We will be starting at level 1, normal feat and ability point progression but a 36 point buy stat creation as by the DMG. All feats and spells must be approved by me to make sure that they fit the era.<br/><br/><strong>The available classes</strong><br/><br/>A game set on Gothic Earth would have a hard time explaining most of the classes from Players Handbook and therefor Masque of the Red Death has it's own core and prestige classes. While I wont be sharing level progression and details, I will explain shortly about each of the classes. There are six core classes and each of those have a couple of specific variants. So while four players might have the same core class, they might not have abilites at all alike.<br/><br/><br/>The Adept<br/>All arcane magic users fall under the Adept but they are not wizards per se. There are no schools teaching the arts of magic so apart from the lucky few, most are self taught. The general adept is focused on metamagic feats mostly.<br/>-the Charlatan.<br/>Stage magicians who stumbled on the truth and found that their tricks worked. Charisma casters and performers, think illusionists and arcane tricksters. A clever Charlatan need not admitt to the world that his magic is real and in a world that doesn't believe in magic, that can be a tremendous advantage.<br/>-the Metaphysician<br/>Experts of the occult who view the practise of magic as a scientific endevour. The metaphysician can choose between a bonus metamagical feat or Skill Focus: Knowledge when the adept would ordinarilly get a metamagic feat.<br/>-the Occultist<br/>Dedicated on the border of fanaticism to their arcane studies, the occultist excel at learning new spells but can become quite socially awkward, particularly amongst those who don't believe in magic which at this time is almost everyone.<br/><br/>The Athlete<br/>The most physically oriented class with everything from mercenaries to baseball players. The general athlete is a sportsman (or woman) and come from every social class. Weather you are a pugilist, fencer or tennis player, this class offers bonus feats a la grande, profficiency with most weapons and enough skill points for a well off character.<br/>-the Explorer/Scout<br/>Self-sufficient, handy and curious. A guide for hire or explorer seeking fame for being the first person to set foot in a remote, dangerous place. These are the people who bravely venture into the untamed lands of the savages, searching for hidden treasure in any form and mapping previously unknown areas. The obvious comparison would be Indiana Jones.<br/>-the Shootist<br/>The gunslinger of the old American West, the expert on firearms. Either specializing in handguns or longarms, the shootist gains every possible feat to make him or her an outstanding shooter. Pretty straightforward.<br/>-the Soldier<br/>A military man or mercenary perhaps, the soldier is a specialist on warfare but usually only skilled in a few weapons though those he excel in. An extremely combat oriented class.<br/><br/>The Intellectual<br/>The formally educated falls into this class, focused on skills and learning but extremely flexible. This is very much the era for progress and invention, women have been attending higher education for about 50 years by now and equal brilliancy with their male counterparts though perhaps not as famed or well percieved. The general intellectual gains skill focus bonus feats a broad education.<br/>-the Parson<br/>The religiously devout man or woman, lacks spellcasting ability but is a scholar on matters of the faith. The strenght of the parson's faith eventually grants him or her the ability to turn undead and bless water.<br/>the Physician<br/>Doctors and scientists of the human health, healers not killers. The physician is under oath to give aid to all who need it but on the plus side, prescription drugs.<br/>-the Scholar/Scientist<br/>A quintessential scientist and scholar, a researcher and pursuer of knowledge. In many ways a bookworm who would preffer the sanctity of a lab or a library to the adventures of life. Usually tied to an institution such as a museum, university or library which might work both for good and bad.<br/><br/>The Mystic<br/>Mystics gain their abilities from the spirit world, though they cast divine spells they are not tied to religion. The general mystic get the ritual of turning or rebuking undead and metamagical feats.<br/>- the Medium<br/>Victims of fate, blessed or cursed with the possession of magical powers. While mystics ordinarily study the spirit world in order to learn their magic, mediums know them spontaniously. And speaks with spirits of course.<br/>-the Shaman<br/>A mystic who hails from a tribal society, generally known as primitive savages, with a great affinity for nature and the wild. The druids of Gothic Earth in many ways and abilities, minus the wild shape. Though the shaman is looked down upon by the civilized world, he pities them in return and rejoices in the wilderness.<br/>- the Spiritualist<br/>Like the metaphysician, the spiritualist applies scientific method to the endevours of mystical powers. Yet another field of science, albeit a generally ignored one, the spiritualist tends to be arrogant as he regards the scientists who do not aknowledge magic as science to be fools.<br/><br/>The Sleuth<br/>From the constable strolling the foggy banks of the Thames to the sheriff on the dusty streets of Dodge City, not to mention the un-official detectives like Sherlock Holmes, the sleuth encompasses all kinds of characters with investigative goals. Either vigilantes or employed officers of law, private investigators or vindictive hobbyists.<br/>-the Criminal<br/>The hunted and the hunter share many of the same characteristics. Comparable to the rogue in some ways but always on the wrong side of the law, hopefully though, on the right side of the battle against evil.<br/>-the Dandy<br/>Born to be the absolute creme de la creme, the dandy is a figure of boundless curiosity and plenty of time to indulge in their inquisitiveness. Charmers usually but not necessarily hesitating to use intimidation to get their way. While not all who want to play upperclass or nobility need to be Dandies, the Dandy has honed his skills to use his or hers status and money to get exactly what they want and look dashing while doing it.<br/>-the Journalist<br/>The popular press is a booming industry in the 1890s and every major city has at least one newspaper. The journalist is constantly on the watch for events to document and report, relentlessly pursuing their story when they find one. In his or her work, the journalist builds an impressive network of contacts and connections.<br/><br/>The Tradesman<br/>Tradesmen are the artisands, the corner grocer, housekeeprs, the tailor or the policeman on his beat to name a few possibilites. The backbone of society and depending on choices, everything from antiquarians to warden.<br/>-the Mechanic<br/>Inventors, engineers or simply workers, the mechanics tend to the trains, steamships and electric devices. They are the tradesmen who focus on technical education and prowess.<br/>-the Performer<br/>A broad class with actors, singers and even circus artists to mention a few. The performer tends to be flamboyant in order to be noticed, their very livelihood depends on their reviews after all and who would give any attention to a dull and bleak character? Gains some bard abilities and skill focus perform.<br/><br/>