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Mosaic floor depicting various athletes wearing wreaths. From the Museum of Olympia

Mosaic floor depicting various athletes wearing wreaths. From the Museum of Olympia

Originally Posted by

Someone of the En World forums.

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Alignment: any, though most of them are Lawful
Hit die: d12
Skills: Craft, Spot, Listen, Balance, Ride, Swim, Profession, Tumble, Jump, Climb, Escape Artist.
Skill points: 4+Intelligence bonus.


BAB Fort Ref Will Special


+0 +2 +2 +2 Wrestling, Exploit


+1 +3 +3 +3 Bonus feat


+2 +3 +3 +3 Vigor


+3 +4 +4 +4 Skill boost


+3 +4 +4 +4 Exploit


+4 +5 +5 +5 Bonus feat, Vigor


+5 +5 +5 +5  


+6+1 +6 +6 +6 Skill boost


+6+1 +6 +6 +6 Vigor, Fame


+7+2 +7 +7 +7 Exploit, bonus feat


+8+3 +7 +7 +7  


+9+4 +8 +8 +8 Vigor, Skill boost


+9+4 +8 +8 +8  


+10+5 +9 +9 +9 Bonus feat


+11+6+1 +9 +9 +9 Vigor, Exploit


+12+7+2 +10 +10 +10 Skill boost


+12+7+2 +10 +10 +10  


+13+8+3 +11 +11 +11 Vigor, Bonus feat


+14+9+4 +11 +11 +11  


+15+10+5 +12 +12 +12 Exploit, Skill boost

Weapons and armor proficiency: Athetes are proficient with all simple weapons and the throwing weight (see below) They are also proficient with light armor and shields (but not the tower shield)

Special qualities: Athletes gain advantages thanks to their discipline and training:

Wrestling: Athletes train in a special martial art based on grapples and holds. The athlete adquires the Improved Grapple feat, even is he doesn´t meet the requisites, and gains a +1 to grapple checks for every 2 levels in the athlete class but only gains those two benefits when he´s wearing light or no armor and without shield.

Exploit: The athlete can choose one exploit from the list below. If the Exploit has a limited number of uses, choosing it another time doubles that number (remember that doubling a double equals a tripling, and so on). Exploits are not stackable unless it´s descriptions says otherwise. Exploits can only be used when the athlete is wearing light or no armor. Using a Exploit is a free action.

Hold breath: You can hold your breath up to 10 minutes. You can use this exploit 1/day.

Marathonian: When you Hustle you can ignore the non lethal damage you suffer for an hour. You can use this Exploit more than once per day, allowing you to Run long distances without tiring. You can use this Exploit 8/week.

Weight lifter: For 5 rounds you have +10 to strenght, but this increase only afects your lifting capacity (wich means it multiplies by 4). You can use this exploit 3/day.

Great Jump: You get a +15 modifier to your Jump skill for one round. You can use this exploit 3/day.

Strong Arm: Choose a throwing weapon, like javelin or throwing weight, that´s used in athletic disciplines. You are considered to have the feats Far shot and Precise Shot with this weapon, even if you don´t meet the prerequisites. You can choose this Exploit more than once and it applies to a different weapon, and don´t have an use limit per day.

Stone fist: Your unarmed damage advances by a size category, so if you are Medium size it becomes 1d4 instead of 1d3. You can choose this feat more than once, and it´s effects stack. This Exploit don´t have a limit of uses per day.

Sprinter: Your movement increases by 10 feet. You can´t choose this Exploit more than once, and it´s effects don´t have a limit of uses per day.

Hard as Iron: You gain damage reduction 1/--. You must have at least 5 levels in this class before adquiring this Exploit. It doesn´t have a limit of uses per day, and you retain it´s benefits even when you´re wearing an armor heavier than Light.

Bonus feat: The athlete gains a bonus feat from the following list: Endurance, Alertness, Run, Two weapon fighting, Toughness, Dodge, Mobility, Improved Unarmed Strike, Blind Fighting, Diehard, Stunning Fist, Great Fortitude, lightning reflexes and Iron Will.

Vigor: The athlete can add a +1 bonus to his Strenght, Dexterity or Constitution score, in the same way as with level advancement.

Fame: The athlete at this point is famous enough that he finds easy to gather a good number of loyal followers willing to learn his techniques. If an athlete with this class feature adquires the Leadership feat, he can choose his cohort or followers to be athletes of the appropiate level, and gains a +4 bonus to his Leadership score if so. If the followers or the cohort are not athletes, he gains the bonus for one category but not for the other (for example the Athlete could attract a cleric cohort and athlete followers, and he´d gain the +4 bonus with the followers)

Skill boost: The athlete gains a +5 bonus to any of the following skills: Swim, Climb, Ride, Balance, Tumble and Escape Artist. You can apply the entire bonus to one skill or spread it on several as you wish. These bonuses stack between them and any other.

Note: disc or throwing weight: Exotic throwing weapon, range increment 10 feet, damage (medium size) 2d6, weight 15 lbs, cost 1 gp. As with sling bullets, you can use a large stone as an improvised weight, but damage is lowered to 1d8.

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