Most of the standard Players Handbook D&D character classes are availiable. Prestige classes primarily depend upon my owning the book. I've simplified this web page, and instead of listing all of the classes that WotC and others put out, I've only listed ones that have been approved or specifically banned. It is important to note that I am not using the favored class by race rules.
Books in Bold are ones I have drawn material from.
These are the standard D&D character classes, as listed in the Players Handbook and Dungeon Master's Guide that are availiable. Also the epic level versions from the Epic Handbook even though I do not own it.
These are character classes from material published by Wizards of the Coast in various settings but is not included in the Players Handbook or Dungeon Masters Guide. Most of the not approved stuff is because I don't own the books, so I can' tell if the class would fit. As I obtain more books I'll consider more classes.
These are the standard D&D prestige classes, as listed in the Dungeon Master's Guide that are available.
These are prestige character classes from material published by Wizards of the Coast in various settings but is not included in the Players Handbook or Dungeon Masters Guide. This list is dependent upon my owning the book, or the material being OGL. As I obtain more books I'll consider more classes.
These are character classes that players may start out as that are not part of the standard D&D core rules. Some are restricted to certain races or nationalities though. They are all drawn from d20 books not written by Wizard's of the Coast except for a couple that are of my own design.
Barbarian is a cultural background, not a class per se. As such, a character wanting to have levels as a Barbarian must start as a barbarian. See multi-class notes though so that they can start with two classes initially. They can add the fighter class for the time & cost of adding appropiate feats. Barbarians can be of any religion or worship any god or goddess since being a barbarian means coming from a society that is on the fringes of civilization. Barbarian societies generally pushed further and further to the west, or absorbed, as civilization is spread. Jewish barbarians must spend the skill points per the PHB for literacy.
Bards as per PHB 3.5 except as noted here. While most bards are followers of Selemo, god of music or of Ogefea, god of travelers, there is no actual religious requirement for regular bards. Only Divine Bards have a religious requiremet. As per the PHB, most bards are humans, elves, gnomes or half-elves.
Clerics as per PHB 3.5 except as noted here. Clerics worship a specific god or goddess and get their spells from them. Players are expected to help make the clerics of each god or goddess slightly different from the clerics of every other one. This can include determinging why at least some clerics of the god are trained to fight and adventure, assigning a favorite weapon based upon the gods domains, required feats and skills and even required additional classes in order to advance in level. Clerics who are required to have additional classes do not have to spend extra time learning those classes using the normal multiclass rules, instead they are assumed to have gotten the basics of the new class while training to be a cleric.
Most of the gods and goddesses on Oceana do not have a non-violence creed. As such, clerics can wield weapons, fight and similar. Oceana clerics have the standard d20 combat skills because .... Clerics are automatically proficient in their gods or goddess favorite weapon.
Jewish clerics are are called Rabbis, but otherwise function similar to regular d20 clerics.
Not all gods have standard clerics. See the list of gods and goddess for details, noting that Eolpa has Druids instead. Varients of standard clerics include the cloistered cleric.
Standard d20 clerics are usually chosen for exploration arms of various dieties organizations.
Druids worship the goddess of the wilderness and untamed lands, Eolpa. Druids try and preserve the wilderness and minimize the impact of humanoids (and even animals) on the world. They can be viewed as spell wielding ecologists. Hunting, fishing, logging are acceptable, but in moderation.
Fighters a per PHB 3.5. Choice of feats is partially dependent upon background story. Paladins, Rangers, Barbarians wishing to add the Fighter class need only spend time for the feats. Fighters have no alignment or religious restrictions.
Monks are as in the PHB except as mentioned here. Monks are disciples of the god of writing, history and knowledge, Fisumeme. This is the only god to have both clerics and monks. They spend their days copying manuscripts, doing research and teaching. To off-set this mainly sedatary life-style, they also practice unarmed combat and related martial arts. Monastaries are in isolated areas tend to be centers of culture and economic centers for northern regions that do not otherwise have towns. Monastaries are also many in cities where they teach both commoners and some nobles. Monks try and setup schools in as many places as posssible. Wandering monks will teach, going from small village to small village. Monastaries follow the early Irish model as much as the Oriental model. Adventuring monks usually are searching for manuscripts, or to prove a theory or historical tid-bit. Many monastaries have been subject to raids, in part because of their isolated existances.
Monks are under a vow of poverty and must donate most of their share of treasure to their order. Monks, and party members they vouch for, can stay at Order owned facilities for a donation of 0.01% of their cash. The stay is for a limited time, but not a specific time. Monastaries will also hold messages for wandering monks, and party members. If the party does not have a monk member, they can still leave and get messages for a modest fee.
Players wanting a non-religious version of martial arts expert can choose the non-standard BESM d20 martial artist. ??This is recommended for Jewish characters. There are also communes of Jewish scribes?
Paladins are as per the PHB except as mentioned here. All Paladins belong to a specific organziation, The Order of Matmau, devoted to the God of Justice, Valor and Law Didilea. Fighters wishing to become Paladins only require 6 months to add the Paladin class. This six months includes both training and induction into the Order. Paladins are a trans-national organization. They instill loyalty to their Order, not to where a person was born or raised. As such, Paladins are normally forbidden to get involved in city-state politics without express permission from the leaders of their Order. Paladins function similar to the midieval Europe Crusading Orders. Paladins recieve a small boat from their order instead of a horse at the appropiate level.
In addition to normal PHB feats, special abilities and such, Paladins can also swap regular Paladin abilities for Defends of Sealtiel prestige class ones and become part of a subset of the Order of Matmau. There is also the equivilent for Fists of Razeil.
Paladins are expect to be wanderers for the beginning of their career after completing initial training. Paladins, and party members they vouch for, can stay at Order owned facilities for a donation of 0.01% of their on hand cash per night. Paladins themselves must donate 10% of their treasure to the Order, but are exempt from the nightly fee if they are the only ones staying at Order facilities. Paladins recieve free training at Order owned sites. Paladins do not have to always be taught by another Paladin to go up in level though. The Order maintains outposts and agents in various large cities and some large towns. These sites will hold messages for Paladins, and deliver messages as traffic permits.
Jewish characters can not be Paladins. Judiasm requires worship of a single specific god, and that god is not Didilea. Paladins usually get along well with Jews in as much as they get along with any other human-allied race or culture group.
Rangers are as per the PHB except as mentioned here. Fighters wishing to become Rangers only require 6 months to add the Ranger class. Rangers on Oceana must come from one of the many island kingdoms in the Border Lands, or have been trained by someone who is a Ranger. Rangers are sometime free-lance people, some work for hire for Druids, and some work for specific lords.
Rangers have no formal organization to join. Most Rangers worship Eolpa, the Goddess of wilderness and such, but they are not tied to her. As such Jews can become Rangers, since worship of Eolpa is not required. Rangers are more woodsmen and foresters who protect the wilderness for various lords or Druids or are free lance adventurers. It is the wilderness training that sets rangers apart from regular fighters.
Rogues are as per the PHB except as mentioned here. Rogues in Ankh-Morpork must be members of the Thieves Guild.
Sorcerors are inate spell casters, and as such a character wanting to have levels as a sorcercor must start as a sorceror. See multi-class notes though.
Wizards are as per the PHB except as mentioned here.
These are character classes from material published by Wizards of the Coast in various settings but is not included in the Players Handbook or Dungeon Masters Guide. Most of the not approved stuff is because I don't own the books, so I can' tell if the class would fit.
Banned. The artificer class from Eberron doesn't make sense to me. While the need for a group of people who can make more magic items is nice, their method doesn't seem to make it work very well. The craft reserve doesn't seem to be enough. This is subject to review if I am able to more fully read the Eberron campaign book. I originially thought that they'd be useful in making magic items, but they really aren't that good at it. .
not approved yet.
Most adventuring cloistered clerics are followers of Fisumeme the god of Knowledge, or Ogefea god of exploration. Jewish Rabbis, wether they adventure or not, are often cloistered clerics also.
Divine Bards are an additional form of clergy for many gods, but not all. The Jewish version of a divine bard is called a Cantor. Divine Bards normally assist in worship services, but some become adventurers.
Approved.
Professional assassins are graduates and members of the Ankh-Morpork Assassins Guild. Assassins are not free lance individuals. All their work comes thru the Guild. In addition to the standard requirements, I will instituting other knowledge requirements.
Dwarven Defenders belong to a specific organization within Dwarf society.
Loremasters are often attached to noble houses or to the libary at ???.
The Interdimensional Traveler is always human and always from modern Earth. They may choose to become a sorceror. See mulit-class notes though. This is the only non-core class that is approved so far. For some unknown reason alsmost all Interdimensional Travelers have been Jewish since about 200 CE. All Player Characters must be Jewish.