Classes

Generally speaking, most classes and alternate class features from most books are available (the most significant exception being casters); some classes exist but in slightly modified versions, as below.

GENERIC CLASSES:

These classes use the Class Feature Feat system for building their abilities; they allow you to custom tailor your character’s abilities if you want to make something more unique than the standard 3.5 base classes.

Channeler – Divine caster (using psionics mechanics)
Expert – Jack-of-All-Trades
Lorist – Arcane prepared caster
Warrior – Like the name says

STOCK CLASSES:

For those who don’t enjoy the tinkering involved in building a character piece-by-piece with the Generic Classes and Class Feature Feats, some “stock” classes are available.

Firstly, though, what isn’t available:

Archivist
Artificer
Bard
Beguiler
Cleric
Death Master
Dragonfire Adept
Dread Necromancer
Druid
Duskblade
Factotum
Healer
Hexblade
Incarnate
Jester
Paladin
Psion
Ranger
Shadowcaster
Sha’ir
Sorcerer
Soulborn
Spellthief
Spirit Shaman
Totemist
Truenamer
Warlock
Warmage

What you can take:

Barbarian
Bard (Athasian)
Binder
Fighter
Gladiator (Athasian)
Monk (Pathfinder)
Paladin (Variant)
Ranger (Variant)
Rogue
Wizard
Dragon Shaman
Knight
Marshal
Ninja (Rogkugan)
Samurai (Rokugan)
Scout
Swashbuckler
Crusader
Swordsage
Warblade
Psychic Rogue
Psychic Warrior
Soulknife (Pathfinder)
Wilder
Battle Dancer
Mountebank
Savant

MAKE A UNIVERSAL CHASSIS FOR RANGER/PALADIN/(HEXBLADE+SPELLTHIEF) WHERE COMBAT STYLE PROGRESSION REFLECTS THOSE CLASS ABILITIES
Ftr bonus feat at lvl 4 and 5 (instead of gaining spell levels)

Tome of Battle classes (Crusader, Swordsage, Warblade) – These classes are mostly the province of dwarves for cultural reasons; if you want to play a non-dwarf with one of these classes we’ll need to come up with a backstory reason for your character having been trained in these abilities.

Psionic classes (Psychic Rogue, Psychic Warrior, Soulknife, Wilder) – Use the Expanded Psionics Handbook mechanics, but otherwise considered divine magic (i.e., psionics/magic transparency). Any prerequisites or special effects pertinent to divine magic apply to “psionics,” and “manifester level” = “divine caster level.”

Wizard – Can take the Ritual Affinity class feature of the Lorist as the 5th-level bonus feat.

VARIANT STOCK CLASSES:

Some stock classes aren’t available (Bard, Paladin, etc.); these are alternate versions of those classes (usually trading spellcasting for something else):

Athasian Bard – No spellcasting; more focused on intrigue; traders of both goods and secrets; the entertainers, diplomats, or spies
Reaver – Spell-less paladin; turns undead as a cleric of same level.
Warder – Spell-less ranger; gains XXX
Rokugan Ninja – Trades the Ki powers of the conventional ninja for more combat prowess.
Pathfinder Soulknife – full BAB and other improvements.

CASTING CLASSES

In the Grey Veil there are basically two types of casters:

Arcane casting: This represents the “science” of magic, based on studying the principles by which the world operates. Arcane casting is always prepared casting; there is no spontaneous arcane magic as such.

Divine casting: This represents the channeling of raw, primal forces, shaped by will and emotion rather than calculation and precise ritual. Divine magic uses the psionics rules. Manifested powers are treated as divine magic in every way, i.e., with psionic-magic transparency.

Wizard —> Lorist
Sorcerer —> Channeler
Cleric —> Divine Mind??

If Shugenja, add the following Spell Compendium spells to the spell lists:
Level 0. No additions.
Level 1.
Air. Updraft, Deep breath, Remove scent, Benign transposition, Serene visage,
Earth. Wood wose, Animate wood, Foundation of stone, Weapon shift, Greater Mage hand.
Fire. Animate fire, Aura against flames, Thunderhead, Ray of flame, Guiding light.
Water. Lesser vigor, Wings of the sea, Animate water, Resurgence, Conviction.
Level 2.
Air. Master air, Cloud wings, Binding winds, Wings of air, Reflective disguise.
Earth. Earthfast, Earthbind, Earthen grace, Burrow, Speak with plants.
Fire. Heartfire, Burning sword, Fireburst, Scorch, Flame dagger.
Water. Healing lorecall, Stabilize, Close wounds, Frost breath, Swim.
Level 3.
Air. Air breathing, Downdraft, Swift fly, Anticipate teleportation, Spectral weapon.
Earth. Tremor, Mass mage armor, Greater mage armor, Tremorsense, Stony grasp.
Fire. Fire wings, Flashburst, Great thunderclap, Glowing orb, Wall of light.
Water. Vigor, Mass lesser vigor, Dehydrate, Mass conviction, Weather eye.
All. Mass resist energy.

Channeler

Channeler
Level BAB Good Save Poor Saves Special Power Points/Day Powers Known Max Power Level Known
1st +0 +0 +0 2 2 1st
2nd +1 +0 +0 6 4 1st
3rd +1 +0 +0 11 6 1st
4th +2 +0 +0 17 8 2nd
5th +2 +0 +0 Bonus Feat 25 10 2nd
6th +3 +0 +0 35 12 3rd

A channeler is a divine manifesting class, crudely channeling magical forces directly through their bodies from primal sources or low cult gods.

Hit Die
d6.

Base Save Bonuses
One good save and two poor saves

Class Skills
Any six, Plus Craft, Knowledge (Religion), and Profession

Skill Points
2 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
Simple weapons; no armor.

Bonus Feat
The channeler gets one bonus feat at 5th level.

Manifesting
A channeler learns and manifests powers from the psion/wilder and psionic warrior lists, which are functionally treated as divine magic. A channeler uses Wisdom to determine the highest-level power she can learn or manifest, and the Difficulty Class of her power’s saving throws. To learn or manifest a power, a channeler must have a Wisdom score of at least 13 + the power’s level. You gain additional power points equal to your Wisdom modifier × your manifester level ×½.

Manifested powers are treated as divine magic in every way, i.e., with psionic-magic transparency.

Lorist

Lorist (Arcane Prepared) Spells per Day
Level BAB Good Save Poor Saves Special 0 1 2 3
1st +0 +2 +0 3 1 - -
2nd +1 +3 +0 Scribe Scroll 4 2 - -
3rd +1 +3 +1 4 2 1 -
4th +2 +4 +1 Ritual Affinity 4 3 2 -
5th +2 +4 +1 Bonus feat 4 3 3 -
6th +3 +5 +2 4 3 3 2

A lorist, is a prepared arcane caster who derives their magical ability through intense study of the workings of the universe and pacts with the higher powers of Law and Chaos.

Hit Die
d6.

Base Save Bonuses
One good save and two poor saves.

Class Skills
Any four, plus Craft, Knowledge (all), and Profession.

Skill Points
2 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
One simple weapon; no armor.

Bonus Feat
Lorists get one bonus feat at 5th level.

Spellcasting
Lorists are arcane prepared casters. They may designate either Intelligence or Wisdom as the ability score that determines the highest-level spell they can learn or cast, and the Difficulty Class of their spells’ saving throws. The lorist can choose their spells known from the sorcerer/wizard, cleric, and druid spell lists. To learn or cast a spell, the lorist’s primary casting stat must be at least 13 + the spell’s level (e.g., 14 for 1st-level spells). Otherwise, their magic works exactly the same as the wizard.

Scribe Scroll
Lorists gain the Scribe Scroll feat at 2nd level.

Ritual Affinity
At 4th level, the lorist’s understanding of the mechanics has deepened enough to give them an edge in the working of powerful rituals. They gain a +4 competence bonus to Knowledge (Arcana) checks made to complete incantations.

Classes

The Grey Veil unusualmuse