FIGHTERS: fighters have access to several fighting options such as Fighter Rampage, Fighter Parry, and Shield Sacrifice which are detailed in the COMBAT MANEUVERS section. The variable weapon damage and game effects of different weapons should make their profession more interesting. Fighters get +2 to saves vs. petrification, paralysis, energy drain, weapon effects and breath weapons.
MAGIC-USERS: magic-users are basically as written, except for the Magic Focus rules which allow them to make wand-like magic items at the price of permanently sacrificing spell slots. Magic-Users get +2 on saves vs. Spells, Magic Items and Magical Traps.
CLERICS: clerics can also make magic foci, and have access to some of the COMBAT MANEUVERS such as Shield Sacrifice. Clerics get +2 on all saving throws. –Neutral Clerics are now allowed. If a player chooses to be a cleric and wants to follow a neutral god, he will have a mix of positive and reversed spells. When he learns a new spell level, he must decide whether he will take all regular spells for that level or all reverse spells for that level. Once the choice is made, it can’t be undone, unless he loses and regains levels. Neutral Clerics have no power to turn away undead, but can turn away lycanthropes and elementals at the same odds other clerics affect undead.
THIEVES: the thief skills have been radically redesigned, with skills requiring 3+ on 1d6 instead of a hodgepodge of percentages. Thieves get +2 on saves vs. poison, magical traps, mechanical traps and falling.
COMBINATION CLASSES: the combination classes have been systematized with the XP numbers combined into a single table for each combination and with a single averaged HD instead of averaging 2 rolls. Combination Class characters get the saving throw bonuses of the better or either class in any circumstance. All combination classes are permitted of any two of Fighter, Cleric, Thief or Magic-User, as long as no other restrictions apply (no good-aligned cleric-thieves). The combined Experience Per Level has been charted out. Also, instead of rolling and averaging the hit dice, an averaged die is used (roll a d6 instead of averaging a d4 and d8, for example). See the attached document for the advancement chart for the Combination Classes. combination_class_charts.pdf
LACKEYS: the Lackey Class has been added for use by NPC henchmen. They are typically normals who have gained enough xp to get a class and act as trained dungeon assistants. Lackeys get +2 on saves vs poison and disease.