Three Kingdoms\Classes

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Courtier

  • 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 fourlevels 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.

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 or Language 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. Creatures with a WIS greater than the Courtier's CHA are immune to this power (the Courtier will know they are immune). The Courtier also gains a +4 to saving throws against all Charm effects and treats their WIS as 2 higher to resist the Charm-effects of other Courtiers.
  • 9th Level: Courtiers can become governors in the same fashion as a General.
  • 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

  • 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, 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. 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 literage 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 Strategistise 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:

  • 4th level: the Strategist gains the ability to read languages, including ciphers, treasure maps, and dead languages, but not magical writings. A proficiency throw of 5+ on 1d20 is required. If the roll does not succeed, the Strategist may not try to read that particular piece of writing until he reaches a higher level of experience.
  • 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.


Proficiency list: Alchemy, Animal Husbandry, Animal Training, Art, Beast Friendship, Bribery, Climbing, 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

  • 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, 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. 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: A Doctor gains a +2 on proficiency throws to use Animal Husbandry or Healing. This bonus increases to +3 at Level 11 and +4 at Level 14.
  • 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 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

  • 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 can become Governors. In addition, the General gains the Leadership proficiency automatically.
  • 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