Class notes

Most classes are standard--exceptions are noted here. There are also two new classes, reflecting the new technologies that are making their way across Terok.

New class. Craftsmen, engineers, tinkerers--this class loves playing with technology. Usually limited to halflings and dwarves to start, though I might allow another race if you can give me a good reason.

The seekers of knowledge after the destruction of so much during the Third Age, the bards collect stories both to pay their way, and to satisfy their own desire to know. To reflect this, Bard characters start with 4 free points in any combination of Knowledge: Second Age or Knowedge: Third Age, and are always +5 on any Bardic Knowledge rolls dealing with those periods of history.

Magic-users, Arcane
It is commonly accepted that mages draw their power from the earth, using some sort of channel to shape the energy into the desired result. The most common channel is a staff, made of a sturdy wood that has been crafted in some way (not just any branch found in the woods will do--some shaping by mortal hands must occur, though it doesn't take much). Most mages personalize their staves, but any wizard's staff may be used by any wizard--there are stories of some wizards being able to limit who uses their staves, but such stories are probably just that. Some mages are able to use smaller channels--or none at all-- see the Skills & Feats section for more details.

Magic-users, Divine
Unlike mages, divine spell casters gain their ability from the gods themselves--Church doctrine says that each cleric receives a tiny portion of their chosen god's power upon taking their vows. Said power can then be used to perform divine feats, and the spell caster is assumed to be acting as an extension of the god's (and Church's) will, with the understanding that if the power is in contradiction of said wills, it can and will be removed.

You know what these are. Master of black-powder weapons, and not bad with a blade as well, this is another new class from "Sorcery & Steam." Again, limited to halflings or dwarves to start, unless your character concept is compelling enough.

Thief Guilds: Don't kid yourself, organized crime really isn't. Sure, there are legends of kingdom- and continent-wide crime rings that reaped enormous profit "back in the day," but the lack of reliable and speedy communication between neighboring cities, let alone kingdoms, make the possibility of such an organization today a mere fantasy. However, within most cities there are varying attempts at organization, with appropriately varying degrees of penalty for any rogue practicing his or her trade without consent. Locating the right people to talk to is usually a matter of a Gather Information check.
Hand Cant: Legend has it that some priests of Rishka, chafing under a vow of silence, developed this language of hand signals to enable them to communicate without arousing the wrath of their superiors. According to this story, the language left the realm of the clergy when these same priests were expelled for some other slight against the Church, and they turned to thievery for money. Regardless of the story's veracity, there is a simple language that consists primarily of subtle hand gestures, and it is often used by those who want to communicate without being overheard. Most often this occurs between two people in close proximity, who can have a normal, verbal conversation while their fingers are spelling out entirely different topics.

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