Three Kingdoms\Classes

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Hero Classes[edit]

These character classes are the archetypes of the great heroes and villains of the saga. Those in these roles have names that live on in history with many still honoring their deeds nearly 2000 years later.

Hero have cultivated their chi and have enhanced martial arts skills compared to lesser characters

Courtier[edit]

  • Prime Requisite: WIS & CHA.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

Courtiers advance in attack throws and saving throws by two points and AC by one point every four levels of experience. At first level, Courtiers hit AC0 with an attack throw of 10+.

Martial Skills: Courtiers have Basic rank in all Common and Major weapons, any 2 Military or Unusual weapons, and Unarmed. At levels 3 & 9 increase any 2 weapons by 1 rank. At levels 6 & 12 increase any 4 weapons by 1 rank. Courtiers may use light armor but may not use shields.

Chi Powers: Courtiers begin play knowing Inner Eye & Perfect Action and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14.

When hiring any people, Courtiers treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: Courtiers gain Language (any one), Performance (any one) and one of: Diplomacy, Intimidate, or Seduction.

Level-linked features:

  • 3rd Level: Courtiers gain one of Art, Language or Performance and a second choice from Diplomacy, Intimidate, or Seduction.
  • 5th Level: the Courtier gains the third choice from Diplomacy, Intimidate, or Seduction. In addition, any henchmen and mercenaries hired by the Courtier gain a +1 bonus to their morale score if the character is there to witness and recount their deeds.
  • 7th Level: the Courtier gains command of voice: The Courtier gains a +2 bonus to reaction rolls when speaking. If this bonus results in a total of 12 or more, the subjects act as if charmed while they remain in the Courtier's presence. Characters may make a Water saving throw to negate this effect. The Courtier also gains a +4 to saving throws against all Charm effects.
  • 9th Level: Courtiers gain Profession (Governor) and if they have a stronghold they gain (1d4+1)x10 0th-level and 1d6 1st-level Military and/or Civil Officers as followers
  • 9th Level: The Courtier gains the ability to perceive intentions: The Courtier always knows the exact reaction result (Hostile, Unfriendly, etc.) of creatures, even if the creatures attempt to lie or conceal their reactions. Creatures with a CHA greater than the Courtier's WIS are immune to this power (and the Courtier will know they are immune).
  • 12th level: The Courtier gains Leadership.


Proficiency list: Acrobatics, Art, Bargaining, Bribery, Disguise, Eavesdropping, Gambling, Healing, Knowledge, Language, Lip Reading, Mimicry, Performance, Profession, Riding, Running, Seafaring, Skulking, Wakefulness

Courtier Wood Fire Earth Metal Water Attack AC
1-2 16 13 15 14 13 10 0
3-4 15 12 14 13 12 9 1
5-6 14 11 13 12 11 8 1
7-8 13 10 12 11 10 7 2
9-10 12 9 11 10 9 6 2
11-12 11 8 10 9 8 5 3
13-14 10 7 9 8 7 4 3

Strategist[edit]

  • Prime Requisite: DEX & INT.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

Strategists advance in attack throws and saving throws by two points and AC by 1 point every six levels of experience. At first level, Strategists hit AC 0 with an attack throw of 10+.

Martial Skills: Strategists have Basic rank in all Common weapons any 2 Major or Unusual weapons, and Unarmed. At levels 3 & 9 increase any 2 weapons by 1 rank. At levels 6 & 12 increase all weapons at Basic or higher by 1 rank. Strategists may not use armor nor shields.

Chi Powers: Stretegists begin play knowing Artisan's Hand & Inner Power and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14.

When hiring specialists, Strategists treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: All Strategists are literate and well-versed in a particular area of knowledge or crafting. They may choose any one of: Art, Craft, Engineering, Knowledge or Profession to represent this area of expertise, which begins at two ranks. All Strategists also gain Loremastery and one additional Class Proficiency at 1st level.

Strategists facility with their chosen area of expertise gives them a bonus to all Proficiency checks relating to that topic of +1 at first level. This increases by an additional +1 at 3rd, 6th, 9th and 12th level. Furthermore, as their knowledge base grows, they gain a +1 bonus to more distantly associated topics at 5th level, increasing to +2 at 10th level.

Level-linked features:

  • 3rd Level: Strategists gain an additional rank of their area of expertise and one rank of Military Strategy.
  • 4th level: Strategists gain an additional Class Proficiency.
  • 5th level: The Strategist's aura of unflappable competence inspires his hirelings to strive for glory. Any henchmen and mercenaries hired by the Strategist gain a +1 bonus to their morale score if they are able to witness the fruits of the Strategist's skill. This bonus stacks with any modifiers from the Strategist's Charisma or proficiencies.
  • 9th level: A Strategist can build an academy or workshop (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mercenaries and 1d6 Strategists of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for mercenaries.
  • 12th level: Strategists gain an additional Class Proficiency.


Proficiency list: Alchemy, Animal Husbandry, Animal Training, Art, Bribery, Craft, Diplomacy, Engineering, Healing, Knowledge, Land Surveying, Language, Manual of Arms, Mapping, Military Strategy, Naturalism, Navigation, Performance, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Wakefulness.

Strategist Wood Fire Earth Metal Water Attack AC
1-3 15 11 12 13 13 10 0
4-6 14 10 11 12 12 9 1
7-9 13 9 10 11 11 8 1
10-12 12 8 9 10 10 7 2
13-14 11 7 8 9 9 6 2


Doctor[edit]

  • Prime Requisite: CON & WIS.
  • Requirements: None.
  • Hit Dice: 1d8.
  • Maximum Level: 14.

Doctors advance in attack throws by two points and AC by one point every four levels of experience and saving throws every three levels. At first level, Doctors hit AC0 with an attack throw of 10+.

Martial Skills: Doctors have Basic rank in all Common and Major weapons and Unarmed as well as 1 unusual weapon. At levels 3 & 9 increase any 4 weapons by 1 rank. At levels 6 & 12 increase all weapons at Basic or higher by 1 rank. Doctors may not use armor nor shields.

Chi Powers: Doctors begin play knowing Iron Body & Inner Eye and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14.

When hiring healers, Doctors treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: All Doctors are expert physicians and gain 2 free levels of Healing and/or Animal Husbandry.

All Doctors also gain Laying on Hands at 1st level.

Doctors facility with medicine gives them a bonus to all Proficiency checks relating to it of +1 at first level. This increases by an additional +1 at 3rd, 6th, 9th and 12th level. Furthermore, as their knowledge base grows, they gain a +1 bonus to more distantly associated topics at 5th level, increasing to +2 at 10th level.

Level-linked features:

  • 3rd Level: A Doctor can supervise an additional patient beyond what his Healing or Animal Husbandry rank allows. The doctor may supervise two additional patients at Level 8 and three additional patients at Level 12.
  • 5th Level: The Doctor's incredible healing abilities inspires his hirelings to be brave. Any henchmen and mercenaries hired by the Doctor gain a +1 bonus to their morale score if they are reasonably certain they will be healed. This bonus stacks with any modifiers from the Doctor's Charisma or proficiencies.
  • 7th Level: With a proficiency throw of 18+ the doctor may use Restore Life and Limb once per week per patient.
  • 9th Level: A Doctor can build a hospice (functionally the same as a hall) and become a ruler. When they do, up to 1d4+1x10 0th level mendicants and 1d6 Doctors of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid the standard rate for healers.
  • 12th Level: A Doctor may attempt to use Animal Husbandry or Healing twice per day/week per patient instead of once.

Proficiency list: Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Climbing, Diplomacy, Endurance, Healing, Knowledge, Language, Laying on Hands, Naturalism, Navigation, Performance, Poison Resistance, Profession, Wakefulness.

Doctor Wood Fire Earth Metal Water Attack AC
1-2 13 15 10 16 13 10 0
3-4 12 14 9 15 12 9 1
5-6 11 13 8 14 11 8 1
7-8 10 12 7 13 10 7 2
9-10 9 11 6 12 9 6 2
11-12 8 10 5 11 8 5 3
13-14 7 9 4 10 7 4 3

General[edit]

  • Prime Requisite: STR & CHA.
  • Requirements: None.
  • Hit Dice: 1d8.
  • Maximum Level: 14.

Generals advance in attack throws and saving throws by two points and AC by one point, every three levels of experience. At first level, Generals hit AC0 with an attack throw of 10+.

Martial Skills: Generals have Basic rank in all Common, Major and Military weapons, and Unarmed. At levels 3 & 9 increase any 4 weapons by 1 rank. At levels 6 & 12 increase all weapons at Basic or higher by 1 rank. Generals may use light and heavy armor and may use shields.

Chi Powers: Generals begin play knowing Iron Body & Light Foot and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14.

Proficiencies: Generals start with the Command and Riding proficiencies, plus one of Diplomacy, Intimidate, or Seduction.

When hiring soldiers or conscripts they will train personally, Generals treat the market class of the city as one better (Class I markets remain Class I).

Level-linked features:

  • 3rd Level: Generals automatically gain Manual of Arms or Military Strategy.
  • 5th Level: battlefield prowess inspires followers. Any henchmen and mercenaries hired by the General gain a +1 bonus to their morale score whenever the General personally leads them. This bonus stacks with any modifiers from Charisma or proficiencies.
  • 7th Level: Generals gain a +4 to saving throws against fear effects and any NPCs they personally lead also gain a +4 to save if the General passed their throw.
  • 9th Level: Generals gain Profession (Governor). If they have a stronghold they gain (1d4+1)x10 0th-level and 1d6 1st-level Military and/or Civil Officers as followers.
  • 11th Level: Generals automatically gain another choice from: Manual of Arms or Military Strategy.
  • 13th Level: Generals are masters of their domain: increase the Land Value of their personal domain by +1 while they rule it.


Proficiency list: Alertness, Animal Training, Berskergang, Blind Fighting, Combat Reflexes, Diplomacy, Endurance, Intimidation, Land Surveying, Leadership, Manual of Arms, Might, Military Strategy, Running, Seafaring, Siege Engineering, Survival, Wakefulness, Weapon Mastery

General Wood Fire Earth Metal Water Attack AC
Normal 15 16 18 17 17 10 0
1 14 15 17 16 16 10 0
2-3 13 14 16 15 15 9 0
4 12 13 15 14 14 8 1
5-6 11 12 14 13 13 7 1
7 10 11 13 12 12 6 2
8-9 9 10 12 11 11 5 2
10 8 9 11 10 10 4 3
11-12 7 8 10 9 9 3 3
13 6 7 9 8 8 2 4
14 5 6 8 7 7 1 4

Outlaw[edit]

  • Prime Requisite: DEX & WIS
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 14.

Outlaws advance in attack throws and saving throws by two points and AC by one point every four levels of experience. At first level, Outlaws hit AC0 with an attack throw of 10+.

Martial Skills: Outlaws have Basic rank in all Common and Major weapons, any 2 Military or Unusual weapons, and Unarmed. At levels 3 & 9 increase any 2 weapons by 1 rank. At levels 6 & 12 increase any 4 weapons by 1 rank. Outlaws may use light armor but may not use shields.

Chi Powers: Outlaws begin play knowing Lightfoot & Perfect Action and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14.

When hiring bandits and criminals Outlaws treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: Outlaws gain Ambushing, Swashbuckling and Skulking proficiency for free at first level.

Level-linked features:

  • 2nd Level: Outlaws improve their Alertness, Climbing and Stealth throws by +1. This increases by an additional +1 at each even level thereafter.
  • 3rd Level: Outlaws improve their Dismantle and Legerdemain throws by +1. This increases by an additional +1 at each odd level thereafter.
  • 5th Level: Any bandits, pirates or other criminals hired by the Outlaw gain a +1 bonus to their morale score if the character leads them.
  • 7th Level: All Hijinks undertaken by an Outlaw or one of their retainers receive a +2 to the proficiency throw.
  • 9th Level: An Outlaw can build a hideout and become a ruler. When they do, 2d6 1st level Bandits will come to join the band.
  • 12th level: The Outlaw has become legendary. No bonds or prisons can possibly hold them. Whenever they are restrained (including pinned) or imprisoned they may make a Fire save to escape. If this save fails it may be retried once each day at midnight.


Proficiency list: Acrobatics, Alertness, Bargaining, Blind Fighting, Bribery, Contortionism, Disguise, Eavesdropping, Gambling, Intimidation, Lip Reading, Mapping, Riding, Running, Seafaring, Skulking, Wakefulness

Outlaw Wood Fire Earth Metal Water Attack AC
1-2 14 13 16 15 13 10 0
3-4 13 12 15 14 12 9 1
5-6 12 11 14 13 11 8 1
7-8 11 10 13 12 10 7 2
9-10 10 9 12 11 9 6 2
11-12 9 8 11 10 8 5 3
13-14 8 7 10 9 7 4 3

Henchman Classes[edit]

Some people are exceptional and surpass the ability of the common people but they do not have the spiritual power of true heroes.

Henchman do not have cultivated chi. If they ever manage to cultivate their chi they become heroes.

Civil Officer[edit]

  • Prime Requisite: WIS & CHA.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 8.

Civil Officers advance in attack throws and saving throws by two points and AC by one point every four levels of experience.

Martial Skills: Civil Officers have Basic rank in all Common weapons and any 2 Major or Unusual weapons. At level 4 increase any 2 weapons by 1 rank. Civil Officers may not use armor nor shields.

When hiring any civil servants, Civil treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: Civil Officers gain one of: Diplomacy, Intimidate, or Seduction and one rank of either Art or Performance.

Level-linked features:

  • 3rd Level: Civil Officers gain one of Art, Diplomacy, Intimidate, Language, Performance or Seduction.
  • 5th Level: Any and mercenaries hired by the Civil Officer gain a +1 bonus to their morale score if the character is there to witness and recount their deeds.
  • 7th Level: the Civil Officer gains command of voice as a per the Courtier ability. The Civil Officer also gains a +4 to saving throws against all Charm effects.


Proficiency list: Acrobatics, Art, Bargaining, Bribery, Disguise, Eavesdropping, Gambling, Healing, Knowledge, Language, Lip Reading, Mimicry, Performance, Profession, Riding, Running, Seafaring, Skulking, Wakefulness

Diplomat Wood Fire Earth Metal Water Attack
1-2 16 13 15 14 13 10
3-4 15 12 14 13 12 9
5-6 14 11 13 12 11 8
7-8 13 10 12 11 10 7


Advisor[edit]

  • Prime Requisite: INT.
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 8.

Advisors advance in attack throws and saving throws by two points and AC by 1 point every six levels of experience.

Martial Skills: Advisors have Basic rank in Dagger, Club and any 2 Common weapons. At level 4 increase any 1 weapon by 1 rank. Advisors may not use armor nor shields.

When hiring specialists, Advisors treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: All Advisors are literate and well-versed in a particular area of knowledge or crafting. They may choose any one of: Animal Husbandry, Animal Training, Craft, Engineering, Healing, Knowledge or Profession to represent this area of expertise, which begins at two ranks. All Advisors also gain Loremastery and one additional Class Proficiency at 1st level.

Strategists facility with their chosen area of expertise gives them a bonus to all Proficiency checks relating to that topic of +1 at first level. This increases by an additional +1 at 3rd & 6th level. Furthermore, as their knowledge base grows, they gain a +1 bonus to more distantly associated topics at 5th level.

Level-linked features:

  • 3rd Level: Strategists gain an additional General Proficiency
  • 4th level: Strategists gain an additional Class Proficiency.
  • 5th level: The Strategist's aura of unflappable competence inspires his hirelings to strive for glory. Any specialists hired by the Strategist gain a +1 bonus to their morale score. This bonus stacks with any modifiers from the Strategist's Charisma or proficiencies.


Proficiency list: Alchemy, Animal Husbandry, Animal Training, Art, Bribery, Craft, Diplomacy, Engineering, Healing, Knowledge, Land Surveying, Language, Manual of Arms, Mapping, Military Strategy, Naturalism, Navigation, Performance, Profession, Prophecy, Siege Engineering, Signalling, Soothsaying, Wakefulness.

Advisor Wood Fire Earth Metal Water Attack
1-3 15 11 12 13 13 10
4-6 14 10 11 12 12 9
7-8 13 9 10 11 11 8


Military Officer[edit]

  • Prime Requisite: STR.
  • Requirements: None.
  • Hit Dice: 1d8.
  • Maximum Level: 8.

Generals advance in attack throws and saving throws by two points and AC by one point, every three levels of experience.

Martial Skills: Military Officers have Basic rank in all Common, Major and Military weapons, and Unarmed. At level 3 increase any 2 weapons by 1 rank. At level 6 increase all weapons at Basic or higher by 1 rank. Military Officers may use light and heavy armor and may use shields.

Proficiencies: Military Officers begin play with Manual of Arms and one additional Class proficiency.

When hiring soldiers or conscripts, Military Officers treat the market class of the city as one better (Class I markets remain Class I).

Level-linked features:

  • 3rd Level: Military Officers automatically gain one choice among: Manual of Arms, Riding or Seafaring.
  • 5th Level: Battlefield prowess inspires followers. Any henchmen and mercenaries hired by the Military Officer gain a +1 bonus to their morale score whenever the Military Officer personally leads them. This bonus stacks with any modifiers from Charisma or proficiencies.
  • 7th Level: Military Officers gain a +4 to saving throws against fear effects and any NPCs they personally lead also gain a +4 to save if the Military Officer passed their throw.

Proficiency list: Alertness, Animal Training, Berskergang, Blind Fighting, Combat Reflexes, Command, Diplomacy, Endurance, Intimidation, Land Surveying, Leadership, Manual of Arms, Might, Military Strategy, Riding, Running, Seafaring, Siege Engineering, Survival, Wakefulness, Weapon Mastery

Military Officer Wood Fire Earth Metal Water Attack
Normal 15 16 18 17 17 10
1 14 15 17 16 16 10
2-3 13 14 16 15 15 9
4 12 13 15 14 14 8
5-6 11 12 14 13 13 7
7 10 11 13 12 12 6
8 9 10 12 11 11 5

Bandit[edit]

  • Prime Requisite: DEX
  • Requirements: None.
  • Hit Dice: 1d6.
  • Maximum Level: 8.

Bandits advance in attack throws and saving throws by two points and AC by one point every four levels of experience. At first level, Bandits hit AC0 with an attack throw of 10+.

Martial Skills: Bandits have Basic rank in all Common and Major weapons, any 2 Military or Unusual weapons, and Unarmed. At levels 3 increase any 2 weapons by 1 rank. At levels 6 increase any 4 weapons by 1 rank. Bandits may use light armor but may not use shields.

When hiring criminals Bandits treat the market class of the city as one better (Class I markets remain Class I).

Proficiencies: Bandits gain Ambushing, and Skulking proficiency for free at first level.

Level-linked features:

  • 2nd Level: Outlaws improve their Alertness, Climbing and Stealth throws by +1. This increases by an additional +1 at each even level thereafter.
  • 3rd Level: Outlaws improve their Dismantle and Legerdemain throws by +1. This increases by an additional +1 at each odd level thereafter.
  • 5th Level: Any bandits, pirates or other criminals hired by the Bandit gain a +1 bonus to their morale score if the character leads them.
  • 7th Level: All Hijinks undertaken by a bandit or one of their retainers receive a +2 to the proficiency throw.

Proficiency list: Acrobatics, Alertness, Bargaining, Blind Fighting, Bribery, Contortionism, Disguise, Eavesdropping, Gambling, Intimidation, Lip Reading, Mapping, Riding, Running, Seafaring, Skulking, Wakefulness

Bandit Wood Fire Earth Metal Water Attack
1-2 14 13 16 15 13 10
3-4 13 12 15 14 12 9
5-6 12 11 14 13 11 8
7-8 11 10 13 12 10 7