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.


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