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(1)Living Death Campaign Sourcebook A d20 Adaptation of the Masque of the Red Death rules 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 ……………………………………………………………. Chapter One: Abilities, Races, and Alignment………………………… Chapter Two: Classes………………………………………………….. Chapter Three: Prestige Classes ………………………………………. Chapter Four: Skills……………………………………………………. Chapter Five: Feats ………………..…………………………………... Chapter Six: Equipment …..………..…………………………………... Chapter Seven: Firearms...………..……………………………………. Chapter Eight: Adventuring in Gothic Earth…………………………… Chapter Nine: Magic ………………………………………………….... Page 2 Page 2 Page 4 Page 25 Page 35 Page 53 Page 58 Page 70 Page 83 Page 95.

(2) Introduction The goal of this book is to present to the player and judge the world of Gothic Earth in terms of the new D&D game system. In creating this d20 system, there were two goals that guided the process. One goal was retaining the flavor of the Masque of the Red Death (MotRD) setting. The other goal was accommodating the constraints and history of the Living Death Campaign. With the advent of 3.5 D&D additional adjustments needed to be made. This update addresses 3.5 D&D, corrects some errors, and clarifies some rules. The Living Death Campaign, is an RPGA member-run tournament campaign. This campaign was already underway before the introduction of the new D&D. That fact influenced some of the choices made during the design process. If you wish to use these rules for a home campaign, you may wish to make adjustments. In general most aspects remain fairly similar to the original MotRD. Magic is still slow, unreliable and occasionally dangerous to use. Gothic Earth is still set in the late 19th Century and the Classes, Skills and Feats have been adjusted to reflect that time period. This document is not a stand-alone work. Players will need the D&D v3.5 Player's Handbook (PHB) and to understand certain aspects of the Prestige Classes they may need access to the DMG v3.5. Judges will need the D&D v3.5 Dungeon Master's Guide (DMG) as well as the Living Death Judge Guidelines. The guidelines are available from HQ and will accompany each scenario when RPGA HQ sends them to the Convention, or Gameday, Coordinator. The guidelines are also available as a download from the official campaign web site < http://www.livingdeath.org >. Only those aspects of the game mechanics and spells that are different from that in the PHB or the DMG are presented here. The campaign will convert to these rules October 1st 2003.. The World of Gothic Earth Chapter Two: Classes. Gothic Earth is a place where the fight of Good vs. Evil is very real. It is also a place were Evil frequently is in a position of power or strength such that Evil can warp the very nature of the land. A creature of Evil has corrupted and weakened magic drastically on Gothic Earth. This creature, known as the Red Death, may reach out to tempt a character into corruption and evil deeds with promises of power. The detailed history and geography of the world of Gothic Earth and the entrance and effect of the Red Death on that world was originally presented in the Masque of the Red Death . The official Living Death Campaign web site < http://www.livingdeath.org > also has a section where this material is posted. The MotRD campaign is set in the 1890's in a world very similar to, but not exactly like, ours in the 1890's. This is a world filled with intrigue and scientific inventions, great wealth and great poverty. A world rushing forward to the end of the Century and perhaps to the end of other things as well. In the Living Death Campaign, the term hero is used instead of the term Player Character. Many players create more than one hero for the Living Death Campaign. The rules for creating Heroes for the Living Death Campaign are included in this work.. Chapter One: Abilities, Races, and Alignment Abilities. Abilities in this setting serve the same function as in D&D but there are some differences you should be aware of when creating a hero for the Living Death Campaign. Table 1-1 in the PHB lists the modifiers for ability scores.. Assigning Ability Points. All Living Death heroes start with 72 ability points. At character creation, ability scores can range between 3 and 18; however, the only scores that can be duplicates, at character creation, are 10 and 11. A hero can have as many abilities as you choose with either of those scores, so long as you do not exceed 72 points. 2.

(3) No other numbers may be repeated. For example, you can have a hero with abilities of 16, 14, 12, 10, 10 and 10 (in any desired order), but not 16, 16, 10, 10, 10 and 10, the two 16's are duplicates. As in regular D&D a hero gains ability points as she gains levels. There may be events that remove ability points. If subsequent ability point gains or losses cause a hero to have a duplicate number, that is allowed. It is only during character creation that the prohibition exists.. Strength. Strength works exactly as in D&D. However, technology available on Gothic Earth makes the physical demands on characters quite different from traditional D&D. Because of the prominent use of firearms and the obscurity of large melee weapons, the Strength ability plays a less important role than experienced D&D garners might expect. However, strength is a factor when using large firearms. (See Chapter 7:Firearms for details.). Dexterity. This ability works exactly as in D&D. The AC adjustment from Dexterity is often the only improvement to AC a Living Death hero will have. It also affects use of firearms and, of course, Reflex Saves.. Constitution. The medical sciences of Gothic Earth are far superior to those on other D&D game worlds. Still, the best way for a character to avoid death is to be resistant to injuries and illnesses. The Constitution score indicates this quality and functions as it does in D&D. A high constitution is of value to arcane spell casters.. Intelligence. Intelligence is a measure of natural reasoning, logic, and memory. It represents the ability for concentrated, organized thought processes so vital to both science and spell casting. On Gothic Earth, wizardry is all but unknown. On the other hand, the magic that dominates other D&D game worlds is replaced by an 1890's equivalent: science. In all matters except one, this ability works in the same manner in Gothic Earth as it. does in D&D. The exception being that spell casters do not gain additional spells due to high Intelligence. The Intelligence modifier does affect the success of the attempt to cast and learn arcane spells. (See Chapter Nine: Magic in Gothic Earth.). Wisdom. In all matters except one this ability works in the same manner in Gothic Earth as it does in D&D. The exception being that spell casters do not gain additional spells due to high Wisdom. The Wisdom modifier does affect the success of the attempt to cast mystic spells. (See Chapter Nine: Magic in Gothic Earth.). Charisma. As in D&D core rules, Charisma is a measure of personality and leadership ability. A high Charisma score is important for all characters that must deal regularly with strangers. Low charisma heroes may experience great difficulty in interactions with NPCs. As investigation is frequently an aspect of Living Death adventures, this ability can play an important role.. Races Only the human race is available for heroes; see PHB for details on humans. A hero can be any nationality and from any racial group. However, Vistani heroes are not allowed. Heroes do get all the benefits of the human race listed in the PHB including extra Skill points and one additional starting Feat. Since heroes are human, they receive their native language free and get additional modern languages in the same manner as presented in the PHB. However, none have modern languages as a class skill. Knowledge of a modern language includes the ability to read and write it. Minimum age of a hero is 17. Players may otherwise choose the age of their hero, as well as height, weight, gender and similar physical features. (See PHB for normal ranges.) However, the Campaign does not use the age adjustment to ability points in Chapter 6 of the PHB.. Alignment The premise of the Living Death Campaign is. Chapter Two: Classes. 3.

(4) that all heroes are members of an organization dedicated to fighting evil. (For more information on the Society of the White Rose, see Chapter Eight: Adventuring in Gothic Earth.) Therefore all heroes are required to have some version of a Good alignment. Heroes may be Neutral Good, Lawful Good or Chaotic Good. (Some classes may have further limitations.). alignment changes can be cause for the PC to become an NPC and out of play.. Judges should warn players if proposed actions will endanger character alignment, as permanent. Chapter Two: Classes While most D&D worlds settings resemble our Medieval or Renaissance period, the Masque of the Red Death is set in a world that resembles the latter years of our 19th Century. The number of professions, trades, crafts, arts, and fields of academic study have proliferated greatly. The class skills for each class are denoted in table 4:1 in Chapter Four. This setting as well as the general lack of divine intervention in the world has caused major reshaping of Character Classes.. Adept. The Adept is the wizard of Gothic Earth. However, her road is much different that that of the wizard in most D&D worlds. Magic is all but unknown on Gothic Earth. Still, a few individuals have secretly kept alive the ancient knowledge of spell casting and magical lore. While many frauds might claim knowledge of the arcane arts, truly talented people are few and far between. Because of the differences in how the knowledge of magic is taught, Adepts on Gothic Earth can not automatically memorize the spell Read Magic without their spellbook. Adepts do not get bonus spells from high Intelligence. Adept Hit Die is a d4. In the Living Death Campaign the Adept has 4 hit points at first level (+any Con bonus), and gains 2 hp (+ Con bonus) each additional level of adept. Adepts use Table 3-20 in the PHB for attack bonuses, saves, bonus feats, and spells per day; however, they do not get Scribe Scroll or Find Familiar. They do get a bonus Metamagic feat at first level and one additional bonus Metamagic Feat every five levels (as Wizards do in D&D).. Chapter Two: Classes. Class Skills: Alchemy, Arithmology, Concentration, Forbidden Lore, Language: Ancient, Mesmerism, Prognostication, Psychometry, Religion: Ancient, Religion: Modern and Sixth Sense. Skill points at 1st level: (5+ Int. modifier) x4 Skill points at additional levels 5 + Int. modifier Class Features Weapons: All adepts are proficient with the following: dagger, any pistol, baton, sword cane, knife or club. They may become proficient in other weapons with the use of the proper feat (See PHB). Class Ability: This class has a special ability called Spellcraft. It is this ability that allows them to learn and to cast spells. It is an Intelligence based ability. The Adepts cast Arcane spells through the use of this Spellcraft ability. See Chapter Nine for the game mechanics involved in casting and learning spells. •. All Adept characters begin the game with knowledge of the Detect Magic and Read Magic spells.. •. In addition, a character knows 4 other spells for a total of six. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive enchantment while the other two may be offensive spells. The players may select the spells their hero knows from a list presented in Chapter 9. Chapter 9 includes information on magic and spells.. Wealth: First level Adepts start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. 4.

(5) Athlete. Athletes run the gamut of Gothic Earth's social classes. Some, like baseball's Christy Mathewson or Honus Wagner, are simple, unassuming folk at heart. Others, like tennis's Lottie Dod or Joshua Pim, are more sophisticated members of the upper class. The nature of a given sport dictates the dress and mannerisms of its athletes. Athletes are fierce competitors. They feel a constant need to push themselves farther than ever before each time they begin play. While there are those allow their fame (such as it is) to go to their head, most pursue their chosen career simply out of a love for the game they play. They spend a great deal of their time training and as such are not well versed in the use of weapons as a soldier. Each game has a different benefit. See sections on each sport. Note: Of the sports listed only Golf, Tennis and Field Hockey is available to female heroes. See Table 3-1 in the PHB. Use the rogue column for attack bonuses and saves. Table 3-2in the PHB lists level-dependent bonuses Athlete Hit Die is a d8. In the Living Death Campaign, Athletes get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Class Skills Athletics, Climb, Dancing, Equestrian, Handle Animal, Hunting, Jump, Mountaineering, Move Silently, Rope Use, Seamanship, Survival, Swim, Tightrope Walking and Tumble Skill points at 1st level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: Sap, club, brass knuckles, knife, and baton. Heroes may also choose to be proficient in either all pistols or all rifles. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Special Bonuses by Sport Only one sport can be chosen as the Athlete's primary sport. They gain one of the following bonuses connected to that sport. Baseball/Cricket: The hero can only have one of these benefits: If the player is a pitcher, he receives one Bonus Chapter Two: Classes. Weapon Focus Feat: for a specific thrown weapon. OR. Players best known for their batting gain one Bonus Weapon Focus Feat: for club, sap or Brass Knuckles. Golfer At 1st level gain a +2 bonus to Physics At 3rd level gain Endurance Feat Hockey Whether the traditional game of field hockey or its recently introduced winter cousin, this game demands much from its players. The hero can only have one of these benefits: Goaltenders are rugged folk who gain the Toughness Feat as a bonus Feat at 3rd level OR. Other hockey players must be quick and agile and so gain the Lightening Reflexes Feat as a Bonus Feat at 3rd level. Soccer Few sports are as demanding as this one. Therefore they get a +2 bonus on all Dexterity based checks at first level and +2 on Endurance Checks at 3rd level. Tennis Quick reflexes and agility dominate this sport, however this is also a sport favored by the middle and upper-classes. Tennis players gain the Feat: Lightening Reflexes as a Bonus Feat at 3rd level Wrestler (Greco-Roman) At 1st level gain a +2 bonus to attempts to escape from Grapples At 3rd level gain a +2 Bonus to Grapple attempts. FOR ALL ATHLETES: At the start of each game session, all athletes must make an Athletics skill check (DC 15). Failure indicates that the athlete has some minor, nagging injury received during a recent game. The exact nature of the injury is up to the player (subject to the judge's approval.) As a general rule, an injured athlete suffers a -2 penalty to all Fortitude and Reflex saving throws made during the game. If the roll was an unmodified 1; however, the injury is more severe. In this case, the penalty is a -4. Wealth: First level Athletes start with 2d6 x $10.00 for starting cash. See Chapter 6 for 5.

(6) information on hero's income.. Charlatan. Gothic Earth is filled with stage magicians, prestidigitators and illusionists. For the most part, these people know nothing of the Red Death or art of magic. Every now and then, however, a charlatan stumbles upon the truth. If that unfortunate soul survives the discovery of real magic, he quickly learns a new respect for the supernatural and gradually begins to master the hidden energies that he has tapped. The Charlatan casts Arcane spells. Unlike other types of arcane spell casters, the Charlatan is still learning the nature of his powers. More often than not, these characters are haunted by a doubt in their abilities or eaten a belief that they are somehow tainted by them. It is not unusual for Charlatans to become consumed by the Red Death before they perfect their magical abilities. However, the Charlatan is a skilled stage magician and an expert in sleight of hand. The Charlatan's Hit Die is a d4. In the Living Death Campaign the Charlatans have 4 hit points at first level (+any Con bonus) , and gains 2 hp (+ Con bonus) each additional level of this class. Charlatans use the Wizard column Table 3-1 in the PHB for attack bonuses & saves and Table 32 for level-dependent bonuses. They use table 320 for number of spells per day. They do not get bonus Metamagic Feats shown in table 3-20. If they have at least one rank of the Sleight of Hand skill, they receive the Skill Focus Feat: Sleight of Hand at first level. Class Skills Alchemy, Arithmology, Bluff, Concentration, Disguise, Etiquette, Forbidden Lore, Gaming, Language: Ancient, Mesmerism, Move Silently, Sleight of Hand, Open Locks, Prognostication, Psychometry, Religion: Ancient, Sixth Sense, Thespian, Ventriloquism st. Skill points at 1 level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, Knife, club, dagger & baton. They may Chapter Two: Classes. become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spellcraft This class has a special ability called Spellcraft. It is this ability that allows them to learn and to cast spells. It is an Intelligence based ability. The Adepts cast Arcane spells through the use of this Spellcraft ability. See Chapter Nine for the game mechanics involved in casting and learning spells. •. All Charlatan characters begin the game with knowledge of the Detect Magic, Prestidigitation and Read Magic spells.. •. In addition, a character knows 4 other spells for a total of seven. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive enchantment while the other two may be offensive spells. The players may select the spells their hero knows from a list presented in Chapter 9. Chapter 9 includes information on magic and spells.. Dexterity Bonus The natural manual dexterity of the Charlatan gives him an advantage in learning spells that have somatic components. Whenever the character tries to learn such a spell, or cast such a spell, he adds any bonus (or penalty) he gets from high Dexterity to his Spellcraft Check when learning and casting spells (but does not alter the DC of resisting the spell). See Chapter 9 for more information on casting and learning spells. Constitution: Magic is extraordinarily dangerous for the Charlatan. She is not yet sure of the limits of her powers and does not fully understand the repercussions of her actions. Therefore she makes a Fortitude check DC 10 + level of the spell or is. Dazed for 1d4 rounds after spell casting. Wealth: First level Charlatans start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Cowboy. Cowboys are known by many names throughout the world; on the ranch they are called wranglers, in Mexico vaqueros, in South America gauchos-but all are easily identified by their working clothes and equipment. Standard dress includes tight denim trousers and chaps, high leather boots, a kerchief or bandanna, and a broad brimmed hat or sombrero. A cowboy's 6.

(7) most important asset is his horse, which is his only reliable form of transportation on the range. A horse is so highly valued that a cowboy who is low on water will give it to his horse instead of drinking it himself. Standard equipment includes a lasso (called a lariat in the southwest United States), knife, and army revolver. The glamour and fame cowboys once enjoyed has mostly faded into memory and the stuff of old stories and dime novels. Most cowboys are now ranchers, and the rest have found new roads to travel, and new adventures to seek. See Table 3-1 in the PHB. Use the Fighter column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Cowboy Hit Die is a d10. In the Living Death Campaign, Cowboys get 10 hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of this class. Class Skills Agriculture, Animal Empathy, Animal Husbandry, Athletics, Climb, Equestrian, Firebuilding, Gaming, Gunsmithing, Handle Animal, Hunting, Rope Use, Search, Set Snares, Survival, and Swim. Starting Skill points (6+ Int. modifier) x 4 Skill points per level advancement 6+ Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all rifles, all pistols, dagger, Bowie knife, lasso, club, baton bolo and one of the following: (hand axe, machete), (sap, brass knuckles), or (short bow, long bow). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Toughness Feat at 1st level Bonus Weapon Focus Feat: Lasso, bolo or bow (pick one) at 2nd level Bonus Skill Focus Feat: Survival at 4th level Wild Empathy Ability (as per the Ranger ability in PGB pg. 47) at 7th level. When dealing with city folk (people in metropolitan/civilized areas) the Cowboy is at -2 for the following skill checks: Bluff, Diplomacy, Disguise, Etiquette and Gather Information. Wealth: First level Cowboys start with 2d6 x $10.00 for starting cash. See Chapter 6 for Chapter Two: Classes. information on hero's income.. Criminal. Some criminals are driven to their crimes by the desire for wealth; others do it just for the thrill of the danger involved in breaking the law. Others feel that they have no choice but to turn to a life of crime because their background and upbringing did not give them the chance for success that others in society may have had. All criminals feel that members of the law enforcement community are the "enemy". The criminal class represents all manner of people who make their living through illegal activities, from the low-life mugger skulking in the dark alleys of New York City, to the highlife/high-society professional jewel thief of Paris. This class can serve any person who lives outside the law, making their living by using their skills to profit off of their fellow man. In the Living Death Campaign this class has some restrictions. A hero can not use the multiclass option to gain this class. This class can only be taken at first level. This does not apply to NPCs. All Criminal Class Heroes must meet the campaign requirement of having a "Good" alignment. Thus all criminals should be of the type that have some sense of morals and honor (even if somewhat twisted to suit their own ends). Perhaps only stealing from those who can afford to lose it (the Robin Hood approach), or only taking what they believe they rightfully deserve (justified in their own minds of course). The characters background and method of criminal activities should account for the conflict between his good alignment and pattern of illegal activities. (It is generally not considered "good" by most societies to harm or steal from others.) Illegal activity does result in a Dark Power Check. (See Chart 8:1 in Chapter 8.) Because of their habit of illegal activity, Dark Power's checks are made at double the normal percentage chance for that act. Criminals must take extreme care to cover up their illegal activities and not leave incriminating evidence that could convict them of their crimes. Should a criminal be blatant about criminal activities, they could be arrested, convicted, and incarcerated for extended periods of time. 7.

(8) Alignment: This class requires the character be any non-lawful alignment. The campaign requires a hero to be of Good Alignment.. often, they are little more than spoiled children with bottomless bank accounts and unending narcissistic desires.. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses.. Characters of this class are best portrayed as vain and perhaps foppish. They will devote their energies to enjoying themselves and experiencing the many pleasures that the world has to offer. Serious work, especially of a physical nature, should be avoided at all costs. These characters might be portrayed as harmless eccentrics, parasitic leeches, or socially worthless sloth.. The Criminal Hit Die is a d6. In the Living Death Campaign, Criminals get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. Class Skills Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Etiquette, Forgery, Gather Information, Hide, Listen, Move Silently, Open Lock, Sleight of Hand, Read Lips, Search, Sense Motive, Spot, Thespian, Tightrope walking, and Toxicology Skill points at 1st level: (8+ Int. modifier) x4 Skill points at additional levels 8 + Int. modifier Class Features Weapons: all pistols, all rifles, dagger, Bowie knife, sap, club, brass knuckles, knife, baton, and sword cane. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Search allows Criminals to find traps (not limited by the DC of the trap. It does not allow Criminals to find Magical Traps. At 2nd level the Criminal gains the Sneak Attack ability This works and advances in the same manner (every two levels; 4th, 6th etc.) as the Sneak Attack ability does for Rogues in D&D. (PHB pg. 48.) At 3rd level the Criminal gain the same Evasion ability that D&D Rogues gain at 2nd level. (PHB pg. 50.) Wealth: First level Criminals start with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Dandy. The upper crust of society has more than its share of people who have no experience with everyday life in the real world. These pampered folk have spent their days in the lap of luxury, never knowing work, want, or suffering. All too Chapter Two: Classes. See Table 3-1 in the PHB. Use the Wizard column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Dandy Hit Die is a d4. In the Living Death Campaign, they get 4 hit points at first level (+any Con bonus) and gain 3 hp (+ Con bonus) each additional level of this class. Class Skills Appraise, Bluff, Connoisseur, Dancing, Diplomacy, Disable Device, Disguise, Equestrian, Etiquette, Fishing, Forgery, Gaming, Gather Information, Handle Animal, Heraldry, Hide, Hunting, Listen, Move Silently, Musician, Needlework, Open Lock, Sleight of Hand, Read Lips, Search, Sense Motive, Singing, Spot, Thespian, Tightrope Walking, and Toxicology Skill points at 1st level: (10+ Int. modifier) x4 Skill points at additional levels 10 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, all rifles, sword cane, knife, club, dagger, baton, whip and one of the following: (foil, rapier), (shotgun), or (short bow, long bow). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Influence: The dandy's family is almost certainly well connected and respected. Once per month, (once per adventure in the LD campaign) the dandy can use this influence to acquire some favor or exert some influence in official matters. The DM should carefully consider the request and, if it seems reasonable, allow the player to make a Charisma check. A successful check indicates that the favor will be granted. At first level the Dandy has the bonus Skill 8.

(9) Focus Feat: Etiquette. Wealth: The First level Dandy starts with 6d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income. The dandy is assumed to come from a wealthy family, and as such, to draw a regular income from a trust fund or similar source.. Detective. The detective class represents all manner of law enforcement agents, from the constable strolling the foggy banks of the Thames to the sheriff on the dusty streets of Dodge City. This class includes official police officers as well as their unofficial counterparts, like the much-renowned Sherlock Holmes. The actions of a detective are dictated by the desire to end the careers of criminals and lawbreakers. Some detectives are intense and dedicated, perhaps seeking vengeance for a wrong committed in the past. Others pursue criminals as an intellectual matter, matching their wits against those of their enemies. Still others maintain a vigilante approach. All power checks for criminal or violent acts by the detective (see chart in Adventuring in Gothic Earth) are doubled. Alignment: Lawful only. The Campaign requires it be a Lawful Good Alignment. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Detective Hit Die is a d8. In the Living Death Campaign, Detectives get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) every additional level of this class. Class Skills Bluff, Criminology, Disable Device, Disguise, Etiquette, Forgery, Gather Information, Hide, Listen, Law; Move Silently, Open Lock, Read Lips, Search, Sense Motive, and Spot. Skill points at 1st level: (10+ Int. modifier) x4 Skill points at additional levels 10 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, all rifles, Chapter Two: Classes. all carbines, sword cane, knife, club, baton, sap, dagger, and brass knuckles. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Concealed weapons: The detective class gains a +2 circumstance bonus to Spot checks for concealed or hidden weapons. Influence: Heroes with this class are assumed to have close ties to local law enforcement agencies. As such, they will have some level of access to police files and similar sources of information. Once per month (once per module in the LD campaign), the player may make a Charisma check to obtain some special favor from the police. The DM may limit the specifics of this contact. The DM may also require the detective to pay back such favors, possibly at inopportune times. Wealth: First level Detectives start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Dilettante. When the spiritualist movement spread through Gothic Earth in the late 1800s, a few wealthy, upper crust curiosity-seekers turned this idle fascination into a full-fledged lifestyle. Unlike most, these amateur dabblers into magic occasionally found something more than a fake fortune telling. They discovered the powers of mysticism and the Spiritworld. These well-to-do dabblers, called dilettantes, achieved what takes most mystics a lifetime to learn. Dilettantes are thrill seekers who look for new sensations and experiences through magical rituals and events. They visit any place or event that proclaims itself to be magical in nature, including pagan rituals, seances, fortune-readings, haunted sites, and anything else possibly related to the Spiritworld and mysticism. While their approach is eclectic, unprofessional, and haphazard, dilettantes sometimes manage to find true magic amidst the fakery and stage magic, and to enjoy the experience regardless of its authenticity. The Dilettante's Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class.. 9.

(10) See Table 3-1 in the PHB. Use the Cleric column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. For the number of spells per day see table 3-6 in the PHB but omit the extra domain spells. Class Skills Alchemy, Appraise, Arithmology, Bluff, Concentration, Connoisseur, Dancing, Diplomacy, Equestrian, Etiquette, Forbidden Lore, Gaming, Heraldry, Hierarchy Contact, Language: Ancient, Mesmerism, Musician, Needlework, Presence, Prognostication, Psychometry, Religion: Ancient, Singing, Sixth Sense, Thespian Skill points at first level: (10 + Int modifier) x 4 Skill points at additional levels 10 + Int modifier Class Features Weapons: this class is proficient in the use of pistols, rifles, whip, sword cane, club, dagger, knife, baton and one of the following (rapier/foil), (shotgun), (short bow/long bow) Dilettantes may become proficient in other weapons with the use of the proper feat. (See PHB.) At third level Dilettantes gain Savior-Fair as a bonus feat. Class Ability: Spiritcraft All Dilettantes cast Mystic type spells through use of the Spiritcraft class ability. Access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of these spells. See Chapter Nine for complete information on how this ability functions. • Dilettantes start out with Minor access to the All Domain. (See Chapter Nine: Magic for details on the domains.) •. Exposure to a broad base of mystic practices has its advantages. Every other experience level starting with 1st, a dilettante can choose to research two domains instead of one. When reaching the next level of experience, the dilettante gains minor access to both domains. So at 2nd level they gain minor access to 2 domains, at third level they gain access to another domain. However this also has it's down side as well. A Dilettante can not keep her minds focused on the study of any domain long enough to gain major access to it.. Chapter Two: Classes. Awareness: Because of their study and awareness of the Spiritworld Dilettantes become disconnected to the real world. Therefore, they have a -2 penalty to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level. At first level they can attempt to turn Undead as a D&D cleric with the penalty discussed in Chapter Eight. Wealth: The first level Dilettante starts with 6d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income. The Dilettante is assumed to come from a wealthy family, and as such, to draw a regular income from a trust fund or similar source.. Explorer/Scout The waning years of the 19th century are a time of exploration and adventure. Large sections of Africa, Australia, and the Americas are savage and untamed, the polar regions are all but unexplored, and the mysterious Orient holds unlimited wonders for individuals brave enough to seek them out. Explorers take many appearances and roles. Some are professional scouts who serve as guides for hire. Others pursue their own explorations, seeking the fame and prestige of being the first human to set foot in a remote, dangerous place. Despite any differences, however, these heroes have a love of the wilderness and the sense of wonder that comes with the discovery of nature's hidden secrets. Explorers are self-reliant. They do not seek the company of others, but recognize the necessity of companions at times. The Explorer/Scout Hit Die is a d10. In the Living Death Campaign, they get 10hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Fighter column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Class Skills Animal Empathy, Athletics, Climb, Equestrian, Fire building, Fishing, Gunsmithing, Handle Animal, Hide, Hunting, Jump, Mountaineering, 10.

(11) Move Silently, Navigation, Rope Use, Seamanship, Search, Set Snares, Spot, Survival, and Swim Starting Skill points (6+ Int. modifier) x 4 Skill points per level advancement 6+ Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all rifles, all pistols, dagger, Bowie knife, club, knife, baton, and one of the following groups: (hand axe, machete), (short bow, long bow) or (lasso and bolo). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Track: Like the D&D Ranger, Explorer/Scouts get the Track Feat as a bonus. At 4th level they can also Find Traps with the Search Skill. (This does not include magical traps but is not limited to DC 20 traps.). unrecognized, despite their importance to the operation and growth of any city or village. The same is often true in an adventuring party. For the good-hearted, hard-working laborer, however, the lack of attention means little. His reward is the test of his mettle against a task and the ability to complete it. No satisfaction is greater than the sense of accomplishment. Laborer Hit Die is a d10. In the Living Death Campaign, they get 10 hit points at first level (+any Con bonus) and gain 7 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Class Skills Athletics, Blacksmith, Brewing, Carpentry, Climb, Cooking, Fishing, Handle Animal, Jump, Listen, Masonry, Mining, Mountaineering, Rope Use, Seamanship, Survival, Swim, Teamster, and Weaving.. Bonus Toughness Feat at 2nd level Bonus Skill Focus Feat: Survival At 3rd level Wild Empathy: At 6th level the Explorer/Scout gains the Ranger Wild Empathy ability (PHB pg. 47). When dealing with city folk (people in metropolitan/civilized areas) the Explorer/ Scout is at -4 for the following skill checks: Bluff, Diplomacy, Disguise, Etiquette and Gather Information. Wealth: First level Explorer/Scouts start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Laborer. The laborer is the common individual of the world; therefore heroes can not acquire this as a second class using the multi-class option. Whether he works the land as a farmer, hammers iron into horseshoes, or lays the bricks that build cities, he is strong of will and body. A determined worker, he is proud of his craft and strives to see that his efforts are unequaled.. Starting Skill points (3+ Int. modifier) x 4 Skill points per level advancement 3+ Int. modifier The Laborer Class is excluded from ever gaining Knowledge type skills. If the hero multi-classes away from Laborer, and gains any knowledge skills, he cannot return to the Laborer class. The only exception to this rule is through the use of the Learning Feat. See Chapter Five for details of this Feat. Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, all shotguns, scatterguns, Bowie knife, club, dagger, baton, and one of the following; (sap, brass knuckles), or (hand axe, machete). They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Great Fortitude Feat at 1st level Bonus Endurance Feat at 4th level Bonus Iron Will Feat at 7th level Wealth: First level Laborer starts with 1d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. The rest of society often overlooks the laborer. Far too often, his humble contributions go Chapter Two: Classes. 11.

(12) details on the domains and casting spells.). Medium. •. The medium is a tortured soul, for the burden of his powers is great. In some cases, the medium has accepted his lot in life and uses his powers willingly. Others are reluctant to use their magic out of fear that they are tapping into something beyond their control. In either case, the medium takes the practice of magic as a very serious responsibility.. Because of his natural reception for magic, the medium is able to cast additional spells. Each day, he may memorize and cast one additional spell per level available to him above 0 level spells. Thus a 3rd level mystic can cast three 1st level and two 2nd 1evel spells per day. This extra spell per level must be from either the All Domain or the Divination Domain. The Medium can therefore use Table 3-6 for the number of spells per day as it appears in the PHB.. •. The primary sign of a medium's gift is the ability for divination. For that reason, the medium must purchase at least 4 ranks of either the Psychometry or Sixth Sense skill.. •. The medium's first studies (after abandoning or completing study of the All Domain) must be the Divination Domain. The medium can begin to study other domains only after he has acquired major access to the Divination Domain.. •. If the Spell Focus Feat is taken, it must be for the Divination Domain before it is taken for any other Domain.. •. Because of their study and awareness of the spirit world, Mediums become disconnected to the real world. Therefore, Mediums have a -2 penalty equal to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level.. The medium is rather an unfortunate soul. This individual might have no desire to possess or employ magical powers, but is blessed (or cursed) with them regardless. While other mystics might spend years mastering their craft, the medium's powers to cast Mystic spells develop spontaneously.. The Medium's Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of that class. The Medium uses the Cleric column on table 3-1 in the PHB for base attack bonuses and saves. They use table 3-2 for Level dependent bonuses. From Table 3-6 in the PHB, they get the number of spells per day. Class Skills Alchemy, Arithmology, Concentration, Forbidden Lore, Hierarchy Contact, Language: Ancient, Mesmerism, Presence, Prognostication, Psychometry, Religion,: Ancient, and Sixth Sense. Skill points at first level: (5 + Int modifier) x 4 Skill points at additional levels 5 + Int modifier Class Features Weapons: this class is proficient in: dagger, all pistols, baton, knife and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spiritcraft. All Mediums cast Mystic spells through use of the Spiritcraft ability, which they need to cast spells. See Chapter Nine for the game mechanics involved Spiritcraft in casting and learning spells. •. Mediums start out with Minor access to the All Domain. (See Chapter 9 on Magic for. Chapter Two: Classes. At first level they can attempt to turn Undead as a D&D cleric with the penalty discussed in Chapter Eight. Wealth: First level Mediums starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Metaphysician. The metaphysician is an expert in the occult, who can cast Arcane spells. He views the practice of magic and the study of all that is supernatural as an scientific endeavor. His hope is that application of scientific method to the macabre will result in a complete understanding of that which seems to defy explanation.. 12.

(13) In all dealings with the supernatural, the metaphysician remains cool and calm. He tries to examine every encounter with the dispassionate eye of the scientist. To his mind, no mystery is so dark and no creature is so fantastic that it cannot be mastered through application of the scientific method. Observe, hypothesize, and test; that is the motto of the metaphysician.. enchantment, while the other two may be offensive spells. The players may select the spells their hero knows from a list presented in Chapter 9. Chapter 9 includes information on magic and spells. •. The Metaphysician is well versed in the theory and practice of magic. His knowledge of the supernatural is practical and well reasoned. This methodical approach to spell casting permits the character to memorize additional spells; each day, he can memorize one additional spell of each level that he can cast above 0 level. Thus, a 5th-level metaphysician can cast five 1st level, three 2nd level, and two 3rd level spells per day.. •. With all his efforts toward analytical thought, the metaphysician has a difficult time accepting that which he cannot explain. The powers of the Red Death, so far beyond those of mortal man, defy explanation in his mind. Because of this, the metaphysician is unusually vulnerable to mind-affecting magic. Therefore all checks vs. MindAffecting Magic are made with a negative 2 modifier.. The Metaphysician Hit Die is a d4. In the Living Death Campaign the metaphysician have 4 hit points at first level (+any Con bonus) , and gains 2 hp (+ Con bonus) each additional level of this class. Metaphysician use Table 3-1 in the PHB in the Wizard column for attack bonuses & saves and Table 3-2 for level dependent bonuses. They use Table 3-20 in the PHB for spells per day. Unlike the Adept, Metaphysicians do not get bonus Metamagic Feats. Class Skills Academician, Alchemy, Arithmology, Concentration, Forbidden Lore, Language: Ancient, Mathematics, Mesmerism, Physics, Prognostication, Psychometry, Religion: Ancient, Spot, Search, and Sixth Sense. Skill points at 1st level: (5+ Int. modifier) x4 Skill points at additional levels 5 + Int. modifier. Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, dagger, knife, club, & baton They may become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spellcraft The Metaphysician have the ability to cast Arcane spells through the use of the Spellcraft ability. The character’s Metaphysician level and his intelligence determine the level of spell he can cast. See Chapter Nine for the game mechanics involved in casting and learning spells. •. •. All Metaphysician characters begin the game with knowledge of the Detect Magic and Read Magic spells. In addition, a character is assumed to know 4 other spells, for a total of six. The spells are limited to two 0 level and two 1st level. One spell of each level must be a defensive. Chapter Two: Classes. Wealth: First level Metaphysician starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Mystic. In MotRD the Mystic class is somewhat like the D&D Cleric but there are major differences. In the world of Gothic Earth Mystics get their abilities from the study of the Spiritworld and they learn how it can be woven to interact with the real world. Some Mystics may also be clergy members of one of the various religions. There is no actual connection between religion and mystics. There is no divine guidance or power involved in any mystic spell or power. The Mystics Hit Die is a d8. In the Living Death Campaign, Mystics get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Mystics use Table 3-6 for attack bonus, saves and spells per day, with the exception that they do not gain the extra domain spells. Class Skills Alchemy,. Arithmology,. Concentration, 13.

(14) Forbidden Lore, Herbalism, Hierarchy Contact, Language: Ancient, Mesmerism, Presence, Prognostication, and Psychometry. Religion: Ancient, and Sixth Sense. Skill points at first level: (5 + Int modifier) x 4 Skill points at additional levels 5 + Int modifier Class Features Weapons: Mystics are proficient in the following Weapons: dagger, all pistols, baton knife, and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Class Ability: Spiritcraft. All Mystics cast Mystic spells through use of the Spiritcraft ability. The access to spells is determined by study of domains, not by worship of a deity. The rituals and knowledge of Spiritworld are the basis of their spells. See Chapter Nine for the game mechanics involved using Spiritcraft in casting and learning spells. •. •. Mystics start out with Minor access to the All Domain. (See chapter on Magic for details on the domains.) Mystics get a bonus Metamagic Feat at first level, fifth and tenth level (levels of Mystic only count toward this and other mystic spell casting class do not get these bonus Metamagic feats.). •. At first level Mystics have the knowledge of the rituals needed to Turn Undead. At first level they can attempt to turn Undead as a D&D cleric with the penalty discussed in Chapter Eight.. •. At second level Mystics get the Extra Turning Feat as a bonus Feat.. •. Because of their study and awareness of the sprit world mystics become increasing disconnected to the real world. Therefore, Mystics have a -2 penalty to all Spot, Search, and Initiative rolls. This penalty increases to -4 at 5th level, -6 at 10th level, -8 at 15th level, and -10 at 20th level.. Wealth: First level Mystic starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Parson. In this context, the term parson is used to refer to any devoutly religious man or woman. Whether such a character is a Christian or Jew, a Moslem or Buddhist, his devotion to the church is unshakable. While such characters lack spell casting ability, they can do much to raise the morale of any adventuring party. Parsons are among the greatest enemies of the Red Deaths for they feel a deep compulsion to rid the world of its dark and sinister agents. Parsons range from soft spoken, fatherly gentlemen to adamant believers gripped with a missionary fervor. In any case, they are assumed to be knowledgeable about their faith and the teachings of their church. The parson is just as quick to pray for divine favor before undertaking a hazardous task as he is to offer thanks for its successful completion. See Table 3-1 in the PHB. Use the Adept column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Parson's Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. Class Skills Academician, Accounting, Astronomy, Bluff, Botany, Chemistry, Diplomacy, Etiquette, Forbidden Lore, Gather Information, Hierarchy Contact, History, Listen, Musician, Move Silently, Presence, Religion: Ancient, Religion: Modern, Sense Motive, Singing, Thespian, and Zoology Skill points at 1st level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, dagger, knife, club, and baton They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Skill Focus Feat: Religion: Modern at 1st level Bonus Feat: Iron Will at 1st level At 5th level the Parson gains the knowledge of. Chapter Two: Classes. 14.

(15) the rituals involved in Turning Undead as a D&D cleric with the penalty discussed in Chapter Eight. They turn undead as a mystic four levels lower than their Parson level. If they multi-class to a mystic spell casting class that can Turn Undead the Parsons ability to Turn Undead will stack. At 10th level the Parson gains a Bonus Skill Focus feat for one Ancient Religion of their choosing. These characters devote much of their time and energy to the study of their faith and in silent prayer. Further, they are peacemakers who will do everything in their power to avoid violence. As such, parsons can not learn any weaponrelated heroic feats at any time. The Combat Feats that they are barred from taking include: Blind-Fight, Combat Reflexes, Mobility, Spring Attack, Exotic Weapon Proficiency, Expertise, Improve Disarm, Whirlwind Attack, Improved Critical, Mounted Archery/Marksmanship, Mounted Combat, Trample, Ride-By Attack, Mounted Combat, Spirited Charge, Mounted Combat, Ride-By Attack, Point Blank Shot, Disarming Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Improved Bull Rush, Quick Draw. Wealth: First level Parsons start with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Performer. This class includes the stage actor, the opera singer and even the circus acrobat. They all live and die by their reviews and popularity. Those who are well known get top billing, higher pay, better roles and better accommodations. Because of this, less well known performers tend to be flamboyant people. They often dress very conspicuously and act in a pompous or otherwise singular fashion. While there can be no doubt as to the talent of these people, some do tend to be full of themselves. The Performers Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Chapter Two: Classes. Class Skills Animal Empathy, Artist, Athletics, Bluff, Climb, Clown, Connoisseur, Dancing, Disguise, Equestrian, Etiquette, Gather Information, Handle Animal, Mesmerism, Move Silently, Musician, Needlework, Read Lips, Sense Motive, Singing, Thespian, Tightrope Walking, Tumble, and Ventriloquism. Class skills at 1st level (8+ Int. modifier) x4 Skill points at additional levels 8+Int. modifier each level. Class Features Weapons: This class is proficient in: dagger, all pistols, baton, knife, and club. They may become proficient in other weapons with the use of the proper feat. (See PHB.) Bonus Skill Focus Feat (for one Performance skill in which they have at least 2 ranks) at 1st level, 5th level, and 10th level. Performers have a natural flair for the dramatic that, although essential to their success in the theater, cannot help but spill over into the other aspects of their lives. In game terms, this results in a natural -1 initiative penalty. The time lost by this handicap is assumed to be filled with banter, posturing, and similar dramatic elements. Wealth: First level Performer starts with 2d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Professional:. This class includes those involved in careers that require specialized Education, to provide a service for income. Professional Class includes the Accountant, Archeologist, Physician, Journalist, Lawyer, Politician, Animal Breeder and others. This class also represents those who licensed to practice in such fields as Medicine and law. The Professional's Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses.. 15.

(16) Class Skills Skills marked as "s" in the Chart in Chapter Four denote those skills that only go with a specific type of Professional class. (See below.) Class skills at 1st level (10+ Int. modifier) x4 Skill points at additional levels 10+Int. modifier each level. Class Features Weapons: This class is proficient with the following weapons: dagger, all pistols, baton, knife, and club They may become proficient in other weapons with the use of the proper feat or if listed in description. (See PHB.) Bonus Skill Focus Feat: at first level each type of Professional receives a free Skill Focus Feat. See below for which feat. They must have at least 2 ranks in that skill. If they do not, they forfeit the bonus feat.. Class Specialties The Professional Class can only have one class Specialty.. Animal Breeder Animal breeders have an extensive knowledge about care, handling, and attributes for the species in which they specialize. They can discern the general health of the animal from its appearance and in time (at 5th level) may be able to guess the identity of likely breeders if in their part of the world. Breeders will be able to control and usually calm excited animals of their selected species if they make an Animal Empathy skill check. They can always recognize the tracks, fur, feathers, etc. of the species they raise. Class Skills: Agriculture, Accounting, Animal Empathy, Animal Husbandry, Handle Animal, Appraise, Biology, Blacksmith, Connoisseur, Healing, Listen, Spot, Survival, and Zoology. Bonus Skill Focus Feat: Animal Husbandry at first level (They must have at least 2 ranks in this skill). These individuals tend to be very focused towards their animals and suffer a penalty of -2 to charisma and Etiquette checks in dealing with the general public who is not particularly interested in those animals. They also suffer a -2 penalty on any knowledge checks on topics that Chapter Two: Classes. do not involve animals. Wealth: First level Animal Breeder starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Archaeologist He probably calls himself an archaeologist, or an acquirer of rare antiquities, but some others use quite different names, names like grave robber, tomb raider, and ghoul. He may or may not have a degree, but regardless, he is more at home in a ruined temple or an ancient tomb than a classroom. He is an adventurer devoted more to the search for and preservation of antiquities and mysteries of the past. Whether he is motivated by excitement, the quest for knowledge, material gain, or a combination of the three, he is a true and classic gothic adventurer, constantly seeking new antiquities to uncover. His original training (or talent) may equally have been engineering or ancient religion, but his focus soon centered on archaeology. Class Skills: Academician, Appraise, Archeology, Astronomy, Biology, Botany, Chemistry, Connoisseur, Diplomacy, Electricity, Engineering, Gather Information, Geology, History, Language: Ancient, Navigation, Photography, Physics, Religion: Ancient, Search, Spot, Survival, Toxicology, Zoology Bonus 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 $10.00 for starting cash. See Chapter 6 for information on heroes' income.. Journalist The popular press is a rapidly blooming industry in the 1890's. Every major city has at least one newspaper; monthly magazines bring stories of global events to an eager public; and the works of popular novelists are purchased as quickly as they can be printed. The world's authors whether they be newspaper reporters, fiction writers or poets, document all that happens on Gothic Earth. Journalist characters are constantly on the watch for events that can be documented and reported. Most recognize their place as historians, recording every incident so that others can vicariously expand their knowledge and experience. A good journalist is dogged and relentless in the quest for a story. A journalist 16.

(17) might be motivated by a desire for personal fame, the noble belief that he is serving his fellow man, or the simple joy of revealing that which others would prefer to keep secret. Class Skills: Academician, Appraise, Bluff, Diplomacy, Etiquette, Gather Information, 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 a story. When covering a story, you can become obsessed in the pursuit (-2 to all Wisdom Checks, and Diplomacy checks) and may even ignore facts that contradict what you wish to believe. Wealth: First level Journalist starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Lawyer From the Solicitors with their through understanding of business and financial law, to the Barristers who argue cases before the criminal courts, Gothic Earth is rife with lawyers and attorneys. Whether they prosecute the guilty, defend the innocent, or litigate trade disputes, their importance in the western world cannot be belittled. Lawyers tend to be methodical, careful people. They pay constant attention to the words and actions of others, while guarding their own to avoid giving away any secrets. Whenever possible, they take time to formulate a plan and make sure nothing is left to chance. they are also frequently trained in diction and debating skills. Class Skills: Academician, Bluff, Concentration, Connoisseur, Diplomacy, Etiquette, Gather Information, History, Law, Listen, Search, Sense Motive, and Thespian Bonus Skill Focus Feat: Law at first level (They must have at least 2 ranks in this skill.) Wealth: First level Lawyer starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Other The list here is not all-inclusive. Obviously there are other Professionals in this era. The Chapter Two: Classes. Accountant, the Mortician, the Pharmacist, and Entrepreneurs are also possible Professional class type heroes. Besides the skill most directly related to the "profession" of this class, the class skills are limited to the general class skills listed below. Class Skills: Accounting, Astronomy, Appraise, Biology, Botany, Chemistry, Connoisseur, Electricity, Engineering, Etiquette, Geology, Mathematics, Medicine, Navigation, Photography, Physics, Toxicology, and Zoology. This class also gets a free Skill Focus Feat that directly relates to their type (such as Mathematics for the accountant). They must have at least 2 ranks in this skill. Chinese Pharmacists have an additional class skill of Herbalism. Wealth: First level Professional starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Physician All Medical Doctors MUST be Professional, Physician Class. Healers have a long and notorious history in the world. Working with the most current scientific methods and the highest of ideals, physicians seek to bring comfort and health to the suffering and dying. He is a familiar figure, trusted and beloved, who must do his best to remain in touch with the latest news from the medical community. Most physicians have sworn an oath to ease the pains of man at every opportunity, and further, to cause no harm to a patient. Players of physician characters should keep this in mind as the character's constant motivation. This is especially important in combat. The physician is a healer, not a killer, and will be reluctant to use force where cleverness and logic will suffice. He will not hesitate to take measures to protect his allies from harm, and will tend the wounded (even injured enemies—of a non-supernatural nature, at least) as soon as gunplay is over. Physician characters may write prescriptions. They generally have access to medicines and chemicals not normally available to adventuring parties. The DM determines which chemicals and medicines may or may not be available.. 17.

(18) Class Skills: Academician, Astronomy, Biology, Botany, Chemistry, Connoisseur Diplomacy, Etiquette, Electricity, Healing, Listen Medicine, Physics, Psychology, Spot, Toxicology, Zoology (For Chinese Physicians only, Herbalism is also a class skill.) Bonus Skill Focus Feat: Medicine at 1st level Medicine Skill: At first level a Physician must take no less than 3 ranks in the Medicine Skill. In order to keep abreast of the latest scientific discoveries in the field of Medicine, the Physician is required to have at least the same number of ranks in Medicine as they have Physician class levels+1. The physician character operates under a strict code of conduct. He must give aid to all that need it, regardless of personal risk. A physician who ignores this duty may be investigated by a governing medical body and stripped of the license to practice medicine. Such characters lose all access to prescription medicines, and are unable to place patients in hospitals or similar facilities. Because of this they would be at -4 to all attempts to use their Medicine Skill to heal anyone, as they do not have the proper supplies. Wealth: First level Physician starts with 4d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Politician During the 1890s, politicians increasing come from the professional class rather than upper class of society. Many politicians are “selfmade” men who had a first career as physician, lawyer, scholar, soldier, diplomat, banker, publisher, or parson. Also, during the 1890s, the consideration of politics as a “science” was just coming into vogue. While in some parts of the world, politics is still seen as a public service of high calling; in the United States, the image of the politician is suffering from various public scandals. Regardless of private opinions, politicians are usually treated as honored leaders and become the center of attention. All politicians have high people skills (charisma) and are extroverts. Some politicians will be wellread on political theory around the world and able to discuss various proponents and political systems of the day (Karl Marx and Friedrich Engels - communism; socialism - Karl Kautsky, Rosa Luxemburg, and Eduard Bernstein; Chapter Two: Classes. populism The Grange movement; conservatism - Edmund Burke; anarchism Pierre Joseph Proudhon; absolutism; democracy; and so forth). A politician will enjoy being the center of attention (unless it is unfavorable) and play up to the crowds. Some politicians may have a serious demeanor and will stick to logic while others go for emotions. The role of politician is a center of power and status symbol in a society (although meaningless in the wilderness or where no law holds). The politician will tend to call for law enforcement over physically defending himself. Influence The politician tends to get good reception from both government and business leadership in any community, assuming he can communicate with them. When dealing with them he gets a +2 to Diplomacy, Etiquette, and Bluff skill checks. He will be more likely to obtain favors and exert influence within these officials and businessmen. (Judges are not included unless the politician is able to appoint judges.) Politicians must be careful not to ever damage their image in public. If they bring disgrace upon their office, their reputation will cause a -4 reaction from the public and no favors will be obtained from officials or business leaders. A Dark Powers check is doubled if the hero breaks a law or an oath. Class Skills: Accounting, Astronomy, Appraise, Biology, Bluff, Botany, Chemistry, Connoisseur, Electricity, Engineering, Etiquette, Diplomacy, Geology, Law, Listen, Mathematics, Medicine, Navigation, Photography, Physics, Sense Motive, Spot, Toxicology, and Zoology. Bonus Skill Focus Feat: Etiquette at first level (They must have at least 2 ranks in this skill) Wealth: First level Politician starts with 6d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Scholar/Scientist The scholar is an academic who has devoted his life to the pursuit of knowledge and education. As a rule, such characters are almost always affiliated with a college, museum, or similar institution devoted to research and learning. Scholars tend to be bookish individuals who 18.

(19) prefer the comforts of the lab and library to the rigors of field research. A Scientist is a man of learning, who pushes to discover new knowledge using precise methodology, extremely dedicated to his particular branch of study. Gothic Earth scientists are often considered to be introverted and cold. To be sure, most would rather be hard at work in their laboratories than enjoying a night on the town. The latter criticism, however, is often untrue. Most scientists pursue their work with the dream of making everyone's life better. Other bold souls may be suited to go into the world and discover things; the scholar and the scientist prefers to remain in his study or Lab to catalog, test and analyze the findings when they return. Of course, from time to time, even these folk are forced to leave their comforts behind to examine something firsthand. When you take this class for your hero you must pick a field, be it Chemistry, History, Literature, Physics, Biology, etc. as your initial area of expertise. That skill will be the one improved by the your first bonus Skill Focus Feat. The Scholar/Scientist Hit Die is a d4. In the Living Death Campaign, they get 4 hit points at first level (+any Con bonus) and gain 3 hp (+Con bonus) each additional level of this class. See Table 3-1 in the PHB. Use the Wizard column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. Class Skills Academician, 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) x4 Skill points at additional levels 10 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, dagger, knife, club, and baton. They may become proficient in other weapons with the use Chapter Two: Classes. of the proper feat. (See PHB.) Bonus Skill Focus Feat: Knowledge Skill at first level (They must have at least 2 ranks in this skill.) At fifth level the Scholar/Scientist gains a bonus Skill Focus Feat for any class skill. Just as the Scholar is assumed to be affiliated with a college, museum, or similar institution devoted to research and learning, all scientists are assumed to begin play with access to a laboratory sufficient to meet their research needs. This facility is not theirs to do with as they please, however, and presumably is part of a school, museum, or similar institution. If a player wishes to outfit a private laboratory for his character, the cost to do so is assumed to be $500. Each Campaign year, an addition $100 must be expended to keep the facility stocked and up to date. Circumstance: The Scholar and Scientist benefit from having the proper resources. If in a good Library or well-equipped Lab, they get a +2 bonus to all non-arcane Knowledge skill checks. Also the reverse is true, if they do not have such facilities on hand they have a penalty of-2 to these checks. They are not used t making due with shoddy equipment or the lack of proper reference material. Wealth: First level Scholar/Scientist starts with 3d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Servant. The well-groomed butler, the attentive maid, the uniformed coachman, the matronly lady-in-waiting, the obedient foreign manservant all of these images and more come to mind when one thinks of those dedicated souls who find employment as personal servants to society's well-to-do elite. Whatever their official title or function, they all share the same purpose, to see to the needs and comforts of their employer and his family. Cultured, genteel, prim and proper, all of these describe the ideal servant. Manners and protocol are the highest of virtues, prompt and quality service the loftiest of goals. The needs of the employer (and his guests) are of the highest import, and the servant will see to those needs, even if the employer himself does not recognize 19.

(20) them! Servants in the Society of the White Rose: Most employers will not look favorably on servants who leave with little notice and who can not give an estimate when they will return. Frequent absence is an inconvenience to the employer as are long absences. The returning heroes may find themselves without a job. This class works best when another hero is the servant's employer. Any character of noble or wealthy breeding would do, though the ideal hero companion would be a Dandy, Dilettante or Politician class hero. See Table 3-1 in the PHB. Use the Rogue column for attack bonuses and saves. Table 3-2 lists level dependent bonuses. The Servant's Hit Die is a d6. In the Living Death Campaign, they get 6 hit points at first level (+any Con bonus) and gain 4 hp (+ Con bonus) each additional level of this class. Class Skills Appraise, Bluff, Cooking, Diplomacy, Etiquette, Fire building, Gather Information, Healing, Heraldry, Listen, Move Silently, Needlework, Search, Sense Motive, Spot, Teamster, and Thespian Skill points at 1st level: (6+ Int. modifier) x4 Skill points at additional levels 6 + Int. modifier Class Features Weapons: This class is generally proficient with the following weapon types: all pistols, sword cane, knife, club, dagger, and baton and a choice of one of the following: (hand axe, machete), (sap, brass knuckles), (rapier, foil), and (pots and pans). They may become proficient in other weapons with the use of the proper feat. (See PHB.) A good servant attempts to maintain a calm and proper demeanor no matter what happens around him. This unflappable character gains a +2 bonus on all Fear Checks, whether magical or non-magical in nature. They are very good at what they do and get a bonus Skill Focus Feat: Etiquette at second level. At 5th level they gain another bonus Skill Focus Feat for one of their class skills. (Their choice.). attitude is a natural aversion to objects, people, and situations that might be considered improper, rude, or vulgar. This gives the servant a -2 penalty on all Horror Checks. Wealth: First level Servant starts with 1d6 x $10.00 for starting cash. See Chapter 6 for information on hero's income.. Shaman. The shaman is a representative of a so-called primitive people. The typical citizen of the 1890's, in branding the shaman as primitive, has no idea that the shaman's affinity for nature and the wild is a far greater talent than the supposedly civilized people of Gothic Earth could ever guess. This affinity for wild things and the vibrant energies of life give the shaman his power to cast Mystic spells. This class can not be taken as a second class. If you have this class you may gain another class, but you can not become a Shaman later. Whether a native American, an Australian aborigine, or an African tribesman, the shaman is a force not to be underestimated. His outlook on life is not tainted by the creature comforts common to the inhabitants of Europe and the United States. Indeed, he looks at these people with pity, for they have broken their ties with nature. To live like they do would certainly kill him, for theirs is a discordant culture. The Shamans use the Cleric column on Table 3-1 for attack bonuses and saves. They use Table 3-2 for level dependent bonuses. Spells per day are on Table 3-6 with the exception that the bonus domain spell is dropped. Shaman Hit Die is a d8. In the Living Death Campaign, they get 8 hit points at first level (+any Con bonus) and gain 5 hp (+ Con bonus) each additional level of this class. Class Skills Animal Empathy, Concentration, Equestrian, Fire Building, Forbidden Lore, Handle Animal, Healing, Herbalism, Hunting, Jump, Language: Ancient, Mesmerism, Mountaineering, Move Silently, Presence, Prognostication, Psychometry, Religion: Ancient, Religion: Modern, Set Snares, Sixth Sense, Survival, and Swim. An unfortunate side effect of the servant's Chapter Two: Classes. 20.

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