Barbarian
Wherever the reach of civilization ends or the unbridled ferocity of the warrior spirit is venerated, barbarians can be found. The majority of barbarians hail from the regions of Tuireadh and Halmland. Barbarians are nearly unchanged from the standard rules, but do not have Ride as a class skill.
TopBard
Though every culture possesses a musical tradition in one form or another, only two produce bards: the Tuireadhan barbarians and to a greater extent, the elves of the Tangled Wood. Employ the following rules changes when creating a bard character:
- Tuireadhan bards use the savage bard variant listed in Unearthed Arcana.
- Those of elven lands use the standard rules, but remove read magic and sepia snake sigil from their list of spells available.
- Elves may choose the bardic sage variant described in Unearthed Arcana if they wish.
Champion of Atep
With a god at its head, Atepesh is arguably the holiest of lands. Only such a land could possess such blessed warriors as the Champions of Atep. Left by their mothers in the hypostyle hall of a temple to their god, Champions are raised by the clergy until they reach an age at which they may serve Atep with unwavering zeal. Champions of Atep use the rules for Paladins as presented in the Player's Handbook with the following exceptions:
- A Champion does not possess heavy armor proficiency, instead gaining Combat Expertise as a bonus proficiency.
- Ride is not a class skill for the Champion of Atep.
- Detect evil and smite evil are replaced by detect chaos and smite chaos respectively.
- Good and neutral Champions of Atep turn undead and possess the lay on hands ability. Evil Champions control undead and employ deadly touch, which harms most creatures but heals undead.
- A Champion gains a heavenly chariot with his special mount at 5th level. Unlike the typical Atepeshite chariot this vehicle is designed to hold only one combatant, but may be fitted to hold two with the proper time and materials. At each level a Champion of Atep's special mount gains an increase in power, the chariot gains 1d6 hitpoints and 1 point of hardness. A champion may drive his chariot without reins through the empathic link he shares with his mount, but must suffer a 5 point penalty to all handle animal checks to control his vehicle while doing so.
- Read magic is not on the Champion's spell list. Protection from evil, magic circle against evil, dispel evil, and holy sword are replaced by protection from chaos, magic circle against chaos, dispel chaos, and righteous blade of Atep respectively.
Cleric
Clerics, whether or not they are known by that name, are the prime instruments of spiritual and political force across the continent. Within the Tanglewood Forest and the hills of Tuireadh clerics are replaced in all aspects by favored souls and druids, respectively. Halfling clerics worship all the gods, and may choose two domains from the following list: community, healing, luck, protection, travel, and trickery. Clerics use the standard rules per the Player's Handbook, but suffer a very small reduction in power.
- Clerics have no proficiency with heavy armor.
- The spells read magic, glyph of warding, greater glyph of warding, and symbol are removed from the cleric's spell list. Mark of justice functions normally, as the mark does not take the shape of magical writing and serves only to identify the target to everyone.
- Humans from the Theocracy of Atep may employ the cloistered cleric variant found in Unearthed Arcana if they desire, but illusory script is not on the cloistered cleric's spell list.
- Atepeshite clerics may choose the ability to read hieroglyphics instead of one of their bonus languages, and those who do may write them with a successful DC 10 Profession (scribe) check.
Druid
The barbarian tribes of Tuireadh are the only known worshippers of the land itself, and the druids are its dearest servants. Some insist that they have encountered druidic practitioners far outside the woody hills of Tuireadh, but none have been able to substantiate this claim. Druids replace clerics in Tuireadhan clans and follow the standard rules for the class with three exceptions.
- The druid does not gain Ride as a class skill.
- A druid is proficient in the use of all simple weapons instead of the weapons listed in the Player's Handbook.
- The wildshape ability lasts 10 minutes per level, not 1 hour per level.
Favored Soul
Only the most pious worshippers of the Solatheri become favored souls, and these "Keepers", as they are named, replace clerics for all religious and political functions. Apply the rules as presented in the Complete Divine with the same spell modifications as listed in the cleric notes and the following changes.
- Knowledge (religion) is a class skill for the Keeper.
- A Keeper of 17th level gains the wings of the butterfly type appropriate for her order.
Fighter
Fighters are common in all lands, filling the expected roles in military and mercenary forces. Martial skill with spear and shield is lifted to epic heights in song and verse across the land, and many of the greatest heroes on Eresetu in ages past were fighters to the core. The fighter is modified slightly from the traditional rules.
- Since technology and training techniques have not advanced far enough to allow horses to be ridden, fighters do not gain Ride as a class skill.
- Fighters of all lands lose proficiency in heavy armor but gain the Combat Expertise feat for free as compensation. Additionally, all fighters save those from Tuireadh and those of dwarven stock hailing from Upper Atepesh lose tower shield proficiency, and may instead use the spear one-handed as described under the Spear Mastery feat.
Hexblade
Only Faralon's Hand, a recently formed sect within the elven Order of Justice, counts hexblades among its ranks. New recruits with a talent for sorcery undergo a variety of tests to ascertain their aptitude for the unique combination of might, magic and disposition required by all hexblades. If an initiate passes each test, he is offered training by a hexblade with higher ranking and more experience. The hexblade follows the rules laid out in the Complete Warrior except as follows:
- A hexblade replaces the Ride skill with Handle Animal.
- Arcane mark and read magic are unavailable for casting.
Monk
The religious and political factors that created the monastic tradition historically do not exist in the Faiths and Empires campaign. Consequently, the monk class is unavailable as a class option.
Paladin
The Paladin class does not exist in the Faiths and Empires campaign. See Champion of Atep.
TopRanger
Even the most civilized regions contain tracts of dangerous or trackless wilderness, and rangers may be found all across the land ready to explore them all. Follow the rules as written in the Player's Handbook when creating a ranger character, but remove Ride from your list of class skills.
TopRogue
Whether working within or outside of the law, rogues may be found in all realms. Rogues function exactly as detailed in the Player's Handbook.
Sorcerer
Granted a divine gift at birth for reasons known only to the gods themselves, the sorcerer may come from any race or walk of life. The elves produce a substantially larger number of sorcerers than other races, perhaps due to the unusual nature of their faith and culture. Sorcerers and favored souls command nearly identical respect and duties within the Tanglewood Forest, though sorcerers rarely conduct religious ceremonies unless a Keeper is unavailable.
The practice of sorcery is banned within Atepesh. Atepeshites born to the art typically suppress their talents entirely or flee to other lands. Foreign sorcerers entering the Theocracy must register with the priesthood and should expect to face prejudice and constant surveillance within its borders.
Most sorcerers outside elven lands, due to the general lack of training available, employ spells that follow a theme of some sort, such as fire, trickery or protection. The elves of the tangled wood enforce a strict ban on the practice of necromancy, and in all regions practitioners of the dark art face a high degree of hostility and fear from all aware of their talents. Sorcerers use the rules found in the Book of Eldritch Might II with these exceptions:
- Add Knowledge (religion) to the sorcerer's list of class skills.
- A sorcerer may choose either Bluff or Diplomacy as a class skill at 1st level.
- Since magic in written form is prohibited and much of the ancient art has been forgotten as a result, read magic and teleport are not available for casting.
- Players may choose to pursue the more martial path of the battle sorcerer as outlined in Unearthed Arcana. Battle sorcerers employ the modifications listed on page 56 and gain Intimidate as a class skill instead of Bluff or Diplomacy.
Wizard
The sacred obelisk at Almatra proclaims the practice of wizardry a crime punishable by death. As a result, the wizard is not an available class option in the Faiths and Empires campaign.
TopPrestige Classes
The following lists prestige classes available in the Faiths and Empires campaign. Other classes may be added when appropriate. Any questions about the classes listed below should be written to the Book of Mysteries.
All Regions
- Arcane Trickster (DMG)
- Argent Savant (Complete Arcane)
- Devoted Defender (Sword and Fist)
- Divine Crusader (Complete Divine)
- Divine Oracle (Complete Divine)
- Dungeon Delver (Complete Adventurer)
- Eldritch Knight (DMG)
- Elemental Savant (Complete Arcane)
- Exemplar (Complete Adventurer)
- Hierophant (DMG)
- Horizon Walker (DMG)
- Reaping Mauler (Complete Warrior)
- Spellsword (Complete Warrior)
- Thief Acrobat (Complete Adventurer)
Atepesh
- Animal Lord - cat or horse - Nubiwatep (Complete Adventurer)
- Church Inquisitor (Complete Divine)
- Consecrated Harrier (Complete Divine)
- Dwarven Defender (DMG)
- Evangelist (Complete Divine)
- Glorious Servitor (Lost Empires of Faerun)
- Hunter of the Dead (Complete Divine)
- First of Fifty (renamed - Complete Warrior)
- Orc Scout - Nubiwatep (Silver Marches)
- Sand Shaper (Sandstorm)
- Scion of Atep-sobek (renamed - Lost Empires of Faerun)
- Scorpion Heritor (Sandstorm)
- Shining Blade of Atep (renamed - Complete Divine)
- Stonelord (Complete Warrior)
- Street Fighter (Complete Adventurer)
- Sunmaster (Lost Empires of Faerun)
- Warpriest (Complete Divine)
Halmland
- Berserk (renamed - Complete Warrior)
- Giant-Killer (Silver Marches)
- Highland Stalker (Complete Adventurer)
- Mighty Contender of Hrefna (renamed - Dragon Mag)
- Ollam (Complete Adventurer)
- Pious Templar (Complete Divine)
- Stonelord (Complete Warrior)
- Warpriest (Complete Divine)
Keldari
- Halfling Outrider (Complete Warrior)
- Invisible Blade (Complete Warrior)
- Master Thrower (Complete Warrior)
- Keldari Explorer (renamed - Song and Silence)
- Mystic Wanderer (Magic of Faerun)
- Seeker of Keldar's Tomb (renamed - Complete Divine)
- Shadowdancer (DMG)
- Temple Raider (Complete Divine)
- Warsling Sniper (Races of Faerun)
Tanglewood Forest
- Arcane Archer (DMG)
- Bladesinger (Complete Warrior)
- Contemplative (Complete Divine)
- Darkwood Stalker (Complete Warrior)
- Fleet Runner of Elsharra (renamed - Dragon Mag)
- Holy Liberator (Complete Divine)
- Initiate of the Sevenfold Veil (Complete Arcane)
- Loremaster (DMG)
- Mystic Theurge (DMG)
- Nightsong Enforcer (Complete Adventurer)
- Nightsong Infiltrator (Complete Adventurer)
- Peerless Archer (Silver Marches)
- Seeker of the Song (Complete Arcane)
- Sublime Chord (Complete Arcane)
- Tempest (Complete Adventurer)
- Tree-top Champion (renamed - DMG)
- Virtuoso (Complete Adventurer)
Tuireadh
- Abolisher (Lords of Madness)
- Animal Lord - bear or wolf (Complete Adventurer)
- Fochlucan Lyrist (Complete Adventurer)
- Forest Master (Faiths and Pantheons)
- Guardian of the Border Forests (renamed - Unapproachable East)
- Master of Many Forms (Complete Adventurer)
- Master of the Tuireadhan Wood (renamed - Unapproachable East)
- Nature's Warrior (Complete Warrior)
- Occult Slayer (Complete Warrior)
- Rage Mage (Complete Warrior)
- War Chanter (Complete Warrior)