Assassin class
          As thief, but...
          No Pick Pockets skill
          Allowed to "backstab" at any point during combat, with each time this skill is used, a -1 to hit penalty is used. ..Unless the First is an
          actual Backstab..  And this penalty is removed by one for every hour of rest.  (Fun example..Adamar the Assassin sneaks up behind
          Tim. Tim does not notice him.  Adamar backstabs, causing damage, but not killing poor Tim..In the next round, Adamar Backstabs again
          (This time it's called Assassin's Rage). And, with a -1 to his attack roll now, Adamar does it again, killing Tim.  Now, Until Adamar can rest
         for two hours, he has a -2 to hit penalty.  If he rests for 1 hour, this penalty becomes a -1...If he had Raged three times, he'd need to rest
         three hours...You get it, you smart person you

Paladin's of Argos (Lawful Evil)
          All paladin's of Argos are insane.  Every one of them, no exemptions.  Due to this, all Paladins of Argos gain the "lope" ability.  The ability
          to lope along at the speed of a horse at a good trot.  They use the same energy spent for walking.  On the downside, the Paladin's prayers
         often involve inflicting pain on themselves, and for every two hours spent praying, one hit point is deducted.  They also all believe that
         they are the Son/Daugter of Argos herself.  Whether this is true or not is never really known, as Argos treats them as her mortal children

Cowboy
         The Cowboy class is given experience as a Paladin/Ranger.  Other than this, they are normal fighters.  All Cowboys are Tinker Gnomes.
         They start with the two objects they built that actually work.  A steam driven mechanical Horse, and a Six-shooting Heavy Crossbow.
         They MUST start with the Riding, Land based proficiency, Rope use proficiency,  and they MUST specialize in the Crossbow (Six
         shooting).  The mechanical  horse runs on wood and a teakettle filled with water. The Six-shooter can be fired twice per round, but takes
         two turns to reload (If they are not hit) If they are hit while reloading, they add another turn per turn they were injured (Say, if two goblins
         hit the cowboy in the same turn, he only adds one turn to his reload time)  Other than these modifications, treat the six shooter as a heavy
         crossbow for Range and damage, and weight.  (Special thanks to the Inquest Magazine for the Cowboy idea)

Glocks
        Humans, with 100% Magic immunity, both harmful and helpful, cannot use magic items of any kind, cannot be affected by gods, immortal,
        and can only be PCs for about 300 years.  Have to have 16+ Str, Dex and Char.  18 Wis and Int, and no more than 13 con.