Core Classes

The standard D&D base classes are all found in Playground, though some have changes made to them. You can select from ten of the eleven classes found in the Player's Handbook: barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. The core bard has been replaced by two variants: the Divine Bard and the Wild Bard. Other variants are offered that alter aspects of the other classes as well, though the base classes are still available if you prefer not to use a variant. This chapter also details a number of new classes.

Barbarian

Despite many flourishing civilizations, barbarians are not uncommon on Playground. Heralding from the far northern reaches of Ramua, barbarian tribes wander the mountains as they battle the harsh beasts and harsher winters. The Crimson Steppes further south also house a large barbarian tribe of Wasteland Humans who have entered Playground from another realm. Isolated groups of renegade half-elves can also be found in the Southern Mountains of Ramua. Though less common, Kreen barbarians can be found in the Da'tek-luk scrublands of Xiua. Though not unheard of, barbarians are seldom seen near cities apart from the rarely attempted and largely unsuccessful raids.

Game Rule Information

The barbarian class may be used as presented in the Player's Handbook.


Bard

Standard arcane bards do not exist in Playground. To play as a bard, you must select either the DivineBard Divine Bard or WildBard Wild Bard variant. Divine Bards wield divine magic while Wild Bards wield arcane magic. More on those classes can be found in their individual entries.

Game Rule Information

Standard bards may not be used in this setting.


Cleric

Among all the classes, clerics are probably the most numerous in Playground. The deities are active and influential, and many mortals flock to their service as clerics. Clerics are often trained for warfare, as conflict among the differing religions seems inevitable, and large scale wars are often led by demigods and divine avatars as the gods vie for power and control of the populace. Clerics are seldom more than holy warriors though, and they almost never lead services. Ecclesiastical and peaceful endeavors are usually left to a Priest.

Game Rule Information

Clerics may be used as presented in the Player's Handbook with the following exceptions.

Deity, Domains, and Domain Spells: This functions as the class feature of the same name except that you may not choose for your cleric to worship no deity. The gods of Playground withhold their magic from all but their followers, and there exists no other source of divine magic.

Alternatively, a cleric may choose to worship one of the four formal pantheons as a whole rather than an individual deity. When worshiping a pantheon, a cleric may choose domains offered by any of the gods within the pantheon, with the normal restrictions. For alignment restrictions, the pantheons are considered to be of the following alignments:
The Amensian Pantheon - Lawful Neutral
The Harmonic Lineage - True Neutral
The Blood Pact - Neutral Good
The Great Ones - Neutral Evil.

If worshiping the Great Ones as a whole, you may not select domains from Osric, though you may choose domains from Eryllin.
If you are of good alignment, you may choose to worship both Osric and Eryllin as if they were a pantheon.


Druid

Druids are rare, but not completely unknown. Few choose to worship an abstract concept of nature when the gods are so readily apparent; however, there are few around the world who take up the path of druidism. Most druids worship Evadize, whether they realize it or not, and their divine magic stems from him or one of his progeny. Druids who worship the harsher aspects of nature, such as deserts or the force of cold and winter, may instead draw their powers from gods such as Klik'chak or Lossethir.

Game Rule Information

Druids may be used as presented in the Player's Handbook with the following exceptions.

Animal Companion (Ex): Druid and ranger characters may choose one of the new animals or certain other creatures detailed in Chapter 10: Monsters as an animal companion. Some animal companions do not become available until a druid’s level (or effective druid level, in the case of a ranger) is 4th or higher. When determining the special powers of such a companion, use the level adjustments given in Alternative Animal Companions on page 36 of the Player’s Handbook: –3 for companions that become available at 4th level or higher, –6 for those that become available at 7th level or higher, and so forth.
1st - Mouthbeast, Seabeast, Skybeast; 4th - Ethiri; 7th - Aerodon (dinosaur); 13th - Niidro; 16th - Nightwolf (elves only)


Fighter

Fighters fill many roles in Playground, just as they do in all worlds. They are common and numerous, and with the endless wars, many commoners and merchants have earned a few levels in Fighter.

Game Rule Information

Fighters may be used as presented in the Player's Handbook.


Monk

Monks are agents of Balance, seeking to maintain a center in all things. Good and Evil, Law and Chaos, these are the forces which bring conflict and death. To balance these forces within is the ultimate goal, though many monks also seek to balance these forces in the wider world. Monks are somewhat rare in Playground, being trained in only two remote locations: The Mountain of Meditation in Xiua, which is the birthplace of the monastic traditions, and The Theocracy, an island nation off the eastern coast of Xiua which seeks to bring peace and balance to the region.

Game Rule Information

Monks may be used as presented in the Player's Handbook with the following exceptions.

Alignment: True Neutral.

Flurry of Blows (Ex): The katana is a special monk weapon, the favoed weapon of Avalara, who created the monastic traditions.

Improved Initiative: Monks gain Improved Initiative as a bonus feat at 3rd level.

Ki Strike (Su): A monk does not gain Ki Strike (lawful) at 10th level.

Ex-Monks: A monk who becomes any alignment except True Neutral cannot gain new levels as a monk but retains all monk abilities.


Paladin

Originally trained by Osric personally, the Paladin Academy deep in the mountains of Ramua is the only known source of paladin training. Paladins themselves are viewed with suspicion outside of their own order due to certain practices in their training, namely keeping demons and devils in chains on which to practice. Paladins are fanatical and almost paranoid, but they always come charging in to lead the fight when evil rears its head.

Game Rule Information

Paladins may be used as presented in the Player's Handbook with the following exceptions.

Resist Fiendish Lure (Su): At 2nd level, the paladin gains a +4 Sacred bonus on saving throws against Mind-Affecting attacks of Evil Outsiders.

Divine Health (Ex): A paladin does not gain the divine health class feature.

Hunter of Fiends (Ex): At 3rd level, a paladin gains Favored Enemy (Evil Outsiders) as the Ranger class ability, except the bonus is 1/2 Paladin level (min +1).

Remove Disease (Sp): Paladins do not gain the ability to remove disease.

Dispel Evil (Sp): At 8th level, a paladin gains the ability to use dispel evil as the spell 1/week. The number of times a paladin may use this ability increases every 4 levels. 2/week at 12th level, 3/week at 16th level, and 4/week at 20th level.


Ranger

Rangers are most common amongst the inhabitants of the Western Wood of Ramua and the Thri-Kreen of the Da'tek-luk scrublands of central Xiua where they are useful hunters and trackers. They are often utilized as warriors and raiders in the wars which frequently flare up in those regions. They are also found in varying degrees in other regions. The Tohr-Kreen who dwell in the Da'Chtiksa-luk deserts of western Xiua have developed a unique set of skills which differ from the standard ranger, and these skills have been taught to the desert dwellers of Ramua as well, creating a large number ofDesertClasses#DesertRanger desert rangers.

Game Rule Information

Rangers may be used as presented in the Player's Handbook with the following exceptions.

Favored Enemy (Ex): A note of interest rather than an actual change, most rangers choose Outsider (native) as their first Favored Enemy due to the relatively large number of native outsiders in Playground resulting from the constant invasions from other worlds as compared to other settings.

Animal Companion (Ex): SeeCoreClasses#Druid Druid entry.


Rogue

Rogues are common in every town and city, though they are most common in the cities of Ramua and relatively rare among the native races of Xiua due primarily to different ideals about ownership of property and life in general. Most common criminals are Experts or Warriors, though some of the better ones have levels in Rogue. There are several large organized crime syndicates throughout Ramua, and these are often lead by rogues with good diplomatic skills.

Game Rule Information

Rogues may be used as presented in the Player's Handbook.


Sorcerer

With the explosive death of Teerp, the first god of Magic, sorcerers were born. The effervescent remnants of Teerp's essence will occasionally bind with an individual for their lifetime, granting them powerful innate magical abilities. Though not all who are so bound become sorcerers, the majority do.

Game Rule Information

Sorcerers may be used as presented in the Player's Handbook with the following exceptions.

Summon Familiar: A sorcerer does not gain the ability to summon a familiar at 1st level.

Bonus Feat: At 1st level, a sorcerer gains a bonus feat. He can choose a metamagic feat, anFeats#Arcane arcane feat, an item creation feat, Spell Mastery, or Feats#SummonFamiliar Summon Familiar. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.


Wizard

Wizards are the most common arcane spellcasters in Playground, with several schools of magic dedicated to their training and furthering research into the arcane.

Game Rule Information

Wizards may be used as presented in the Player's Handbook with the following exceptions.

Summon Familiar: A wizard does not gain the ability to summon a familiar at 1st level.

Bonus Feat: At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. He can choose a metamagic feat, anFeats#Arcane arcane feat, an item creation feat, Spell Mastery, or Feats#SummonFamiliar Summon Familiar. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.



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