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Character Classes

The kingdom long divided must unite; long united, must divide.

AD&D 2E Game with some modifications

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betaraybill
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Character Classes

Post by betaraybill »

In the interest of easy reference, I'm placing this information in its own thread.
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Warrior Classes and Kits

The Fighter Class functions exactly as described in the PHB. Note: Single class fighters are entitled to EITHER multiple weapon specializations, or the possibility of attaining mastery in a single weapon (Not both - all normal limitations of weapon mastery still apply). Characters of this class (including kits) are to begin at the second level. Characters will roll 1D10+10+CON bonus to determine beginning HP.

Fighter Kits

The Soldier

Description: Soldiers in the army of Judah are a disorganized lot by the standards of surrounding culture. There is no standing military in the country. As such, soldiers usually pursue other professions when their services as soldiers are not needed. Soldiers may be of any social class.

Soldiers may be called upon and compelled by honor by the King, the head of the soldier's particular tribe, or the head of the soldier's particular clan or family to participate in military functions. The soldier is always paid for these services. In addition, the soldier is provided with a set of leather armor, a small shield, and a weapon of his choosing (from the list of appropriate bronze-age weapons).

Typical weapons for soldiers include the khopesh, short sword, long spear, javelin and short bow.

Due to their military training, soldier's receive one additional proficiency point which must be used as a weapon proficiency (ie, for anything that a weapon proficiency could be used for).

The Peasant Warrior

Description: Peasant Warriors are in some ways the opposite and compliment to warriors. They are by trade of another profession - usually shepherds or farmers, but occasionally smiths, inn keepers, or any other trade common to low-class citizens. Peasant warriors must be of low social class.

Peasant Warriors are known within the community (particularly of other peasants) for their deeds of heroism - protecting flocks from the attacks of lions or defending the honor of young women at the village well. As such, they are liable to be called upon by other peasants and low social class citizens to perform such functions. In return, Peasant Warriors are repaid by such citizens for their actions by whatever means they are capable. Peasant Warriors receive a +2 bonus to reaction rolls at all times from all such citizens.

Typical weapons for peasant warriors include the staff, club, net, adze, dagger and sling.

Due to their work in whatever profession they pursue in their mundane life, peasant warriors receive one additional proficiency point which must be used as a non-weapon proficiency.

The Simeonite Warrior

Description: The warriors of Simeon are a disreputable lot. They are wanders of little account in the communities through which they pass. They make money in any manner that they can, working as mercenaries and occasionally even doing work on farms or at inns or taverns. They sometimes form bands and raiding parties against neighboring kingdoms such as Moab, Edom, Philistia, the Egyptian Wadi, and even the Northern Kingdom of Israel.

They are generally loyal to their tribe, clan, and household as well as the King of Judah - so long as there is incentive. They are not trusted by the other tribes and nations. As a result, they receive a -1 penalty to reaction rolls from other tribes of Israelites, and a -2 penalty to reaction rolls from peoples of all other nations.

Simeonite Warriors may be of any except the highest social order.

Due to their ruthless nature, they receive a +1 bonus to damage against any non-Israelite. Coupled with their sense of injustice, these bonuses can be increased. When avenging a perceived wrong, a Simeonite Warrior increases the bonus relative to the level of the insult or injury:
A minor insult (such as a pointed verbal jibe) may result in an additional +1 to hit.
A medium insult may result in an additional +1 to hit and +1 to damage.
A major insult (such as the murder of a family member) may result in an additional +2 to hit and +1 to damage.
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The standard paladin is not available in this campaign setting. There are however, two options for Paladin kits. Naturally, neither kit is allowed to specialize in the use of a particular weapon. Characters of these kits begin at the 1st level. They receive 10+CON bonus HP.

Paladin Kits

The Holy Warrior

Description: Holy Warriors are one of the elite groups of warriors in the Kingdom of Judah. They are pious warriors who usually serve as vassals to the king, a prophet, a high ranked anointed priest, or the head of a tribe. They usually serve as the leaders of soldiers, but nearly as often are called upon to perform solitary deeds of heroism. They also occasionally decide to throw in their lot with small groups of adventurers (though only the righteous sort). Holy Warriors are usually, but not always of the upper class.

Holy Warriors function just as Paladins as described in the PHB in most regards, including ability score requirements, adherence to code of honor, wealth limitations, and tithing. They receive all normal Paladin abilities with the following exceptions:

They may not turn undead or fiends.
They never gain a bonded mount.
They begin their priest spell progression at the 4th level rather than the ninth.

The Cavalier

Description: The Cavalier is a specialized form of Holy Warrior unique to the Tribe of Judah. They are considered the most noble of those noble warriors. They perform the same functions as the Holy Warrior, but they are usually found at the head of groups of mounted warriors. Cavaliers are always of high social order. This is a necessity of maintaining a mount and equipment.

Mechanically, the Cavalier functions exactly as a Paladin, without the ability to turn undead, and with the Cavalier kit from the Complete Fighter's Handbook applied, including the code of chivalry, the necessity of expensive armor, etc. All weapons mentioned in that book are modified to fit the bronze age setting; thus, the light lance and horseman's mace are the only two weapons available for that category. The choice of sword is between the short sword and the khopesh.
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The standard ranger is not available in this campaign setting. There is however an option for a modified ranger. Benjamite Warriors begin at the first level. They receive 10+CON bonus HP.

The Benjamite Warrior

Description: The warriors of Benjamin represent another elite group of warriors in the Kingdom of Judah. They are specialized and trained to be self-sufficient and highly effective warriors. They are loyal to the King, the priests and prophets, and to their own tribe. They tend to disdain Simeonite Warriors as crude and unruly. They are often found in command positions of groups of scouts, or as advanced units for the rest of the army. Like Holy Warriors, they also occasionally become adventurers either for their own purposes, or at the behest of a superior. They are some of the most loyal warriors in the Kingdom of Judah, and are usually of moderate or high social standing.

Mechanically, the Benjamite Warrior functions exactly the same as a standard ranger as described in the PHB in most ways, including ability score requirements and code of honor. They have all of the normal abilities with the following exceptions:

They have no affinity with animals
They do not gain the use of priest spells.
Regarding species enemies, Benjamite warriors have two options: The may choose either the people of another nation or a wild beast.

Eligible Peoples:
Moabites
Edomites
Philistines
Assyrians
Babylonians
Egyptians
Amalekites
Ammonites
Phoenicians
Hittites
Arabs

Possible Beasts:
Lions
Wolves
Crocodiles
Wild Boars

(I can give advice regarding what a logical choice for a species enemy would be, if anyone is interested in this type of character)

In addition, Benjamite warriors are some of the most skilled marksmen in the land. They receive a +1 bonus to hit with ranged weapons, and allowed to specialize in the use of a long-ranged weapon.
-- Bill
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Re: Character Classes

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Normal priest classes do not exist in this campaign setting. In their place are two classes of Levite Priests.

Priest Classes

The Anointed Priest

Description: Anointed Priests are considered the leaders of the priestly orders of the Kingdom of Judah. Within the Anointed Priests there is a strict hierarchy. Anointed Priests of 1st and 2nd level are considered Acolytes. Anointed of 3rd and 4th level are considering Lesser Priests. Anointed of 5th - 8th level are considered Greater Priests. Anointed of 9th+ level are considered High Priests. The primary responsibility of all anointed Priests is to make offerings to God at a temple or shrine on a daily basis. This offering normally takes the form of burning incense, although greater offerings may be given. This duty must be performed in order to receive daily spells. Note that a small shrine in the form of an Icon and a Holy Symbol may be carried with the Priest at all times. In addition, if they happen to be above the rank of Acolyte, and are the ranking priest in the area of a temple or tabernacle, they are required to perform a weekly religious ceremony for the community. In addition, the people of any community of Israelites may ask any Priest above the rank of Acolyte to perform other religious ceremonies - including blessings, weddings and circumcision. These duties may be assigned by higher ranking Priests to lower. Anointed Priests are somewhat outside the normal social class divisions. They are supported by the tithes of the community to which they belong, or rely on the kindness of strangers. They are however respected members of the community, and influential in so far as they wield religious authority.

Anointed Priests are generally allowed to wander at will, but are allowed to take up residence at a temple or join the retinue of a tabernacle if so desired. They are however subject to the commands of the ranking Anointed at any temple or tabernacle (at least if they desire to stay there).

Mechanically, Anointed Priests function similarly to Clerics. They use Cleric Level Advancement and Spell Advancement tables, and have access to to all normal priest spell spheres of influence. They do, however, have a modified spell list (some spells do not exist in this campaign setting; first level spells are exactly as described in the PHB except that Faerie Fire is not available). They receive bonus spells for high wisdom as described in the PHB. Although they are limited in the the number of spells they may cast in a day as normal Clerics, they are not required to choose these spells before hand - they may cast any spell to which they have access at any time in a given day. Anointed Priests may use any weapon, though as a general rule they prefer simpler weapons such as clubs, staves and slings. They may not wear armor while performing religious ceremonies of any kind - including making offerings - or while casting a spell. Anointed use a base D6 for hit dice. They are to begin play at the second level. They receive 1D6+6+CON bonus for beginning HP.

Temple Guardians

Description: Temple Guardians are considered the subordinates of Anointed Priests (except Acolytes, to whom they are more or less equal). They are expected to obey the commands of Priests insofar as the relate to their duties at the temples. They are responsible not only for the protection of temples, tabernacles and shrines, but also for their repair, construction and upkeep. There is no hierarchy within Temple Guardians except where common sense would dictate. Temple Guardians are supremely loyal to both the Anointed as well the temples themselves. On a daily basis, they are not specifically required to perform any functions, but if help is needed at any temple, stable shrine or tabernacle, either in defense or upkeep, they are generally obligated to provide whatever help they can.

Like Anointed Priests, Temple Guardians are permitted to wander at will unless they choose to take up residence at a particular temple or join the retinue of a tabernacle.

Mechanically, Temple Guardians are also similar to clerics. They use Cleric Level and spell advancement tables. They must specify specific spells that they wish to use in prayer, as a normal cleric. They receive bonus spells for high wisdom as described in the PHB.

They have major access to the following Priest spell spheres of influence:
All
Animal
Combat
Guardian
Plant
Protection

They have minor access to:
Healing
Divination
Elemental
Necromantic
Sun
Weather

Temple Guardians may wield any weapon and wear any armor and shield. Temple guardians use a base D10 for hit dice. They begin play at 2nd level and receive 1D10+10+CON bonus HP.
-- Bill
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Re: Character Classes

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Rogue Classes and Kits

The thief class will function exactly as described in the PHB. Although I have not specifically picked any kits for this class, if anyone would like to propose one, I will certainly take it into consideration. Thief characters are to begin play at the 3rd level. Characters will receive 2D6+6+CON bonus HP.
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The Scout

Description: Scouts and spies have had a long history in the military of the Israelites. They perform the vital function of sizing up enemy camps, cities and other establishments. Although it is not a particularly glorious role to play, it is considered a respected one. In many ways, scouts are a subset of soldiers. They do not spend most of their lives in the military, but they may be called upon (and paid) to perform military duties just as soldiers are. Thus, they usually pursue other professions while they are not engaged with military. Like the soldier, scouts are provided with a set of armor, a weapon of their choosing, and a shield if it is so desired.

Typical Weapons for scouts include short swords, daggers, short spears, javelins, short bows and slings.

Scouts advance in level according to the Fighter level advancement table. Scouts use a D8 Base Hit Die, and begin play at the 2nd level. They begin play with 1D8+8+CON bonus HP.

Scouts receive some of the thieving abilities of thieves:
Find/Remove Traps
Move Silently
Hide In Shadows
Detect Noise
Climb Walls
Read Languages

These skills begin at the same base scores as standard thieves. At first level, a scout receives 40 discretionary points to distribute among them with no more than 20 in a single skill. At every level, they receive 20 more points to distribute among them with no more than 10 in a single skill.

Scouts may use any weapon or armor (with appropriate penalties to thieving skills). In addition, they have the ability to specialize in a single weapon if they so choose.

Scouts receive one additional ability according to their tribe:
Scouts of Judah use a base 10 HD (Thus, they begin with 1D10+10+CON bonus HP)
Scouts of Benjamin receive +1 to Hit and +1 Damage with a ranged weapon of their choice
Scouts of Simeon have the ability to backstab as a thief
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The standard Bard is not available in this campaign. There is however a bard kit available to the tribes of Judah and Levi.

The Psalmist

Description: The Psalmists are another order of Levite Priests. They are considered the equals of Temple Guardians in authority. Their duty is to sing praise to God, both in every day life and at religious ceremonies. Psalmists are the least common of the priestly orders, and although they are allowed to take up residence at a temple, they tend to prefer the wandering life. As such, it is not uncommon to find them attached to the retinue of a tabernacle, and they often take on other duties in such settings - most commonly as entertainers, but also as cooks, artisans, husbandmen, heralds, and other such duties.

Mechanically, Psalmists function in most ways the same as a bard. They begin play at the 3rd level, and receive 2D6+6+Con Bonus HP. They automatically receive a proficiency in singing, and may learn two musical instruments for every proficiency spent on musical instruments. They have all the abilities of Bards except:
They do not have the pick-pockets skill
They gain clerical spells instead of wizard spells, with the following access to spheres:

Major:
All
Charm
Creation
Divination
Sun
Weather

Minor:
Animal
Healing
Plant
Necromantic

Psalmists gain bonus spells for high wisdom as described in the PHB.

Psalmists may wield any weapon and wear any armor without impediment to spell casting ability. They may not use shields.
-- Bill
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Re: Character Classes

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"Wizard" Classes

The only available class of "Wizard" in this campaign setting is known as the Prophet. Prophets begin play at 1st level.

The Prophet

Description: The Prophets of Judah are the ultimate holy men. They come from all levels of society, even the lowest, though they will almost inevitably gain the ears of kings, priests and tribal leaders. Their connection with God is what gives them their powers, which tend to revolve around the manipulation of natural elements. It is left to them to interpret the will of God, sometimes to the chagrin of the priests and kings. Sometimes, the voice of God is even heard by them directly. Sometimes, God himself even comes to visit them. They are mysterious characters, and there are usually no more than one or two of them in the whole kingdom at any given time. At the beginning of their careers, they are often spurned. They are usually called as Prophets in order to alleviate a specific grievance. Theirs is a very difficult life.

Mechanically, the Prophet functions exactly the same as a magic-user as described in the PHB with two big exceptions:

Prophets need not learn or memorize spells in order to cast them. They are limited to the numbers of spells they may cast per day exactly as any wizard, but they need not select them before hand.

Prophets have a drastically altered spell list. So much, in fact, that it is barely recognizable.

Since no-one seems immediately interested in the Prophet class, I am going to move presenting that spell list here onto the back burner. It will happen soon enough, but it's going to involve quite a bit of typing that I don't really feel like doing tonight (it is approaching 6 in the morning, my time).

As I have mentioned, there are two Multi-class options for Judeans and Levites, both of which involve the Prophet. These will function exactly as stated with the information I have already and the rules for multi-classing presented in the PHB. Now that I've placed all this information up here, let me know what you guys are thinking in the OOC thread. Tomorrow night I intend to tackle equipment lists, and proficiency procedures, and we should have everything we need to get the characters finished. Then we can begin the campaign!
-- Bill
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