Testament: Roleplaying in the Biblical Era (PDF) A Biblical-Era Setting Sourcebook for 3rd Era Games By Scott Bennie Format: page fully- bookmarked PDF. Download as PDF, TXT or read online from Scribd In a typical RPG campaign , theres a smooth gradation of power levels; in the stories of the Bible, power. In the world of Testament, Moses is listed as a 3rd-level paladin/7th- level Levite In a typical RPG campaign, there's a smooth gradation of power levels; in the.
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Testament: Roleplaying in the Biblical Era - You've Read The Book, Now DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files!. Testament is designed to provide D&D players with the tools to plan the peoples of the Old and is probably the best treatment I've seen for the culture in an RPG sourcebook. PDF Store: download This Item from DriveThruRPG. OP, I'm gonna upload a rulebook for a game called Testament: / r24e41jygcrq0t0/goudzwaard.info
The world requires a certain amount of trust, but the gullible individual doesnt know where to draw the line.
He will follow someone he loves to the ends of the Earth, and support his actions regardless of what hes doing. He believes the most outrageous lies, and ghts with all his might for the worst causes in the world.
The opposite sex was created for a reason, and that should be appreciated. Okay, so that man is married; a little irting wont hurt anyone. And even if that woman is the daughter of the best ghter in the tribe, surely no one would object to a little ogling and maybe a discrete touch. If this character is given a choice between doing his duty and having fun, hell have fun. So what if he decides not to attend the sacrice because Ishmael is having a game of dice in the elds?
No one will miss him on watch just because he decided to see the dancing girls. This character lacks any sense of charity and hospitality. The weak lepers, the blind, the lame are to be shunned and scorned, the poor, widowed, and orphaned are to be ignored, relatives are to be treated as strangers, and strangers are enemies who should be treated with indierence if not hostility.
Life requires compromise and the acknowledgment of ones faults, especially in a society where cooperation is essential to survival.
The proud person neither accepts help, nor gives it to someone whos unlikely to acknowledge it. If a compromise must be made, he makes sure the other person is the one who gives in. In circumstances that require humility, he responds with arrogance. And if given a choice between performing menial labor and starvation, hed rather starve. And whenever someone else is praised ahead of his eorts, look out!
This character refuses to be anyones slave, especially a priests, and if he refers to his god in ways that dont acknowledge his divine authority, or shows complete contempt for his priests, thats between him and the god. This person enjoys arguing, even over trivial matters, even when its inappropriate.
If he gets bored, he starts an argument. He nds fault where none exists, and exaggerates minor defects into tragic aws. The racist thinks there are qualities inherent in the place where someone is born or the nature of ones ancestors that take precedence over the personal virtues of a person. The nicest, most generous, most intelligent person in the world is to be despised if hes one of them.
The world of Testament is a world of understandable superstition, but to this person every minor occurrence is an omen to be interpreted and every major event is the result of some supernatural agent. As a result, he spends half his time trying to predict the best course of action to avoid supernatural disaster, and the rest of his time overreacting to incidents he couldnt avoid.
Has one of the cows become sickly? Get rid of them all; obviously they displease the gods. Not only do bad things happen to this person, but he has the subconscious desire to be a victim. Minor actions will have major and horrifying consequences for their friends and comrades. The character views enduring suering as a positive quality and wears martyrdom as the ultimate badge of honor and the GM should assist him in collecting new ones.
Edomite Canaanite: An ancient language of the area east of the Jordan River during the rst half of the 1st millennium BCE. Egyptian Semitic: The language of Egypt.
Elamite Persian: The language of Persia between and BCE. The vain person is obsessed with his appearance; he cannot face the public unless hes looking his best, and hes jealous of anyone else with charisma and beauty, and may even plot to make sure they look bad or at the very least know their place.
To the warmonger peace is for weaklings, and the only thing in life thats noble is battle. When an enemy oers a surrender, he doesnt take it.
When an enemy oers an opportunity for peace, he scorns it. The more dedicated someone is toward pacism and diplomatic solutions, the angrier and more explosive the warmongers reaction. Hebrew Semitic: The language of the Jewish Bible. Spoken by Israelites before the Exile. Hittite Hittite: Hurrian Hittite: Kushite Other: The language of the people far to the south of Egypt.
Libyan Other: The language of the tribes living west of Egypt.
Medean Persian: The language of the Medean Empire, CE. Even when hes right, this person has no faith in his own decisions, and is more than willing to change his opinion if someone questions his stance.
He always goes along with the crowd, even when he has a suspicion that what theyre doing is somehow wrong. Moabite Canaanite: Nubian Other: The language of the people immediately to the south of Egypt. It was considered a magical tongue by the wizards of Egypt. Phoenician Canaanite: The predominant language of Canaan during the time of Testament.
There is no enthusiasm for life in this persons life, nor even much melancholy; he spends most of his time in a listless depression. Hes fatalistic about life, but even complaining does no good, so in times when his counsel would be useful, hes often silent. Latin Other: The language of the empire that dominated the region at the end of Testament time period.
Sumerian Sumerian: The language spoken in the southern section of Babylonia, perhaps the most ancient language ever recorded. The wrathful person is quick to take oense, suspicious of everyones words, and prone to argue. There is no problem that cant be solved by raising his voice, and if raising his voice doesnt solve it, he speaks louder.
When tempers are, this person is the angriest, when people call for calm, this man gets angrier. Ugaritic Canaanite: Urartian Hittite: To read or write your own language or another language you are able to speak , you must download the appropriate Literacy skill.
Numerous languages were spoken in the world of Testament. They primarily fall into the following language families: Canaanite, Persian, Semitic, and Sumerian. A character in Testament is familiar with one native tongue usually the primary language listed for his nation and may learn other languages as available.
If a character is in conversation with someone who speaks a language in the same language family as one the PC is procient in, but not the exact language of the PC, conversation is possible with a successful Intelligence check by the PC DC Akkadian Sumerian: The language of Mesopotamia. The language of diplomacy throughout the world of Testament from the 3rd millennium BCE to the early 1st millennium, it survived until around CE.
Antediluvian Semitic: In a mythic campaign set in the Antediluvian era, everyone on Earth spoke the same language before the Tower of Babel incident. Arabian, South Semitic: A language spoken in Ethiopia and southern Arabia. It has no written scheme until traders imported Phoenician script around BCE.
Arabic, Old Semitic: A language spoken in northern Arabia by tribes such as the Amalekites and Nabateans. Aramaic Persian: A dialect heavily inuenced by Greek. It replaced Akkadian in the region after the Exile. Languages tend to be written in the most closely-matched script e. This skill may be bought multiple times, once for each writing scheme. Not applicable; there are no Literacy checks to fail. This skill can be bought with skill points or by sacricing a bonus language slot.
One writing scheme is learned for each skill rank bought or each bonus language slot used. Priests and arcane spellcasters are automatically familiar with the script of their native language. Characters in the world of Testament have unique roles.
The core classes in the Testament setting are variants of the classes in the Players Handbook that are designed to better approximate the feel of the setting, while prestige classes depict the settings specialty roles and organizations. Chapter 2: New Character Classes Table Skills Points At 1st Level: These alternate clerics are the priests of the god of Israel. Following the Exodus, the tribe of Levi was chosen to be the servants of the god of Israel.
They received no allotment of territory in the Promised Land, as they were all to serve the Lord, either in communities within the territories of other tribes or in the Temple in Jerusalem. The majority of the Levites were servants, musicians, attendants and other Temple support sta, who can be portrayed by the expert NPC class.
The actual priests of the Temple were a subset of the Levites: This class is for those who want more of a Biblical avor to their priests, balancing lower combat eectiveness and a number of other restrictions with greater power in other spheres. Those who are less interested in simulating a Biblical game, or who are more interested in warrior priests, should employ the traditional cleric class. Levite priests are unable to cast spells and use their other class features when they are in a state of ritual Uncleanliness see p.
While they are able to enter combat since killing of legitimate enemies is permissible , touching dead bodies even accidentally renders them Unclean. For that reason, even adventuring Levite priests are less apt to ght alongside the warrior classes than the clerics of other Testament cultures.
Wisdom determines the maximum level of spells a Levite priest can cast, the number of bonus spells available to him, and his opponents saves against them. A high Charisma improves his ability to turn or rebuke the demon-possessed. Alignment and Domains: The alignment of the god of Israel is lawful good, and his priests must be lawful good, lawful neutral, or neutral good.
His domains are Good, Heaven, Law, Knowledge, Protection and Strength, and his priests may choose any two of those domains; a lawful neutral Levite priest cannot choose the Good domain. Spells A Levite priest can cast almost any spell on the cleric spell list, provided he can cast spells of that level.
A Levite priests spells are. Table These spells are in addition to any bonus spells for having a high Wisdom. The following types of spells cannot be cast by a Levite priest: Unlike regular clerics, Levite priests do not prepare spells.
Instead, they may cast any spell in an open slot of the appropriate level. Use of a spell expends the slot; to renew that spell slot so a new spell may be cast the Levite priest must either: As a general rule, a Levite priest is more subtle than a normal cleric. Showy miracles involving conjuration, evocation, transmutation and instantaneous healing eects are more dicult than other types of miracles. Failure means that the spell is not successfully cast and the spell slot is expended; if the spell requires an experience point expenditure, the XP are expended whether or not the spell is successful.
In addition, when absolutely necessary, a Levite priest can ask the god of Israel for the boon of casting a spell not normally on the cleric spell list; e. The only spells a Levite priest cannot cast in this way are those normally forbidden them, as well as cleric domain spells of domains that arent possessed by the god of Israel, and. The priest doesnt lose Piety for casting arcane spells in this manner.
Table details additional modiers to the DC. A Levite priest may attempt to turn or rebuke the demon-possessed a number of times per day equal to three plus his Charisma modier. The Extra Turning feat may be taken to increase the number of turning attempts he may make. A turning check vs. Spell cast on ground consecrated to the god of Israel Spell cast on ground consecrated to other gods.
Craft Phylacteries Of Power All male Israelites wear inscribed leather arm and head bands called tellin or phylacteries when praying and at most other times: Phylacteries of power are special arm and head bands that a Levite priest can craft at 3rd level to aid in his spellcasting.
Each Levite priest must make his own phylacteries, requiring a Craft leatherworking check DC 13 , a Profession scribe check DC 13 , and gp in raw materials; if the leatherworking or scribe checks are failed, the entire process must be begun anew with fresh materials.
Any spell that requires a divine focus uses the phylacteries as its focus. In addition, the phylacteries serve as a substitute for any spell that requires a material component costing less than gp. Arcane Spell Resistance At 5th level, the Levite priest gains resistance to arcane spells. This resistance stacks with the spell resistance of prophets. Game Rule Information Alignment: Lawful good, lawful neutral, or neutral good Abbreviation: Psa Hit Die: Wisdom and Charisma are important to psalmists, as they determine the maximum power level of their spells, the number of bonus spells available at each level, and their opponents saves against them.
Speak with Serpents At 8th level, a Levite priest knows the language of serpents and dragons and can speak with them freely. The Levite priest may cast spells intended solely for humans such as charm person against a snake or a dragon as if the serpent was a human.
Scribe Torah Scroll At 10th level, a Levite priest can craft a Torah scroll that can aid in his spellcasting see p. The creation requires gp in raw materials, 2d6 months of time devoted to the task, and a successful Profession scribe check DC 23 ; if the scribe check is failed, the entire process must be begun anew with fresh materials.
The weight of a Torah scroll is 25 lb. Plague At 13th level, the Levite priest can cause disease more eectively. Battlefield Inspiration At 15th level, the Levite priests reputation helps his Side on the battleeld. Spells A psalmist casts divine spells which are drawn primarily from the psalmist spell list and casting these spells does not cause Piety loss.
He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must see below. Turn or Rebuke Dragons At 18th level, a Levite priest may use his turning attempts to turn or rebuke dragons as well as demon-possessed creatures.
Shield of the Lord At 20th level, the Levite priest receives his greatest protection, the shield of the Lord. Whoever kills a Levite priest at this level, regardless of the provocation or the circumstances, receives an aiction see bestow aiction, p.
There is no saving throw against this divine curse. Like other spellcasters, a psalmist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Psalms Sung Per Day.
In addition, he receives bonus spells per day if he has a high Wisdom score. A psalmists selection of spells is extremely limited. A psalmist begins play knowing four 0-level spells and two 1st-level spells of your choice when the psalmist gets 0 psalms sung per day of a given spell, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
At each new sorcerer level, he gains one or more new spells, as indicated on Table Psalms Known. Unlike psalms sung per day, the number of psalms a psalmist knows is not aected by his Wisdom score; the numbers on Table Psalms Known are xed.
These new spells are drawn exclusively from Table Psalmist Spell List. A Levite priest who grossly violates the code of conduct expected by the Lord loses all spells and class features and cannot gain levels as a priest until he atones.
If a Levite priests Piety score ever drops below , he becomes loathsome in the sight of the god of Israel and is immediately struck down by the Lord. The heroic singers in the days of the Bible sang songs of inspiration and power, praising the god of Israel and admonishing sinners.
Psalmists are singers, musicians, poets, and storytellers, crafting songs sung by the Israelites during their worship and hymns that lived on for millennia.
In a party devoted to questing for the Lord or his people, the psalmist plays a supporting role. He has a unique list of spells, or psalms, that primarily deal with supporting the servants of the Lord and smiting his enemies. Upon reaching 4th level, and at every even-numbered psalmist level after that 6th, 8th, and so on , a psalmist can choose to learn a new spell in place of one he already knows.
In eect, the psalmist loses the old psalm in exchange for the new one. The new psalms level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level psalm the psalmist can cast. A psalmist may swap only a single spell at any given level, and must choose whether or not to swap the psalm at the same time that he gains new psalms known for the level. Unlike most other spellcasters, a psalmist need not prepare his spells in advance.
He can sing any psalms he knows at any time, assuming he has not yet used up his psalms per day for that spell level. He does not have to decide ahead of time which psalms hell sing. Psalmist Spell List 0 level: It requires a full round of participation of each person in the worship circle, all participants must be immediately adjacent to another member of the circle, and the circle must be complete.
The worship circle may be formed once per day. Psalm of Protection At 4th level, a psalmist may sing a psalm that praises the Lords ability to protect his children.
All worshipers of the Lord, including the psalmist, within a ft. This protection lasts for as long as the psalmist sings plus three rounds, plus one round per point of the psalmists Wisdom modier. A psalmist must spend a move-equivalent action each round reciting the psalm or it expires. The psalm of protection may be said once per day. Selah At 6th level and above, a psalmist who recites a psalm can take a fullround action to speak the word Selah a meditative pause. When he does so, he instantly recalls the psalm that he cast in the previous round, and is able to cast it again at a future time.
He can speak this word, Selah, once per day at 6th level, twice per day at 10th, three times per day at 14th, and four times per day at 18th level. Chorus of the Lord Many of a psalmists songs of power involve verses of scripture or even become scripture themselves. While average Israelites cannot sing these verses as spells, non-psalmists are often familiar with the words of these psalms.
Psalm of Fortitude At 8th level, a psalmist may sing a psalm that praises the Lords ability to strengthen his children.
The psalmist must spend a move-equivalent action each round reciting the psalm or it expires. The psalm of fortitude may be spoken once per day. At 14th level, when a psalmist sings a spell, for every worshiper of the god of Israel who sings the psalm along with the psalmist to a maximum of one person per point of the psalmists Wisdom modier , the eective caster level of the spell is increased by 1.
Thus, if a 14thlevel psalmist with an 18 Wisdom casts wall of re, up to four people could sing the psalm along with him, increasing the eective caster level of the spell to 18th level, improving its range, area of eect, duration, damage, and the DC of attempts to dispel its eects. Psalm of Battle At 16th level, a psalmist may recite a psalm that praises the Lords ability to heighten his childrens ability to smite their enemies.
This enhancement lasts for as long as the psalmist sings plus for three rounds, plus one round per point of the psalmists Wisdom modier. Psalm of Travel At 12th level, a psalmist may recite a psalm that praises the Lords ability to shepherd his children and help them pass unharmed through dangerous places. This bonus lasts for as long as the psalmist sings plus three rounds, plus one round per point of the psalmists Wisdom modier. The psalm of travel only requires one.
Not all wars in the Testament setting are settled by massed armies; sometimes the mightiest member of one side would challenge the champion of the other to single combat.
Israels champions were not just physically powerful, but often had other abilities: Any good, or lawful neutral 0 or higher Piety Base Attack Bonus: Diplomacy 4 ranks , Knowledge religion 6 ranks , Perform 3 ranks Feats: Endurance, Power Attack, Cleave.
Champions of Israel need strength and cleverness sucient to match that possessed by their enemies, including beasts, monsters, and half-nephilim warriors. Class Skills: He must remain above 0 Piety or not have violated the Lords commandments in the previous week, if not using the Piety system in order to use this ability.
Mighty is the Lord At 2nd level, a champion gains the option of rerolling damage on a successful attack, choosing which result he or she wishes to use. He may do so once per day, plus one time per day per point of his Wisdom modier. This is not considered Temptation, and does not lower his Piety. Certain Blow The Lords hand can guide the weapons of His servants to lay enemies low.
At 4th level, a champion can, once per day, declare any blow that hits and comes within two points of his weapons threat range to be a threat. The champion still needs to make a critical roll to ensure that its a critical hit. Band of Brothers When grouped together, the forces of the Lord are truly formidable. At 8th level, when ghting alongside other champions of Israel or paladins of the Lord, all such champions and paladins within a ft.
Mighty Blow At 10th level, a champion of Israel can truly smite his enemies, striking mighty blows. These blows improve the critical hit multiplier of the champions weapon by x1.
Lions Strength At 1st level, a champion of Israel may, once per day, temporarily increase his physical Strength by 1 point per two champion levels. Not all have teh fortitude to truly walk the path of the champion of Israel. Champions who change their alignment to evil or a neutral alignment other than lawful neutral, or whose Piety drops below 0, cannot gain new levels as champions, but do not lose special abilities theyve already gained.
In times of need during the period between the Conquest and the establishment of the Kingship, the Lord could raise judges who were settlers of disputes, military leaders, and prophets. A judge could lead a village, a single tribe, a collection of tribes, or all of the Lords Chosen People, and there could be multiple judges serving in dierent areas at the same time.
Judges came from a wide variety of social backgrounds: Its worth noting that one of the Biblical judges was a woman, Deborah, who was also a prophet, warrior, and psalmist. While a member of this class could be approached to settle a legal dispute, these judges dont typically sit in courts of law.
Appraise Person At 1st level, a judge can determine a persons strengths and weaknesses by concentrating on him for a full round and making a Spot check DC 15 minus the targets total character level. For each round spent appraising the person, the judge can determine one of the following characteristics: If the subject is in disguise, the judges Spot check is opposed by the subjects Disguise check. Smite Evil At 2nd level, a judge gains the ability to smite evil as a paladin of the equivalent class level.
If he already has the smite evil ability, then he gains a second smite evil attempt per day. Furthermore, if his smite evil is successfully used against someone whos the subject of a mark of impiety spell, the judge gains an additional smite evil for that day.
Judges are known for their uncompromising fairness and their ability to lead others, requiring high Wisdom and Charisma scores. They can also be military commanders, requiring high Strength and Constitution. Spells that hide alignment hide Piety totals; spells that produce a false alignment reverse the sign of the subjects Piety modier. Diplomacy 6 ranks , Knowledge religion 8 ranks Feats: Leadership, Skill Focus Diplomacy. Lesser Planar Ally At 4th level, a judge may cast a lesser planar ally spell once per day.
Sense Temptation At 5th level, a judge gains the ability to permanently sense temptation in the surrounding area as per the 2nd-level cleric spell. Zone of Truth At 6th level, a judge radiates a permanent zone of truth as per the 2ndlevel cleric spell, cast as by a cleric of the judges class level. Mark of Impiety At 8th level, a judge may automatically place a mark of impiety on someone, as per the 5th-level cleric spell, as a free action, once per day.
The foremost duty of a prophet is to warn people of their transgressions, and to tell them when they have gone against the will of the Lord. Being a prophet is a mixed blessing; he is a holy person, and when hes recognized as being touched by the Lord, hes usually treated with appropriate respect.
On the other hand, when a prophet gets people riled, he really gets them riled, and more than one prophet had to ee for his life from an angry mob. Prophets receive great powers from the god of Israel, but their task is a very dicult one; like paladins, prophets of the Lord suer twice as much Piety loss when they commit sins. Some prophets suered from mild forms of insanity, but that was certainly not a prerequisite of the profession. Prophets of the Lord are renowned for their wisdom.
Their speaking ability, while often despised, should never be ignored, so prophets should also possess a high Charisma and the willingness to speak their minds. Diplomacy 6 ranks , Knowledge dreams 1 rank , Knowledge religion 8 ranks Feats: Greater Planar Ally At 10th level, a judge gains the ability to cast a greater planar ally spell once per day.
The powers of a judge rely on adherance to a very strict code of morals and ethics. Those who retire from active judging dont lose special abilities. The Wisdom bonus represents a preternatural awareness of danger due to visions of impending attacks, and a prophet doesnt lose the bonus even in situations when he loses his Dexterity modier due to being unprepared, ambushed, stunned, and so on.
He does lose his bonus when immobilized. Unlike a Dex bonus, the prophet does not nd his defensive vision bonus restricted by wearing armor. Dispel Possession At 1st level, a prophet of the Lord can attempt to dispel possession from a demon-possessed creature. If the prophet hits and the demon-possessed creature fails its save, the creature reverts to its form prior to its possession, and the demon is cast into the wilderness to seek a new victim.
This applies against all arcane spells and enemy divine spells, but not against divine spells cast by a prophet of Israel, a Levite priest, a psalmist, or a paladin of the god of Israel. The spell resistance of Levite priests stacks with this resistance when encountering arcane spells. Permissible Resurrection At 8th level, a prophet is permitted by the Lord to use raise dead, resurrection, and true resurrection spells.
He may only have one of these spells prepared at a time. Spellcasting If a prophet was a member of a divine spellcasting class before hearing the call of the Lord, he continues to increase in his spellcasting abilities as he rises in prophet levels. Thus, when a new odd-numbered prophet level is gained, he gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before he added the prestige class.
He does not, however, gain any other benet a character of that class would have gained. If the prophet had more than one divine spellcasting class before he became a prophet, he must decide to which class he adds each prophet level for purposes of determining spells per day when he adds the new level.
Prophets who become evil or a neutral alignment other than lawful neutral, or whose Piety drops below 0, cannot gain new levels as prophets, and lose all spells and class features theyve already gained. If a prophet was not a member of a divine spellcasting class before hearing the call of the Lord he gains the ability to cast spells as if he were a Levite priest, and then when a new odd-numbered prophet level is gained, he gains new spells per day as if he had also gained a Levite priest level.
He does not gain any other benet a Levite priest would have gained, and his tribal aliation is not changed to Levite. Consecrate Ground At 2nd level, a prophet of the Lord can cast a consecrate spell once per day. The prophet also receives Consecrated Spell see p. The khery-heb, or Reader of the Scrolls, is the primary arcane spell-using class of Egypt. They are an integral part of the Egyptian clergy, because their arcane powers come from the secret teachings of the gods Set, Thoth, Isis, and Ptah.
When Pharaoh requires a demonstration of arcane might, the khery-heb is the one called upon to display it. They are also skilled scribes, and their scrolls are often deadlier than their spoken spells. A khery-heb who is independent of the religious hierarchy loses the domain spell and divine vessel abilities. As deity, see Table Egyptian Deities on page Abbreviation: Khe Hit Die: Intelligence is important for the spells of the khery-hebs.
As they typically wear no armor, high Dexterity can be useful. High Constitution gives them much-needed bonus hit points. A khery-heb wizard may write scrolls of clerical domain spells of his deitys domains as if they were arcane spells of the same level. He can then use those scrolls normally. He cannot cast the spells except from scrolls, nor can he use scrolls with other cleric spells, nor scrolls of domain spells written by non-khery-hebs. The khery-hebs class skills and the key ability for each.
A khery-hebs spells are arcane, and must be prepared in advance. Khery-hebs keep their spells in large scroll cases, a bundle equivalent in capacity to a wizards spellbook, and add new spells to their collections as per other wizards. At 3rd level, a khery-heb can craft a shabti, a rough wooden gure about eight inches tall representing a laborer.
It requires one hours work and a Craft woodworking roll DC 15 to successfully carve the shabti. It has half as many commoner levels as its creators khery-heb levels and half its creators hit points.
Its ability scores are all The wizard may surrender a minor shabti so that it may be buried with a sanctied dead body of an Egyptian. If a person is buried with a shabti, the shabti comes to life when disturbed or when the container of the body its meant to protect the sarcophagus or the mummy wrappings is disturbed. At 5th level, a khery-heb wizards ability to use the charms from his mekhtet see p. He may add his Intelligence modier to the maximum number of charms per day, and activate.
Enhance Scroll At 7th level, a khery-heb has the ability to enhance his scrolls with metamagic. He learns two of the following metamagic feats, which can only be applied to scrolls: He is not able to use metamagic feats gained at other levels to enhance his scrolls, but can use them as per normal with regularly cast spells. Craft woodworking roll DC 20 to successfully carve the shabti. If successful, the wizard has a gurine that he can throw down to transform itself into a ghter that has half its creators hit points and class levels.
Its armored in bronze scale mail and shield, and equipped with a khopesh. All its ability scores are A kheryheb may only possess one major shabti at a time.
The wizard may surrender a major shabti so that it may be buried with a sanctied dead body of an Egyptian. The khery-heb may not craft another shabti for one week after surrendering one and receiving the Piety bonus. Craft Major Shabti At 10th level, the khery-heb can craft a major shabti, a rough wooden gure about eight inches tall.
It requires one hours work and a. Cat Bast: Fast healing 3 Falcon Khonsu: Greater Isefet At 13th level, a khery-heb can perform the burn isefet curse see p. He must craft a wax gurine of his enemy, as per a normal isefet, but he must also incorporate a drop of the targets blood or a lock of his hair in the gurine, or scribe the victims True Name on its surface. Goose Amun: Flight, base speed 90 ft. If the kheryheb is airborne when the animal form expires, he feather falls safely to the ground.
Lion Bes, Mihos, Tutu: When the khery-heb is within 30 ft. Furthermore, the possessor may take one full-round action to destroy the gurine while the enemy watches. This acts as a bestow major curse if the target fails a Piety check DC The khery-heb can also attempt to cast his curse from a distance, destroying the greater isefet in a ceremonial re.
The process takes an hour and is followed by the target making a Piety check DC The victim becomes aware of the ceremony the moment it begins unless the caster is protected by a screen spell. Ostrich Nephthys: In a typical RPG campaign, theres a smooth gradation of power levels; in the stories of the Bible, power tends to come in two forms: very small and very large. In order to provide challenges to a wide variety of power levels, weve extrapolated a lot of the magic and monsters which has happened to an awful lot to Biblical material throughout the ages.
Were also dealing with subject matter where there are more dierences in interpretation than in any other literature in history. No simulation of the Jewish Bible will satisfy all interpretations.
We provide our version, but ultimately the interpretation of the campaign belongs to the GM, who can alter it to taste. Possibilities Essential Concepts Some concepts that set the world of Testament apart from other d20 System campaign settings include the following.
There are a number of approaches that we could have take to roleplaying in a Biblical setting. We could have tried to make this into a game targeted specically at Christians or Jews who wanted to study about their faith. But RPGs work best as entertainment, particularly when the designer is not a pastor and not trained in theology.
Testament draws on the Bible as its primary inspiration, but its not meant to be a vehicle to proselytize the authors or anyone elses views. We could have done this purely as a historical supplement and viewed any event especially the supernatural or miraculous with the suspicion of a modern eye. But were running a fantasy game, a game of magic and mythology, and if prophets arent empowered by the god of Israel, demons dont drive men mad, and giants dont walk the Earth, were not doing the source material justice.
Eras Unlike many other settings, which focus on a single point in time, Testament covers four major political spheres over a millennium of time. Era is the term used to describe the specic place and time in which the GM chooses to set the campaign.
Cosmological Spheres Instead elements of history and the religions of four major cultures have been mixed together, and it all could be true. The Testament setting draws upon historical sources that describe the cultures of the Israelites, but also includes neighboring civilizations, such as the Babylonians, Egyptians, Canaanites, and Hittites, who also have gods who empower their cultures. Weve also included creatures from non-Hebrew mythology and the Apocrypha to expand the monstrous challenges faced by heroes, and to facilitate GMs who dont want to run Israel-centric campaigns.
Roleplaying games empower the Game Master and the players to tell the stories they want to tell, and play the games they want to play, and its up to the GM to decide whats true and what isnt in this recreation of a mythological world. Weve provided advice on a few of the more controversial questions, but in the end the GM has to run the campaign he feels comfortable running.
In the conicting worlds of Testament the contradictory cosmologies of the ancient world arent reconciled into a single truth; instead, each of the truths of the dierent cultures is valid for its members. Thus, Egyptian characters are sure that when they die theyre judged on their adherence to the principles of maat, and if they pass the test the nine parts of their souls enjoy a healthy afterlife, so one of the motivating principles in life for them is to ensure that they do well after death.
At the same time, Israelite characters believe that their purpose in life is to hold true to the terms of their covenant with the Lord, to ensure the continued prosperity of his Chosen People in this world. And from the Canaanite perspective, life is a struggle, then you die, the afterlife is no great shakes, so you may as well enjoy life as it lasts. The gods of the dierent pantheons all exist, and each pantheon has roughly the same amount of power over the domains of its mortal followers.
Moses Was A What? We know that Moses didnt throw around cure spells in the Bible, his sta was not enchanted Divine vs. Arcane Magic Some cultures straddle the traditional boundary between divine and arcane magic; the Egyptians, for example, see little or no dierence between the forms.
On the other hand, the Hebrews think of magic as solely the province of the Lord and the use of arcane magic ranks among the highest of blasphemies. This holy name probably stems from the Hebrew word meaning to be, and it was not generally bandied about by the Israelites; the only time it was spoken aloud was by priests at the First Temple, who said it only on Yom Kippur, the most sacred day of the year, at a time when their words were drowned out by the singing of psalms, and by priests of the Second Temple who whispered the word so as to keep it secret and sacred.
The elements can even appear more than once, such as in the name Josiah. In general usage, though, Israelites substituted another word for the personal name of their god when they spoke it aloud. Adonai Lord was a common substitute, and when the consonants YHVH were written in the Bible, diacritical marks representing the vowels for Adonai were written under the letters as a reminder of what word should be spoken in its place when reading the Bible or prayers that used Biblical quotations.
Texts that included the personal name of the god of Israel could not be deliberately destroyed by Israelites, so they didnt write his name on anything that they werent willing to preserve forever in the way they stored holy texts.
El High One was often combined with other words to refer to the god of Israel; e. Related to El are the words Elohah god; a generic term referring to any deity and Elohim a plural form, meaning gods when referring to foreign deities, and the abstract quality of divinity when referring to the god of Israel. The importance of the name of Israels god in the religion should not be underestimated. Testament uses the personal names of the gods of other religions, but the terms god of Israel and the Lord to refer to YHVH.
The Hidden World grace or infernal power that hides them from humanity, unless called upon to intervene in our world. Many powerful beings are Hidden from the world; they walk among mortals unseen. This is more than invisibility or etherealness; its a state of divine Piety In Testament campaigns, the GM is given the option of replacing traditional d20 System alignments with Piety, a measure of how well attuned the character is to his societys concept of a moral person.
A pious character can hope to receive boons from his god, but when a character commit evil acts, his Piety score decreases, making it dicult to contact his god, and improving the chance of the character being cursed. Community This is a historical era where the health of the community is more important than the glory of the individual, so as well as adventuring, player characters can participate in the activities of their home villages or towns: herding cattle, growing crops, and making trade goods, in addition to assisting with the many problems internal and external faced by the tribe.
Adventure Awaits! Welcome to the wild world of the late Bronze Age Middle East, where the servants of the gods walk hidden among men, and empires struggle to maintain their supremacy in a world of change, where the descendants of fallen angels plot against man, and monsters tread the Earth.
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Gary Gygax and Dave Arneson. Some may even be judges, on a local, tribal, or even national level, or prophets, warning the people of threats from within and without. Era Israel: The Early Kingdom BCE This is the time of Saul and David and Solomon, of war and rebellion and the deeds of mighty men, the rise and corruption of great kings, and the attempts of a edgling nation to assert itself against its traditional enemies.
In this era, the PCs are soldiers and heroes, assisting kings whose personal instincts arent always the best or completely in tune with the will of the god of Israel. Before the campaign begins, the GM must pick an era for the campaign. The era species the time and place in which the campaign is set, and which people are the focus of the campaign.
This is an age of mythic kingdoms, demons, and the struggle of humanity to survive against primal forces and terrifying evils that both threaten and tempt it. Israel: The Two Kingdoms BCE In the days before Babylon and Assyria broke the Israelite kingdoms and sent the best of their people into exile, brave men and women known as prophets attempt to warn the people of the impending disaster brought on by their own shortcomings as much as by the strength of neighboring kingdoms.
In this campaign, the PCs deal with threats to the nation from all quarters. They must try to forestall the wrath of the Lord by awakening a spark of faith in a people grown cold and decadent. In this era, the heroes may either seek to ght the growing wickedness that threatens to bring down the Lords wrath, or they may work to preserve a remnant of humanity from the Deluge. Heroes in this era increase their age categories by a multiple of 10, such that they are considered Middle Age at years, Old at years, and Venerable at years.
Israel: Pre-Egypt Approx. It is also a time of awakening faith and the struggle to discover the Lord, in both his benign and wrathful forms, when one is as likely to wrestle an angel as to receive his assistance. Many assimilated themselves into the surrounding culture and abandoned their Israelite heritage, but some struggled to remain true to the Lord, praying for a return to the land promised to their ancestors. PCs can be slaves, soldiers, priests, prophets, or scribes trying to maintain their traditions and loyalty to the Lord while in a strange land, and working to engineer a second Exodus.
Or they can be part of the population left behind in Israel, coping with harsh overlords and attempting to preserve themselves in expectation of a change in circumstances. James M. I love this. However, there are some terrible formatting mistakes in the PDF version. In the descriptions of the Nephilim, no less Michael M. Testament is one of those rare books that manages to find the sweet spot between history and fantasy in the field of d20 RPG.
I tend to echo the other reviews and agree the presentation and new rules like piety, mass combat, mythic feat etc are excel [ Hardy L. This covers most of the lands in and around the two rivers. It is a key component in my mythic Earth campaign.
I liked mostly all of it. More details on the [ Spencer C. A solid product that does a good job of balancing religious themes, historicity, and - well - fantasy. Nothing leaps out as spectacular or earth-shatteringly fantastic except the fact that it's a solid conversion of a text rich not only in historica [ Nick M.
I am really tempted to end my current oriental scenario to move my players into this setting. See All Ratings and Reviews. Browse Categories. WoD 20th Anniversary Edition Sale. Rule System. Apocalypse World Engine.
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