Character Classes

It is possible to use just about any class but some may require more explanation than others. Some may even be unique. These notes will help give you a feel for what's already out there. If there aren't any setting specific notes the class in question functions normally.

NOTE: I intend to expand on all of this and offer examples but these are the basics.

Barbarian

This is more of a fighting style than a background so the elements of the class that stem from the cultural touchstones assumed by the standard template will either not be available or will have to be refined. Explaining a tough warrior for fight unarmored and rages in battle is simple but it is harder to explain things like totems.

Cleric (Adept)

The pantheist gods fell during the Maelstrom. Clerics in Black Rose aren’t priests - they are individuals gifted with powers that resemble the miracles that could be invoked by the clerics of old. They are very rare and often mistaken for Sorcerers. Those who can tell the difference have taken to calling them Adepts. Each Adept has an affinity for one of the “powers” one of the essential universal forces. These are the domains and function in exactly the same way.

Druid

The Druid class functions normally but there are very few Druids in Murgulmuir.

Monk

The art of unarmed combat is ancient and those that have the knowledge are secretive and reluctant to share. Its origins have been lost to time.

Paladin (The Oathbound)

Black Rose Paladins aren't the servitors of the gods. The Oath they take is the source of their power. As such, the Oath your character has taken needs to be chosen at 1st level but doesn't have the effects listed for that Oath until they reach 3rd. Oaths are a very deep magic and it is understood that a sufficiently momentous Oath can have profound effects. Not all who take oaths are Oathbound. Very few manifest these powers. Some believe that this is evidence that the Lords of Light still exist and are watching over the mortal realm.

Warlock (Celebrant)

The gods that still exist after the Maelstrom aren't celestial or divine. They are merely very powerful immortal beings with the ability to travel between planes. These gods would be classified as demigods in the old world. Some are what remains of the survivors of that war. Others are beings that were kept at bay be the pantheon that were able to cross over when the old gods fell.
Those that serve these new gods (many of which are actually much older than the pantheon) aren't clerics or paladins - they are warlocks. The nature of the god your character serves will define which Patron is available to you.
The term "warlock" isn't used. Those who serve are known as "Celebrants".
The religions of the Kael (and of Murgulmuir) are little more cults whose leaders have strange powers that the common folk fear. Celebrants who openly profess their reverence for one of the new gods are shunned and sometimes persecuted.