing that dragons are more resistant to fire magic, but hes knowledge-able in most schools. One of which is barrier magic, which normally is a spell associated with the light, but hes used it with ice. His studies also make him a very excellent enchanter, often enchanting all the gear for the team though the reagents can be hard to come by. His self-made enchanted gear helps bolster his talents. His gloves provide magical bucklers for deflecting physical attacks, while his scarf can provide a larger barrier that can shield a group. Hes proficient with his staff, using it as both a bow-staff and a pole-arm. Hes even come up with socks of bracing, as he calls them, which allow him to brace himself to withstand or deliver powerful attacks. As with most mages, his defenses are closely tied to his mana pool, only lasting as long as his barriers can stay up. Hes not very agile, opting to take on more of a turret strategy, holding his ground using powerful ice flurries to push his opponents back.
Mangle — RPG Version
Mangle is a hybrid class, closest type would be a ranger. Originally more of a rogue, hes more naturally accustomed in close and ranged combat. Once hes met up with the other party members, they crafted him some gear that would make him more useful, since they needed a healer. HIs main weapon is a bow that can be split into what are effectively tonfas. But it doesnt shoot traditional ammunition, instead shooting healing bolts from the enchanted gems on the end. The gems can be interchanged, so he can go from healing magic, to arcane, fire, ice, to anything he can carry in his gem sack. So he can also provide support in ranged damage. Being the healer, he has a harness and headband of vitality to keep him up. The harness provides a constant flow of energy to heal himself, while the headband allows him to channel that energy into the gems in his sack, recharging them. Though he has high regenerative ability, he has virtually no defense magically and physically, as well as being easily confined, and even disarmed. As such, his strategy is to stay back and let others do the fighting while he provides backup, which isnt too difficult since his flight keeps him well away and a hard target to hit.
Snort — RPG Version
Snort is what you could classify as something of a knight. Hes the one whos built tough and can take hits, both physical and magical, with a natural resistance to shock. He takes advantage of this by having his scale-mail armor be enchanted with lightning, which causes retaliatory damage when he takes a blow. His shield useful for reflecting spells in addition to deflecting blows. His sword has a secondary effect that can cause his opponents to be stunned or even paralyzed should they be weakened enough. The whip is his only ranged ability, though also useful for restraining and subduing due to its shocking ability. Snorts strategy is often to be the one standing in the way between the opponent and their objective, acting as a figurative shield. When on the offensive however, his lightning spells can aid him in running head straight into the opposition.
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