Editing
Three Kingdoms\Classes
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Henchman Classes= 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== *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 {| {{table}} | align="center" style="background:#f0f0f0;"|'''Diplomat''' | align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' |- align="center" | '''1-2'''||16||13||15||14||13||10 |- align="center" style="background:#f0f0f0;" | '''3-4'''||15||12||14||13||12||9 |-align="center" | '''5-6'''||14||11||13||12||11||8 |- align="center" style="background:#f0f0f0;" | '''7-8'''||13||10||12||11||10||7 | |} ==Advisor== *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. {| {{table}} | align="center" style="background:#f0f0f0;"|'''Advisor''' | align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' |- align="center" | '''1-3'''||15||11||12||13||13||10 |- align="center" style="background:#f0f0f0;" | '''4-6'''||14||10||11||12||12||9 |- align="center" | '''7-8'''||13||9||10||11||11||8 | |} ==Military Officer== *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 {| {{table}} | align="center" style="background:#f0f0f0;"|'''Military Officer''' | align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' |- align="center" | '''Normal'''||15||16||18||17||17||10 |- align="center" style="background:#f0f0f0;" | '''1'''||14||15||17||16||16||10 |- align="center" | '''2-3'''||13||14||16||15||15||9 |- align="center" style="background:#f0f0f0;" | '''4'''||12||13||15||14||14||8 |- align="center" | '''5-6'''||11||12||14||13||13||7 |- align="center" style="background:#f0f0f0;" | '''7'''||10||11||13||12||12||6 |- align="center" | '''8'''||9||10||12||11||11||5 |- | |} ==Bandit== *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 {| {{table}} | align="center" style="background:#f0f0f0;"|'''Bandit''' | align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' |- align="center" | '''1-2'''||14||13||16||15||13||10 |- align="center" style="background:#f0f0f0;" | '''3-4'''||13||12||15||14||12||9 |-align="center" | '''5-6'''||12||11||14||13||11||8 |- align="center" style="background:#f0f0f0;" | '''7-8'''||11||10||13||12||10||7 |- align="center" | |}
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information