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== Classes == Bards: Remain unchanged despite their current absence. No alignment restrictions on them, though. Clerics: I like what they did with Clerics in that they do not gain their power from direct mystic revelation but a ritual ordination performed by the Church. This is now canon in the setting and Clerics now function somewhat like Eberron in that one must be formally defrocked by ritual to have one's Clerical abilities removed (unless you tick a god off enough his avatar appears to do it). Otherwise, you will maintain your clerical abilities. Defrocking I'm going to rule is a 4th Level Spell and only capable of being performed if the cleric really has seriously transgressed the faith. Druids: I'm inclined to substitute Nature bonded Clerics until a New Druid Class arrives. Ditto on the alignment restrictions. Fighters: Really, it's combining all the Book of Nine Swords options into the game. While I would prefer to keep the "mysterious arts of the East" flavor to them, I can just keep most fighters at a low level. Finally, Kensei is a base class and my campaign has been moving to overthetop anime showmanship to even them with evil wizards anyway. So, again, no problem but I can see how it would seriously bug some players. Bladesingers are now a Paragon path for Elven Fighters. Paladins: Overall, I am going to be adding the option at Fourth Level to Call a War Mount and am going to add an increasing option for every 4 levels for increasing the power of the Mount. Thus, 1st levels have their trusty Giant Badger/Warhorse while 30th levels have their beloved Silver Dragon. Otherwise, no real change though I don't particularly like that the Paladins seemed to be almost like Terra summoning Espers from FFIV with these smites. A Jedi uses the Force for knowledge and Defense, never for attack and all that. Paladins are more common in the realm now and simple martial servants of the Gods with no particular reverance attached to them. Like clerics, they must be defrocked rather than lose their powers automatically. Rangers: No real change here. Arcane Archers are now a paragon path for Elven Archers. Rogues: Fine as is. Warlocks: Something to be established for simple gamer backstory. The ascension of Asmodeus to Greater God status, accompanied by Gargauth's (and other Demon Princes/Archdevils) slowly expanding influence over the past century of misery is what's responsible for this giant increase in Warlocks. Plenty of wizards were unable to live without their sorcery and sold their souls for it. Warlords: Fine as they were, retconned to always being there. Cassius was clearly an archetypical one. Wizards: One of the biggest changes here is purely thematic. The cataclysmic transformation of the Planes has resulted in most Spell Books from previous eras to become worthless. Thanks to wizards being an industrious sort, most figured out how to adapt things despite the fact that vast amounts of arcane knowledge is now dated and worthless (like textbooks describing the importance of the Aether). Angry peasants burned quite a few libraries as Wizards allowed them to do so.
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