Category:Codicil

Similar to full classes, codicils are supplementary classes. These 'bolt on' to your class. Codicils are quite similar to magical traditions, but apply to non-spellcasters. These generally aren't as involved as a full class, and are easier to pick up. One may think of codicils as baby classes, or as skill suites with level bonuses. Like classes, codicils are 'bought' with skills or learned over time, and may have any number of specific requirements.

Codicils aren't quite as much a way of life as a class, nor as definitive. An example might be a modern paratrooper. Being a soldier is his job, while being in the infantry is his class. The jumping out of airplanes part would then be a codicil. It's a highly important codicil to most airborne, but not as involved as the infantry part. To continue the example further (or drive it into the ground like its reserve failed) being a combat lifesaver would be a suite, and being a SAW gunner would be a single skill.

Codicils differ from classes in that when you go up in level you may advance one of your codicils in addition to one of your classes (assuming you have multiple) just as you may with magical traditions. Unlike full classes, codicils do not always have bonuses at every level, nor do they often have 'per additional level' bonuses for high levels.

You do not need to have a class to take a codicil. If you'd like, you can have a whole bunch of them without any class at all; the above guideline for level advancement still applies, however.

With a new character level (sometimes called total level) you may increase all of: one class, one codicil, one tradition, one kit, and one emblem, all at the same time. If you have multiple examples of any one of these, e.g. two codicils, then you must select only one of them for advancement with any given level.

(Yes, I know that the plural of 'codicil' is properly 'codices', but we deliberately re-pluralize the word here to avoid confusion with the Codex.)

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