TOMAGOMB Classes

Assassin, Barbarian/Berserker, Bard, Monk, Paladin, Priest/Druid/Cleric, Ranger/Archer, Rogue/Thief, Warrior/Fighter, Wizard/Sorcerer/Magi classes, or something in-between, whatever you can think of to be (yes, that means combat accountants are possible). As a note on the naming convention: if your class has multiple names it can go by, this is simply a measure of flavor. If you prefer the name Shaman, go with it on your divine caster. If you prefer the word Thief, use it for your rogue. If you consider yourself an enchanter, run with it Tim! (Haha, ok, silly allusive joke. Enchanters are usually seen as mental mages, not "blow-it-up" mages, which would be called evokers, or often sorcerers.)  Which word you use to describe yourself is only that: description. It doesn't change your spell choices or your class abilities, it's just how you think of yourself.

All Casting Classes - Any character who has CPD has the following special attributes:

Cantrip (at will) - This is a very minor spell effect which the character can do at will. In general, this should NOT be things such as: modifying a game statistic, be it HP, AC, dodge, a stat, a skill, etc. Some examples of acceptable cantrips have been: ability to make eyes suddenly flash brightly with golden light; an aura of chill wind and almost imperceptible withering of nearby minor plantlife; the ability to encourage minor plant growth (minor regrowth or speeded growth for a few days, but nothing too immediate); a "mage thumb" (was a character's familiar who gained spellcasting, didn't have opposable thumbs, so gained a magical, invisible one); the ability to make your sword extra shiny (For Alanthi!); or the most powerful example ever given out, the ability to light a candle-sized flame by flicking your thumb. In general, this has more to do with style than anything else.

Aether Overdraw - When the character doesn't have enough CPD left, or has no CPD left, they may choose to lose half of their max. HP, rounded up to gain 1 last CPD as a free action. This may cause bleeding out of the pores and orifices, temporary dehydration, fatigue, etc. to explain the HP loss. It represents the character forcing their body's own essence to power one last spell for the day when circumstances are dire. Use this sparingly.

Optional Rule: Birthsigns - Using this optional rule, each character may be born under one of the birthsigns. These flavorful bonuses (and drawbacks!) can help you to create a more interesting character, whether at low levels or high levels. Feel free to create your own, if the signs presented don't fit your campaign world, or don't use them at all if they seem too confusing or powerful. As a final note, even if you do use the birthsigns the characters are not obligated to choose one if they can't find one that fits.