C&C Rules Expansions / Additions

ON THE ANVIL
1.) The Add-A-Class, multi-classing  rules have been added.
 
2.) The Beserker class.  Since C&C has dropped the version of the barbarian from the 1st through 3rd printing of the PHB, I decided to return to that class.  Look for a more balanced class that doesn't so much resemble the new C&C barbarian... with a wicked beserk rage!
 
 
ADVANCED CASTLES & CRUSADES CHARACTER SHEETS
This 3-page C&C character sheet has sections added to it for these Advanced C&C rules, as well as some Combat Manuever notations from the Castle Keeper's Guide.
 
ADDITIONAL RULES & RULE CLARIFICATIONS FOR C&C
This link provides some additional rules and rule clarifications that can be used with any by-the-book, or Advanced C&C game.  Some of the rules covered are 0-level charaters, called shots (with head shots!), tripping attempts, level drain, and more.
The Add-A-Class rules are a different multi-classing system for your Advanced C&C games.  Here, as the character advances in experience level they can add a different class as they go instead of choosing their multi-class at 1st level.  This multi-classing system is complex and lengthy when compared to standard C&C rules, but comprehensive.  UPDATED: 05-November, 2011

RACIAL CLASSES
This link includes the rules for dwarves, elves and halflings as their own classes (in addition to being used as standard classes in the C&C game).  These works were inspired by the Mentzer Basic D&D rules, but are tailored-fit for Castles & Crusades.
 
SKILLS IN THE C&C GAME
A skill system for the C&C game that is an amalgam of AD&D 2nd Edition proficiencies and the d20 SRD skills.  This system is approprately modified to use the official C&C Siege Engine mechanic.
 
SECONDARY SKILLS IN THE C&C GAME
This system closely resembles the secondary skill system found in the original AD&D game, though it is a bit more expansive and covers a greater range of proficiencies.

WEAPON MASTERY
For characters who want to be a little bit better (or even vastly improved) at the weapons they wield, this weapon mastery system has been developed.  This was inspired by the Mentzer Basic D&D Weapon Mastery rules, but are much broader.  Multiple different types of weapon mastery abilities can be added to a character's weapon proficiency.  However, this system adds a significant amount of complexity, dice rolling and power when compared to standard C&C rules and characters.

TALENTS (also known as Advantages)
For players who demand a bit more mechanical diversity to their characters, this talent system has been developed.  Talents are the equivalent of feats in d20 fantasy roleplaying or Advantages in the Castle Keeper's Guide.  While remaining true to the low-impact style of C&C mechanics, this system does not get bogged down with the bloat of hundreds of feats other game systems use.  These talents are designed to customize characters without limiting the potential to perform whatever actions the CK deems approprate.

DOMAINS OF THE DIVINE 
For cleric characters who have a deeper, special connection to their deity, these powerful priestly abilities manifest.  This rules addition to the C&C game is used in conjunction with the Divine Domain talent found in the Talents document. 

CHARACTER CREATION MATRIX
A system of rolling up character attributes that remains true to good ole' 3d6 generation styles, but provides diversity and a better range of attributes from which to base a character on.  This matrix is also found on page 3 of the character sheets located on Omote's C&C Homepage.

EXPANDED C&C EQUIPMENT LISTS
These are combined and expanded lists based on the equipment found in the AD&D 2nd Edition Player's Handbook and the Castles & Crusades (4th printing) rule books.