Classes (Gods and Men Supplement)
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In a Time of Gods and Men campaign, the focus should be on martial characters and divine magic using characters. Arcane classes should be avoided, as the society, while still advanced, has not gotten to the point where magic can simply be researched and spells simply spoken. Bards are an exception, and frequently appear in festivals and offerings to the gods. Wizards should be a rarity, and Sorcerers are nonexistant. Monks, while outwardly appearing like they should not be used, can simply be retitled to a demi-god or god related class, since their abilities (namely their armor restrictions)would make them seem like they were related to one of the deities. Psionic characters and rules are restricted in a Time of Gods and Men campaign.
Since the Time of Gods and Men is more of a martial campaign setting, emphasis should be placed on martial characters, primarily Fighters and Barbarians, but also Paladins and Rangers. Campaigns with an emphasis on chariot warfare should focus more on Scouts, Rogues, and Rangers.
Your character class affects how you roleplay, and this should be considered beforehand. Are you an outgoing individual? Someone with a lot of pent-up anger? The best sniper in a 1st person shooter? All these should translate in some way to your charater.
I will talk about the eleven base classes presented in the Player's Handbook. If you wish to play a character that is from another source, make sure to consult your DM.
Barbarians are usually intruders and interlopers from lands outside those presented in this campaign setting. Many barbarians are ex-slaves, having either proved their worth to their master or used their abilities to escape. Barbarians are occasionally found in the 'civilized' lands of Persia, Mycenae, Hattusa, and Troy, where they are reknowned for their ruthlessness in battle. The structured society of Babylonia and Egypt offer little oppurtunities for 'home-grown' barbarians.
Bards are fairly common, but occupy a slightly different role: they act as traveling historians, spreading the myths and legends and exploits of great heroes through their songs. Of course, they still play fantastical tunes as well, but much of their works are true stories.
Not much to say about clerics. The maintain the same niches as always, acting as emissaries for their god.
Druids are those reverers of nature, who gain their powers from nature itself. While most druids do not take a patron deity, a druid of a particular area may say that he gets his powers from the natural deity(for the Mycenaeans, it would be Demeter). Druids often find themselves the one divine thing that every nation has in common.
Fighters, as always, occupy the front lines. Most are the elite troops, such as the Mycenaean hoplites and the Persian Immortals. As such, they are fairly common. Fighters often specialize the way their home nation approaches battle. For example, a Mycenaean fighter's feats would revolve around the longspear and the shield, for they focus on phalanx fighting.
Monks are outcasts in the Time of Gods and Men, and I do no allow them. Their magical abilities do not revolve around the gods, and are based in too much Eastern lore to be of use here.
Paladins are another rarity, though their exploits are remembered for generations. In a Time of Gods and Men campaign, paladins should be of the martial variant detailed on page 13 of Complete Warrior.
Rangers in the Time of Gods and Men usually focus on archery, and are primarily found among the Egyptians. Masters of the hunt and of the bow, they are seen riding the great chariots and destroy enemies with their arrows and maneuverability. Rangers in this campaign setting can choose other nations as his favored enemy(ies), but only evil rangers can select their own nation as a favored enemy. Rangers should follow the martial variant detailed on page 13 of Complete warrior.
Rogues at first seem unfit for a battle-oriented campaign setting such as this, but they have their own little niches. Rogues still occupy the role of assassin and infiltrator, stealing secrets, battle plans, and even the lives of the enemy. While they may need to be backed up by a fighter when on the field of battle, the vast number of enemies makes hiding oh-so-easy.
Sorcerers here believe that they are distantly related to the gods, and that is what gives them their powers. Unlike other campaign settings, sorcerers are not feared by the public. In fact, it is the exact opposite; they are revered. Because of this public adoration, most sorcerers are haughty and overconfident, looking down at others as mere humans.
Wizards are the undersung cousins of sorcerers, who look on the more revered casters and foolish, overconfident idiots who need to be taught a lesson. That said, their arts are used in abundance, whether it be on the battlefield or in information-gathering attempts. Wizards in a Time of Gods and Men campaign occupy a more religious role then they do in other settings. They oversee the wills and wishes of all the gods, interpret signs and portents, and advise others how to act accordingly.
Psionics don't have a place in the Time of Gods and Men, partially because I do not have the Expanded Psionics Handbook, and partially the powers of the mind have little place here. That's all there is to be said on the subject.