In my post of races, I discussed some of the general changes in feel, concept, and now I will start in on how some of the mechanics of the game system tie in. I will eventually have a complete race/class chart but for now I am going to keep moving forward on the magic rules variants.
I will be honest that I am not a HTML guru, so my table usage and configuring in HTML format is not the best so I ask you to bear with me.
Hum=Human D=Dwarf E=Elf H-E=Half-Elf G=Gnome Hal=Halfling H-O=Half-Orc
X*Halfing clerics are rare as they seldom have the dedication and stability needed to function within an Organized religion or church. Those that have deep devotion to a god, tend to wander spreading the faith rather than working in the churches normal hierarchy.
X**Half-Orc sorcerers born in Orcish villages are normally put to death when their powers manifest early in childhood as working magic without a pact to the Dark Ones is forbiden. Half-Orc sorcerer born in non-Orcish villages can lead as full and normal a life as a half-orc can. Should a half-Orc sorcerer come into contact with Orcs they will become the primary target and will be pursued till the target or the Orcs are dead.
X***Half-Orc summoner are revered as they are believed to be able to channel aspects of the Dark Ones and their servants from the beyond to fight on the half-orcs behalf.
X****Elven and Half-Elven Magus cast spontaneously as sorcerers. Substitute Charisma instead of Intelligence modifier in all for the base skill modifier for abilities and powers, their spells known is as per a sorcerer but spells per day are as per the Magus list.