Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
(OT)???Egypt and Greece Classes???
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="bmcdaniel" data-source="post: 277284" data-attributes="member: 1772"><p><strong>Greek-flavored classes from my Heroic Greek campaign</strong></p><p></p><p>Hmm, seems to be a lot of interest about this recently. Well, anyway, following is the class write-up section from my Heroic Greece campaign book. Note that this campaign takes place prior to Classical Greece, so a lot of the Greek cliches don't apply.</p><p></p><p>---------------------------------------------------------</p><p>Classes</p><p>Following classes are generally available: Athlete, Barbarian, Bard, Druid, Fighter, Priest, and Rogue. The NPC classes are also available to everyone. The Wizard class is available to Mesopotamians and the Sorcerer class is available to a very few human female devotees of Hecate. There are no prestige classes. </p><p>The Athlete class is a new base class that replaces monks. Athletes are dedicated to the Greek ideal of the human body by physical training.</p><p>The Priest class is a new base class that replaces clerics with a divine spellcaster that is more representative of Greek and Mediterranean myths. It also picks up some of the slack from the unavailable Wizard /Sorcerer classes.</p><p></p><p>Barbarian</p><p>The barbarian class is culturally based. Starting Barbarians must be from a barbarian culture and characters cannot multiclass into the barbarian class unless they have contact with an appropriate culture. </p><p>Class Skills: Barbarians, other than Scythians, should strongly consider switching out the Riding skill for another class skill since horses are generally unavailable to non-Scythians. </p><p>Martial Weapon Proficiency: Note that the Barbarian’s Martial Weapon Proficiency is dependent upon culture. See the Weapons, Armor and Equipment section.</p><p></p><p>Bards</p><p>Bards are divine spellcasters that emphasize an oral, individualistic tradition in contrast to the literate, civilized, settled and communitarian priests. In Greece especially, bards tend to associate with the older chthonic druidic tradition that has survived in Arcadia and other unsettled lands, although they are drawn to audiences in the cities.</p><p>Skill Points: 6 + Int bonus per level.</p><p>Magic: Bards are considered divine casters, although there are no other game effects.</p><p>Spells: The following spells on the Bard list are changed or new:</p><p>1. Expeditious Retreat, Identify</p><p>2. Gust of Wind</p><p>3. Blind Lust, Greater Sleep, Scrying</p><p>4. Conceal Lies</p><p>5.</p><p>6. Greater Scrying</p><p></p><p> </p><p>Druids</p><p>Druids are divine spellcasters that represent pre-civilized, i.e. barbarian, ways of spellcasting. When nomadic peoples acquire agriculture and settle down, the druidic tradition tends to be usurped by priests. Druids may or may not characterize divine magic as coming from gods.</p><p> In Greece, the druidic tradition has survived as a parallel chthonic tradition alongside the priestly tradition (although relations between priests and druids are poor). Druids recognize a chthonic side to many Greek gods, including Ga, Zeus, Hades, Poseidon, Dionysus and Demeter; however these gods are seen as forces of nature rather than personalities. </p><p>Spells: The following spells on the Druid list are changed or new:</p><p>All. Summon Nature’s Ally</p><p>0. Depth Finder, Flame Picture, Summon Small Creature</p><p>1. Animate Mist, Speed Swim</p><p>2. False Tracks, Mark of Air, Mark of Earth, Mark of Fire, Mark of Frost, Mark of Water</p><p>3. Cave of the Mounds, Cavern Close, Earthripple, Earthwave</p><p>4. Black Mulching, Greater Mark of Air, Greater Mark of Earth, Greater Mark of Fire, Greater Mark of Frost, Greater Mark of Water, Scrying</p><p>5. Gutroot, Vine Mine</p><p>6. Crumble, Greater Call Lightning, Whirlpool</p><p>7. Elemental Body, Greater Scrying, Harm, Shifting Paths, Stormrage</p><p>8. Permanent Season</p><p>9. Volcanic Eruption</p><p></p><p> </p><p>Fighter</p><p>Class Skills: Fighters should strongly consider switching out the Riding skill for another class skill since horses are generally unavailable (Handle Animal is used for charioteering); Diplomacy would be a good choice for leaders or city founders.</p><p>Martial Weapon Proficiency: Note that the Fighter’s Martial Weapon Proficiency is dependent upon culture. See the Weapons, Armor and Equipment section.</p><p>Heavy Shield Proficiency: Fighters receive the Heavy Shield Proficiency which allows them to use the Hoplon shield. </p><p></p><p>Rogue</p><p>Weapon Proficiency: To accommodate the different weapons available, the Rogue’s weapon list is modified to include the sling and exclude the crossbow. The complete list is: club, dagger (any type), dart, heavy mace, light mace, morningstar, quarterstaff, rapier (masterwork only), sap, shortbow (normal only), sling, and short sword.</p><p></p><p>Sorcerer</p><p>Sorcerery is extremely rare. Only female devotees of Hecate can be sorcerers. Sorcerers must choose a theme, and all their spells must strictly adhere to this theme; example themes would be enchantment, fire magic, shapechanging. DM will have final approval over all spell selections.</p><p></p><p>Wizard</p><p>Wizards are extremely rare, and generally not available to PCs. Wizardry is openly taught only in Babylon; although some believe that the Babylonians learned it from a secret Egyptian cult. </p><p></p><p>NPC Classes</p><p>The NPC classes Aristocrat, Commoner, Expert, and Warrior are also available.</p><p>The Warrior gains the Heavy Shield Proficiency feat.</p><p>Heavy Shield Proficiency: Warriors receive the Heavy Shield Proficiency which allows them to use the Hoplon shield.</p><p>[The Aristocrat gains bonus feats at 1st, 4th, 8th, 12th, 16th and 20th levels. In addition, he gains the Leadership feat for free at 6th level.]</p><p></p><p></p><p>Athlete</p><p> </p><p>Athletes are the Greeks who train their bodies for sport and physical perfection. They do not specifically train for war, although some of their sports are war-like. The major sports Athletes train for are chariot racing, discus, javelin, jumping, pankration (boxing), running, weight-lifting, and wrestling; but they also trained to keep their bodies in peak physical condition generally. Athletes often compete in the Olympian, Pythian, Nemean and Isthmian Games.</p><p>BAB: Athletes have a split BAB. Athletes use the Fighter (Good) BAB only when wearing Light or no armor, not using a shield and for grappling, unarmed strike, and the following weapons: Dagger, Club, Halfspear, Quarterstaff, Shortspear (two-handed), Greatclub, Sling, and Javelin. At all other times, Athletes use the Rogue (Medium) BAB.</p><p>Hit Die: d8.</p><p>Armor and Weapon Proficiency: Athletes are proficient in the following weapons: Dagger, Club, Halfspear, Quarterstaff, Shortspear (two-handed), Greatclub, Sling, and Javelin. Athletes are proficient in Light Armor, but no shields.</p><p>Saving Throws: Athletes have good Fortitude and Reflex Saving Throws, and a poor Will Saving Throw.</p><p>Skill Points: 4 + Int bonus per level.</p><p>Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex). </p><p></p><p> </p><p></p><p>Level Special BAB BAB Fort Ref Will Special</p><p>1. +1 +0 +2 +2 +0 Endurance, Canny Wrestling</p><p>2. +2 +1 +3 +3 +0 Dodge, Fast Movement +10</p><p>3. +3 +2 +3 +3 +1 Wrestling Damage x2</p><p>4. +4 +3 +4 +4 +1 </p><p>5. +5 +3 +4 +4 +1 Leap of the Clouds</p><p>6. +6/+1 +4 +5 +5 +2 Ability Increase</p><p>7. +7/+2 +5 +5 +5 +2 Pankration, Wrestling Entry</p><p>8. +8/+3 +6/+1 +6 +6 +2 </p><p>9. +9/+4 +6/+1 +6 +6 +3 Skill Mastery</p><p>10. +10/+5 +7/+2 +7 +7 +3 Ability Increase, Wrestling Avoid</p><p>11. +11/+6/+1 +8/+3 +7 +7 +3 Fast Movement +20</p><p>12. +12/+7/+2 +9/+4 +8 +8 +4 Wrestling Damage x3</p><p>13. +13/+8/+3 +9/+4 +8 +8 +4 Special Ability</p><p>14. +14/+9/+4 +10/+5 +9 +9 +4 Ability Increase</p><p>15. +15/+10/+5 +11/+6/+1 +9 +9 +5 </p><p>16. +16/+11/+6/+1 +12/+7/+2 +10 +10 +5 Special Ability</p><p>17. +17/+12/+7/+2 +12/+7/+2 +10 +10 +5 </p><p>18. +18/+13/+8/+3 +13/+8/+3 +11 +11 +6 Ability Increase</p><p>19. +19/+14/+9/+4 +14/+9/+4 +11 +11 +6 Special Ability</p><p>20. +20/+15/+10/+5 +15/+10/+5 +12 +12 +6 Fast Movement +30, Wrestling Damage x4</p><p></p><p> </p><p>Endurance: The Athlete gains the Endurance feat.</p><p>Canny Wrestling: When wrestling, the Athlete adds his Int modifier to AC.</p><p></p><p>Dodge: At level 2, the Athlete gains the Dodge feat when wearing Light or no armor</p><p></p><p>Fast Movement: Starting at level 2, the Athlete has a speed faster than the norm for his race by +10 feet when wearing no armor or light armor (and not carrying a heavy load). This speed increases to +20 feet at level 11 and +30 feet at level 20.</p><p></p><p>Wrestling Damage: At level 3, an Athlete can do normal damage (rather than subdual damage) without any penalties while Damaging an Opponent during Grappling. In addition, whether or not he is doing normal or subdual damage, an Athlete’s damage increases from 1d3+Str modifier to 1d3+2*Str modifier. This damage increases to 1d3+3*Str modifier at level 12 and 1d3+4*Str modifier at level 20. This damage only applies if the Athlete is wearing Light armor or no armor.</p><p></p><p>Ability Increase: At levels 6,10,14, and 18, the Athlete gets a free ability score increase. This increase can only be applied to Strength, Dexterity or Constitution.</p><p></p><p>Leap of the Clouds: At level 5 and higher, an Athlete’s jumping distance (vertical or horizontal) is not limited according to her height. </p><p></p><p>Wrestling Entry: At level 7, when an Athlete chooses to initiate a grapple and suffers an attack of opportunity, the Athlete can choose to enter the grapple regardless of whether he sustained damage from the attack of opportunity.</p><p></p><p>Pankration: At level 7, an Athlete fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.</p><p></p><p>Skill Mastery: When he reaches level 10, the Athlete selects a number of skills equal to 3 + Intelligence modifier from the list of Class Skills, not including Perform and Profession. When making a skill check with one of these skills, the Athlete may take 10 even if stress and distractions would normally prevent him from doing so.</p><p></p><p>Wrestling Avoid: At level 12, when an Athlete chooses to initiate a grapple he can negate the normal attack of opportunity by making a successful tumble check with DC 15 + opponent’s BAB. This ability is only usable if the Athlete is wearing Light armor or no armor.</p><p></p><p>Special Ability: At levels 13, 16 and 19 the Athlete chooses a special ability from among the following: Evasion (as a Rogue); Skill Mastery (as the level 10 ability), Improved Evasion (as the Rogue special ability, Evasion is a prerequisite), Improved Dodge (when using the Dodge feat, replace the +1 modifier with Dex mod) or any feat. </p><p> </p><p>Priests</p><p> </p><p>Priests are the penultimate divine spellcasters. They are literate, community-oriented and civilized, and they are found among peoples who value these characteristics. Settled communities automatically generate priests, and some civilizations have purposefully expanded their populations to increase the power and number of priests; the Egyptian pharaohs are an extreme example.</p><p></p><p>Alignment: A Priest’s alignment must be within two steps of his patron deity (some deities have stricter requirements) and he cannot be neutral unless his patron deity is.</p><p></p><p>BAB: Priests use the Wizard (Poor) BAB.</p><p>Hit Die: d6.</p><p>Armor and Weapon Proficiency: Priests are proficient in all Simple weapons. Priests are proficient in Light Armor, but no shields. A Priest who chooses the War domain gains the Martial Weapon Proficiency feat related to his patron deity’s weapon for free, as well as the Weapon Focus feat related to that weapon, and Shield proficiency.</p><p>Saving Throws: Priests have a good Will Saving Throw, and poor Fortitude and Reflex Saving Throws.</p><p>Skill Points: 4 + Int bonus per level.</p><p>Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int).</p><p>A Priest may gain additional class skills by selecting certain domains: Animal (Handle Animal); Discord (Intimidate); Herald (Intimidate); Fear (Intimidate); Hunting (Wilderness Lore); Music (Perform); Travel (Wilderness Lore); Trickery (Disguise and Hide); and Wealth (Appraise).</p><p></p><p>Spells: Priests cast spells just like Clerics, including the spell table, spell selection, regaining spells and ability to cast while armored.</p><p></p><p>Spells: The following spells on the Priest list are changed or new:</p><p>All. Summon Monster </p><p>0. Animate Body Part, Depth Finder, Locate Mislaid Object, Planar Test</p><p>1. Animate Dead Plant, Buoy, Identify, Loresight (Creature) Loresight (Object), Zone of Confession</p><p>2. Bestow Minor Curse, Static Veil</p><p>3. Decree, Paranoia, Wall of Light</p><p>4. Secret Confidence</p><p>5. Conceal Lies, Passage to Hades, Scrying</p><p>6. Harm</p><p>7. Greater Scrying, Passage to Deep Hades, Scrybite</p><p>8. Capsize, Mass Paranoia, Symbol</p><p>9. Mantle of Egregious Might, Passage to Deepest Hades</p><p></p><p>Spontaneous Casting: Priests can spontaneously convert ordinary (non-domain) spells, into the following spells: either Cure Wounds or Inflict Wounds spells (depending on the Priest’s alignment); any domain spell; Detect Magic, Dispel Magic, and Greater Dispelling. </p><p></p><p>Level BAB Fort Ref Will Special</p><p>1. +0 +0 +0 +2 Turn or rebuke undead, Domains</p><p>2. +0 +0 +0 +3 </p><p>3. +1 +1 +1 +3 </p><p>4. +1 +1 +1 +4 </p><p>5. +2 +1 +1 +4 Bonus Feat</p><p>6. +2 +2 +2 +5 </p><p>7. +3 +2 +2 +5 </p><p>8. +3 +2 +2 +6 </p><p>9. +4 +3 +3 +6 </p><p>10. +5 +3 +3 +7 Bonus Feat</p><p>11. +5 +3 +3 +7 </p><p>12. +6/+1 +4 +4 +8 </p><p>13. +6/+1 +4 +4 +8 </p><p>14. +7/+2 +4 +4 +9 </p><p>15. +7/+2 +5 +5 +9 Bonus Feat</p><p>16. +8/3 +5 +5 +10 </p><p>17. +8/3 +5 +5 +10 </p><p>18. +9/4 +6 +6 +11 </p><p>19. +9/4 +6 +6 +11 </p><p>20. +10/5 +6 +6 +12 Bonus Feat</p><p></p><p> </p><p>Turn or Rebuke Undead: Priests can turn or rebuke undead. This ability works just like the cleric ability. As a feat, a Priest may take </p><p></p><p>Extra Turning. This feat allows the Priest to turn undead four more times per day than normal. A Priest can take this feat multiple times, gaining four extra daily turning attempts each time.</p><p></p><p>Domains: At level 1, Priests can select two domains and gain access to its special ability and spells. A Priest can select his domains from those offered by his patron deity, those offered through a deity associated with his patron deity, and (at first level only) a domain offered by his home city’s patron deity; but at all times, at least half of the Priest’s domains must be offered by his patron deity. A priest can use up to two of his Bonus Feats (but not regular feats) to take additional domains.</p><p></p><p>Bonus Feats: Every five levels, a Priest gains a bonus feat. This feat must be a metamagic feat, an item creation feat, a Divine feat, Extra Turning, or an additional domain.</p><p></p><p>NPC Priests and Virtual Experience: NPC priests can get “virtual xp.” The number of xp depends on the size and quality of their congregants. The Egyptian pharaohs and Ashur priest-kings are constantly trying to expand their empires to bring more worshippers under their sway and increase their own power. In Greece, the city-states’ small size (and the priests’ detachment from the politics) restricts priests to a more moderate level.</p></blockquote><p></p>
[QUOTE="bmcdaniel, post: 277284, member: 1772"] [b]Greek-flavored classes from my Heroic Greek campaign[/b] Hmm, seems to be a lot of interest about this recently. Well, anyway, following is the class write-up section from my Heroic Greece campaign book. Note that this campaign takes place prior to Classical Greece, so a lot of the Greek cliches don't apply. --------------------------------------------------------- Classes Following classes are generally available: Athlete, Barbarian, Bard, Druid, Fighter, Priest, and Rogue. The NPC classes are also available to everyone. The Wizard class is available to Mesopotamians and the Sorcerer class is available to a very few human female devotees of Hecate. There are no prestige classes. The Athlete class is a new base class that replaces monks. Athletes are dedicated to the Greek ideal of the human body by physical training. The Priest class is a new base class that replaces clerics with a divine spellcaster that is more representative of Greek and Mediterranean myths. It also picks up some of the slack from the unavailable Wizard /Sorcerer classes. Barbarian The barbarian class is culturally based. Starting Barbarians must be from a barbarian culture and characters cannot multiclass into the barbarian class unless they have contact with an appropriate culture. Class Skills: Barbarians, other than Scythians, should strongly consider switching out the Riding skill for another class skill since horses are generally unavailable to non-Scythians. Martial Weapon Proficiency: Note that the Barbarian’s Martial Weapon Proficiency is dependent upon culture. See the Weapons, Armor and Equipment section. Bards Bards are divine spellcasters that emphasize an oral, individualistic tradition in contrast to the literate, civilized, settled and communitarian priests. In Greece especially, bards tend to associate with the older chthonic druidic tradition that has survived in Arcadia and other unsettled lands, although they are drawn to audiences in the cities. Skill Points: 6 + Int bonus per level. Magic: Bards are considered divine casters, although there are no other game effects. Spells: The following spells on the Bard list are changed or new: 1. Expeditious Retreat, Identify 2. Gust of Wind 3. Blind Lust, Greater Sleep, Scrying 4. Conceal Lies 5. 6. Greater Scrying Druids Druids are divine spellcasters that represent pre-civilized, i.e. barbarian, ways of spellcasting. When nomadic peoples acquire agriculture and settle down, the druidic tradition tends to be usurped by priests. Druids may or may not characterize divine magic as coming from gods. In Greece, the druidic tradition has survived as a parallel chthonic tradition alongside the priestly tradition (although relations between priests and druids are poor). Druids recognize a chthonic side to many Greek gods, including Ga, Zeus, Hades, Poseidon, Dionysus and Demeter; however these gods are seen as forces of nature rather than personalities. Spells: The following spells on the Druid list are changed or new: All. Summon Nature’s Ally 0. Depth Finder, Flame Picture, Summon Small Creature 1. Animate Mist, Speed Swim 2. False Tracks, Mark of Air, Mark of Earth, Mark of Fire, Mark of Frost, Mark of Water 3. Cave of the Mounds, Cavern Close, Earthripple, Earthwave 4. Black Mulching, Greater Mark of Air, Greater Mark of Earth, Greater Mark of Fire, Greater Mark of Frost, Greater Mark of Water, Scrying 5. Gutroot, Vine Mine 6. Crumble, Greater Call Lightning, Whirlpool 7. Elemental Body, Greater Scrying, Harm, Shifting Paths, Stormrage 8. Permanent Season 9. Volcanic Eruption Fighter Class Skills: Fighters should strongly consider switching out the Riding skill for another class skill since horses are generally unavailable (Handle Animal is used for charioteering); Diplomacy would be a good choice for leaders or city founders. Martial Weapon Proficiency: Note that the Fighter’s Martial Weapon Proficiency is dependent upon culture. See the Weapons, Armor and Equipment section. Heavy Shield Proficiency: Fighters receive the Heavy Shield Proficiency which allows them to use the Hoplon shield. Rogue Weapon Proficiency: To accommodate the different weapons available, the Rogue’s weapon list is modified to include the sling and exclude the crossbow. The complete list is: club, dagger (any type), dart, heavy mace, light mace, morningstar, quarterstaff, rapier (masterwork only), sap, shortbow (normal only), sling, and short sword. Sorcerer Sorcerery is extremely rare. Only female devotees of Hecate can be sorcerers. Sorcerers must choose a theme, and all their spells must strictly adhere to this theme; example themes would be enchantment, fire magic, shapechanging. DM will have final approval over all spell selections. Wizard Wizards are extremely rare, and generally not available to PCs. Wizardry is openly taught only in Babylon; although some believe that the Babylonians learned it from a secret Egyptian cult. NPC Classes The NPC classes Aristocrat, Commoner, Expert, and Warrior are also available. The Warrior gains the Heavy Shield Proficiency feat. Heavy Shield Proficiency: Warriors receive the Heavy Shield Proficiency which allows them to use the Hoplon shield. [The Aristocrat gains bonus feats at 1st, 4th, 8th, 12th, 16th and 20th levels. In addition, he gains the Leadership feat for free at 6th level.] Athlete Athletes are the Greeks who train their bodies for sport and physical perfection. They do not specifically train for war, although some of their sports are war-like. The major sports Athletes train for are chariot racing, discus, javelin, jumping, pankration (boxing), running, weight-lifting, and wrestling; but they also trained to keep their bodies in peak physical condition generally. Athletes often compete in the Olympian, Pythian, Nemean and Isthmian Games. BAB: Athletes have a split BAB. Athletes use the Fighter (Good) BAB only when wearing Light or no armor, not using a shield and for grappling, unarmed strike, and the following weapons: Dagger, Club, Halfspear, Quarterstaff, Shortspear (two-handed), Greatclub, Sling, and Javelin. At all other times, Athletes use the Rogue (Medium) BAB. Hit Die: d8. Armor and Weapon Proficiency: Athletes are proficient in the following weapons: Dagger, Club, Halfspear, Quarterstaff, Shortspear (two-handed), Greatclub, Sling, and Javelin. Athletes are proficient in Light Armor, but no shields. Saving Throws: Athletes have good Fortitude and Reflex Saving Throws, and a poor Will Saving Throw. Skill Points: 4 + Int bonus per level. Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex). Level Special BAB BAB Fort Ref Will Special 1. +1 +0 +2 +2 +0 Endurance, Canny Wrestling 2. +2 +1 +3 +3 +0 Dodge, Fast Movement +10 3. +3 +2 +3 +3 +1 Wrestling Damage x2 4. +4 +3 +4 +4 +1 5. +5 +3 +4 +4 +1 Leap of the Clouds 6. +6/+1 +4 +5 +5 +2 Ability Increase 7. +7/+2 +5 +5 +5 +2 Pankration, Wrestling Entry 8. +8/+3 +6/+1 +6 +6 +2 9. +9/+4 +6/+1 +6 +6 +3 Skill Mastery 10. +10/+5 +7/+2 +7 +7 +3 Ability Increase, Wrestling Avoid 11. +11/+6/+1 +8/+3 +7 +7 +3 Fast Movement +20 12. +12/+7/+2 +9/+4 +8 +8 +4 Wrestling Damage x3 13. +13/+8/+3 +9/+4 +8 +8 +4 Special Ability 14. +14/+9/+4 +10/+5 +9 +9 +4 Ability Increase 15. +15/+10/+5 +11/+6/+1 +9 +9 +5 16. +16/+11/+6/+1 +12/+7/+2 +10 +10 +5 Special Ability 17. +17/+12/+7/+2 +12/+7/+2 +10 +10 +5 18. +18/+13/+8/+3 +13/+8/+3 +11 +11 +6 Ability Increase 19. +19/+14/+9/+4 +14/+9/+4 +11 +11 +6 Special Ability 20. +20/+15/+10/+5 +15/+10/+5 +12 +12 +6 Fast Movement +30, Wrestling Damage x4 Endurance: The Athlete gains the Endurance feat. Canny Wrestling: When wrestling, the Athlete adds his Int modifier to AC. Dodge: At level 2, the Athlete gains the Dodge feat when wearing Light or no armor Fast Movement: Starting at level 2, the Athlete has a speed faster than the norm for his race by +10 feet when wearing no armor or light armor (and not carrying a heavy load). This speed increases to +20 feet at level 11 and +30 feet at level 20. Wrestling Damage: At level 3, an Athlete can do normal damage (rather than subdual damage) without any penalties while Damaging an Opponent during Grappling. In addition, whether or not he is doing normal or subdual damage, an Athlete’s damage increases from 1d3+Str modifier to 1d3+2*Str modifier. This damage increases to 1d3+3*Str modifier at level 12 and 1d3+4*Str modifier at level 20. This damage only applies if the Athlete is wearing Light armor or no armor. Ability Increase: At levels 6,10,14, and 18, the Athlete gets a free ability score increase. This increase can only be applied to Strength, Dexterity or Constitution. Leap of the Clouds: At level 5 and higher, an Athlete’s jumping distance (vertical or horizontal) is not limited according to her height. Wrestling Entry: At level 7, when an Athlete chooses to initiate a grapple and suffers an attack of opportunity, the Athlete can choose to enter the grapple regardless of whether he sustained damage from the attack of opportunity. Pankration: At level 7, an Athlete fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks. Skill Mastery: When he reaches level 10, the Athlete selects a number of skills equal to 3 + Intelligence modifier from the list of Class Skills, not including Perform and Profession. When making a skill check with one of these skills, the Athlete may take 10 even if stress and distractions would normally prevent him from doing so. Wrestling Avoid: At level 12, when an Athlete chooses to initiate a grapple he can negate the normal attack of opportunity by making a successful tumble check with DC 15 + opponent’s BAB. This ability is only usable if the Athlete is wearing Light armor or no armor. Special Ability: At levels 13, 16 and 19 the Athlete chooses a special ability from among the following: Evasion (as a Rogue); Skill Mastery (as the level 10 ability), Improved Evasion (as the Rogue special ability, Evasion is a prerequisite), Improved Dodge (when using the Dodge feat, replace the +1 modifier with Dex mod) or any feat. Priests Priests are the penultimate divine spellcasters. They are literate, community-oriented and civilized, and they are found among peoples who value these characteristics. Settled communities automatically generate priests, and some civilizations have purposefully expanded their populations to increase the power and number of priests; the Egyptian pharaohs are an extreme example. Alignment: A Priest’s alignment must be within two steps of his patron deity (some deities have stricter requirements) and he cannot be neutral unless his patron deity is. BAB: Priests use the Wizard (Poor) BAB. Hit Die: d6. Armor and Weapon Proficiency: Priests are proficient in all Simple weapons. Priests are proficient in Light Armor, but no shields. A Priest who chooses the War domain gains the Martial Weapon Proficiency feat related to his patron deity’s weapon for free, as well as the Weapon Focus feat related to that weapon, and Shield proficiency. Saving Throws: Priests have a good Will Saving Throw, and poor Fortitude and Reflex Saving Throws. Skill Points: 4 + Int bonus per level. Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int). A Priest may gain additional class skills by selecting certain domains: Animal (Handle Animal); Discord (Intimidate); Herald (Intimidate); Fear (Intimidate); Hunting (Wilderness Lore); Music (Perform); Travel (Wilderness Lore); Trickery (Disguise and Hide); and Wealth (Appraise). Spells: Priests cast spells just like Clerics, including the spell table, spell selection, regaining spells and ability to cast while armored. Spells: The following spells on the Priest list are changed or new: All. Summon Monster 0. Animate Body Part, Depth Finder, Locate Mislaid Object, Planar Test 1. Animate Dead Plant, Buoy, Identify, Loresight (Creature) Loresight (Object), Zone of Confession 2. Bestow Minor Curse, Static Veil 3. Decree, Paranoia, Wall of Light 4. Secret Confidence 5. Conceal Lies, Passage to Hades, Scrying 6. Harm 7. Greater Scrying, Passage to Deep Hades, Scrybite 8. Capsize, Mass Paranoia, Symbol 9. Mantle of Egregious Might, Passage to Deepest Hades Spontaneous Casting: Priests can spontaneously convert ordinary (non-domain) spells, into the following spells: either Cure Wounds or Inflict Wounds spells (depending on the Priest’s alignment); any domain spell; Detect Magic, Dispel Magic, and Greater Dispelling. Level BAB Fort Ref Will Special 1. +0 +0 +0 +2 Turn or rebuke undead, Domains 2. +0 +0 +0 +3 3. +1 +1 +1 +3 4. +1 +1 +1 +4 5. +2 +1 +1 +4 Bonus Feat 6. +2 +2 +2 +5 7. +3 +2 +2 +5 8. +3 +2 +2 +6 9. +4 +3 +3 +6 10. +5 +3 +3 +7 Bonus Feat 11. +5 +3 +3 +7 12. +6/+1 +4 +4 +8 13. +6/+1 +4 +4 +8 14. +7/+2 +4 +4 +9 15. +7/+2 +5 +5 +9 Bonus Feat 16. +8/3 +5 +5 +10 17. +8/3 +5 +5 +10 18. +9/4 +6 +6 +11 19. +9/4 +6 +6 +11 20. +10/5 +6 +6 +12 Bonus Feat Turn or Rebuke Undead: Priests can turn or rebuke undead. This ability works just like the cleric ability. As a feat, a Priest may take Extra Turning. This feat allows the Priest to turn undead four more times per day than normal. A Priest can take this feat multiple times, gaining four extra daily turning attempts each time. Domains: At level 1, Priests can select two domains and gain access to its special ability and spells. A Priest can select his domains from those offered by his patron deity, those offered through a deity associated with his patron deity, and (at first level only) a domain offered by his home city’s patron deity; but at all times, at least half of the Priest’s domains must be offered by his patron deity. A priest can use up to two of his Bonus Feats (but not regular feats) to take additional domains. Bonus Feats: Every five levels, a Priest gains a bonus feat. This feat must be a metamagic feat, an item creation feat, a Divine feat, Extra Turning, or an additional domain. NPC Priests and Virtual Experience: NPC priests can get “virtual xp.” The number of xp depends on the size and quality of their congregants. The Egyptian pharaohs and Ashur priest-kings are constantly trying to expand their empires to bring more worshippers under their sway and increase their own power. In Greece, the city-states’ small size (and the priests’ detachment from the politics) restricts priests to a more moderate level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
(OT)???Egypt and Greece Classes???
Top