Thursday, December 3, 2020

Greek Philosopher Class for Old-School Essentials

 

Philosopher

Requirements: Intelligence 13

Prime Requisite: Intelligence

Hit Dice: 1d6

Maximum Level: 14

Allowed Armor: Linen (or AC 8 and worse)

Allowed Weapons: Cudgel or club

Languages: Greek plus 3 obscure or barbarian languages


Philosophers are great thinkers and debaters who might inspire, infuriate, and/or exasperate the ruling classes and the
demos alike. Many spend their days either holding court in the agora debating others with rousing polemic and sophistry or in deep contemplation within their hermitages. Often, they join heroes upon their adventures in order to prove some obscure dictum which others might consider trivial or to expand their own reputation.






Level Progression                                                 Saving Throws

Level

XP

HD

AC O

Death

Wands

Para.

Breath

Spells

1

0

1d6

19

11

12

14

16

15

2

2,000

2d6

19

11

12

14

16

15

3

4,000

3d6

19

11

12

14

16

15

4

8,000

4d6

19

11

12

14

16

15

5

16,000

5d6

17

9

10

12

14

12

6

32,000

6d6

17

9

10

12

14

12

7

64,000

7d6

17

9

10

12

14

12

8

120,000

8d6

17

9

10

12

14

12

9

240,000

9d6

14

6

7

9

11

9

10

360,000

9d6+2*

14

6

7

9

11

9

11

480,000

9d6+4*

14

6

7

9

11

9

12

600,000

9d6+6*

14

6

7

9

11

9

13

720,000

9d6+8*

12

3

5

7

8

7

14

840,000

10d6+10*

12

3

5

7

8

7

*Modifiers for Constitution no longer apply.


Abilities

Combat. Philosophers can wear linen armor (or AC 8 and worse) and fight with clubs and cudgels. 

Confoundment. Any time a philosopher loses an argument or realizes that their reasoning is illogical (such as a possible result of failing some rolls in his philosophy skills below), they risk suffering confoundment on a 2-in-6 chance, which causes them to retreat into deep contemplation for 1d3 rds. (during combat) or 1d3 turns (outside of combat). 

Ethical Code. Each philosopher develops their own strict ethical code to which they must abide. The player should create three axioms which the philosopher cannot break, even upon the threat of death; if the philosopher does break these axioms, they must rationalize their actions post hoc or commit suicide.

Philosophical Skills. Philosophers can use the following skills with the chance of success shown below.

Arithmetic/Geometry: The philosopher may solve complex mathematical or geometric problems, granting advantages to disarming traps, aiding companions in combat, determining the quality of engineering, or other situations determined by the referee. 

Beg: Allows the philosopher to gain financial assistance, sustenance, or shelter from another; this can be used in times of real need or deceptively. 

Obscure Knowledge: When presented with a question which requires a familiarity with obscure knowledge (that is, something outside of the common awareness of the demos), the philosopher may attempt to recall information concerning it according to their level.

Polemic: Issuing a biting verbal assault against a target (or group of targets), the philosopher might cause the target to lose their composure and act dishonorably, rashly, or illogically. 

Sophistry: The philosopher deceives a target into believing something they otherwise would not believe through complex, fallacious rhetoric. 

Sway Crowd: Through their forceful rhetoric, the philosopher may move the soul of their audience, causing them to reconsider a course of action, turn their backs on those they support, or join the philosopher in their own cause. This could alter the targets' Reaction to the party or force them to make a Morale check, among other things.

Withdraw: Having presented his position, the philosopher may retreat from the debate (or threat of physical violence) without being noticed or conceding their points.

Psionic Defense Modes. The philosopher may know two psionic defense modes (see Basic Psionics Handbook), selecting from Mind Blank, Thought Shield, Mental Barrier, Intellect Fortress, and Tower of Will.  The philosopher possesses enough psionic strength points to use both defense modes once per day.

Reaching 9th Level: Upon reaching 9th level, a philosopher can found an academy (the physical form it takes being up to the philosopher) from which they can grow their influence and philosophies.


Philosophy Skills Table

Level

Arith./Geo.

Beg

Obs. Know.

Polemic

Sophistry

Sway

Withdraw

1

25%

15%

5%

20%

5%

5%

10%

2

30

20

10

25

10

10

15

3

35

25

15

30

15

15

20

4

40

30

20

35

20

20

25

5

45

35

25

40

25

25

30

6

50

40

30

45

30

30

35

7

55

45

35

50

35

35

40

8

60

50

40

55

40

40

45

9

65

55

45

60

45

45

50

10

70

60

50

65

50

50

55

11

75

65

55

70

55

55

60

12

80

70

60

75

60

60

65

13

85

75

65

80

65

65

70

14

90

80

70

85

70

70

75



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