detective gains attack bonuses and saves like the rogue, but receives a d8 for hit dice. The Detective has many skills with influence and searching. They also receive the "Influence" ability, but it is limited to police connections and can only be used once a month. Diletante - Diletantes are members of the rich and high society who enjoy spending their fortunes seeking 'thrills' of the occult nature. Diletantes can cast spells with 'Spiritcraft', which works similarly to divine spells in D&D. Diletantes gain a -2 penalty to Spot, Search and Initiative rolls that increases by another -2 every 5 levels. Diletantes can turn undead as clerics, following the special turning rules of Masque of Death. Explorer - the equivalent of D&D rangers in Masque of the Red Death. Explorers gain many skills involving survival and travel. Explorers gain the "Track" and Wild Empathy feats as the ranger. Explorers receive a -4 penalty to all Bluff, Diplomacy, Disguise, Etiquette, and Gather Information checks with people in metropolitan areas. Wealth Each class has a certain amount of cash they receive at the beginning of the game, instead of using normal 3.5 treasure rules. At the beginning of each adventure, or DM discretion, players earn their salaries. Salaries are dependent on a salary chart. Each class gains anywhere from 1-6 d6 dice for salary. Then, by taking the combined score of the players Wisdom and Charisma and dividing that total by 2, and taking the amount of d6s their class earns, they apply these to the chart and find their characters salary. Spells Spells of the Masque of Red Death are much more difficult for players to use and learn. All spell casting classes can only gain spells normally their first level. Any further spells must be learned through scrolls or tomes found or given by the DM as reward. A spellcraft or spiritcraft check must be made to see if the spell is successfully learned. In addition, a majority of spells have a vast increase in casting time to further weaken player spell casting. Players must also roll a d100 every time a spell is cast to check if they gain any corruption. The chance of corruption gain varies from spell level and power. If a player gains corruption, they can suffer ill effects like paranoia, madness, lesions, bad eyesight, etc. Spells pertaining to undead and necromancy are far more potent