It has been a while since I have done a
Class Struggles post. Normally with these I like to take a deep dive into a single expression of a class and talk about it in it's various forms in the various editions and offshoots of D&D.
Today though I want to instead look at the unique, or mostly unique, classes offerings from Castles & Crusades and other SIEGE Engine games. My point of view though will remain the same; how to use these classes in your Fantasy RPG/D&D.
First up is
the Knight. The knight comes to us from the
Castles & Crusades Player's Handbook. So in this respect, it is a "core" class. It is best to compare the Knight to the Cavalier. In fact if one were to look at the list of classes in the C&C PHB and compare that to AD&D1 PHB/UA or OSRIC the Knight stands out as being something of a unique class. Like the UA cavalier the knight is a mounted, armored fighter type. They both follow codes of conduct and belong to various orders. In most ways the knight appears exactly like the romance knights of King Arthur's Round Table with their code of chivalry and courtly romance. Thankfully though the knight is a little bit more than that.
In Castles & Crusades there is the concept of Prime Abilities. Each class has one and they do about what you would imagine if you never read the rules. For the Knight the prime ability is Charisma. Not physical prowess, but charisma. This is the same for Paladins who are now taking more of the role of Holy Warrior. The 5th Edition D&D Paladin is still closer to the C&C Paladin, but the C&C Knight is in many ways closest to the D&D4 Warlord. Both have leadership abilities and both appear to be more militarily trained fighters.
At this point, I must apologize for my selections of classes. They are going to be based on the ones I know and the books I have. I also mightnot focus on every class in the books I do have.
The
Codex Celtarum is one of my favorite C&C books. I love the idea of playing in a Celtic universe and there is just so much fun stuff in this. This book comes with a new class,
The Woodwose, and a variation of a class,
The Wolf Charmer. Both of these classes have a distinct Celtic flair to them. The woodwose is a wildman of the woods and somewhere between a ranger and a barbarian in terms of role. Looking at their prime abilities, the Barbarian is Constitution, the Ranger is Strength and the Woodwose is Dexterity. The wolf charmer is described as a pied piper of sorts for wolves. They can be rogues or rangers and they gain some wolf charming abilities in favor of some the abilities they would have gotten for their own class. A ranger-wolf charmer, in fact, resembles the concept of the
Beastmaster I discussed in a Class Struggles a few months back. In 3rd edition, we might have done this a Prestige Class.
It's sister product or cousin product, is the
Codex Nordica. Personally, I think both books should be used together for a greater effect to both. Yes their "worlds" are very different, but their interaction in our world is very linked. This book offers us the
Seiðkona, or sorceress. Other books might call her a witch. Indeed I used a lot of the same myths about the Seiðkona, Vísendakona and Volur in my own witch books right down to using a distaff in place of a staff. The Seiðkona uses Intelligence as her primeary ability and casts the same spells and magic as the Wizard does. If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3. Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here. This is a class that is very much part of the mythology of the world she is in. She loses some of the things that make her special if she you dropped her into Greyhawk or the Realms. There is also the
Völva, which the clerical counterpart to the Seiðkona. This class also serves the role of a priestess and uses a distaff. As expected her primary ability is Wisdom. Her gift is divination and prophecy. So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder.
Moving on to more C&C specific "worlds" we can first turn to the
Tainted Lands. Now to be fair, I was pretty hard on this product when it came out. I still find faults with it, but I am softening my approach some more. I just ignore the "Psychic" and "Supernatural" attributes. The nice thing about this setting is it is easily back-adaptable to ad some darkness to your games. The Tainted Lands also gives us four new classes. The
Witch Hunter (which I have converted to Wisdom), The
Metals Master (which I honestly don't use), The
Portal Keeper (I use Intelligence instead) and the
Vampire (Strength). Of these, I use the Witch Hunter the most.
The Haunted Highlands are next and have some classes that fit into the same horror or darkness tinged mode. This includes
the Players Guide, the
Castle Keeper's Guide and the
Black Libram of Naratus. Now these books hit me right in my home. Dark, scary, Celtic themed play? Sign me up! I will work on getting a full review out for the Haunted Highlands soon. Case on point, the classes are a revised
Assassin, a revised
Monk, the
Conjurer (Charisma based), the
Necromancer (an Inteligence sub-class of the Wizard and which is also detailed at length in the Black Libram of Naratus), and the
Witch (Wisdom based)! I could go on and on about the witch here, but it is a very approapriate adaptation of the concept for this setting. Again. There is so much here to go through that I will have to devote a blog post or two about it. But I would easily play one of these witches or necromancers.
To wrap-up my collection of Castles & Crusades specific books (and I know there are more out there) I want to look into the
Castles & Crusades Players Guide to Aihrde. What I really like about this book are some "race" specific classes. There is the
Heisen Fodt (Dwarves), the
Oraalau (High Elves),
Ieragon (Eldritch Goblin),
Hugrin dun (Gnome), and
Felon Noch (Halfling). Essentially these are the racial classes closest to the Basic/Exper D&D expressions of the Race as Class classes. Here though they have a strong cultural context and they really work. I would add these to not only my Castles & Crusades game, but any OSR game or even D&D5.
Stretching now just a bit I want to talk about a few of the classes found in
Amazing Adventures. While AA is a Pulp or even modern RPG, there are some classes that would work well with just the tiniest of modifications. Some of this is detailed in the books, but I want to share my opinions on the matter.
The Arcanist is basically a Wizard or Cleric. The
Gadgeteer though would make for an excellent Magical Artificer. Use the rules here and in the
Book of Powers to create your own artificer. The
Mentalist would add a psionic or psychic character to your game. The
Socialite can be dropped in almost as-is for a Royal Courtier. Now if we add in the
Amazing Adventures Companion we get a whole new slate of character class options. The
Acrobat, the
Archer, the
Duelist, the
Feral, the
Pirate and the
Soldier can all be used with only modifications to anything that involves firearms. Depending on your game you could even add in the
Gunslinger.
If you check out the Troll Lord's online shop you can also find the
Demon Hunter class for AA, but easily compatible with C&C.
There are similar choices in Victorious, but I am not done reading that one yet.
All in all, nearly 30 classes you can add to your Castles & Crusades games.
I think the Troll Lords need to come out with a "Class Codex" now!