LDSourcebook

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Living Death Campaign Sourcebook A d20 Adaptation of the Masque of the Red Deathrules based on D&D version 3.5 by Claire Hoffman D&D Design Advisor: Jonathan Tweet RPGA Living Campaigns Manager: Stephen R. MacFarland Editor, Research Assistant and Science Advisor: Keith Hoffman Original RPGA Advisor: Robert Wiese Thanks to the following people for their assistance in both play-testing, providing feedback and/or historical research; Ed Gibson, Jeff Richards, Alex Lombardi, Wayne Melnick, Patrick Connolly, Sean Flaherty, Bruce Finch, Wayne Straiton, John Grierson, Joanne Fisher, Brooks Banks, Craig Walker and Mike Davis. The material presented here has been converted to work with the D&D 3.5 rules and is based on the following material: Masque of the Red Death boxed set by William W. Connors Domains of Dread by William Connors & Steve Miller Ravenloft boxed set by Bruce Nesmith with Andria Hayday “Donning a New Masque” by William W. Connors; Dragon Magazine #215 “Mystics, Miracles, and Meditations” by James Wyatt; Dragon Magazine # 236 “Masque of the Red Death- Victorian Knights: Heroes of Gothic Earth” by Andrew Hauptmann; Polyhedron Magazine #124 Archeologist Kit developed by Peter Parker Animal Breeder Kit and Politician Kit developed by Keith Hoffman Criminal Kit developed by Jeff Richards The Players Guide to Living Death by Claire Hoffman DUNGEONS AND DRAGONS, D&D, d20, RAVENLOFT, and RPGA are registered trademarks of WotC, Inc. LIVING DEATH is a trademark of WotC, Inc., WotC Inc. is a subsidiary of Hasbro Inc. ALL RIGHTS RESERVED. This booklet is intended for Campaign use only and may not be reproduced without the approval of RPGA Network. Table of Contents Introduction ……………………………………………………………. Page 2 Chapter One: Abilities, Races, and Alignment………………………… Page 2 Chapter Two: Classes………………………………………………….. Page 4 Chapter Three: Prestige Classes ………………………………………. Page 25 Chapter Four: Skills……………………………………………………. Page 35 Chapter Five: Feats ………………..…………………………………... Page 53 Chapter Six: Equipment …..………..…………………………………... Page 58 Chapter Seven: Firearms...………..……………………………………. Page 70 Chapter Eight: Adventuring in Gothic Earth…………………………… Page 83 Chapter Nine: Magic …………………………………………………... Page 95

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MotRD

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Living Death Campaign SourcebookA d20 Adaptation of the Masque of the Red Death rules based on D&D version 3.5by Claire HoffmanD&D Design Advisor: Jonathan TweetRPGA Living Campaigns Manager: Stephen R. MacFarlandEditor, Research Assistant and Science Advisor: Keith HoffmanOriginal RPGA Advisor: Robert WieseThankstothefollowingpeoplefortheirassistanceinbothplay-testing,providingfeedbackand/orhistoricalresearch;EdGibson,JeffRichards,AlexLombardi,WayneMelnick,PatrickConnolly,SeanFlaherty,BruceFinch,WayneStraiton,JohnGrierson,JoanneFisher,BrooksBanks,CraigWalkerandMike Davis.The material presented here has been converted to work with the D&D 3.5 rules and is based on the following material:Masque of the Red Death boxed set by William W. ConnorsDomains of Dread by William Connors & Steve MillerRavenloft boxed set by Bruce Nesmith with Andria HaydayDonning a New Masque by William W. Connors; Dragon Magazine #215Mystics, Miracles, and Meditations by James Wyatt; Dragon Magazine # 236Masque of the Red Death- Victorian Knights: Heroes of Gothic Earth by Andrew Hauptmann; PolyhedronMagazine #124Archeologist Kit developed by Peter ParkerAnimal Breeder Kit and Politician Kit developed by Keith HoffmanCriminal Kit developed by Jeff RichardsThe Players Guide to Living Death by Claire HoffmanDUNGEONSANDDRAGONS,D&D,d20,RAVENLOFT,andRPGAareregisteredtrademarksofWotC,Inc.LIVING DEATH is a trademark of WotC, Inc., WotC Inc. is a subsidiary of Hasbro Inc.ALL RIGHTS RESERVED.This booklet is intended for Campaignuse only and may not be reproduced without the approval of RPGA Network.Table of ContentsIntroduction . Page 2Chapter One: Abilities, Races, and Alignment Page 2Chapter Two: Classes..Page 4Chapter Three: Prestige Classes . Page 25Chapter Four: Skills. Page 35Chapter Five: Feats ..... Page 53Chapter Six: Equipment ....... Page 58Chapter Seven: Firearms...... Page 70Chapter Eight: Adventuring in Gothic Earth Page 83Chapter Nine: Magic ... Page 95Chapter Two: Classes 2IntroductionThegoalofthisbookistopresenttotheplayerandjudgetheworldofGothicEarthintermsof the new D&D game system.In creating thisd20 system, there were two goals that guided theprocess. One goal was retaining the flavor of theMasqueoftheRedDeath(MotRD)setting.Theothergoalwasaccommodatingtheconstraintsand history of the Living DeathCampaign. Withtheadventof3.5D&Dadditionaladjustmentsneededtobemade.Thisupdateaddresses3.5D&D,correctssomeerrors,andclarifiessomerules.TheLivingDeathCampaign,isanRPGAmember-runtournamentcampaign.ThiscampaignwasalreadyunderwaybeforetheintroductionofthenewD&D.Thatfactinfluencedsomeofthechoicesmadeduringthedesign process. If you wish to use these rules forahomecampaign,youmaywishtomakeadjustments.IngeneralmostaspectsremainfairlysimilartotheoriginalMotRD.Magicisstillslow,unreliableandoccasionallydangeroustouse.GothicEarthisstillsetinthelate19thCenturyandtheClasses,SkillsandFeatshavebeenadjusted to reflect that time period.This document is not a stand-alone work. PlayerswillneedtheD&Dv3.5Player'sHandbook(PHB)andtounderstandcertainaspectsofthePrestigeClassestheymayneedaccesstotheDMGv3.5.JudgeswillneedtheD&Dv3.5Dungeon Master's Guide (DMG) as well as theLivingDeathJudgeGuidelines.Theguidelinesare available from HQ andwillaccompanyeachscenariowhenRPGAHQsendsthemtotheConvention,orGameday,Coordinator.Theguidelines are also available as a download fromtheofficialcampaignwebsite. Only those aspectsofthegamemechanicsandspellsthataredifferentfromthatinthePHBortheDMGarepresented here.The campaign will convert to these rules October1st 2003.The World of Gothic EarthGothicEarthisaplacewherethefightofGoodvs.Evilisveryreal.ItisalsoaplacewereEvilfrequentlyisinapositionofpowerorstrengthsuchthatEvilcanwarptheverynatureoftheland.AcreatureofEvilhascorruptedandweakenedmagic drastically on Gothic Earth. This creature,known as the Red Death, may reach out to temptacharacterintocorruptionandevildeedswithpromises of power.Thedetailedhistoryandgeographyoftheworldof Gothic Earth and the entrance and effect of theRedDeathonthatworldwasoriginallypresentedintheMasqueoftheRedDeath.TheofficialLivingDeathCampaignwebsitealsohasasectionwherethismaterialisposted.TheMotRDcampaignissetinthe1890'sinaworldverysimilar to, but not exactly like, ours in the 1890's.This is aworld filledwith intrigue and scientificinventions,greatwealthandgreatpoverty.AworldrushingforwardtotheendoftheCenturyand perhaps to the end of other things as well.IntheLivingDeathCampaign,thetermheroisused instead ofthetermPlayerCharacter.Manyplayers createmore than one hero for the LivingDeath Campaign.TherulesforcreatingHeroesfortheLivingDeath Campaign are included in this work.Chapter One: Abilities,Races, and AlignmentAbilitiesAbilitiesinthissettingservethesamefunctionasinD&DbuttherearesomedifferencesyoushouldbeawareofwhencreatingaherofortheLivingDeathCampaign.Table1-1inthePHBlists the modifiers for ability scores.Assigning Ability PointsAllLivingDeathheroesstartwith72abilitypoints.Atcharactercreation,abilityscorescanrangebetween3and18;however,theonlyscoresthatcanbeduplicates,atcharactercreation,are10and11.Aherocanhaveasmany abilities as you choose with either of thosescores,solongasyoudonotexceed72points.Chapter Two: Classes 3Noothernumbersmayberepeated.Forexample,youcanhaveaherowithabilitiesof16, 14,12,10,10and10 (inanydesiredorder),but not 16, 16, 10, 10, 10 and 10, the two 16's areduplicates.As in regular D&D a hero gains ability points asshegainslevels.Theremaybeeventsthatremove ability points. Ifsubsequent ability pointgainsorlossescauseaherotohaveaduplicatenumber,thatisallowed.Itisonlyduringcharacter creation that the prohibition exists.StrengthStrengthworksexactlyasinD&D.However,technologyavailableonGothicEarthmakesthephysicaldemandsoncharactersquitedifferentfrom traditional D&D.Because of the prominentuseoffirearmsandtheobscurityoflargemeleeweapons,theStrengthabilityplaysalessimportantrolethanexperiencedD&Dgarnersmight expect. However, strength is a factor whenusinglargefirearms.(SeeChapter7:Firearmsfor details.)DexterityThisabilityworksexactlyasinD&D.TheACadjustmentfromDexterityisoftentheonlyimprovementtoACaLivingDeathherowillhave.Italsoaffectsuseoffirearmsand,ofcourse, Reflex Saves.ConstitutionThemedicalsciencesofGothicEartharefarsuperiortothoseonotherD&Dgameworlds.Still,thebestwayforacharactertoavoiddeathistoberesistanttoinjuriesandillnesses.TheConstitutionscoreindicatesthisqualityandfunctions as it does in D&D. A high constitutionis of value to arcane spell casters.IntelligenceIntelligenceisameasureofnaturalreasoning,logic,andmemory.Itrepresentstheabilityforconcentrated,organizedthoughtprocessessovital to both science and spell casting. On GothicEarth, wizardry is all but unknown. On the otherhand, the magic that dominates other D&D gameworldsisreplacedbyan1890'sequivalent:science.Inallmattersexceptone,thisabilityworksinthesamemannerinGothicEarthasitdoesinD&D.TheexceptionbeingthatspellcastersdonotgainadditionalspellsduetohighIntelligence.TheIntelligencemodifierdoesaffect the success of the attempt to cast and learnarcanespells.(SeeChapterNine:MagicinGothic Earth.)WisdomIn all matters except one this ability works in thesame manner in Gothic Earth as it does in D&D.The exception being that spell casters do not gainadditionalspellsduetohighWisdom.TheWisdommodifierdoesaffectthesuccessoftheattempt to cast mystic spells. (See Chapter Nine:Magic in Gothic Earth.)CharismaAs in D&D core rules, Charisma is a measure ofpersonalityandleadershipability.AhighCharismascoreisimportantforallcharactersthatmustdealregularlywithstrangers.LowcharismaheroesmayexperiencegreatdifficultyininteractionswithNPCs.Asinvestigationisfrequently an aspect of Living Death adventures,this ability can play an important role.RacesOnlythehumanraceisavailableforheroes;seePHBfordetailsonhumans.Aherocanbeanynationalityandfromanyracialgroup.However,Vistani heroes are not allowed. Heroes do get allthe benefits of thehumanracelistedinthePHBincludingextraSkillpointsandoneadditionalstarting Feat.Since heroes are human, they receive their nativelanguagefreeandgetadditionalmodernlanguages in the same manner as presented in thePHB.However,nonehavemodernlanguagesasaclassskill.Knowledgeofamodernlanguageincludes the ability to read and write it.Minimumageofaherois17.Playersmayotherwise choose the age of their hero, as well asheight,weight,genderandsimilarphysicalfeatures. (See PHB for normal ranges.) However,the Campaign does not use the age adjustment toability points in Chapter 6 of the PHB.AlignmentThepremiseoftheLivingDeathCampaignisChapter Two: Classes 4thatallheroesaremembersofanorganizationdedicated to fighting evil. (For more informationontheSocietyoftheWhiteRose,seeChapterEight:AdventuringinGothicEarth.)Thereforeall heroes are required to have some version of aGoodalignment.HeroesmaybeNeutralGood,LawfulGoodorChaoticGood.(Someclassesmay have further limitations.)Judgesshouldwarnplayersifproposedactionswillendangercharacteralignment,aspermanentalignmentchangescanbecauseforthePCtobecome an NPC and out of play.Chapter Two: ClassesWhilemostD&DworldssettingsresembleourMedievalorRenaissanceperiod,theMasqueofthe Red Death is set in a world that resembles thelatteryearsofour19thCentury.Thenumberofprofessions,trades,crafts,arts,andfieldsofacademicstudyhaveproliferatedgreatly.Theclass skills for each class are denoted in table 4:1inChapterFour.Thissettingaswellasthegenerallackofdivineinterventionintheworldhas caused major reshaping of Character Classes.AdeptTheAdeptisthewizardofGothicEarth.However,herroadismuchdifferentthatthatofthe wizard in most D&D worlds. Magic is all butunknownonGothicEarth.Still,afewindividualshavesecretlykeptalivetheancientknowledgeofspellcastingandmagicallore.Whilemanyfraudsmightclaimknowledgeofthe arcane arts, truly talented people are few andfarbetween.Becauseofthedifferencesinhowtheknowledgeofmagicistaught,AdeptsonGothic Earth can not automatically memorize thespellReadMagicwithouttheirspellbook.AdeptsdonotgetbonusspellsfromhighIntelligence.AdeptHitDieisad4.IntheLivingDeathCampaign the Adept has 4 hit points at first level(+any Con bonus), and gains 2 hp (+ Con bonus)each additional level of adept.AdeptsuseTable3-20inthePHBforattackbonuses,saves,bonusfeats,andspellsperday;however,theydonotgetScribeScrollorFindFamiliar. They do get a bonus Metamagic feat atfirstlevelandoneadditionalbonusMetamagicFeat every five levels (as Wizards do in D&D).Class Skills:Alchemy,Arithmology,Concentration,ForbiddenLore,Language:Ancient,Mesmerism,Prognostication,Psychometry,Religion:Ancient,Religion:ModernandSixthSense.Skill points at 1st level: (5+ Int. modifier) x4Skill points at additional levels 5 + Int. modifierClass FeaturesWeapons:Alladeptsareproficientwiththefollowing: dagger, any pistol, baton, sword cane,knifeorclub.Theymaybecomeproficientinotherweaponswiththeuseoftheproperfeat(See PHB).Class Ability:ThisclasshasaspecialabilitycalledSpellcraft.Itisthisabilitythatallowsthemtolearnandtocast spells. It is an Intelligence based ability. TheAdepts cast Arcane spells through the use of thisSpellcraft ability. See Chapter Nine for the gamemechanicsinvolvedincastingandlearningspells.AllAdeptcharactersbeginthegamewithknowledgeoftheDetectMagicandReadMagic spells.In addition, a character knows 4 other spellsforatotalofsix.Thespellsarelimitedtotwo0levelandtwo1stlevel.Onespellofeachlevelmustbeadefensiveenchantmentwhile the other two may be offensivespells.TheplayersmayselectthespellstheirheroknowsfromalistpresentedinChapter9.Chapter9includesinformationonmagicand spells.Wealth:FirstlevelAdeptsstartwith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.Chapter Two: Classes 5AthleteAthletesrunthegamutofGothicEarth'ssocialclasses. Some, like baseball's Christy MathewsonorHonusWagner,aresimple,unassumingfolkatheart.Others,liketennis'sLottieDodorJoshuaPim,aremoresophisticatedmembersoftheupperclass.Thenatureofagivensportdictates the dress and mannerisms of its athletes.Athletesarefiercecompetitors.Theyfeelaconstantneedtopushthemselvesfartherthaneverbeforeeachtimetheybeginplay.Whilethere are those allow their fame (such as it is) togo to their head, most pursue their chosen careersimplyoutofaloveforthegametheyplay.They spend a great deal of their time training andas such are not well versed in the use of weaponsasasoldier.Eachgamehasadifferentbenefit.Seesectionsoneachsport.Note:OfthesportslistedonlyGolf,TennisandFieldHockeyisavailable to female heroes.See Table 3-1 in the PHB. Use the rogue columnforattackbonusesandsaves.Table3-2inthePHB lists level-dependent bonusesAthleteHitDieisad8.IntheLivingDeathCampaign,Athletesget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Conbonus)each additional level of this class.Class SkillsAthletics,Climb,Dancing,Equestrian,HandleAnimal,Hunting,Jump,Mountaineering,MoveSilently,RopeUse,Seamanship,Survival,Swim, Tightrope Walking and TumbleSkill points at 1st level: (6+ Int. modifier) x4Skill points at additional levels 6 + Int. modifierClass FeaturesWeapons:Sap,club,brassknuckles,knife,andbaton. Heroes may also choose to be proficient ineitherallpistolsorallrifles.Theymaybecomeproficientinotherweaponswiththeuseoftheproper feat. (See PHB.)Special Bonuses by SportOnlyonesportcanbechosenastheAthlete'sprimarysport.Theygainoneofthefollowingbonuses connected to that sport.Baseball/Cricket:The hero can only have one of these benefits:Iftheplayerisapitcher,hereceivesoneBonusWeaponFocusFeat:foraspecificthrownweapon.ORPlayersbestknownfortheirbattinggainoneBonusWeaponFocusFeat:forclub,saporBrass Knuckles.GolferAt 1st level gain a +2 bonus to PhysicsAt 3rd level gain Endurance FeatHockeyWhetherthetraditionalgameoffieldhockeyoritsrecentlyintroducedwintercousin,thisgamedemands much from its players.The hero can only have one of these benefits:GoaltendersareruggedfolkwhogaintheToughness Feat as a bonus Feat at 3rd levelOROtherhockeyplayersmustbequickandagileandsogaintheLighteningReflexesFeatasaBonus Feat at 3rd level.SoccerFewsportsareasdemandingasthisone.Thereforetheygeta+2bonusonallDexteritybasedchecksatfirstleveland+2onEnduranceChecks at 3rd level.TennisQuickreflexesandagilitydominatethissport,howeverthisisalsoasportfavoredbythemiddle and upper-classes.TennisplayersgaintheFeat:LighteningReflexes as a Bonus Feat at 3rd levelWrestler (Greco-Roman)At 1st level gain a +2 bonus to attempts to escapefrom GrapplesAt 3rd level gain a +2 Bonus to Grapple attempts.FOR ALL ATHLETES:Atthestartofeachgamesession,allathletesmustmakeanAthleticsskillcheck(DC15).Failure indicates that the athlete has some minor,nagginginjuryreceivedduringarecentgame.The exact nature of the injury isup to the player(subjecttothejudge'sapproval.)Asageneralrule, an injured athlete suffers a-2penaltytoallFortitude andReflexsavingthrowsmadeduringthegame.Iftherollwasanunmodified1;however,theinjuryismoresevere.Inthiscase,the penalty is a -4.Wealth:FirstlevelAthletesstartwith2d6x$10.00forstartingcash.SeeChapter6forChapter Two: Classes 6information on hero's income.CharlatanGothicEarthisfilledwithstagemagicians,prestidigitatorsandillusionists.Forthemostpart,thesepeopleknownothingoftheRedDeathorartofmagic.Everynowandthen,however,acharlatanstumblesuponthetruth.Ifthatunfortunatesoulsurvivesthediscoveryofrealmagic,hequicklylearnsanewrespectforthesupernaturalandgraduallybeginstomasterthehiddenenergiesthathehastapped.TheCharlatan casts Arcane spells.Unlikeothertypesofarcanespellcasters,theCharlatanisstilllearningthenatureofhispowers. More often than not, these characters arehauntedbyadoubtintheirabilitiesoreatenabeliefthattheyaresomehowtaintedbythem.ItisnotunusualforCharlatanstobecomeconsumedbytheRedDeathbeforetheyperfecttheir magical abilities. However, the Charlatan isaskilledstagemagicianandanexpertinsleightof hand.TheCharlatan'sHitDieisad4.IntheLivingDeath Campaign the Charlatans have 4 hit pointsatfirstlevel(+anyConbonus),andgains2hp(+ Con bonus) each additional level of this class.CharlatansusetheWizardcolumnTable3-1inthe PHB for attack bonuses & saves and Table 3-2 for level-dependent bonuses. They use table 3-20 for number of spells per day. They do not getbonus Metamagic Feats shown in table 3-20.IftheyhaveatleastonerankoftheSleightofHandskill,theyreceivetheSkillFocusFeat:Sleight of Hand at first level.Class SkillsAlchemy,Arithmology,Bluff,Concentration,Disguise,Etiquette,ForbiddenLore,Gaming,Language:Ancient,Mesmerism,MoveSilently,SleightofHand,OpenLocks,Prognostication,Psychometry,Religion:Ancient,SixthSense,Thespian, VentriloquismSkill points at 1st level: (6+ Int. modifier) x4Skill points at additional levels 6 + Int. modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththefollowingweapontypes:allpistols,swordcane,Knife,club,dagger&baton.Theymaybecome proficient in otherweaponswith the useof the proper feat. (See PHB.)Class Ability: SpellcraftThisclasshasaspecialabilitycalledSpellcraft.Itisthisabilitythatallowsthemtolearnandtocast spells. It is an Intelligence based ability. TheAdepts cast Arcane spells through the use of thisSpellcraft ability. See Chapter Nine for the gamemechanicsinvolvedincastingandlearningspells.AllCharlatancharactersbeginthegamewithknowledgeoftheDetectMagic,Prestidigitation and Read Magic spells.In addition, a character knows 4 other spellsfor a total of seven. The spells are limited totwo0levelandtwo1stlevel.Onespellofeachlevelmustbeadefensiveenchantmentwhile the other two may be offensivespells.TheplayersmayselectthespellstheirheroknowsfromalistpresentedinChapter9.Chapter9includesinformationonmagicand spells.DexterityBonusThenaturalmanualdexterityoftheCharlatangiveshimanadvantageinlearningspells that have somatic components. Whenever thecharactertriestolearnsuchaspell,orcastsuchaspell,headdsanybonus(orpenalty)hegetsfromhighDexteritytohisSpellcraftCheckwhenlearningandcastingspells(butdoesnotaltertheDCofresistingthespell).SeeChapter9formoreinformation on casting and learning spells.Constitution:Magicisextraordinarilydangerousfor the Charlatan. She is not yet sure of the limits ofherpowersanddoesnotfullyunderstandtherepercussionsofheractions.Thereforeshemakesa Fortitude check DC 10 + level of the spell or isDazed for 1d4 rounds after spell casting.Wealth:FirstlevelCharlatansstartwith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.CowboyCowboys areknownbymanynamesthroughoutthe world; on the ranch they are called wranglers,inMexicovaqueros,inSouthAmericagauchos-butallareeasilyidentifiedbytheirworkingclothesandequipment.Standarddressincludestightdenimtrousersandchaps,highleatherboots,akerchieforbandanna,andabroadbrimmedhatorsombrero.Acowboy'sChapter Two: Classes 7mostimportantassetishishorse,whichishisonly reliable form of transportation on the range.A horse is so highly valued that a cowboy who islowonwaterwillgiveittohishorseinsteadofdrinking it himself. Standard equipment includesalasso(calledalariatinthesouthwestUnitedStates),knife,andarmyrevolver.Theglamourandfamecowboysonceenjoyedhasmostlyfadedintomemoryandthestuffofoldstoriesanddimenovels.Mostcowboysarenowranchers,andtheresthavefoundnewroadstotravel, and new adventures to seek.SeeTable3-1inthePHB.UsetheFightercolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.TheCowboyHitDieisad10.IntheLivingDeathCampaign,Cowboysget10hitpointsatfirstlevel(+anyConbonus)andgain7hp(+Con bonus) each additional level of this class.Class SkillsAgriculture,AnimalEmpathy,AnimalHusbandry,Athletics,Climb,Equestrian,Fire-building, Gaming, Gunsmithing, Handle Animal,Hunting, Rope Use, Search, Set Snares, Survival,and Swim.Starting Skill points (6+ Int. modifier) x 4Skillpointsperleveladvancement6+Int.modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththe following weapon types: all rifles, all pistols,dagger, Bowieknife,lasso,club,batonboloandoneofthefollowing:(handaxe,machete),(sap,brassknuckles),or(shortbow,longbow).Theymay become proficient in other weapons with theuse of the proper feat. (See PHB.)Bonus Toughness Feat at 1st levelBonusWeaponFocusFeat:Lasso,boloorbow(pick one) at 2nd levelBonus Skill Focus Feat: Survival at 4th levelWildEmpathyAbility(aspertheRangerabilityin PGB pg. 47) at 7th level.Whendealingwithcityfolk(peopleinmetropolitan/civilized areas) the Cowboy is at -2for the following skill checks: Bluff, Diplomacy,Disguise, Etiquette and Gather Information.Wealth:FirstlevelCowboysstartwith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.CriminalSome criminals are driventotheircrimesbythedesire for wealth; others do it just for the thrill ofthe danger involved in breaking thelaw.Othersfeel that they haveno choice but to turn to a lifeofcrimebecausetheirbackgroundandupbringingdidnotgivethemthechanceforsuccess that others in society may have had.Allcriminalsfeelthatmembersofthelawenforcement community are the "enemy".Thecriminalclassrepresentsallmannerofpeoplewhomaketheirlivingthroughillegalactivities,fromthelow-lifemuggerskulkinginthedarkalleysofNewYorkCity,tothehigh-life/high-society professional jewel thief of Paris.Thisclasscanserveanypersonwholivesoutsidethelaw,makingtheirlivingbyusingtheir skills to profit off of their fellow man.IntheLivingDeathCampaignthisclasshassomerestrictions.Aherocannotusethemulti-class option to gain this class. This class can onlybetakenatfirstlevel.ThisdoesnotapplytoNPCs.AllCriminalClassHeroesmustmeetthecampaignrequirementofhavinga"Good"alignment.Thusallcriminalsshouldbeofthetypethathavesomesenseofmoralsandhonor(evenifsomewhattwistedtosuittheirownends). Perhaps only stealingfrom thosewho canaffordtoloseit(theRobinHoodapproach),oronlytakingwhattheybelievetheyrightfullydeserve(justifiedintheirownmindsofcourse).Thecharactersbackgroundandmethodofcriminal activities should account for the conflictbetween his good alignment and pattern of illegalactivities.(Itisgenerallynotconsidered"good"bymostsocietiestoharmorstealfromothers.)IllegalactivitydoesresultinaDarkPowerCheck. (See Chart 8:1 inChapter8.)Becauseoftheirhabitofillegalactivity,DarkPower'schecks are made at double the normal percentagechance for that act.Criminalsmusttakeextremecaretocoveruptheir illegal activities and not leave incriminatingevidence that could convict them of their crimes.Shouldacriminalbeblatantaboutcriminalactivities,theycouldbearrested,convicted,andincarcerated for extended periods of timeChapter Two: Classes 8Alignment:Thisclassrequiresthecharacterbeanynon-lawfulalignment.Thecampaignrequires a hero to be of Good Alignment.SeeTable3-1inthePHB.UsetheRoguecolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.TheCriminalHitDieisad6.IntheLivingDeathCampaign,Criminalsget6hitpointsatfirstlevel(+anyConbonus)andgain4hp(+Con bonus) each additional level of this class.Class SkillsAppraise,Bluff,Climb,Diplomacy,DisableDevice,Disguise,Etiquette,Forgery,GatherInformation,Hide,Listen,MoveSilently,OpenLock, Sleight of Hand,Read Lips, Search, SenseMotive, Spot, Thespian, Tightrope walking,andToxicologySkill points at 1st level: (8+ Int. modifier) x4Skill points at additional levels 8 + Int. modifierClass FeaturesWeapons:allpistols,allrifles,dagger,Bowieknife, sap, club, brass knuckles, knife, baton, andswordcane.Theymaybecomeproficientinotherweaponswiththeuseoftheproperfeat.(See PHB.)SearchallowsCriminalstofindtraps(notlimitedbytheDCofthetrap.ItdoesnotallowCriminals to find Magical Traps.At 2nd level theCriminal gains theSneakAttackabilityThisworksandadvancesinthesamemanner(everytwolevels;4th,6thetc.)astheSneakAttackabilitydoesforRoguesinD&D.(PHB pg. 48.)At3rdleveltheCriminalgainthesameEvasionability that D&D Rogues gain at 2nd level. (PHBpg. 50.)Wealth:FirstlevelCriminalsstartwith3d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.DandyTheuppercrustofsocietyhasmorethanitsshareofpeoplewhohavenoexperiencewitheverydaylifeintherealworld.Thesepamperedfolkhavespenttheirdaysinthelapofluxury,neverknowingwork,want,orsuffering.Alltoooften,theyarelittlemorethanspoiledchildrenwithbottomlessbankaccountsandunendingnarcissistic desires.Characters of this class are best portrayed as vainandperhapsfoppish.Theywilldevotetheirenergiestoenjoyingthemselvesandexperiencingthemanypleasuresthattheworldhastooffer.Seriouswork,especiallyofaphysicalnature,shouldbeavoidedatallcosts.These charactersmight be portrayed asharmlesseccentrics,parasiticleeches,orsociallyworthless sloth.SeeTable3-1inthePHB.UsetheWizardcolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.TheDandyHitDieisad4.IntheLivingDeathCampaign,theyget4hitpointsatfirstlevel(+anyConbonus)andgain3hp(+Conbonus)each additional level of this class.Class SkillsAppraise,Bluff,Connoisseur,Dancing,Diplomacy,DisableDevice,Disguise,Equestrian,Etiquette,Fishing,Forgery,Gaming,GatherInformation,HandleAnimal,Heraldry,Hide,Hunting,Listen,MoveSilently,Musician,Needlework,OpenLock,SleightofHand,ReadLips,Search,SenseMotive,Singing,Spot,Thespian, Tightrope Walking, and ToxicologySkill points at 1st level: (10+ Int. modifier) x4Skill points at additional levels 10 + Int. modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththe following weapon types: all pistols, all rifles,sword cane, knife, club, dagger, baton,whip andoneofthefollowing:(foil,rapier),(shotgun),or(shortbow,longbow).Theymaybecomeproficientinotherweaponswiththeuseoftheproper feat. (See PHB.)Influence: The dandy's family is almost certainlywellconnectedandrespected.Oncepermonth,(onceperadventureintheLDcampaign)thedandycanusethisinfluencetoacquiresomefavor or exert some influence in officialmatters.TheDMshouldcarefullyconsidertherequestand,ifitseemsreasonable,allowtheplayertomakeaCharismacheck.Asuccessfulcheckindicates that the favor will be granted.AtfirstleveltheDandyhasthebonusSkillChapter Two: Classes 9Focus Feat: Etiquette.Wealth:TheFirstlevelDandystartswith6d6x$10.00forstartingcash.SeeChapter6forinformationonhero'sincome.Thedandyisassumedtocomefromawealthyfamily,andassuch, to draw a regular incomefrom a trustfundor similar source.DetectiveThedetectiveclassrepresentsallmanneroflawenforcementagents,fromtheconstablestrollingthefoggybanksoftheThamestothesheriffonthedustystreetsofDodgeCity.Thisclassincludesofficialpoliceofficersaswellastheirunofficialcounterparts,likethemuch-renownedSherlock Holmes.Theactionsofadetectivearedictatedbythedesiretoendthecareersofcriminalsandlawbreakers.Somedetectivesareintenseanddedicated,perhapsseekingvengeanceforawrongcommittedinthepast.Otherspursuecriminals as an intellectual matter, matching theirwitsagainstthoseoftheirenemies.Stillothersmaintain a vigilante approach.Allpowerchecksforcriminalorviolentactsbythe detective (see chart in Adventuring in GothicEarth) are doubled.Alignment: Lawful only. The Campaign requiresit be a Lawful Good Alignment.SeeTable3-1inthePHB.UsetheRoguecolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.TheDetectiveHitDieisad8.IntheLivingDeathCampaign,Detectivesget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Con bonus) every additional level of this class.Class SkillsBluff,Criminology,DisableDevice,Disguise,Etiquette,Forgery,GatherInformation,Hide,Listen,Law;MoveSilently,OpenLock,ReadLips, Search, Sense Motive,and Spot.Skill points at 1st level: (10+ Int. modifier) x4Skill points at additional levels 10 + Int. modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththe following weapon types: all pistols, all rifles,allcarbines,swordcane,knife,club,baton,sap,dagger,andbrassknuckles.Theymaybecomeproficientinotherweaponswiththeuseoftheproper feat. (See PHB.)Concealedweapons:Thedetectiveclassgainsa+2circumstancebonustoSpotchecksforconcealed or hidden weapons.Influence:Heroeswiththisclassareassumedtohaveclosetiestolocallawenforcementagencies.Assuch,theywillhavesomelevelofaccesstopolicefilesandsimilarsourcesofinformation.Oncepermonth(oncepermoduleintheLDcampaign),theplayermaymakeaCharismachecktoobtainsomespecialfavorfrom the police. The DMmay limit the specificsofthiscontact.TheDMmayalsorequirethedetectivetopaybacksuchfavors,possiblyatinopportune times.Wealth:FirstlevelDetectivesstartwith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.DilettanteWhenthespiritualistmovementspreadthroughGothicEarthinthelate1800s,afewwealthy,uppercrustcuriosity-seekersturnedthisidlefascinationintoafull-fledgedlifestyle.Unlikemost,theseamateurdabblersintomagicoccasionallyfoundsomethingmorethanafakefortunetelling.TheydiscoveredthepowersofmysticismandtheSpiritworld.Thesewell-to-dodabblers,calleddilettantes,achievedwhattakesmost mystics a lifetime to learn.Dilettantesarethrillseekerswholookfornewsensationsandexperiencesthroughmagicalritualsandevents.Theyvisitanyplaceoreventthatproclaimsitselftobemagicalinnature,includingpaganrituals,seances,for-tune-readings,hauntedsites,andanythingelsepossiblyrelatedtotheSpiritworldandmysticism.Whiletheirapproachiseclectic,unprofessional,andhaphazard,dilettantessometimes manage tofind truemagic amidst thefakeryandstagemagic,andtoenjoytheexperience regardless of its authenticity.TheDilettante'sHitDieisad8.IntheLivingDeathCampaign,theyget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Conbonus) each additional level of this class.Chapter Two: Classes 10See Table 3-1 in the PHB. Use the Cleric columnfor attack bonuses and saves. Table 3-2 lists leveldependent bonuses. For the number of spells perdayseetable3-6inthePHBbutomittheextradomain spells.Class SkillsAlchemy,Appraise,Arithmology,Bluff,Concentration,Connoisseur,Dancing,Diplomacy,Equestrian,Etiquette,ForbiddenLore,Gaming,Heraldry,HierarchyContact,Language:Ancient,Mesmerism,Musician,Needlework,Presence,Prognostication,Psychometry,Religion:Ancient,Singing,SixthSense, ThespianSkill points at first level: (10 + Int modifier) x 4Skill points at additional levels 10 + Int modifierClass FeaturesWeapons:thisclassisproficientintheuseofpistols,rifles,whip,swordcane,club,dagger,knife,batonandoneofthefollowing(rapier/foil),(shotgun),(shortbow/longbow)Dilettantesmaybecomeproficientinotherweaponswiththeuseoftheproperfeat.(SeePHB.)AtthirdlevelDilettantesgainSavior-Fairasabonus feat.Class Ability: SpiritcraftAllDilettantescastMystictypespellsthroughuseoftheSpiritcraftclassability.Accesstospells is determined by study of domains, not byworship of a deity. The rituals and knowledge ofSpiritworldarethebasisofthesespells.SeeChapterNineforcompleteinformationonhowthis ability functions.Dilettantes start out with Minor access to theAllDomain.(SeeChapterNine:Magicfordetails on the domains.)Exposure to a broad base of mystic practiceshasitsadvantages.Everyotherexperiencelevelstartingwith1st,adilettantecanchoosetoresearchtwodomainsinsteadofone.Whenreachingthenextlevelofexperience, the dilettante gains minor accesstobothdomains.Soat2ndleveltheygainminoraccessto2domains,atthirdleveltheygainaccesstoanotherdomain.However this also has it's down side as well.A Dilettante can not keep her minds focusedonthestudyofanydomainlongenoughtogain major access to it.Awareness:BecauseoftheirstudyandawarenessoftheSpiritworldDilettantesbecomedisconnectedtotherealworld.Therefore,theyhavea-2penaltytoallSpot,Search,andInitiative rolls. This penalty increases to -4 at 5thlevel,-6at10thlevel,-8at15thlevel,and-10at20th level.Atfirst level they can attempt to turnUndeadasaD&DclericwiththepenaltydiscussedinChapter Eight.Wealth: The first level Dilettantestartswith6d6x$10.00forstartingcash.SeeChapter6forinformationonhero'sincome.TheDilettanteisassumedtocomefromawealthyfamily,andassuch, to draw a regular incomefrom a trustfundor similar source.Explorer/ScoutThewaningyearsofthe19thcenturyareatimeofexplorationandadventure.LargesectionsofAfrica,Australia,andtheAmericasaresavageanduntamed,thepolarregionsareallbutunexplored,andthemysteriousOrientholdsunlimitedwondersforindividualsbraveenoughto seek them out.Explorerstakemanyappearancesandroles.Someareprofessionalscoutswhoserveasguidesforhire.Otherspursuetheirownexplorations,seekingthefameandprestigeofbeingthefirsthumantosetfootinaremote,dangerousplace.Despiteanydifferences,however,theseheroeshavealoveofthewildernessandthesenseofwonderthatcomeswiththediscoveryofnature'shiddensecrets.Explorersareself-reliant.Theydonotseekthecompanyofothers,butrecognizethenecessityof companions at times.TheExplorer/ScoutHitDieisad10.IntheLiving Death Campaign,theyget10hitpointsatfirstlevel(+anyConbonus)andgain7hp(+Con bonus) each additional level of this class.SeeTable3-1inthePHB.UsetheFightercolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.Class SkillsAnimalEmpathy,Athletics,Climb,Equestrian,Firebuilding,Fishing,Gunsmithing,HandleAnimal,Hide,Hunting,Jump,Mountaineering,Chapter Two: Classes 11MoveSilently,Navigation,RopeUse,Seamanship,Search,SetSnares,Spot,Survival,and SwimStarting Skill points (6+ Int. modifier) x 4Skillpointsperleveladvancement6+Int.modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththe following weapon types: all rifles, all pistols,dagger,Bowieknife,club,knife,baton,andoneofthefollowinggroups:(handaxe,machete),(shortbow,longbow)or(lassoandbolo).Theymay become proficient in other weapons with theuse of the proper feat. (See PHB.)Track:LiketheD&DRanger,Explorer/Scoutsget the Track Feat as a bonus.At4thleveltheycanalsoFindTrapswiththeSearchSkill.(Thisdoesnotincludemagicaltraps but is not limited to DC 20 traps.)Bonus Toughness Feat at 2nd levelBonus Skill Focus Feat: Survival At 3rd levelWildEmpathy:At6thleveltheExplorer/Scoutgains the Ranger Wild Empathy ability (PHB pg.47).Whendealingwithcityfolk(peopleinmetropolitan/civilizedareas)theExplorer/Scoutisat-4forthefollowingskillchecks:Bluff,Diplomacy,Disguise,EtiquetteandGatherInformation.Wealth:FirstlevelExplorer/Scoutsstartwith2d6 x $10.00 for starting cash. See Chapter 6 forinformation on hero's income.LaborerThelaboreristhecommonindividualoftheworld;thereforeheroescannotacquirethisasasecond class using the multi-class option.Whether he works the land as a farmer, hammersiron into horseshoes, or lays the bricks that buildcities,heisstrongofwillandbody.Adeterminedworker,heisproudofhiscraftandstrives to see that his efforts are unequaled.Therestofsocietyoftenoverlooksthelaborer.Fartoooften,hishumblecontributionsgounrecognized,despitetheirimportancetotheoperationandgrowthofanycityorvillage.Thesameisoftentrueinanadventuringparty.Forthegood-hearted,hard-workinglaborer,however,thelackofattentionmeanslittle.Hisreward is the test of his mettle against a task andtheabilitytocompleteit.Nosatisfactionisgreater than the sense of accomplishment.LaborerHitDieisad10.IntheLivingDeathCampaign,theyget10hitpointsatfirstlevel(+anyConbonus)andgain7hp(+Conbonus)each additional level of this class.SeeTable3-1inthePHB.UsetheRoguecolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.Class SkillsAthletics,Blacksmith,Brewing,Carpentry,Climb,Cooking, Fishing, Handle Animal,Jump,Listen,Masonry,Mining,Mountaineering,RopeUse, Seamanship, Survival, Swim, Teamster, andWeaving.Starting Skill points (3+ Int. modifier) x 4Skillpointsperleveladvancement3+Int.modifierThe Laborer Class is excluded from ever gainingKnowledgetypeskills.Iftheheromulti-classesawayfromLaborer,andgainsanyknowledgeskills, he cannot return totheLaborerclass.Theonlyexceptiontothisruleisthroughtheuseofthe Learning Feat. See Chapter Five for details ofthis Feat.Class FeaturesWeapons:Thisclassisgenerallyproficientwiththefollowingweapontypes:allpistols,allshotguns, scatterguns, Bowie knife, club, dagger,baton,andoneofthefollowing;(sap,brassknuckles),or(handaxe,machete).Theymaybecome proficient in otherweaponswith the useof the proper feat. (See PHB.)Bonus Great Fortitude Feat at 1st levelBonus Endurance Feat at 4th levelBonus Iron Will Feat at 7th levelWealth:FirstlevelLaborerstartswith1d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.Chapter Two: Classes 12MediumThemediumisratheranunfortunatesoul.Thisindividualmighthavenodesiretopossessoremploymagicalpowers,butisblessed(orcursed)withthemregardless.Whileothermysticsmightspendyearsmasteringtheircraft,themedium'spowerstocastMysticspellsdevelop spontaneously.The mediumis a tortured soul,for the burden ofhispowersisgreat.Insomecases,themediumhasacceptedhislotinlifeanduseshispowerswillingly. Others are reluctant to use theirmagicoutoffearthattheyaretappingintosomethingbeyondtheircontrol.Ineithercase,themediumtakesthepracticeofmagicasaveryseriousresponsibility.TheMedium'sHitDieisad8.IntheLivingDeathCampaign,theyget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Conbonus) each additional level of that class.The Medium uses the Cleric column on table 3-1inthePHBforbaseattackbonusesandsaves.They use table 3-2 forLevel dependent bonuses.From Table 3-6 in the PHB, they get the numberof spells per day.Class SkillsAlchemy,Arithmology,Concentration,ForbiddenLore,HierarchyContact,Language:Ancient,Mesmerism, Presence, Prognostication,Psychometry,Religion,:Ancient,andSixthSense.Skill points at first level: (5 + Int modifier) x 4Skill points at additional levels 5 + Int modifierClass FeaturesWeapons:thisclassisproficientin:dagger,allpistols, baton, knife and club. Theymay becomeproficientinotherweaponswiththeuseoftheproper feat. (See PHB.)Class Ability: Spiritcraft.AllMediumscastMysticspellsthroughuseoftheSpiritcraftability,whichtheyneedtocastspells. See Chapter Nine for the game mechanicsinvolvedSpiritcraftincastingandlearningspells.MediumsstartoutwithMinoraccesstotheAllDomain.(SeeChapter9onMagicfordetails on the domains and casting spells.)Becauseofhisnaturalreceptionformagic,themediumisabletocastadditionalspells.Eachday,hemaymemorizeandcastoneadditionalspellperlevelavailabletohimabove 0 level spells.Thus a 3rd level mysticcancastthree1stlevelandtwo2nd1evelspellsperday.ThisextraspellperlevelmustbefromeithertheAllDomainortheDivinationDomain.TheMediumcanthereforeuseTable3-6forthenumberofspells per day as it appears in the PHB.Theprimarysignofamedium'sgiftistheabilityfordivination.Forthatreason,themediummustpurchaseatleast4ranksofeither the Psychometry or Sixth Sense skill.The medium's first studies (after abandoningorcompletingstudyoftheAllDomain)mustbetheDivinationDomain.Themediumcanbegintostudyotherdomainsonlyafterhehasacquiredmajoraccesstothe Divination Domain.IftheSpellFocusFeatistaken,itmustbefor the Divination Domain before it istakenfor any other Domain.Because oftheirstudyandawarenessofthespiritworld, Mediumsbecomedisconnectedtotherealworld.Therefore,Mediumshavea-2penaltyequaltoallSpot,Search,andInitiativerolls.Thispenaltyincreasesto-4at5thlevel,-6at10thlevel,-8at15thlevel,and -10 at 20th level.Atfirst level they can attempt to turnUndeadasaD&DclericwiththepenaltydiscussedinChapter Eight.Wealth:FirstlevelMediumsstartswith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.MetaphysicianThemetaphysicianisanexpertintheoccult,whocancastArcanespells.Heviewsthepracticeofmagicandthestudyofallthatissupernaturalasanscientificendeavor.Hishopeisthatapplicationofscientificmethodtothemacabrewillresultinacompleteunderstandingof that which seems to defy explanation.Chapter Two: Classes 13Inalldealingswiththesupernatural,themetaphysician remains cool and calm. He tries toexamineeveryencounterwiththedispassionateeyeofthescientist.Tohismind,nomysteryissodarkandnocreatureissofantasticthatitcannotbemasteredthroughapplicationofthescientificmethod.Observe,hypothesize,andtest; that is the motto of the metaphysician.The Metaphysician Hit Die is a d4.In the LivingDeathCampaignthemetaphysicianhave4hitpoints at first level (+any Con bonus) , and gains2hp(+Conbonus)eachadditionallevelofthisclass.MetaphysicianuseTable3-1inthePHBintheWizardcolumnforattackbonuses&savesandTable 3-2 for level dependent bonuses. TheyuseTable 3-20 in the PHB for spells per day. UnliketheAdept,MetaphysiciansdonotgetbonusMetamagic Feats.Class SkillsAcademician,Alchemy,Arithmology,Concentration,ForbiddenLore,Language:Ancient,Mathematics,Mesmerism,Physics,Prognostication,Psychometry,Religion:Ancient, Spot, Search, and Sixth Sense.Skill points at 1st level: (5+ Int. modifier) x4Skill points at additional levels 5 + Int. modifier.Class Features Weapons:Thisclassisgenerallyproficientwiththefollowingweapontypes:allpistols,swordcane,dagger,knife,club,&batonTheymaybecome proficient in otherweaponswith the useof the proper feat. (See PHB.)Class Ability: SpellcraftTheMetaphysicianhavetheabilitytocastArcanespellsthroughtheuseoftheSpellcraftability.ThecharactersMetaphysicianlevelandhisintelligencedeterminethelevelofspellhecancast.SeeChapterNineforthegamemechanicsinvolvedincastingandlearningspells.AllMetaphysiciancharactersbeginthegamewithknowledgeoftheDetectMagicand Read Magic spells.Inaddition,acharacterisassumedtoknow4otherspells,foratotalofsix.Thespellsarelimitedtotwo0levelandtwo1stlevel.Onespellofeachlevelmustbeadefensiveenchantment,whiletheothertwomaybeoffensivespells.Theplayersmayselectthespells their hero knows from a list presentedin Chapter 9. Chapter 9 includes informationon magic and spells.TheMetaphysicianiswellversedinthetheory and practice of magic. His knowledgeofthesupernaturalispracticalandwellreasoned.Thismethodicalapproachtospellcastingpermitsthecharactertomemorizeadditional spells; each day, he can memorizeone additional spell of each level that he cancastabove0level.Thus,a5th-levelmetaphysiciancancastfive1stlevel,three2nd level, and two 3rd level spells per day.Withallhiseffortstowardanalyticalthought,themetaphysicianhasadifficulttime accepting that which he cannot explain.The powers of the Red Death, so far beyondthose of mortal man, defy explanation in hismind.Becauseofthis,themetaphysicianisunusuallyvulnerabletomind-affectingmagic.Thereforeallchecksvs.Mind-Affecting Magic are made with a negative2 modifier.Wealth: First level Metaphysician starts with 2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.MysticIn MotRD the MysticclassissomewhatliketheD&DClericbuttherearemajordifferences.IntheworldofGothicEarthMysticsgettheirabilitiesfromthestudyoftheSpiritworldandtheylearnhowitcanbewoventointeractwiththe real world. Some Mystics may also be clergymembers of one of the various religions. There isnoactualconnectionbetweenreligionandmystics.Thereisnodivineguidanceorpowerinvolved in any mystic spell or power.The Mystics Hit Die is a d8. In the Living DeathCampaign,Mysticsget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Conbonus)each additional level of this class.MysticsuseTable3-6forattackbonus,savesandspellsperday,withtheexceptionthattheydo not gain the extra domain spells.Class SkillsAlchemy,Arithmology,Concentration,Chapter Two: Classes 14ForbiddenLore,Herbalism,HierarchyContact,Language:Ancient,Mesmerism,Presence,Prognostication,andPsychometry.Religion:Ancient, and Sixth Sense.Skill points at first level: (5 + Int modifier) x 4Skill points at additional levels 5 + Int modifierClass FeaturesWeapons: Mystics are proficient in the followingWeapons:dagger,allpistols,batonknife,andclub.Theymaybecomeproficientinotherweaponswiththeuseoftheproperfeat.(SeePHB.)Class Ability: Spiritcraft.All Mystics cast Mystic spells through use of theSpiritcraftability.Theaccesstospellsisdetermined by study of domains, not byworshipofadeity.TheritualsandknowledgeofSpiritworldarethebasisoftheirspells.SeeChapterNineforthegamemechanicsinvolvedusing Spiritcraft in casting and learning spells.MysticsstartoutwithMinoraccesstotheAllDomain.(SeechapteronMagicfordetails on the domains.)Mystics getabonusMetamagicFeatatfirstlevel,fifthandtenthlevel(levelsofMysticonlycounttowardthisandothermysticspellcastingclassdonotgetthesebonusMetamagic feats.)At first level Mystics have the knowledge oftheritualsneededtoTurnUndead.AtfirstleveltheycanattempttoturnUndeadasaD&DclericwiththepenaltydiscussedinChapter Eight.AtsecondlevelMysticsgettheExtraTurning Feat as a bonus Feat.Because oftheirstudyandawarenessofthespritworldmysticsbecomeincreasingdisconnectedtotherealworld.Therefore,Mysticshavea-2penaltytoallSpot,Search,andInitiativerolls.Thispenaltyincreases to -4 at 5th level, -6 at 10th level, -8at 15th level, and -10 at 20th level.Wealth:FirstlevelMysticstartswith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.ParsonIn this context, the term parson is used to refer toanydevoutlyreligiousmanorwoman.Whethersuch a character is a Christian or Jew, a MoslemorBuddhist,hisdevotiontothechurchisunshakable.Whilesuchcharacterslackspellcastingability,theycandomuchtoraisethemoraleofanyadventuringparty.ParsonsareamongthegreatestenemiesoftheRedDeathsfortheyfeeladeepcompulsiontoridtheworldof its dark and sinister agents.Parsonsrangefromsoftspoken,fatherlygentlementoadamantbelieversgrippedwithamissionary fervor. In any case, they are assumedtobeknowledgeableabouttheirfaithandtheteachingsoftheirchurch.Theparsonisjustasquick to pray for divine favor before undertakingahazardoustaskasheistoofferthanksforitssuccessful completion.See Table 3-1 in the PHB. Use the Adept columnfor attack bonuses and saves. Table 3-2 lists leveldependent bonuses.The Parson's Hit Die is a d6. In the Living DeathCampaign,theyget6hitpointsatfirstlevel(+anyConbonus)andgain4hp(+Conbonus)each additional level of this class.Class SkillsAcademician,Accounting,Astronomy,Bluff,Botany,Chemistry,Diplomacy,Etiquette,ForbiddenLore,GatherInformation,HierarchyContact,History,Listen,Musician,MoveSilently,Presence,Religion:Ancient,Religion:Modern,SenseMotive,Singing,Thespian,andZoologySkill points at 1st level: (6+ Int. modifier) x4Skill points at additional levels 6 + Int. modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththefollowingweapontypes:allpistols,swordcane,dagger,knife,club,andbatonTheymaybecome proficient in otherweaponswith the useof the proper feat. (See PHB.)Bonus SkillFocus Feat: Religion: Modernat1stlevelBonus Feat: Iron Will at 1stlevelAt5thleveltheParsongainstheknowledgeofChapter Two: Classes 15theritualsinvolvedinTurningUndeadasaD&DclericwiththepenaltydiscussedinChapterEight.TheyturnundeadasamysticfourlevelslowerthantheirParsonlevel.Iftheymulti-classtoamysticspellcastingclassthatcanTurnUndeadtheParsonsabilitytoTurnUndead will stack.At10thleveltheParsongainsaBonusSkillFocusfeatforoneAncientReligionoftheirchoosing.Thesecharactersdevotemuchoftheirtimeandenergytothestudyoftheirfaithandinsilentprayer.Further,theyarepeacemakerswhowilldoeverythingintheirpowertoavoidviolence.Assuch,parsonscannotlearnanyweapon-relatedheroicfeatsatanytime.TheCombatFeatsthattheyarebarredfromtakinginclude:Blind-Fight,CombatReflexes,Mobility,SpringAttack,ExoticWeaponProficiency,Expertise,ImproveDisarm,WhirlwindAttack,ImprovedCritical,MountedArchery/Marksmanship,MountedCombat,Trample,Ride-ByAttack,MountedCombat,SpiritedCharge,MountedCombat,Ride-ByAttack,PointBlankShot,DisarmingShot,FarShot,PreciseShot,RapidShot,ShotontheRun,PowerAttack,ImprovedBull Rush, Quick Draw.Wealth:FirstlevelParsonsstartwith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.PerformerThisclassincludesthestageactor,theoperasingerandeventhecircusacrobat.Theyallliveanddiebytheirreviewsandpopularity.Thosewhoarewellknowngettopbilling,higherpay,better roles and better accommodations. Becauseofthis,lesswellknownperformerstendtobeflamboyantpeople.Theyoftendressveryconspicuously and act in a pompous or otherwisesingular fashion. While there can be nodoubtastothetalentofthesepeople,somedotendtobefull of themselves.ThePerformersHitDieisad6.IntheLivingDeathCampaign,theyget6hitpointsatfirstlevel(+anyConbonus)andgain4hp(+Conbonus) each additional level of this class.SeeTable3-1inthePHB.UsetheRoguecolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.Class SkillsAnimal Empathy, Artist, Athletics, Bluff, Climb,Clown,Connoisseur,Dancing,Disguise,Equestrian,Etiquette,GatherInformation,HandleAnimal,Mesmerism,MoveSilently,Musician,Needlework,ReadLips,SenseMotive,Singing,Thespian,TightropeWalking,Tumble, and Ventriloquism.Class skills at 1st level (8+ Int. modifier) x4Skillpointsatadditionallevels8+Int.modifiereach level.Class FeaturesWeapons:Thisclassisproficientin:dagger,allpistols, baton, knife, and club. They may becomeproficientinotherweaponswiththeuseoftheproper feat. (See PHB.)BonusSkillFocusFeat(foronePerformanceskillinwhichtheyhaveatleast2ranks)at1stlevel, 5th level, and 10th level.Performershaveanaturalflairforthedramaticthat,althoughessentialtotheirsuccessinthetheater,cannothelpbutspilloverintotheotheraspectsoftheirlives.Ingameterms,thisresultsin a natural -1 initiative penalty. The time lost bythis handicap is assumed to be filled with banter,posturing, and similar dramatic elements.Wealth:FirstlevelPerformerstartswith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.Professional:This class includes those involved in careers thatrequirespecializedEducation,toprovideaserviceforincome.ProfessionalClassincludestheAccountant,Archeologist,Physician,Journalist,Lawyer,Politician,AnimalBreederandothers.ThisclassalsorepresentsthosewholicensedtopracticeinsuchfieldsasMedicineand law.TheProfessional'sHitDieisad6.IntheLivingDeathCampaign,theyget6hitpointsatfirstlevel(+anyConbonus)andgain4hp(+Conbonus) each additional level of this class.SeeTable3-1inthePHB.UsetheRoguecolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.Chapter Two: Classes 16Class SkillsSkills marked as "s" in the Chart in Chapter Fourdenotethoseskillsthatonlygowithaspecifictype of Professional class. (See below.)Class skills at 1st level (10+ Int. modifier) x4Skillpointsatadditionallevels10+Int.modifiereach level.Class FeaturesWeapons:Thisclassisproficientwiththefollowingweapons:dagger,allpistols,baton,knife,andclubTheymaybecomeproficientinotherweaponswiththeuseoftheproperfeatorif listed in description. (See PHB.)BonusSkillFocusFeat:atfirstleveleachtypeofProfessionalreceivesafreeSkillFocusFeat.Seebelowforwhichfeat.Theymusthaveatleast2ranksinthatskill.Iftheydonot,theyforfeit the bonus feat.Class SpecialtiesTheProfessionalClasscanonlyhaveoneclassSpecialty.Animal BreederAnimalbreedershaveanextensiveknowledgeaboutcare,handling,andattributesforthespeciesinwhichtheyspecialize.Theycandiscernthegeneralhealthoftheanimalfromitsappearance and in time (at 5th level) may be ableto guess the identity of likely breeders ifintheirpartoftheworld.Breederswillbeabletocontrol and usually calm excited animals of theirselectedspeciesiftheymakeanAnimalEmpathy skill check. They can always recognizethetracks,fur,feathers,etc.ofthespeciestheyraise.ClassSkills:Agriculture,Accounting,AnimalEmpathy,AnimalHusbandry,HandleAnimal,Appraise,Biology,Blacksmith,Connoisseur,Healing, Listen, Spot, Survival, and Zoology.BonusSkillFocusFeat:AnimalHusbandryatfirst level (They must have at least 2 ranks in thisskill).Theseindividualstendtobeveryfocusedtowardstheiranimalsandsufferapenaltyof-2to charisma and Etiquette checks in dealingwiththegeneralpublicwhoisnotparticularlyinterested in those animals. They also suffer a -2penaltyonanyknowledgechecksontopicsthatdo not involve animals.Wealth:FirstlevelAnimalBreederstartswith3d6 x $10.00 for starting cash. See Chapter 6 forinformation on hero's income.ArchaeologistHe probably calls himself an archaeologist, or anacquirerofrareantiquities,butsomeothersusequitedifferentnames,nameslikegraverobber,tomb raider, and ghoul.He may or may not havea degree, but regardless, he is more at home in aruinedtempleoranancienttombthanaclassroom.He is an adventurer devotedmore tothe search for and preservation of antiquities andmysteriesofthepast.Whetherheismotivatedby excitement, the quest for knowledge, materialgain,oracombinationofthethree,heisatrueand classic gothic adventurer, constantly seekingnewantiquitiestouncover.Hisoriginaltraining(or talent) may equally have been engineering orancientreligion,buthisfocussooncenteredonarchaeology.ClassSkills:Academician,Appraise,Archeology,Astronomy,Biology,Botany,Chemistry,Connoisseur,Diplomacy,Electricity,Engineering,GatherInformation,Geology,History,Language:Ancient,Navigation,Photography, Physics, Religion: Ancient, Search,Spot, Survival, Toxicology, ZoologyBonus Skill Focus Feat: Archeology at first level(They must have at least 2 ranks in this skill.)Wealth: First level Archeologist starts with 3d6 x$10.00forstartingcash.SeeChapter6forinformation on heroes' income.JournalistThe popular press is a rapidly blooming industryinthe1890's.Everymajorcityhasatleastonenewspaper;monthlymagazinesbringstoriesofglobaleventstoaneagerpublic;andtheworksofpopularnovelistsarepurchasedasquicklyasthey can be printed. The world's authors whethertheybenewspaperreporters,fictionwritersorpoets,documentallthathappensonGothicEarth. Journalist characters areconstantlyonthewatchforeventsthatcanbedocumentedandreported.Mostrecognizetheirplaceashistorians, recording every incident so that otherscanvicariouslyexpandtheirknowledgeandexperience.Agoodjournalistisdoggedandrelentlessinthequestforastory.AjournalistChapter Two: Classes 17mightbemotivatedbyadesireforpersonalfame,thenoblebeliefthatheisservinghisfellowman,orthesimplejoyofrevealingthatwhich others would prefer to keep secret.ClassSkills:Academician,Appraise,Bluff,Diplomacy,Etiquette,GatherInformation,History,Journalism,Listen,Photography,Search, Sense Motive, and Spot.Bonus Skill Focus Feat: Journalism at first level.(They must have at least 2 ranks in this skill.)Journalists are expected to learn every detail of astory.Whencoveringastory,youcanbecomeobsessedinthepursuit(-2toallWisdomChecks,andDiplomacychecks)andmayevenignorefactsthatcontradictwhatyouwishtobelieve.Wealth:FirstlevelJournaliststartswith3d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.LawyerFromtheSolicitorswiththeirthroughunderstandingofbusinessandfinanciallaw,totheBarristerswhoarguecasesbeforethecriminal courts, Gothic Earth is rife with lawyersand attorneys. Whether they prosecute the guilty,defendtheinnocent,orlitigatetradedisputes,theirimportanceinthewesternworldcannotbebelittled.Lawyerstendtobemethodical,carefulpeople. They pay constant attention to thewordsandactionsofothers,whileguardingtheirowntoavoidgivingawayanysecrets.Wheneverpossible,theytaketimetoformulateaplanandmake sure nothing is left to chance. they are alsofrequently trained in diction and debating skills.ClassSkills:Academician,Bluff,Concentration,Connoisseur,Diplomacy,Etiquette,GatherInformation, History, Law, Listen, Search, SenseMotive, and ThespianBonus SkillFocus Feat:Lawatfirstlevel(Theymust have at least 2 ranks in this skill.)Wealth:FirstlevelLawyerstartswith4d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.OtherThe list here is not all-inclusive. Obviously thereareotherProfessionalsinthisera.TheAccountant,theMortician,thePharmacist,andEntrepreneursarealsopossibleProfessionalclass typeheroes.Besidestheskillmostdirectlyrelated to the "profession" of this class, the classskills are limited to the general class skills listedbelow.ClassSkills:Accounting,Astronomy,Appraise,Biology,Botany,Chemistry,Connoisseur,Electricity,Engineering,Etiquette,Geology,Mathematics,Medicine,Navigation,Photography, Physics, Toxicology, and Zoology.ThisclassalsogetsafreeSkillFocusFeatthatdirectlyrelatestotheirtype(suchasMathematicsfortheaccountant).Theymusthave at least 2 ranks in this skill.ChinesePharmacistshaveanadditionalclassskill of Herbalism.Wealth: First level Professional starts with 4d6 x$10.00forstartingcash.SeeChapter6forinformation on hero's income. PhysicianAllMedicalDoctorsMUSTbeProfessional,PhysicianClass.Healershavealongandnotorious history in the world. Workingwith themostcurrentscientificmethodsandthehighestofideals,physiciansseektobringcomfortandhealth to the suffering and dying. He is a familiarfigure, trusted and beloved, who must do his besttoremainintouchwiththelatestnewsfromthemedical community.Mostphysicianshaveswornanoathtoeasethepains of man at every opportunity, and further, tocausenoharmtoapatient.Playersofphysiciancharactersshouldkeepthisinmindasthecharacter'sconstantmotivation.Thisisespecially important in combat.Thephysicianisa healer, not a killer, andwill be reluctant touseforce where cleverness and logic will suffice. Hewillnothesitatetotakemeasurestoprotecthisalliesfromharm,andwilltendthewounded(eveninjuredenemiesofanon-supernaturalnature, at least) as soon as gunplay is over.Physiciancharactersmaywriteprescriptions.Theygenerallyhaveaccesstomedicinesandchemicalsnotnormallyavailabletoadventuringparties.TheDMdetermineswhichchemicalsand medicines may or may not be available.Chapter Two: Classes 18ClassSkills:Academician,Astronomy,Biology,Botany,Chemistry,ConnoisseurDiplomacy,Etiquette,Electricity,Healing,ListenMedicine,Physics, Psychology, Spot, Toxicology,Zoology(ForChinesePhysiciansonly,Herbalismisalsoa class skill.)Bonus Skill Focus Feat: Medicine at 1st levelMedicineSkill:AtfirstlevelaPhysicianmusttake no less than 3 ranks in the Medicine Skill.InordertokeepabreastofthelatestscientificdiscoveriesinthefieldofMedicine,thePhysicianisrequiredtohaveatleastthesamenumberofranksinMedicineastheyhavePhysician class levels+1.Thephysiciancharacteroperatesunderastrictcodeofconduct.Hemustgiveaidtoallthatneedit,regardlessofpersonalrisk.Aphysicianwhoignoresthisdutymaybeinvestigatedbyagoverningmedicalbodyandstrippedofthelicense to practice medicine. Such characters loseallaccesstoprescriptionmedicines,andareunabletoplacepatientsinhospitalsorsimilarfacilities.Becauseofthistheywouldbeat-4toallattemptstousetheirMedicineSkilltohealanyone, as they do not have the proper supplies.Wealth:FirstlevelPhysicianstartswith4d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.PoliticianDuringthe1890s,politiciansincreasingcomefromtheprofessionalclassratherthanupperclassofsociety.Manypoliticiansareself-mademenwhohadafirstcareerasphysician,lawyer,scholar,soldier,diplomat,banker,publisher, or parson.Also, during the 1890s, theconsiderationofpoliticsasasciencewasjustcomingintovogue.Whileinsomepartsoftheworld,politicsisstillseenasapublicserviceofhighcalling;intheUnitedStates,theimageofthepoliticianissufferingfromvariouspublicscandals.Regardlessofprivateopinions,politicians are usually treated ashonored leadersandbecomethecenterofattention.Allpoliticianshavehighpeopleskills(charisma)and are extroverts. Some politicians will be well-readonpoliticaltheoryaroundtheworldandabletodiscussvariousproponentsandpoliticalsystemsoftheday(KarlMarxandFriedrichEngels - communism;socialism - Karl Kautsky,RosaLuxemburg,andEduardBernstein;populism-TheGrangemovement;conservatism-EdmundBurke;anarchism-Pierre Joseph Proudhon;absolutism;democracy;and so forth).Apoliticianwillenjoybeingthecenterofattention (unless it is unfavorable) and play up tothe crowds.Some politicians may have a seriousdemeanor andwill stick tologicwhileothersgofor emotions.The role of politician is a center ofpowerandstatussymbolinasociety(althoughmeaninglessinthewildernessorwherenolawholds).Thepoliticianwilltendtocallforlawenforcement over physically defending himself. InfluenceThepoliticiantendstogetgoodreceptionfrombothgovernmentandbusinessleadershipinanycommunity,assuminghecancommunicatewiththem.Whendealingwiththemhegetsa+2toDiplomacy,Etiquette,andBluffskillchecks.Hewillbemorelikelytoobtainfavorsandexertinfluencewithintheseofficialsandbusinessmen.(Judgesarenotincludedunlessthepoliticianisabletoappointjudges.)Politiciansmustbecarefulnottoeverdamagetheirimageinpublic.Iftheybringdisgraceupon their office, their reputationwill cause a -4reactionfromthepublicandnofavorswillbeobtainedfromofficialsorbusinessleaders.ADark Powers check is doubled if thehero breaksa law or an oath.ClassSkills:Accounting,Astronomy,Appraise,Biology, Bluff, Botany, Chemistry, Connoisseur,Electricity,Engineering,Etiquette,Diplomacy,Geology,Law,Listen,Mathematics,Medicine,Navigation,Photography,Physics,SenseMotive, Spot, Toxicology, and Zoology.BonusSkillFocusFeat:Etiquetteatfirstlevel(They must have at least 2 ranks in this skill)Wealth:FirstlevelPoliticianstartswith6d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.Scholar/ScientistThescholarisanacademicwhohasdevotedhislifetothepursuitofknowledgeandeducation.Asarule,suchcharactersarealmostalwaysaffiliatedwithacollege,museum,orsimilarinstitutiondevotedtoresearchandlearning.ScholarstendtobebookishindividualswhoChapter Two: Classes 19preferthecomfortsofthelabandlibrarytotherigors of field research.AScientistisamanoflearning,whopushestodiscovernewknowledgeusingprecisemethodology,extremelydedicatedtohisparticular branch of study.Gothic Earth scientists are often considered to beintrovertedandcold.Tobesure,mostwouldratherbehardatworkintheirlaboratoriesthanenjoyinganightonthetown.Thelattercriticism,however,isoftenuntrue.Mostscientistspursuetheirworkwiththedreamofmaking everyone's life better.Otherboldsoulsmaybesuitedtogointotheworldanddiscoverthings;thescholarandthescientistpreferstoremaininhisstudyorLabtocatalog,testandanalyzethefindingswhentheyreturn.Ofcourse,fromtimetotime,eventhesefolkareforcedtoleavetheircomfortsbehindtoexamine something firsthand.When you take this class for your hero you mustpick a field, be it Chemistry,History,Literature,Physics,Biology,etc.asyourinitialareaofexpertise. That skill will be the one improved bythe your first bonus Skill Focus Feat.TheScholar/ScientistHitDieisad4.IntheLivingDeathCampaign,theyget4hitpointsatfirst level (+any Con bonus) and gain 3 hp (+Conbonus) each additional level of this class.SeeTable3-1inthePHB.UsetheWizardcolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.Class SkillsAcademician,Archeology,Astronomy,Biology,Botany,Chemistry,Concentration,Cryptology,Demolition,Electricity,Engineering,Geology,History,Language:Ancient,Law,Mathematics,Medicine,Navigation,Physics,Psychology,Religion:Ancient,Religion:Modern,Taxidermy, Toxicology, and Zoology.Skill points at 1st level: (10+ Int. modifier) x4Skill points at additional levels 10 + Int. modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththefollowingweapontypes:allpistols,swordcane,dagger,knife,club,andbaton.Theymaybecome proficient in otherweaponswith the useof the proper feat. (See PHB.)Bonus Skill Focus Feat: Knowledge Skill atfirstlevel(Theymusthaveatleast2ranksinthisskill.)Atfifth level the Scholar/ScientistgainsabonusSkill Focus Feat for any class skill.JustastheScholarisassumedtobeaffiliatedwithacollege,museum,orsimilarinstitutiondevotedtoresearchandlearning,allscientistsareassumedtobeginplaywithaccesstoalaboratory sufficient to meet their research needs.Thisfacilityisnottheirstodowithastheyplease,however,andpresumablyispartofaschool, museum, or similar institution. If a playerwishestooutfitaprivatelaboratoryforhischaracter,thecosttodosoisassumedtobe$500.EachCampaignyear,anaddition$100mustbeexpendedtokeepthefacilitystockedand up to date.Circumstance:TheScholarandScientistbenefitfromhavingtheproperresources.IfinagoodLibraryorwell-equippedLab,theygeta+2bonus to all non-arcaneKnowledgeskillchecks.Also the reverse is true, if they do not have suchfacilitiesonhandtheyhaveapenaltyof-2tothesechecks.Theyarenotusedtmakingduewithshoddyequipmentorthelackofproperreference material.Wealth:FirstlevelScholar/Scientiststartswith3d6 x $10.00 for starting cash. See Chapter 6 forinformation on hero's income.ServantThewell-groomedbutler,theattentivemaid,theuniformedcoachman,thematronlylady-in-wait-ing, the obedientforeignmanservantalloftheseimages and more come to mindwhen one thinksof those dedicated souls who find employment aspersonalservantstosociety'swell-to-doelite.Whatevertheirofficialtitleorfunction,theyallsharethesamepurpose,toseetotheneedsandcomforts of their employer and his family.Cultured,genteel,primandproper,allofthesedescribe the ideal servant. Mannersandprotocolarethehighestofvirtues,promptandqualityservicetheloftiestofgoals.Theneedsoftheemployer(andhisguests)areofthehighestimport,andtheservantwillseetothoseneeds,eveniftheemployerhimselfdoesnotrecognizeChapter Two: Classes 20them!Servants in theSocietyoftheWhiteRose:Mostemployerswillnotlookfavorablyonservantswho leave with little notice and who can not giveanestimatewhentheywillreturn.Frequentabsenceisaninconveniencetotheemployerasare long absences. The returning heroes may findthemselveswithoutajob.Thisclassworksbestwhen another hero is the servant's employer. Anycharacter of noble or wealthy breeding would do,thoughtheidealherocompanionwouldbeaDandy, Dilettante or Politician class hero.SeeTable3-1inthePHB.UsetheRoguecolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.TheServant'sHitDieisad6.IntheLivingDeathCampaign,theyget6hitpointsatfirstlevel(+anyConbonus)andgain4hp(+Conbonus) each additional level of this class.Class SkillsAppraise,Bluff,Cooking,Diplomacy,Etiquette,Firebuilding,GatherInformation,Healing,Heraldry,Listen,MoveSilently,Needlework,Search,SenseMotive,Spot,Teamster,andThespianSkill points at 1st level: (6+ Int. modifier) x4Skill points at additional levels 6 + Int. modifierClass FeaturesWeapons:Thisclassisgenerallyproficientwiththefollowingweapontypes:allpistols,swordcane, knife, club, dagger, and baton and a choiceofoneofthefollowing:(handaxe,machete),(sap, brass knuckles), (rapier, foil), and (pots andpans).Theymaybecomeproficientinotherweaponswiththeuseoftheproperfeat.(SeePHB.)Agoodservantattemptstomaintainacalmandproper demeanor no matter what happens aroundhim. This unflappable character gains a +2 bonusonallFearChecks,whethermagicalornon-magical in nature.Theyareverygoodatwhattheydoandgetabonus Skill Focus Feat: Etiquette at second level.At5thleveltheygainanotherbonusSkillFocusFeat for one of their class skills. (Their choice.)Anunfortunatesideeffectoftheservant'sattitudeisanaturalaversiontoobjects,people,andsituationsthatmightbeconsideredimproper, rude, orvulgar.Thisgivestheservanta -2 penalty on all Horror Checks.Wealth:FirstlevelServantstartswith1d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.ShamanTheshamanisarepresentativeofaso-calledprimitivepeople.Thetypicalcitizenofthe1890's,inbrandingtheshamanasprimitive,hasnoideathattheshaman'saffinityfornatureandthewildisafargreatertalentthanthesupposedlycivilizedpeopleofGothicEarthcouldeverguess.Thisaffinityforwildthingsandthevibrantenergiesoflifegivetheshamanhis power to cast Mystic spells.Thisclasscannotbetakenasasecondclass.Ifyouhavethisclassyoumaygainanotherclass,but you can not become a Shaman later.WhetheranativeAmerican,anAustralianaborigine, or an African tribesman, the shaman isa force not to be underestimated. HisoutlookonlifeisnottaintedbythecreaturecomfortscommontotheinhabitantsofEuropeandtheUnitedStates.Indeed,helooksatthesepeoplewithpity,fortheyhavebrokentheirtieswithnature.Toliveliketheydowouldcertainlykillhim, for theirs is a discordant culture.The Shamans use the Cleric column on Table 3-1for attack bonuses and saves. They use Table 3-2forleveldependentbonuses.SpellsperdayareonTable3-6withtheexceptionthatthebonusdomain spell is dropped.ShamanHitDieisad8.IntheLivingDeathCampaign,theyget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Conbonus)each additional level of this class.Class SkillsAnimalEmpathy,Concentration,Equestrian,FireBuilding,ForbiddenLore,HandleAnimal,Healing,Herbalism,Hunting,Jump,Language:Ancient,Mesmerism,Mountaineering,MoveSilently,Presence,Prognostication,Psychometry,Religion:Ancient,Religion:Modern,SetSnares,SixthSense,Survival,andSwimChapter Two: Classes 21Skill points at first level: (5 + Int modifier) x 4Skill points at additional levels 5 + Int modifierShamanstendtoavoidordonotvaluewesterncivilizationanditseducation.ThereforeShamans do not have access to those knowledge-basedskillsthataretiedtothattypeoflearning/knowledge.UseoftheLearningFeatisrequired for access to those skills. See Chapter 5for more details regarding this feat.Class FeaturesWeapons:Shamansareproficientwiththefollowing:dagger,allrifles,Bowieknife,club,batonandoneofthefollowing;.(macheteandhand ax), (short bow, & long bow) or(lassoandbolo).Theymaybecomeproficientinotherweaponswiththeuseoftheproperfeat.(SeePHB.The shaman's ties to nature arestrongenoughtobesensedbymanandanimalalike.Acomfortingaurapermeatesthischaracterthatstrikesachordineventhemosthardenedcitydweller. As such, a shaman has a bonus of +2 toallCharismabasedchecks,excepttheGamingskill.Class Ability: Spiritcraft:.AllShamanscancastMysticspellsbecauseofthisability.Accesstospellsisdeterminedbystudy of domains, not by worship of a deity. TheritualsandknowledgeofSpiritworldarethebasisoftheirspells.SeeChapterNineforthegame mechanics involved in casting and learningspells.ShamansstartoutwithMinoraccesstotheAllDomain.(SeeChapter9onMagicfordetails on the domains.)Because of their ties to nature Shamans havea+3bonuswhencastingspellsfromtheAnimal, Plant or Weather Domain.Because oftheirstudyandawarenessofthespritworldShamansbecomeincreasingdisconnectedtotherealworld.Therefore,Shamanshavea-2penaltytoInitiativerolls.Shamansdonothavetheability/knowledgetoTurn Undead.WildEmpathy:AtfirstlevelShamansgaintheRanger Wild Empathy ability (PHB 47).Wealth:FirstlevelShamanstartswith1d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.SoldierThis class is similar to the Fighter class of D&D.However,duringthetimeinbetweentheRenaissanceandthe1890s,thesoldier/fighterhasbecomemoreofaspecialist.Theygenerallyaregoodatafewweaponsratherthanknowledgeable with all weapons.In view of thisfacttheSoldierhasamorelimitedlistofweapons with which they are proficient. Soldierscanmakeusesomealternativeweapons.AdditionalweaponsaregainedupbytakingtheFeats for exotic or marital weapons. This class isdesignedtoreflectmenwhoareenlistedinamilitaryforce.Selectionsareofferedforthedifferentbranchesofthemilitary.Thecharactermusthaveoneandonlyonebranchchosenforclassskillsandfeats(evenifthecharacterisnolonger in a military organization).SeeTable3-9inthePHBforattackbonuses,saves and bonus feats based on level.TheSoldier'sHitDieisad10.IntheLivingDeathCampaign,Soldiersget10hitpointsatfirstlevel(+anyConbonus)andgain7hp(+Con bonus) each additional level of soldier class.Class SkillsIn Chapter 4 there is a chart listing all class skillfortheSoldierclass.Someoftheseskillsarelistedas"s"forspecial.Thereare3maintypesof Soldiers; Infantry, Cavalry and Sailors.Whileall3typesofSoldierssharecertainskills,thedescriptions below list those skills that are "classskills" for that type.Starting Skill points (4+ Int. modifier) x 4Skillpointsperleveladvancement4+Int.modifierClass FeaturesAntiqueWeapons:Amajorityoftheweaponslisted in the PHB are considered antiques and arenotincommonuse.ThereforetheExoticWeapon Proficiency Feat is required if the playerwisheshercharactertoknowhowtousesuchweaponsashalberds,longswordsorcrossbows(to name just a few).BonusFeats:LikeFightersinD&DSoldiersgetChapter Two: Classes 22BonusCombatFeatsat1st,2nd,andeverytwolevels thereafter (4th, 6th, 8th, etc). Soldiers are notautomatically proficient in the use of Shields.WeaponSpecialization:ThisFeatisavailableonly to soldiers who have already taken WeaponFocusFeatandhavereached4thlevel.Iftheweaponisafirearm,thedamageonlyappliestoAimedorRapidFireandonlyifthetargetiswithin 30'.Wealth:FirstlevelSoldierstartswith3d6x$10.00forstartingcash.Youmustbuyallofyourequipment(evenifyourheroiscurrentlythe member of a military unit). See Chapter 6 forinformation on heroes' income.Infantry Class FeaturesMartialWeapons:AllSoldiersaregenerallyproficientwiththefollowingweapontypes:allrifles,allpistols,allcarbines,allshotguns,scatterguns, saber, artillery weapons, dagger, andBowie knife. All Soldiers are also proficient withthenon-martialweapons:club,swordcane,baton,andknife.(Handaxe,machete),(sap,brassknuckles),(rapier,foil),(shortbow,longbow)and(lassoandbolo)arenotconsideredstandard weapons, but may be substituted insteadof one or more of the above listed weapons typesto tailor the hero to the character concept.Forexample:Ifaplayerwishedtocreateasoldier hero who is an Native American then theplayercouldsubstitutetheshortbow/longbowweapon group for the artillery weapon group. If aplayer wish to create a cowboy type soldier, thentheycouldreplaceartilleryweaponswithlassoand bolo.BonusFeats:LiketheD&DFighter,Soldiers:Infantrygainbonuscombatfeatsbaseduponclasslevel(seeabove).TheiravailableCombatfeatsinGothicEarthare:Blind-Fight,CombatReflexes,Dodge,Mobility,SpringAttack,Exotic Weapon Proficiency, Expertise, ImprovedDisarm,WhirlwindAttack,ImprovedCritical,ImprovedInitiative,ImprovedUnarmedStrike,Pugilism,ShieldProficiency,StunningFist,MartialWeaponProficiency,PointBlankShot,DisarmingShot,FarShot,PreciseShot,RapidShot,ShotontheRun,PowerAttack,ImprovedBull Rush, and Quick Draw.ClassSkills:Artillery,Athletics,Climb,Demolition,Equestrian,Fire-building,Gunsmithing,HandleAnimal,Heraldry,Hunting,Jump,RopeUse,Search,Survival,Teamster. Cavalry Class FeaturesMartialWeapons:AllCavalrymenaregenerallyproficientwiththefollowingweapontypes:allrifles,allpistols,allcarbines,allshotguns,scatterguns, saber, artillery weapons, dagger, andBowieknife.AllCavalrymenarealsoproficientwith the non-martialweapons: club, swordcane,baton,andknife.Lance,(Handaxe,machete),(sap,brassknuckles),(rapier,foil),(shortbow,longbow)and(lassoandbolo)arenotconsideredstandardweapons,butmaybesubstitutedinsteadofoneormoreoftheabovelistedweaponstypestotailortheherotothecharacter concept.Bonus Feats: Like the D&D Fighter, Cavalrymengainbonuscombatfeatsbaseduponclasslevel(See Above). Their Combat feats in Gothic Earthare:AnimalAffinity,CombatReflexes,Dodge,Mobility,SpringAttack,ExoticWeaponProficiency,Expertise,ImproveDisarm,WhirlwindAttack,ImprovedCritical,ImprovedInitiative,ImprovedUnarmedStrike,MartialWeaponProficiency,MountedCombat,MountedArchery/Firearm,MountedCombat,Trample,Ride-ByAttack,MountedCombat,SpiritedCharge,MountedCombat,Ride-ByAttack,PointBlankShot,DisarmingShot,FarShot, Precise Shot, Rapid Shot, Shot on the Run,PowerAttack,QuickDraw,andShieldProficiency.Class Skills: Animal Empathy (horses), Artillery,Athletics,Demolition,Equestrian,Gunsmithing,HandleAnimal,Heraldry,Hunting,Jump,Spot,Survival, Teamster.Navy Class FeaturesMartialWeapons:AllSailorsaregenerallyproficientwiththefollowingweapontypes:allrifles,allpistols,allcarbines,allshotguns,scatterguns, saber, artillery weapons, dagger, andBowieknife.AllSailorsarealsoproficientwiththenon-martialweapons:club,baton,andknife.Theweapongroups(sap,brassknuckles),(rapier,foil),and(shortbow,longbow)arenotconsideredstandardweapons,butmaybesubstitutedinsteadofoneormoreoftheabovelistedweaponstypestotailortheherotothecharacter concept.Chapter Two: Classes 23BonusFeats:LiketheD&DFighters,Sailorsgainbonuscombatfeatsbaseduponclasslevel(seeabove).TheirCombatfeatsinGothicEarthare:Blind-Fight,CombatReflexes,Dodge,Mobility,SpringAttack,ExoticWeaponProficiency,Expertise,ImproveDisarm,WhirlwindAttack,ImprovedCritical,ImprovedInitiative,ImprovedUnarmedStrike,Pugilism,StunningFist,ImprovedUnarmedStrike,MartialWeaponProficiency,PointBlankShot,DisarmingShot,FarShot,PreciseShot,RapidShot,PowerAttack,ImprovedBullRush,andQuick Draw.SpecialClassSkills:Artillery,Athletics,Climb,Demolition,Gunsmithing,Heraldry,Fishing,Jump,Navigation,Seamanship,Swim,RopeUse, Spot, and Survival.Soldier, Officer: Infantry,Cavalry, or NavyMilitaryOfficersgenerallyhavesomeformaleducationandusuallyacollegedegree.Somespend a portion of their time working the systemand using politics to insure continued promotionsandgoodassignments.Otherscontinuetostudymilitary history and tactics, trying to devise waystocausemoreharmordiscourageanenemywhile keeping their troops safe. While theymustbephysicallyfit,theirtimespentbehindadeskandatofficialfunctionsisreflectedinthesmallerhitdiethatisusedforthem.Duringtrainingtheirtimeisfocusedmoreonlearningand command.SeeTable3-1inthePHB.UsetheFightercolumnforattackbonusesandsaves.Table3-2lists level dependent bonuses.TheOfficer'sHitDieisad8.IntheLivingDeathCampaign,theyget8hitpointsatfirstlevel(+anyConbonus)andgain6hp(+Conbonus) each additional level of this class.Class SkillsThefollowingskillsarecommontoallSoldierOfficers:Academician,Accounting,Artillery,Athletics,Biology,Bluff,Botany,Chemistry,Cryptology,Demolition,Diplomacy,Engineering,Etiquette,Geology,Gunsmithing,Heraldry,History,Hunting,Law,Mathematics,Survival, Swim,Physics, Zoology.Soldier,Officer:Infantryadditionalclassskills: Climb, & JumpSoldier, Officer: Calvary additional class skills:AnimalAffinity,Equestrian,andHandleAnimal.Soldier,Officer:Navyadditionalclassskills:Climb, Navigation, Seamanship and Use Rope.Starting Skill points (6+ Int. modifier) x 4Skillpointsperleveladvancement6+Int.modifierClass FeaturesMartialWeapons:AllMilitaryOfficersaregenerallyproficientwiththefollowingweapontypes:allrifles,allpistols,allcarbines,allshotguns,scatterguns,saber,artilleryweapons,dagger,Bowieknifeandlance.AllMilitaryOfficersarealsoproficientwiththenon-martialweapons: club, sword cane, baton, and knife. Theweapongroups(rapier,foil),(shortbow,longbow)and(lassoandbolo)arenotconsideredstandard weapons, but may be substituted insteadof one or more of the above listed weapons typesto tailor the hero to the character concept.AntiqueWeapons:Amajorityoftheweaponslisted in the PHB are considered antiques and arenotincommonuse.ThereforetheExoticWeapon Proficiency Feat is required if the playerwisheshercharactertoknowhowtousesuchweaponsashalberds,longswordsorcrossbows(to name just a few).Feats: Depending on which of the three branchesof service the Military OfficerwillhavespecificBonus Feats, which they receive, at first levelInfantry:SkillFocus:ArtilleryandCombatReflexes (requires Int of 13+)Cavalry:MountedCombatandMountedFirearm (requires one rank of Equestrian)Navy:SkillFocus:ArtilleryandSkillFocus-Navigation(requiresminimumofonerankofNavigation)Wealth:FirstlevelOfficerstartswith4d6x$10.00forstartingcash.Youmustbuyallofyourequipment(evenifyourheroiscurrentlythe member of a military unit). See Chapter 6 forinformation on hero's income.SpiritualistThe spiritualist is a scientist devoted to the studyofmysticalpowers.Likethemetaphysician,heChapter Two: Classes 24appliesscientificmethodtoeveryendeavor.Tothe spiritualist, magic is simply a field of sciencethat has yet to be explored. The Spiritualist castsmystic spells.Thespiritualisttendstobearrogant.Hisvisionof the spirit world makes him feel superior to theblindnessofthecommonman.Thosescientistswho do not recognize thesupernatural as avalidareaforresearchheconsiderstobeignorantfools.TheSpiritualist'sHitDieisad8.IntheLivingDeathCampaign,theyget8hitpointsatfirstlevel(+anyConbonus)andgain5hp(+Conbonus) each additional level of this class.Spiritualists use the Cleric column on PHB Table3:1 forattackbonusesandsaves.Theyusetable3-2forleveldependentbonusesandTable3-6forspells per day with the exception that they donot gain the extra domain spell.Class SkillsAcademician,Alchemy,Arithmology,Concentration,ForbiddenLore,HierarchyContact,Mesmerism,Presence,Prognostication,Psychometry, Religion: Ancient, Sixth SenseSkill points at first level: (5 + Int modifier) x 4Skill points at additional levels 5 + Int modifierClass FeaturesWeapons: They are proficient with the followingweapons:dagger,allpistols,knife,batonandclub.Theymaybecomeproficientinotherweaponswiththeuseoftheproperfeat.(SeePHB.)Class Ability: Spiritcraft.All Spiritualists cast mystic spells through use oftheSpiritcraftclassability.Accesstospellsisdetermined by study of domains, not byworshipofadeity.TheritualsandknowledgeofSpiritworldarethebasisoftheirspells.SeeChapterNineforthegamemechanicsinvolvedspiritcraft in casting and learning spells.SpiritualistsstartoutwithMinoraccesstothe All Domain. (See chapter 9 on Magic fordetails on the domains and casting spells.)While hemay appear to be a boastful fraud,the spiritualist is every bit the expert thatheclaims.Assuch,anyspellcastbysuchacharacterisespeciallyeffective.Thegreatamountoftimethathespendsstudyinghisspellsadds+1toDCforsavesagainsthisspells.Thespiritualist'smethodsmakehimaperfectionist. He takes his time when castinga spell and devotes every thought tomakingsure it is cast exactly right. The result of thisdedication is thatspells cast by aspiritualisttakelongertocastthanthoseemployedbymystics.Double all casting times. (If a spellhasacastingtimeofoneactionitthenbecomesaoneroundspell.)However,becauseoftheefforttakentheSpiritualistalsogainsa+3circumstancebonustothespell casting check.Because oftheirstudyandawarenessofthespritworldSpiritualistsbecomedisconnectedtotherealworld.Therefore,theyhavea-2penaltyequaltoallSpot,Search,andInitiativerolls.Thispenaltyincreases to -4 at 5th level, -6 at 10th level, -8at 15th level, and -10 at 20th level.The Spiritualist cannot Turn Undead.Wealth: First level Spiritualistsstartswith2d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.TradesmanTradesmenmakeupthemajorityofthepopulationinGothicEarth.Tradesmenaretheartisans,thecornergrocer,thetailororthepolicemanonhisbeat,tonamebutafewofthepossibilities.Thetradesmandoesnotrequireanyknowledgeskilltopracticehiscraftortrade.Hisworkismore "hands-on" and the stuff of ordinary life.TradesmenusetheRogueColumnonTable3-1inthePHBforattackbonusesandsaves.Theyuse Table 3-2 for level dependent bonuses.TheTradesman'sHitDieisad6.IntheLivingDeathCampaign,Tradesmanget6hitpointsatfirstlevel(+anyConbonus)andgain4hp(+Con bonus) each additional level of this class.Class SkillsAgriculture,AnimalHusbandry,Artist,Blacksmith,Brewing,Carpentry,Clockwork,Cobbling,Cooking,Fishing,Gunsmithing,Chapter Two: Classes 25Jeweler,Masonry,Mining,Musician,Needlework,Photography,Seamanship,Swim,Tailor,Taxidermy,Teamster,Toxicology,WeavingClass skills at 1st level (10+ Int. modifier) x4Skillpointsatadditionallevels10+Int.modifiereach levelClass FeaturesWeapons:Thisclassisproficientin:dagger,allpistols, baton, knife, and club.Atradesmanwhowishes to learn additional weapons must take theMarital Weapon Proficiency Feat.Atfirst level Tradesman receiveonebonusSkillFocus Feat: this must be for a Craft or Professiontype skill in which they have at least 2 ranks.Wealth:FirstlevelTradesmanstartswith4d6x$10.00forstartingcash.SeeChapter6forinformation on hero's income.Multi-class HeroesMotRDcharactersarelimitedtooneadditionalclass.(ThisruledoesnotincludePrestigeclasses).MotRDcharactersmaygain more than one Prestige class as long asthey qualify.Characters can not have two classes that castthesametypeofspells,arcaneormystic,exceptforprestigeclasses.Inotherwordsthe character canhave levels in bothMysticand Adept but they can not have class levelsinbothMysticandMedium,orAdeptandCharlatan.Theycan,however,haveclasslevelsinbothMysticandthePrestigeClassExorcist.AnygivenLDherocannotgainacombinationoftheprestigeclasses,Minister, Shepherd and Qabalist.AllgeneralD&Drulesaboutmulti-classingapply.Whendetermininglevelforplayinganevent,alllevels,nomatterwhattheclass,arecountedasitischaracterlevelthatcounts.Ifaheromulti-classes,hedoesnotgetthestarting(charactercreation)moneyorstartingskillpointsforthesecondclass(asper PHB).Foradventurestartingcash(discussedinChapter6onEquipment),themulti-classhero gets the amount for the class theyhavethehighestnumberoflevelsin.Ifbothclasseshavethesamenumberoflevelstheamounts are averaged.In the Living Death Campaign, some classescanonlybetakenatthecreationofthecharacter,youcannotdecidetobecomethatclasslater.TheseclassesareCriminal,Laborer and Shaman.Athlete,Professional,SoldierandtheSoldierOfficerClassesallrequireyoutoselectaspecifictypeofthatclass.Acharactercanonlytakeonetypeofthatclass;theycannotmulti-classtoanothertype.Forexample;an3rdlevelAthlete:Tenniscannotmulti-classtobean3rdlevelAthlete: Tennis/ 1st level Athlete: Baseball.Beawarethatcertaincombinationsofclassescouldbecauseforyourherotoreceive negative reactions from NPCs.Chapter Three: PrestigeClassesExorcistExorcists are religious specialists who are trainedandempoweredtobanishevilspirits.Unlikemost religious figures onGothicEarth,exorcistsdohavespiritualpowers(mysticspells)tohelpthemintheirspiritualwarfareagainstevil.Throughelaborateritestheexorcisthopestodrive away the spiritual forces of the Red Death,preventing them from causing harm to the bodiesandsoulsofhumanity.Specificcreaturesthatexorcistsareparticularlyeffectiveincombatingincludeghosts,haunts,odems,carrionettes,ghostlights,evenfiends,aswellasothermonsterscapableofdominatingorpossessingtheirvictims.TheyalsohaveheightenedpowersChapter Three: Prestige Classes26against all forms of undead.Exorcistsareseriousabouttheirworkandverydevoted to their religion. Not all of them are dourand grim, but most are. Generally, exorcists havecompletedmanyyearsoftrainingtolearntheirskillsandperfecttheirdevotion.Mostexorcistsshould be at least middle-aged.REQUIREMENTSAble to cast 3rd level Mystic Type SpellsLawful Good AlignmentMinor Access to Protection DomainMajor Access to All Domain5 ranks in Modern Religion5 ranks in Forbidden LoreTable 3:1 The ExorcistClassLevel BABFortitudeSaveReflexSaveWillSave Special Spells1st +0 +0 +0 +2 Extra Turning Feat+1 level of existing mystical class2nd+1 +0 +0 +3 Resist Possession+1 level of existing mystical class3rd+2 +1 +1 +3SkillFocusForbiddenLore(one type) +1 level of existing mystical class4th+3 +1 +1 +41/day Protective Ward +1 level of existing mystical class5th+3 +1 +1 +4 1/day Dismissal+1 level of existing mystical class6th+4 +2 +2 +5 Maximize Spell Feat+1 level of existing mystical class7th+5 +2 +2 +5 Dispel Evil+1 level of existing mystical class8th+6 +2 +2 +6 Extra Turning Feat+1 level of existing mystical class9th+6 +3 +3 +62/day Protective Ward +1 level of existing mystical class10th+7 +3 +3 +7 2/day Dismissal+1 level of existing mystical classHIT DICETheHitDiceforthisprestigeclassisd8.IntheLiving Death Campaign heroes with this prestigeclass gain 6hp + Con Bonus/level.CLASS SKILLSTheExorcist'sclassskillsareReligion(bothAncient&Modern),AncientLanguages,ForbiddenLore,History,Concentration,Presence, and Sixth Sense.Skill points at each level: 3+ Int modifierCLASS FEATURESSpellsandTurning:AstheexorcistcontinuestraininginsomeareasofSpiritcraft,theygainaddtheirPrestigeClassleveltotheirformermysticcasterlevelwhendeterminingboththespellsperdayandTurningUndead.Iftheprevious mystic spell caster class could not TurnUndead, then only the Prestige Class levels countwhenattemptingtoturnUndead.(SeeTurningUndeadintheChapterEight)Theydonotgainaccesstonewdomains,orbonusmetamagicfeats as they gain levels in this Prestige Class.ExtraTurningFeat:BonusFeat(seePHBpg.94 for details on this feat).Resist Possession: Because of the nature of theirstudiesExorcistsgaina+4bonustotheirWillsaveswheneveracreatureorpersonattemptstotakeovertheirmindeitherbyspells,likeMagicJar, or a Monster's natural ability. Protective Ward (Sp): You can perform a ritualwhich uses some of your physical energy as wellastheenergiesoftheSpiritworldwhichgrantssomeoneyoutoucharesistancebonusonhernextsaveequaltoyourPrestigeClassLevel.Thisprotectionfadesafteronehour.Thisritualtakes2roundsandhasaSpiritcraftcheckDC14(tocompletecorrectly).A4thlevelExorcistcan do this once per day. A 8th level Exorcist cando this twice a day.Dismissal(Sp):Duetotheirstudyoftheritualsinvolved in exorcising spirits, a 5th level Exorcistcan cast Dismissal once per day,eveniftheydonothavemajoraccesstotheSummoningDomain.Thisdoesnottakeupaspellslotnordoes it mean that they can also take this as one oftheirnormalspells(unlesstheyhavemajoraccesstotheSummoningDomain).A10thExorcistcancastthistwiceaday.ASpiritcraftcheck is still required when using this ability.MaximizeSpell:At6thleveltheExorcistgainsChapter Three: Prestige Classes27thebonusMetamagicFeat:MaximizeSpell.Ifthey already have this feat, they gain no bonus.DispelEvil(Sp):Duetotheirstudyofritualsandthecastingoutofevilspirits;the7thlevelExorcist can cast Dispel Evil onceperday,eveniftheydonothavemajoraccesstotheGoodDomain.Thisdoesnottakeupaspellslotnordoes it mean that they can also take this as one oftheirnormalspells(unlesstheyhavemajoraccess to the Good Domain). A Spiritcraft checkis still required when using this abilityWealth: Iftheherohasmorelevelstheprestigeclasssheneedstoadjustthewealthcolumnsheuses (chart in Chapter 6) to 2d6.Forbidden LoremasterThesecharactersbelievethatknowledgeispower,especiallyknowledgeofthepastandofmagic.Theybelievethattheymustfindoutwhat secrets groups like The Defiance (destroyedinancientAlexandria)knew.Theirfocusisonlearningwhichpathsofresearchtheancientsfollowed.(TheyareassumingthatsincetheGreat Enemyfeared themso much that theyhadfoundimportantinformation.)Theyspendtheirtimelookingforjournalsanddiariesfromtimeslongpastforcluesaswellassearchingforancient texts and rituals. In their studies they arealsosearchingforwaystocastmorespells-ArcaneorMysticorhowtocastspellsmoreeffectively.REQUIREMENTS8 ranks of Academician SkillHas two different Ancient Languages Skills with5 ranks each5 ranks in one Ancient ReligionSkill Focus Forbidden LoreSkill Focus AcademicianCancast1stlevelArcaneSpellsor1stlevelMystic SpellTable 3:2 The Forbidden LoremasterClassLevel BABFortitudeSaveReflexSaveWillSave Special Spells1st +0 +0 +0 +2 Instant Mastery Ancient Language +1 level of existing class2nd+0 +0 +0 +3 Mythic Lore +1 level of existing class3rd+1 +1 +1 +3 Instant Mastery Ancient History +1 level of existing class4th+1 +1 +1 +4 Rediscovered Ritual +1 level of existing class5th+2 +1 +1 +4 Mythic Lore +1 level of existing class6th+2 +2 +2 +5 Instant Mastery Ancient Language +1 level of existing class7th+3 +2 +2 +5 Second Rediscovered Ritual +1 level of existing class8th+3 +2 +2 +6 Quicken Spell +1 level of existing class9th+4 +3 +3 +6 Mythic Lore +1 level of existing class10th+4 +3 +3 +7 Maximize Spell +1 level of existing classHIT DICETheHitDiceforthisprestigeclassisd6.IntheLiving Death Campaign heroes with this prestigeclass gain 4hp + Con Bonus/levelCLASS SKILLSThe class skills for the Forbidden Loremaster areAcademician,History,AncientLanguages,Forbid