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4E
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CORE CLASSES
Adventuring
Expert
Cultures: All.
This variant of the expert
NPC class is balanced for PC use. Like the original, this variant is in
reality many classes, depending on what class skills, and other powers
are assigned to it. Prepared examples: Adventuring
Greek bard and adventuring healer.
Adventuring
Greek Bard
Cultures: Greco-Roman.
Examples: Gabrielle,
Jace.
Adventuring
Healer
Cultures: All.
Example: Hippocrates,
Nicklio.
Barbarian
Cultures: African,
Celtic,
Horde,
Norse,
Turangi.
Barbarians are common only
in the Horde culture. Even in the comparatively
savage Celtic, Norse
and Turangi cultures, true barbarians are uncommon
and not part of most communities.
Examples: The
Berzerker, Otere
Bard
Cultures: All.
The classic bard of PHB
is very rare, but can in theory come from any culture. All bards must have
a divine orientation.
Divine orientation
means either that the character has a great devotion for a certain deity,
or that a certain deity is hostile to the character. Every time the character
engages in a large and/or important project, there is a 1% chance per class
level that this deity takes an interest in it. The interest can take many
forms, depending on the individual diety and her relationship to the character
and the task at hand.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Example: Aphrodite
Cleric
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse.
Many religious authorities
are priests, rather than clerics. True clerics
do exist, but they have their powers for special reasons. Every cleric
must have a divine orientation, but in this case it means not only
devotion to a certain deity, a standard prerequisite for being a cleric
in most worlds. Every cleric must also have a certain goal, a quest, to
aspire to. It must be a long-term goal that is not necessarily possible
to achieve within a lifetime. If the cleric succeeds in achieving such
a goal, a new one is provided by the cleric’s deity. Every time the character
engages in a large and/or important project, there is a 1% chance per class
level that her deity takes an interest in it. The interest can take many
forms, depending on the individual diety and the task at hand.
Like the other
full spellcasters, a cleric must have a sponsor. In this case, the
sponsor is the god of the cleric. Before a character can become a full
spellcaster, she must approach or be approached by the sponsor. She must
then perform a quest ordained by the sponsor. It is strongly recommended
that PCs don't begin play as full spellcaster, but rather perform these
quests in play, thus becoming multiclassed spellcasters later instead of
singleclassed spellcasters from level 1.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Examples: Eli,
Elkton
Druid
Cultures: African,
Horde.
The Horde
culture has no gods of its own. But only a fool would ignore the fact that
there are many gods active in the Known
World. All druids must have a divine orientation. This means
either that the character has a great devotion for a certain deity, or
that a certain deity is hostile to the character.
Every time
the character engages in a large and/or important project, there is a 1%
chance per class level that this deity takes an interest in it. The interest
can take many forms, depending on the individual diety and her relationship
to the character and the task at hand.
Before a character
can become a druid, she must approach or be approached by the sponsor.
The sponsor must have at least one God level. The character must then perform
a quest ordained by the sponsor. It is strongly recommended that PCs don't
begin play as full spellcaster, but rather perform these quests in play,
thus becoming multiclassed spellcasters later instead of singleclassed
spellcasters from level 1.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Example: Zeus
Fighter
Cultures: All.
A very common class in all
cultures. Even common soldiers and ruffians are usually fighters.
Examples: Draco,
Meleager
Monk
Cultures: African,
Celtic,
Chin,
Indian.
The monks of the Known
World are usually apprenticed to solitary masters, rather than belonging
to monasteries. Monasteries do exist, but they are rare and not necessarily
havens for the monk class, being instead centres of learning or religion.
Examples: M'Lila,
Sinteres
Paladin
Cultures: Celtic,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi.
Paladins of the Known
World must not only be devoted to an appropriate deity, they must also
have a certain goal to aspire to. It must be a long-term goal that is not
necessarily possible to achieve within a lifetime. If the paladin succeeds
in achieving such a goal, a new one is provided by the paladin’s deity.
Every time
the character engages in a large and/or important project, there is a 1%
chance per class level that her deity takes an interest in it. The interest
can take many forms, depending on the individual diety and the task at
hand.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Example: Grinhilda
Ranger
Cultures: African,
Celtic,
Greco-Roman,
Indian,
Horde,
Norse,
Turangi.
All rangers must have a
divine
orientation.
Divine orientation
means either that the character has a great devotion for a certain deity,
or that a certain deity is hostile to the character. Every time the character
engages in a large and/or important project, there is a 1% chance per class
level that this deity takes an interest in it. The interest can take many
forms, depending on the individual diety and her relationship to the character
and the task at hand.
Certain creature
types and humanoid subtypes are unheard of or extremely rare in the Known
World, and would be pointless to chose as favoured enemies. Instead,
rangers should pick their enemies from this list: animal, construct, fey,
giant, humanoid (aquatic), humanoid (human), humanoid (reptilian), magical
beast, monstrous humanoid, outsider (any), plant, undead, vermin.
Animal companions
are not compulsory. Many rangers, particularly Amazons,
choose not to have any.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Examples: Cecrops,
Ephiny
Rogue
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi.
Only the Horde
culture is unsuitable for stealthy opportunists.
Examples: Meg,
Thersites
Sorcerer
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi.
All sorcerers must have
a divine orientation.
Divine orientation
means either that the character has a great devotion for a certain deity,
or that a certain deity is hostile to the character. Every time the character
engages in a large and/or important project, there is a 1% chance per class
level that this deity takes an interest in it. The interest can take many
forms, depending on the individual diety and her relationship to the character
and the task at hand.
Before a character
can become a sorcerer, she must approach or be approached by the sponsor.
The sponsor must have at least one God level. The character must then perform
a quest ordained by the sponsor. It is strongly recommended that PCs don't
begin play as full spellcaster, but rather perform these quests in play,
thus becoming multiclassed spellcasters later instead of singleclassed
spellcasters from level 1.
Familiars are
rarely used.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Example: Alti
Wizard
Cultures: African,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi.
Wizards with traditional
spellbooks only exist in the Chin, Greco-Roman
and Indian areas. The other cultures have different
substitutes for spellbooks. Norse wizards have
staves engraved with runes. African and Turangi
wizards use special costumes with complicated patterns of bone and pearls.
While the other wizards study their respective forms of magical writing,
African
and Turangi wizards dance and chants to prepare
their daily spells.
All wizards
must have a divine orientation.
Divine orientation
means either that the character has a great devotion for a certain deity,
or that a certain deity is hostile to the character. Every time the character
engages in a large and/or important project, there is a 1% chance per class
level that this deity takes an interest in it. The interest can take many
forms, depending on the individual diety and her relationship to the character
and the task at hand.
Before a character
can become a wizard, she must approach or be approached by the sponsor.
The sponsor must have at least one God level. The character must then perform
a quest ordained by the sponsor. It is strongly recommended that PCs don't
begin play as full spellcaster, but rather perform these quests in play,
thus becoming multiclassed spellcasters later instead of singleclassed
spellcasters from level 1.
Familiars are
rarely used.
Note that every
culture has a forbidden school of magic. No spells of that school can be
cast in that culture, unless cast by a god.
Examples: The
Seer, Sisyphus
Sponsors,
spellcasters, and divine orientation
As noted above, a character
wishing to take her first level in a full spellcaster class must approach
or be approached by a sponsor. The sponsor must have at least one God level.
The character must then perform a quest ordained by the sponsor. It is
strongly recommended that PCs don't begin play as full spellcaster, but
rather perform these quests in play, thus becoming multiclassed spellcasters
later instead of singleclassed spellcasters from level 1.
Note that once
a character has taken at least 1 level as full spellcaster, she doesn't
necessarily need the sponsor anymore. The sponsor can't strip the character
of her spellcasting powers, and the character is free to ignore any promises
she made to the sponsor, if she so chooses. Indeed, tricking a god into
revealing the secret of magic is a very common theme in mundane myth and
the Known World alike. The cleric is the exception here; gods are free
to cut off divine spellcasting from their own clerics for whatever reason.
If the cleric convinces another god to provide her with spells, she regains
that ability, possibly with a different set of domain spells.
Note also that
divine orientation doesn't necessarily have to include the sponsor. Usually,
the sponsor remains either an object of worship or at least respect. Likewise,
a tricked sponsor normally becomes the mortal enemy of the spellcaster.
But this isn't mandatory. A character can change the details of her divine
orientation each time she gains a level, provided that the change has some
basis in events or desires in the campaign.
Adventuring
Expert (new base class)
NPC CLASSES
Adept
There are no adepts in the
Known
World. Spellcasters instead belong to one or more of the spell casting
core classes, with the added class feature divine orientation.
Aristocrat
Cultures: African,
Celtic
(rare), Chin,
Greco-Roman,
Indian,
Norse
(rare).
Turangi
courts can have aristocrats in name, but they belong to more practical
classes in these more or less nomadic lands.
Examples: Gregor,
Diana
Commoner
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi.
Only the Horde
culture lacks the concept of commoner. There, everyone is deeply integrated
into the tribes’ gruelling lifestyle. Commoner abilities alone are not
enough to survive for long.
Examples: Cyrene,
Joxer
Expert
Cultures: All.
Since the expert class is
in reality a collection of classes, each with their individual class skills,
not all variants of experts exist in every culture.
In the Known
World, there is a stronger version of the expert, described below: the
adventuring
expert.
Expert Chef
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi.
Class Skills: Appraise,
Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession,
Search, Sense Motive, Spot.
Expert Executioner
Cultures: African,
Chin,
Greco-Roman,
Indian.
Class Skills: Craft, Escape
Artist, Handle Animal, Heal, Intimidate, Listen, Profession, Search, Sense
Motive, Use Rope.
Expert Greek Bard
Cultures: Greco-Roman.
Class Skills: Bluff, Diplomacy,
Disguise, Intimidate, Knowledge, Listen, Perform, Sense Motive, Sleight
of Hand, Use Magic Device.
For adventuring Greek bards,
click here.
Expert
Healer
Cultures: All
Class Skills: Craft, Handle
Animal, Heal, Knowledge, Listen, Massage,
Profession, Search, Sense Motive, Spot.
For adventuring healers,
click here.
Expert Judge
Cultures: Chin,
Greco-Roman,
Indian.
Class Skills: Appraise,
Diplomacy, Gather Information, Intimidate, Knowledge, Listen, Perform,
Search, Sense Motive, Spot.
Expert
Merchant
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse,
Turangi
Class Skills: Appraise,
Bluff, Craft, Diplomacy, Forgery, Gather Information, Handle Animal, Listen,
Profession, Sense Motive.
Expert
Priest
Cultures: African,
Celtic,
Chin,
Greco-Roman,
Indian,
Norse
Class Skills: Appraise,
Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge, Listen,
Perform, Sense Motive.
Warrior
There are no warriors in
the Known World. Fighters
are the norm instead.
PRESTIGE CLASSES
There is only one prestige
class in XWP: the god.
NEW CLASS
ADVENTURING
EXPERT
The standard expert class
is fine for non-adventuring NPCs. It is however too weak to hold its own
against the PC classes. Its sole advantage is a decent but not overwhelming
number of skills and skill points, vastly inferior to the rogue class in
that aspect (and also lacking the rogue’s many other advantages in and
out of combat).
The adventuring
expert is meant to amend this. It adds some class abilities to the expert
class framework to provide balanced PCs. It can also be used for fleshing
out special or legendary experts who are meant to have abilities beyond
mere competence in their chosen field.
The adventuring
expert is not a class in itself, but a collection of classes. Each variant
shares the same traits, with the exception of skill selection and special
powers.
Adventures:
An adventuring expert strives to explore the outer limits and innermost
mysteries of her chosen trade. She seeks new ways and milieus to practise
her skills in. Often, her passion and talent is such that she has some
trouble fitting into the expected role of other professionals, and thus
becomes a restless traveller rather than the established teacher she could
be.
Characteristics:
Adventuring experts are exactly like normal experts with regards to hp,
saves, skills, and weapon and armour proficiencies. Each variant of adventuring
expert has its skills selected beforehand, but they also have a number
of special powers.
Alignment:
An adventuring expert can normally be of any alignment. Some trades are
inappropriate for some alignments, though. An adventuring healer is unlikely
to be evil, for example.
Religion:
Hephaistus is a favourite among many adventuring experts, but some revere
Athena. Other gods with portfolios relevant to the adventuring expert’s
speciality are also possible.
Sometimes,
a god will take notice of an adventuring expert and try to secure her services,
out of true need or simply prestige.
Background:
Adventuring experts show signs of their preferred vocation at a very early
age. Because of this, they can be of any background. But not all have formal
schooling. Many adventuring experts prefer to hone their skills without
the constraints of uninspired orthodoxy.
Family ties
are strained more often than not, because of the character’s intense devotion
to a trade that may very well be unsuitable to her social background.
Other Classes:
Much like sorcerers, adventuring experts have most in common with self-taught
classes: apart from sorcerers, also rogues and often druids. But they usually
have a strong sense for practical issues, and appreciate the advantages
of travelling with combatants and other competent people of various backgrounds.
Role:
Their chosen speciality often gives them very obvious roles in the party.
Close combat is a weak point, and adventuring experts are most useful during
preparations and explorations. But they usually have some combat advantages
in environments connected to their specialities.
GAME RULE INFORMATION
Adventuring experts have
the following game statistics.
Abilities:
Intelligence is of prime importance, since it improves skill points. Charisma
is good, since it allows the adventuring expert to offer her services even
to people normally not interested in them. Constitution is also important,
since it boosts her mediocre hit points and gives her better endurance.
Alignment:
Any.
HitDie:
d6.
CLASS SKILLS
The adventuring expert has
ten skills that fit the speciality. See Chapter 4: Skills in the PHB for
skill descriptions.
Skill Points
at 1st Level: (6 + Int modifier) X 4.
Skill Points
at Each Additional Level: 6 + Int modifier.
CLASS FEATURES
The following is a class
feature of the adventuring expert class.
Weapon and
Armour Proficiency: The adventuring expert is proficient in the use
of all simple weapons and with light armour but not shields.
Bonus Feats:
At level 1, 2, and every two levels thereafter (4th, 6th, 8th, 10th, 12th,
14th, 16th, 18th, 20th), a adventuring expert can choose a bonus feat from
a special list, provided that she fulfils the prerequisites. Prerequisites
that require levels in a specific class need not be fulfilled.
Expert Powers:
At 2nd level and at every third levels thereafter (5th, 8th, 11th, 14th,
17th, 20th), a adventuring expert gains an expert power of her choice from
the expert power list.
Master Powers:
At 10th level and every ten levels thereafter, a adventuring expert gains
a master power of her choice from the master power list.
STARTING GEAR
3d4 X 10 gp worth of equipment.
The Adventuring Expert
| Level |
BAB |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+0 |
+0 |
+0 |
+2 |
Bonus feat |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Expert power, bonus feat |
| 3rd |
+2 |
+1 |
+1 |
+3 |
|
| 4th |
+3 |
+1 |
+1 |
+4 |
Bonus feat |
| 5th |
+3 |
+1 |
+1 |
+4 |
Expert power |
| 6th |
+4 |
+2 |
+2 |
+5 |
Bonus feat |
| 7th |
+5 |
+2 |
+2 |
+5 |
|
| 8th |
+6/+1 |
+2 |
+2 |
+6 |
Expert power, bonus feat |
| 9th |
+6/+1 |
+3 |
+3 |
+6 |
|
| 10th |
+7/+2 |
+3 |
+3 |
+7 |
Master power, bonus feat |
| 11th |
+8/+3 |
+3 |
+3 |
+7 |
Expert power |
| 12th |
+9/+4 |
+4 |
+4 |
+8 |
Bonus feat |
| 13th |
+9/+4 |
+4 |
+4 |
+8 |
|
| 14th |
+10/+5 |
+4 |
+4 |
+9 |
Expert power, bonus feat |
| 15th |
+11/+6/+1 |
+5 |
+5 |
+9 |
|
| 16th |
+12/+7/+2 |
+5 |
+5 |
+10 |
Bonus feat |
| 17th |
+12/+7/+2 |
+5 |
+5 |
+10 |
Expert power |
| 18th |
+13/+8/+3 |
+6 |
+6 |
+11 |
Bonus feat |
| 19th |
+14/+9/+4 |
+6 |
+6 |
+11 |
|
| 20th |
+15/+10/+5 |
+6 |
+6 |
+12 |
Master power, expert power,
bonus feat |
ADVENTURING
GREEK BARD
ADVENTURING
HEALER
Epic
Adventuring Experts: The epic adventuring expert continues to get bonus
feats every two level, expert powers every third level, and master powers
every ten levels.
In addition,
the epic adventuring expert gets a bonus feat, every three levels higher
than 20th (23rd, 26th, 29th...). Unlike the regular bonus feats, these
bonus feats aren't limited to the table given in the class description.
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