Classes Available

Fighter
Monk
Barbarian
Wizard
Cleric
Thief
Paladin
Bard


Prestige Classes Available

Assassin
Defender of Skye
Loremaster
Templar
Order of the Pouch
Tolnedran Knight
Taskan Knight
Grey Cloak
Samarai
 
Fadefoot Scout


Changes to the Default Classes...

  • Bards Bards are played identical to the book, with the exception that Bards are not arcane casters. Insted, they are Harmonic Casters which is as distinct as the other casting methods.
  • Rangers may chose to be either Divine or Harmonic casters. Elven rangers will normally be Harmonic casters. You may chose a 2 weapon ranger as listed in the players handbook, but I think a ranger-archer makes more sense. As such, I offer one of the two packages.
  • Clerics - Clerics pray daily in faith for their powers and are vessels for the word and pupose of their gods. A cleric can be constructed the same as per the third edition rules, with a few minor modifications. Clerics may pray for new powers, and if they tithe enough (spell research roll), then they may add the new spell to their spell list.
    • Clerics must memorize spells as per the book, but can cast them multiple times. For example, A cleric only needs to prepare cure light wounds once from their spellbook, and can cast it however many times he wishes, using up a first level spell slot each time.
    • Clerics do not need to specify whether or not a spell is being altered by metamagic feats when the spell is being memorized. They can determine that at casting time, or they can use the feats when they study in order to free up another spell at their level.

  • Wizards spend their time unlocking the dark secrets of the universe through study and careful exercise. The following are changes to the third edition rules in order to make wizards a bit more playable (IMHO).
    • Wizards must memorize spells as per the book, but can cast them multiple times. For example, A wizard only needs to prepare magic missile once from his spellbook, and can cast it however many times he wishes, using up a first level spell slot each time.
    • Wizards do not need to specify whether or not a spell is being altered by metamagic feats when the spell is being memorized. They can determine that at casting time, or they can use the feats when they study in order to free up another spell at their level.
  • Sorcerers
    • Sorcers are blessed beings who have a natural aptitude towards magic. A sorcerer does not keep a spellbook, and their training is primarily in sensing the raw energies behind a spell.. The following are changes to the third edition rules in order to make sorcerers a bit more playable (IMHO).
    • Sorcerers can be played just as in the book. Additionally, the sorcerer can learn spells from both the divine and arcane schools (there are not divine and arcane spells, only divine and arcane spellcasters!)

  • Gnome Alchemist (Special Class)
    • Gnome Alchemists can only be played by a Gnome character. They are identical to the Wizard Class with the following modifications.
    • Gnome Alchemists get an additional +2 to the alchemy skill for the special training they take (note that this is additional to the +2 for being a gnome).
    • There is no level restriction for the maximum spell level with the Brew Potion Feat.
    • Gnome alchemists are specialist illusionists, and cannot take spells from the schools of Divination and Necromancy. However, the alchemist can take their bonus spells from either the school of illusion _or_ the school of evokation.
  • Multiclasses Characters - Classes that are not allowed to mix at all:
    • Paladin/Wizard
    • Cleric of Moradin/Wizard
    • Dwarf (race)/Wizard - That is what the runemaster is for.
    • Note that all class additions need a convincing reason and have some roleplaying worth. Adding a single level of Monk justso you can get the saving throws won't do it.

 

 

 

Level Titles
Monk:
Student
Novice
Initiate
Brother
Disciple
Immaculate
Teacher
Master
Superior Master
Master of Dragons
Master of the North Wind
Master of the West Wind
Master of the South Wind
Master of the East Wind
Master of Fire
Master of Water
Master of Earth
Master of Air
Grand Master
Legend
Cleric:
Aspirant
Acolyte
Beadsman
Adept
Friar
Priest
Cleric
Curate
Presbyter
Elder
Liturgist
Minister
Vicar
Sacerdotalist
Canon
Lama
Patriarch
High Priest
Saint
Legend
Druid:
Seeker
Delver in Mysteries
Inquirer
Naturalist
Keeper of the Flame
Keeper of the Wind
Keeper of the Earth
Keeper of the Water
Keeper of the Flower
Keeper of the Beast
Keeper of Mysteries
Fulcrum
Herbalist
Earth Hand
Earth Heart
Earth Mind
Druid
Great Druid
Archdruid
Legend
Wizard:
Prestidigitator
Magician
Illusionist
Conjurer
Theurgist
Brujo
Thaumaturgist
Necromancer
Summoner
Arcanist
Mage
Alchemist
Transmuter
Spellbinder
Augurer
Seer
Magus
Archimage
Wizard
Legend
Sorcerer:
Trickster
Medicine Man
Master Trickster
Voodooist
Cabalist
Exorcist
Charmer
Diviner
Enchanter
Shaman
Diabolist
Magian
Invocator
Visionist
Phantasmist
Apparitionist
Evoker
Warlock
Sorcerer
Legend
Fighter:
Watchman
Sentry
Guard
Brawler
Pikeman
Shield Bearer
Fighter
Warrior
Berserker
Mercenary
Myrmidon
Bladesman
Duelist
Gladiator
Weapon Master
Demon Warrior
Dragon Warrior
Battle Master
War Master
Legend
Paladin:
Squire
Keeper
Protector
Defender
Guardian
Knight-Errant
Chevalier
Enforcer
Crusader
Prosecutor
Inquisitor
Justice
Knight
Templar
Paladin
Plenary
Immaculate
Paragon
Avatar
Legend
Ranger:
Surveyor
Warden
Frontiersman
Forester
Mountaineer
Runner
Strider
Courser
Scout
Tracker
Guide
Pathfinder
Farwalker
Woodsman
Hunter
Outguard
Ranger
Ranger Knight
Forest Lord
Legend
Barbarian:
Primitive
Wildman
Savage
Beast
Brute
Tribesman
Brave
Nomad
Raider
Wolf Warrior
Serpent Warrior
Bear Warrior
Lion Warrior
Vandal
Outlander
Berserker
Barbarian
Chieftain
Warlord
Legend
Bard:
Dandy
Gallant
Paramour
Plucker
Minstrel
Performer
Wit
Wag
Musician
Actor
Poet
Singer
Soloist
Storyteller
Jester
Harlequin
Balladeer
Composer
Bard
Legend
Rogue:
Vagabond
Thug
Rascal
Bandit
Swashbuckler
Filcher
Sharper
Pickpocket
Footpad
Cutpurse
Robber
Lightfoot
Burglar
Cat Burglar
Rogue
Thief
Master Thief
Assassin
Shadow
Legend

 

 

 

 

Wizards: Apprentice Mage, Novice Mage, Junior Mage, Mage, Wizard, Master of the Nth Circle, Master of the Unseen
Clerics: Brother, Father, Deacon, Priest, Bishop, Cardinal, High Priest
Soldiers: Private, Corporal, Sergeant, Master Sergeant, Lieutenant, Captain, Major, Commander, General
Sorcerers: I don't see them as having enough of a central hierarchy to have a global rank structure.

(printable version)