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Classes

4E VERSION HERE

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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