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classes

Classes

Clerics: If you are a Human cleric, you most likely belong to one of two sects: Hierophantist or Ecstaticist. The third, predominant religion in Haldeve is not an appropriate religion for a player character, since Fartherists do not believe in "miracles." Hierophantists do, but their hierarchy tends to frown upon any that are not officially sanctioned (almost none of which are). Miracles are the heart of the Ecstaticist faith, but you will find that (as discussed above) miracles don't work anywhere near any major human settlement. Non-humans are not allowed to be Hierophantist clerics, but there have been some Goblinoid Ecstaticist clerics, as Ecstaticists generally appeal to the poorer classes and tend to be more racially inclusive.

Clerics of the Human religions are granted their domains by the "One True God." They must choose a Good alignment (Lawful Good, Chaotic Good, Neutral Good). Chaotic good is an unusual alignment for Hierophantist clerics. Hierophantist clerics may also choose any number of "patron saints," and gain access to divine magic domains that way.

If you are a Diluvian (a rare nationality in this setting), you could be a Hierophantist or an adherent of the "Old Religion" (a pagan). For more information about the Pagan gods and their domains, see Religions of the New World.

If you are a non-human cleric, it means you are the recipient of certain ancient non-human traditions that most folks (human and non-human) don't believe in, and which humans find vulgar and frightening. Unless you are a Rouvanian Elf, your knowledge of your religion may be incomplete, since it is difficult to get access to elders or experts who know these religions.

Clerics of non-Human relgions are granted their domains by the various "high gods" (shared by the religions of all non-Humans in this setting), dragons, and deified emperors or empresses. Though legend tells that the great guardian dragons were all overthrown and killed, they still pray to the dragon spirits to receive the domains those dragons presided over. Non-Human clerics are not required to choose a patron deity, and if they do, they are not required to choose domains belonging only to that deity. They may freely choose domains belonging to any deity belonging to the same pantheon whose alignment does not conflict with their own, i.e., good clerics may not choose domains of an evil god, chaotic clerics may not choose domains of a lawful god, etc.

For more information about religion in this campaign setting, see "Religions of the New World."

Druids: The Druidic tradition in this setting exists only among the Fey peoples of the south and the Elven peoples of the north. Other races who have been exposed to these cultures may also become Druids.

Rogues: Rogues are found in every culture in this campaign setting. Non-Humans are especially likely to be Rogues in the urban underworlds of Haldeve and the Waltian and Masovian colonies.

Bards: In "civilized" nations like Waltia, Masovia, and the Human colonies of Haldevia, Bards are urban entertainers who sing on street corners for spare change, perform in circuses or on stage, or entertain bar patrons. Among non-Humans, Bards often also know ancient songs and stories that recount the histories of their peoples. In the Old World, in the ancient empires of Sanctonia, Caputonia and Diluvia, Bards have a more elevated role as local historians and storytellers, or as the minstrels of nobles, princes, and emperors.

Sorcerors and Wizards: Once common in Masovia and Waltia, these odd characters are rarely heard of there any more. Human Wizards and Sorcerers still exist in the ancient empires of the Old World, Sanctonia, Caputonia and Diluvia. The tradition of magic has also been carried on in secret among non-Humans in the New World, or among Humans who sympathize and are familiar with these non-Human cultures. Like Clerics, Druids and all other magic users, Sorcerers and Wizards are the recipients of ancient traditions that most Humans in the New World don't believe in and seek to suppress.

Fighters: The fighter class, with its emphasis on individualism, honor and personal valor, is most common in the non-Waltian cultures. Waltians and Haldevens of martial inclination are more likely to be Soldiers, trained in the use of deadly modern weaponry (a non-player class in this setting).

Rangers: The Ranger tradition in this setting exists only among the Elven peoples of the north. Other races who have been exposed to Elven culture may also have become Rangers.

Barbarians: Barbarians are very rare in this campaign setting. There are Humans living in tribal societies in isolated regions of Diluvia and Caputonia, near the Plateau of Periculum and on the islands of the Southern and Eastern Oceans. Some have been sold into slavery in Haldeve and the Waltian and Masovian colonies by Diluvian slave traders.

Paladins: Paladins belong to the Order of St. Morton, in the Sanctonian Empire. Some have been captured in the wars with Masovia and sold into slavery in the Shushanian colonies.

Monks: Monks belong to a unique movement of the Diluvian Empire, founded by the great ascetic philosopher and general, Ahenobarbus. Particularly despised by the Diluvian authorities, some Monks, like Sanctonian Paladins and Caputonian and Diluvian Barbarians, may have found their way to the New World as slaves.

Secret traditions: Non-Humans of any class will have learned their skills in secret, as Humans would certainly find it dangerous for a non-human to learn the skills of a warrior, for instance, or to have the education of a mage or cleric. Though humans would generally expect non-Humans to be "bards" or "rogues" of any kind, to reveal any special abilities in public would make non-Humans particular targets.

For more information about the various classes, in this campaign setting, see the histories of the new and old worlds.

If your character meets the minimum requirements, the following prestige classes will also be available in this campaign setting:

  • Arcane Archer (for Elves)
  • Arcane Trickster (gives improved sneak attacks)
  • Archmage (for magic users)
  • Duelist (for rogues)
  • Dwarven Defender (for Dwarven fighters)
  • Eldritch Knight (for fighter magic users)
  • Hierophant (for divine spell casters)
  • Horizon Walker (gives terrain and planar mastery)
  • Loremaster (gives knowledge of lore)
  • Master of Flies* (gives power to summon and manipulate swarms)
  • Mystic Theurge (for dual class arcane/divine magic users)
  • Scaled Horror* (for aquatic or reptilian fighters)
  • Shadowdancer (gives improved skills for fighting in darkness)
  • Survivor* (gives improved saves, evasion and damage reduction)
  • Sybil* (gives special divination abilities)
  • Thaumaturgist (gives improved summoning abilities)

    The asterisked prestige classes are from Savage Species, and may be especially suitable if you choose to play a character of non-conventional race. For more information about the requirements and abilities of these classes check with me.



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