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D20 Conversion Notes for The Ancient Empires Campaign


Races and Classes:

All classes are available in the Ancient Realms. There are some special considerations, as follows:
Barbarians: Barbarians will always be foreigners, such as Africans, Gauls, Britons, and Arabs; they will never be native to the Republic.
Fighters: This is the most common class of the game.
Rangers: Rangers are considered a rare class, and assumed to be Gaulish or otherwise not natve to Rome.
Paladins: Paladins are not recommended, unless you wish to call them Holy Equestrians and allow Paladins of Herkules or Mithrais, which might be somewhat appropriate. If you tone down the chivalric elements, and make Paladins equestrians dedicated to one of these two deities, then they will work fine. Keep in mind that the ethics paladins are often shown holding in classic D&D are not the same as what an Equestrian paladin of Mithrais would show. This is a class purely for fun, and not really historical.
Rogues: Rogues are almost as common as Fighters. Note that Rogues of the Ancient Realms do not have access to such sophisticated tools and technology as would be needed for locks (which are simple, like a bar across a door or a latch), and emphasis on other skills is more common.
Bards: Entertainers are common throughout the world, Ovid, Livy, and many other classical writers, sophists, and orators could be considered Bards. Most performers will simply be Experts, but there is no reason the player character couldn’t be special, and also foster a magical interest.
Priests: Priests of the Ancient Realms should choose a god or religion appropriate. Most priests of the land were either dedicated to a certain temple or worshipped a plurality. See elsewhere below for more details.
Sorcerers: Sorcerers are perfectly reasonable in the Roman Republic campaign.
Wizards: Wizards in the Roman Republic are reclusive figures, usually with some nobility, and often part of the hermetic tradition.
Aristocrat: Any character wishing to belong to the aristocracy of Rome must start with a level in this class.

Races:

Not all races are available; in fact, it is recommended that no non-human races be made available for play. You could allow this in the following situations:
Elves and faeries, often called Alfar in the north or Fae ones and Sidhee in Britania may come from the seelie kingdoms of the deep woods of Gaulish Europe, Germany, and Britania.
Minotaurs might be possible from the bastard descendants of Crete, and tend to be good sailors to boot. In the Ancient Realms, some minotaurs are still around.
Pigmies of Africa would make excellent real-world counter parts to halflings (size-wise, at least).
Centaurs were spoken of by Herodotus and others. The Centaurs are of a strong Hittite-like civilization in the distant lands of North-East Asia, but one could have somehow wandered in to or been captured and brought to the Republic.
Dwarves of the utter north are conceivable, and would be of Teutonic descent.
Dock-Alfar, the dark elves, are also found in the distant north. They may be considered equivalent to Drow.
The stats for all of these races are standard as described in the PHB or MM.

Ancient Realms Magic:

All magery done by the wizard or other spell caster comes from hermetic mana sources, and is a talent caused by drawing energy from ley lines that criss-cross across the world. Sometimes ley lines are stronger, other times they are weaker, and these strong and weak zones can have an effect on your spell casting. A Weak zone of ley mana will require a SR check of 15-20 to see if the spell even works due to the weak ley mana effect. A Normal Zone will work as normal magic does. A Strong Zone of ley lines will actually amplify the effects of spell casting, and the spell may be calculated for casting purposes as if the wizard were one level higher than he or she is. Weak and Strong zones are rare, but some lords or mages will choose such locations on which to build their homesteads or strongholds.
Examples of Ley Zones:
A strong ley zone would include ancient temples, Stonehenge, battle fields of legend (the fields around Carthage, for example), and so forth. Weak zones would be areas where the continuous habitation of man has worn down the reserves of ley mana over time through spiritual corruption, such as the urban sprawl of Rome, or areas where the land itself has died (the Dead Sea would have pockets of weak magic).

Arms and Armor:
The following conversion notes are suggested for choosing weapons of a flavor specific to the Roman Republic:

Weapon
Knife

There are a variety of knives are found in the world for use. Any siple weapon of this description is available in some form, although more sophisticated weapons like a kris or poniarde will be fairly unique or specialized weapons, and not in common use.
Dagger
The Romans used short daggers and punching daggers (katars of a sort).
Gladius
The gladius is the most famous of short swords, but the common short sword would simply be a variant of the gladius.
Spatha
The long sword is called a Spatha in this time. Note that the Gauls had lots of more conventional swords identified by common names.
Hasta
The spear of choice in the roman world, this is the common spear listed in the rulebook.
Pilum
The roman javelin, this is a wicked weapon and pretty effective. Common javelins would also be found among the Gauls and in Africa. Real romans use the Pilum!
Fuxina
The Fuxina is the trident, popular in the arenas.
Iaculum
The gladiator’s net, also popular in the arenas.
Cestus
The infamous spiked gauntlet or the arenas. This weapon would be 1d6 damage, Threat on a 20, X2 damage, weight 10 lbs., and makes it difficult to do subdual damage in unarmed combat. It is close range slashing/bashing.
Axes
Axes of all kinds were in common use, both in Rome and abroad.
Short Bows and other ranged weapons
The romans were known to use the short bow or composite short bow. There may have been long bows out there, but they were uncommon. Slings were also a common ranged weapon.

Armor Types:
Light Leather Armor

Soft worked leather, equivalent to a full leather suit.
Curbolli Leather Armor
Hard boiled leather directly equivallent to Lamellar.
Bronze Breastplate/Greaves
Partial bronze plate equivalent to a Full suit of Plate.
Lorica Hamata
Partial chain mail equivalent to a Full Chain suit.
Lorica Segmenta
Partial banded mail equivalent to Scale Mail.
Lorica Squamata
Scale mail for cavalry, but equivalent to Ring-Joined Plate.
Thracian Armor
Leather leg bands for protection and not too much else, this suit consisted of greaves only.
Gallic Armor
Gladiator’s armor popular in the arenas, this would be equivalent to a suit of mail.
Samnite Armor
Gladiator’s curiass and metal bands of protection, these would consist of greaves, gauntlets, and Back and Breast plate (curiass).
Legionary Helmet
Pot helms with tighter protection, they work like the Steel Cap.
Gladiator Helmet
Bronze helms that worked like the open-face Greek Helm.
Clipei and Parma Shields
Small round shields that worked like the buckler and target shield.
Scutum Shields
These oval great shields worked like Knights Shields, and were designed to deflect arrow fire.


Roman Deities and their spheres of influence:

Each of the following deities is part of the State Religion or Rome, except for the Mystery cult gods, which include Bacchus, Cybelle, Dianyssos, Isis, and Ceres, and the Judean god Jehovah. Other religions represented at this time include Parthian Zoroastrianism, Armenian religion, African and Egyptian pantheons, Teutonic Gaulish gods, Britonian Celtic faith, and you could always have esoteric hidden cults to much older gods and religions (semitic, for example).
Popular Gods in the Ancient Realms:
Jupiter, Juno, Quirinius, Mars, Vesta, Apollo, Pluto, Orcus, Dis Pater, Vulcan, Mercury, Neptune, Bacchus, Herkules, Mithrais, Cybelle, Dianyssos, Isis, Ceres, Jehovah.

Choosing Your Cleric: You should choose what sort of cleric you are running. This material would likely be apropriate for Paladins, as well.
The Numina: The general definition of a priest in Rome, this covers any sort of priest who is of scholarly and aristocratic pursuit, dedicated to the state religion. If you wish to have a somewhat unfettered cleric who can travel or has enough standing to be important, but not enough to really matter in such a way that he is sucked in to political affairs all the the time, try this type. A Numina Cleric receives all of the usual benefits of the class, and may belong to a singular god or plurality for worship. he recieves a single benefit based on his choice of patron deity (see deity descriptions).
The Pontiffs: The broader, most politically active priesthood. The Pontiffs were keepers of the various rituals and sacrificial processes that were important for various occasions and ceremonies, and are the unwavering backbone of the state religion. Pontiffs are often charged with duties and affairs connected to the state and even the emperor. A Pontiff cleric should start out dual-classed as a 0 level character according to the rules in the DMG, with his two classes being cleric and aristocrat. Alternatively, he may start as a level 1 aristocrat with some skill points in Knowledge: Religion, and then choose his next immediate class as cleric to reflect his acolytic studies.
The Augurs: Women were often of this role, using their divination to forecast good or ill omens. A character of this type, regardless of patron deity, must pick Knowledge as one of the chosen domains. Augurs are sought after for divination by many roman nobles, and are not always just priests and priestesses. Real dedicated augurs often cross class as Wizard Diviner specialists. A cleric augur should choose a deity below in which knowledge is a listed domain.
The Vestals: Keepers of the sacred flame, there were alsways six vestal virgins charged with this task, but a larger body of such vestals maintained their priesthood and filled the role sof keepers of the flame. The vestals never really left Vesta, however, except under extraordinary or scandalous circumstances. A cleric of this deity as an adventurer would be almost improbable, but there are always reasons one could find to get her out of the temple and in to the wilds of ancient Europe.
Clerics of the Mystery Cults: Priests of Mithrais, the Bacchanals, the Cybelines and Galli (women and men) or Cybele, the cultists of Isis, and Jewish rabbinicals are all other options, as well as more esoteric priests of foreign lands, such as magians of Parthia, Nabaean and Sabataean arab priests, Gaulish druids, and egyptian cultists of the egyptian gods. All fair game. A cleric, druid, or paladin may belong to any of these cults as seems appropriate.

Deities by Domains and Alignment:

Jupiter LG
Aspect Elicius: Air, Water; Aspect Lucetius: Fire, Sun; War, Good, Magic, Knowledge, Law
Benefit: All priests of Jupiter, the chief civic god, get +2 bonuses on social interaction checks, and gain a level of social status that gives them a +4 bonus when calculating Cohort information for the Leadership skill.
Juno LG
Healing, Protection
Benefit: Priests and priestesess of Juno get a +2 bonus to a healing check or spell once per day.
Quirinius
LN
Protection, Strength
Benefit: Quirinius’ priests may get a +2 bonus to a Strength based skill check or Armor Class modifier (for one round) once per day. If the action taken is in the defense of another, it becomes a +4 bonus.
Mars LN
Healing, Plant, Protection, Strength, War
Benefit: Mars’ followers may make a Spot check once per day at +2 bonus to detect an ambush, and may attempt concealment for an ambush at +2.
Vesta
LG
Fire, Sun, Good, Healing
Benefit: A vestal virgin gains a +2 bonus on all social interaction checks.
Apollo NG
Knowledge, Fire, Magic, Sun, Earth, Healing, Good
Benefit: A priest of Apollo may choose two specialty knowledge skills for a permanent extra +2 benefit in each.
Pluto CN
Earth, Death, Destruction, Chaos
Benefit: A priest of Pluto may make a Wisdom check at DC10 to determine the length and general cause of death in a corpse.
Vulcan NG
Fire, Earth, Magic
Benefit: as a strong creator god, Vulcan grants a +2 bonus on any metal-work related craft skill the character chooses. It becomes +3 if the character ever becoms maimed.
Mercury CG
Trickery, Air, Luck, Travel
Benefit: Mercury is a trickster god, and his priests get a permanent +2 bonus on all Reflex saves.
Neptune TN
Air, Animal, Water
Benefit: Neptune grants his followers a permanent +1 bonus to Swimming checks and any Fortitude roll to resist drowning.
Bacchus CN
Animal, Luck, Chaos, Water, Healing
Benefit: Priests of Bacchus get a +1 permanent modifier to Craft: Brewing and Animal Handling skills.
Herkules LG
Strength, Good
Benefit: Herkules advocates strength and physical prowess. His followers get a permanent +1 bonus on Lifting, Swimming and Running skills.
Mithrais LG
Strength, Good, Healing, War
Benefit: The followers of Mithrais are hardy men and soldiers. They are given a +2 attack bonus once per day.
Orcus CN
Death, Destruction, Strength, Evil
Benefit: Priests of Orcus preside over Gladiatorial events; they can declare one Necromancy-based spell that they cast as +4 on it’s DC per day.
Cybelle TN
Magic, Knowledge, Chaos, Earth, Animal, Plant, Protection, Death
Benefit: Priests of Cybelle are granted strong powers of temptation, and may perform a spell-like suggestion effect once per day.
Dianyssos CG
Healing, Good, Protection, Animal
Benefit: Followers of Dianyssos gain a permanent +2 bonus to Wilderness Lore.
Isis LN
Must multi-class with Wizard; Death, Knowledge, Protection, Sun, Healing, War
Benefit: A priestess of Isis may choose to fill a single clerical spell slot with an arcane spell, and vice versa, once per 3 total levels experience. The spell does not change arcane or divine properties.
Ceres NG
Animal, Knowledge, Healing, Plant, Water, Air, Earth, Fire
Benefit: Priests of Ceres may perform the spell like ability of Speak with Animals once per day, and may learn an elemental tongue as an available language.
Jehovah LG
Good, Healing, Knowledge, Protection
Benefits: Priests of Jehovah may add their Charisma bonus once per day to resist the effects of any arcane magic spell aimed at them.