Class Notes
Most of the classes have undergone at least some modification.
After each discussion of how a particular class has been
changed, there is a list of the Kits availible on Gero for that
class. If it is a new kit, then the name also serves as a link
to the description; otherwise, just look it up in the
appropriate Complete Guide.
Warrior
All Rangers are now members of the Order of the Unicorn.
While most of their abilities are unaffected, they are now
required to be Chaotic Good. Furthermore, they must always
strive to protect the life and habitat of any unicorns they
encounter, no matter what the cost to themselves or their
allies. (For more information, see The Order of the
Unicorn.)
All Paladins are Templars in the service of Trocept, the
ascended first paladin. (See the listing for Trocept in
the Book of the Gods for more information.)
Other Templars are assumed to be Warrior subclasses,
unless otherwise stated. (See The Book of the Gods for
more info.)
Kits: Barbarian (New/Degenerate)
Beast-Rider (New/Degenerate, Goblins, Gnomes)
Berserker (New/Degenerate, Goblins)
Cavalier (Human, Orc, Elf, Drow)
Duelist (Human, Orc, Elder/Twisted)
Gladiator (any)
Myrmidon (New/Degenerate, Goblin, Dwarf, Kobold)
Noble Warrior (Human, Orc, Elf, Drow, Kobold, Dwarf)
Peasant Hero (any)
Pirate/Outlaw (New/Degenerate, Elf, Drow [For Pirate, see Buccaneer Thieves])
Samurai (Kobold)
Savage (New/Degenerate)
Scholarly Warrior (Human, Orc, Elder/Twisted)
Swashbuckler (Human, Orc, Elf, Drow, Gnome)
Wilderness Warrior (New/Degenerate, Elf)
Rogue
The Thief class is totally unaltered.
Kits:
Acrobat (Any but Goblin, Dwarf or Kobold)
Adventurer (Any)
Assassin (Human, Orc, Any E/T but Gnome)
Bandit (Any)
Beggar (Human, Orc, E/T)
Bounty Hunter (Human, Orc, E/T, but not Gnome)
Buccaneer (Human, Orc, Bullywug, Locathah, Sahuagin, Elf)
Burglar (Any)
Cutpurse (Any)
Fence (Human, Orc, E/T)
Gentleman Thief (Human, Orc, E/T but not Gnome)
Investigator (Human, Orc, E/T)
Rebel (Any)
Ruin Explorer (Human, Orc, E/T)
Scout (Any)
Smuggler (Human, Orc, E/T)
Spy (Human, Orc, E/T)
Swashbuckler (Human, Elf, Drow, Gnome)
Swindler (Human, Orc, E/T)
Thug (Any)
Troubleshooter (Human, Orc, E/T)
Bards are now considered Templars of Celeban. (See the
entry for Celeban for more information.)
Wizard
In order to be a standard Mage, a character must have an
Intelligence of 18. This means true Mages are both rare
and powerful.
All specialist Mages have an "alignment tendency",
according to their speciality. In order to select an
alignment other than the one associated with their field,
a specialist must meet two requirements. First, she must
qualify for the Experience bonus from high stats (this
generally means an Int. of 16+). Furthermore, she must
willingly forfeit this bonus. This represents the enormous
willpower drain that comes from fighting the pull of a
School's resonance.
It should be noted that Specialists of radically different
alignments are usually shunned by the members of their
School, and that non-mages and wizards of different
specialities will often judge a specialist Mage by his
School, at least at first (and thus Enchanters,
Necromancers and Conjurers are all frequently viewed with
suspicion, or even outright hostility).
Alignment tendencies are as follows:
Enchanter LE
Enchanters are masters of manipulation and control.
They habitually force others to do their bidding.
Furthermore, they are not adverse to the often foul
practices needed to enchant powerful objects.
Conjurer NE
Used to dealing with creatures from the lower planes, it
is hard for the Conjurer to resist the constant lure of
power they offer.
Necromancer CE
Few can indulge in the often gruesome rites of the
Necromancer and long stay totally sane. In almost every
culture, it considered to be a foul crime to disturb the
dead, yet these often corrupt souls do far worse than rob
the graves.
Illusionist CN
The constant practice of artifice leaves the Illusionist
with little respect for the concerns of others.
Transmuter CG
Transmuters are, by definition, agents of change. Most
seek to achieve change for the better.
Invoker NG
Invokers regularly call on powers higher than
themselves, teaching them a respect for those powers.
Abjurer LG
The magic of the Abjurer is almost always directed at
protecting the Group from individual evils.
Diviner LN
Diviners tend to seek truth obsessively. The harsh
light of Truth can easily burn many, but this does not stop
them.
Metamage (New) TN
The average Metamage is too lazy to care much about
anything as intricate as a personal code of ethics and
morality.
Ritualist (New) TN
Ritualists find such annoyances as alignment to be mere
distractions.
There are two new Wizard Sub-classes: the Metamage, shaper
of magic at its most fundamental level, and the Ritualist,
an artisan who refines and focuses his magic through the
principles of alchemy and sympathetic magic. These schools
are discussed in greater detail in the Grimoire.
Kits:
Academician (Human, Orc, Elf, Drow, Gnome, Kobold)
Anagakok (N/D)
Intriguer (Human, Orc, E/T)
Militant Wizard (N/D, Kobold)
Mystic (Any)
Patrician (Human, Orc, Elf, Drow, Kobold)
Peasant Wizard (Human, Orc, Elf, Drow, Kobold)
Savage Wizard (N/D)
Wu Jen (Kobold)
Priest
There are no Clerics. All Priests are Specialist Priests
of their particular faith. If the faith is centered around
a Totemic Power, then the Priest, commonly called a shaman,
must be devoted to the welfare of his tribe. If it is one
of the Deities, he will probably be part of a more
organized hierarchy, which may have safe havens for him
across the planet.
Sphere listings and granted powers are now in the individual listing for the appropriate Diety. See the Book of the Gods
for more details.
Kits: Barbarian/berserker (Awr, Totems [but not Race
Totems])
Nobleman (Tronet, Trocept, Drovelor, Sile, Tufrone,
Race Totems)
Pacifist (Gerof, Ruffalonna, Trocept, Tufrone, Vegfiro)
Peasant (Awr, Trevlor, Vegfiro)
Prophet (Smathpan, Symetyr, Thilg)
Savage (As Barbarian/berserker, plus Ruffalonna,
Celeban)
Scholar (Symetyr, Thilg, Trocept, Drovelor, Sile,
Trevlor, Vegfiro, Race Totems)
Dissenter (Any Diety, Race Totems)
Outlaw (Any Diety except Thilg)
Note that this last is _not_ the original Outlaw kit
from the Complete Priest's Handbook. Rather, that kit
was split into the Dissenter and the Outlaw.
Psionicist
Psionicists are now all members of the Cult of the Self, a
relatively new, and secretive, sect. They are greatly
feared, and in many areas are hunted aggressively. All
Self Cultists are LN.