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=Crunch= ==Classes== ''AU'' keeps the [[NPC]] [[Expert]] and [[Warrior]]. Your party, by contrast, must re-roll. Here, everyone shares the same XP level chart, so each class progressed at the same rate, rather at the rate the DM deems just. *'''Akashic''' taps into the Akashic Memory. Consider if "speak with dead" was a character-class instead of a spell. They're here to filter exposition on behalf of the DM for whatever setting you're playing in. Really should be restricted to NPCs unless the DM has a little sister or a spouse he's training to be the next DM. *'''Champion''' abstracts out the [[cavalier]], itself a secular abstraction of the [[paladin]]. The book presents the beta male for Light, Darkness, Life, Death, Magic, or Freedom. "Light" is good and "Darkness" is evil so, here's the ''AU'' paladin / antipaladin. *'''Greenbond''' is the nature-mage, one of this book's several routes to replace the 3.5 druid. *'''Mage Blade''' is the fighter/mage [[gish]] but better integrated, like the Elf before / beside [[AD&D]]. He gets an "athame", semisentient weapon as mage's familiar. *'''Magister''' is the pure mage, taught in schools for that. Since this is a Monte joint lots of people do magic already, so the Magister gets access to "complex" and "exotic" spells (keep reading). *'''Oathsworn''' is the [[monk]] by way of the Land's Haruchai. *'''Runethane''' is another mage but this one taught by a tutor rather than in the Magisterial Academy. He sticks (simple) spells on things or in the air by way of [[derp|runes]]. Redundant as fuck unless you got a [[Magical_Realm|tattoo fetish]]. *'''Totem Warrior''' is the [[CoDzilla]] shaman who can GROAAAWRR! Or, be hawklike, sharklike, snakelike, wolflike... ''wolverine''like. *'''Unfettered''' is the [[swashbuckler]] fighter/thief really really good at NOT getting hit. *'''Warmain''' is the alternate-fighter of ''AU'', the tank of the team. Parallel to the [[Weeaboo Fightan Magic]] [[Warblade]]. *'''Witch''' is the [[sorcerer]] by another name but with additional witchey ways. ''AU'' offers six types: iron, mind, sea, wind, winter, wood. They are manifested by: blade, fire, song, storm, word. Overall, you see where AU is going with this: Death To CoDZilla. The druids' (and [[ranger]]s') abilities are spread out among various shaman classes, and [[heresy|clerics go to the stake]]. Meanwhile the sorcerer is re-imagined (again) and the para-fighter is buffed so better balanced. Some of these classes borrow from ''Relics & Rituals'', particularly the Witch (two prestige-classes, there). Despite including a gish and annexing some prestige classes, ''AU'' does let you dual-class - just like the mainline. On topic of prestige classes AU assumes them setting-specific, so read on for those. ''Arcana Evolved'' will offer more base classes. ''AE'' also suggests how to balance these classes with, say, the [[Rogue]] (''knew'' we forgot something!) or visiting fighters from elsewhere: basically, you need to give your aliens an extra Feat. ==Spells== Monte took a leaf from [[Frank Mentzer]] who had ''ripped'' leaves from [[Tom Moldvay]]'s [[Basic Dungeons & Dragons]]' Expert book. To whit: there exist "fifth level" (or whatever) spells which you ''can't get'' alongside other 5th-level spells even when nominally eligible for 5th-level spellcasting. These spells are deemed "Complex", taking more effort to go find and use. Beyond that are "Exotic" spells. The book compiling all of the spells, of these three classes, canon to these rules, will come out in ''Arcana Evolved'': the ''Spell Treasury'', co-written / -edited with one Jeffery Dopperpuhl.
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