Travelers, arbiters, tale-spinners, lore master, and often heroes, Bards have many personalities. While it is not uncommon for any given Bard to have several personalities all his own, as a group they are as diverse as the gods they follow.
(Any)
Similar in style and manner to a Ranger, these beast tamers are different in one key respect. Their dedication is rarely to a society as much as it is to their lives as masters of beasts and the beasts themselves. Also unlike a Ranger, the Beastlord is only respectful of nature in the way that he was trained. Vah Shir Beastlords worship the spirits of nature and the animals, as do Barbarians. But the evil races have grown to understand this worship differently, and often believe it to be a form of mastery over those spirits.
(Any)
A Cleric is often the pinnacle of his society—a spiritual leader, and often lore master for the tales of a society or of the god that they worship. Only those whose souls are most closely bound to their deity will become Clerics, and so they have alignments restricted by that of their deity and of their race.
(Any)
A Druid fights for the balance. Not content to be a bystander in the battles that often occur between factions both religious and racial, a Druid might actively defend a forest from the ravages of good or evil alike.
(Neutral)
Enchanters are often known for their ability to disguise themselves and to cloud the minds of others. There is a tendency, therefore, for such a person to understand other races and to at least study them somewhat.
(Any)
Elemental mastery and the power over the servants of the elements are not preclusive to any attitude. The only true requirement for this profession is a strong will and perhaps an equally strong ego.
(Any)
In order to be able to control one's body to the degree that a Monk is capable, one must first control the mind. Monks must be orderly to follow the path that leads only along the razor's edge.
(Orderly-Neutral, Orderly-Good, Orderly-Evil)
The desire to raise and manipulate the corpses of the dead is an unpleasant one at best. Most societies make rules against such activities, as disturbing the dead can have accursed consequences. Necromancers, therefore, are always evil and they rarely concern themselves with order.
(Discordant-Evil — Neutral-Evil, Orderly-Evil)
Paladins are the heroic knights of legend. They are the epitome of their people and their gods. This means that they must be goodly, and are most often orderly, but can be neutral good.
(Orderly-Good — Neutral-Good)
Rangers are the warriors of nature. They shy away from no duty that calls them to the service of their god. They share many of the beliefs of the Druids, though their methods may vary. A Ranger cannot be evil and tends indeed to be neutral, as do Druids. But they are closer to Paladins in this regard; they are more closely tied to the desires of their deity than to the balance of things.
(Neutral, Discordant-Neutral — Discordant-Good, Neutral-Good — Orderly-Good, Orderly-Neutral)
Rogues are just that, Rogues. They find rules amusing things, obstacles at worst, toys at best. A rogue may not be orderly. They, in fact, tend to be discordant.
(Discordant-Neutral, Neutral — Discordant-Good, Discordant-Evil, Neutral-Good, Neutral-Evil)
Often seen as the counterpoint to the Paladin, and justifiably so, Shadow Knights are knights of legend, too, though of the dark sort. A Shadow Knight must be evil, and tends to be orderly or discordant in resonance with their deity and society.
(Orderly-Evil, Discordant-Evil)
Much like Clerics, Shaman are the spiritual leaders of their people. Those who are most like unto their deity will be called to be Shaman.
(Any)
The Warrior is as varied in personality as the battles he fights. They tend to be less extreme, for those of highly religious nature tend to become Paladins and Shadow Knights, but this does not mean that a Warrior can't be just as righteous as any Paladin.
(Any)
Theirs is only the desire for knowledge and power. Their intent for that knowledge and power is dependent only on their character.
(Any)