Classes

Any new base classes, prestige classes and variants on current classes will be presented here. Please note there are some class variations specific to church affiliation for “divine” classes (Cleric, Druid, Monk, Paladin) presented in the Deities and Religions section. Classes able to Turn or Rebuke undead should reference Simplified Turning/Rebuking in the House Rules section. Class variations are also available to specialist Wizards and Artificers based on school affiliation, as noted in the Organizations section. Classes able to summon a familiar should reference Familiars and Bonded items in the House Rules section. Any classes with the ability to cast 0-level spells, please see Cantrips and Orisons in the House Rules section.

Class Variants


Artificer

Artificers, while not arcane or divine casters, possess the amazing ability to create magical items that they do not technically meet the prerequisites for. Since magic items can tip the balance of combat quite easily, especially at higher level, their ease of creating magic items should not increase through further use of feats. Therefore, the feats Exceptional Artisan, Extraordinary Artisan and Legendary Artisan do not exist in the Three Kingdoms setting.

Bonus Feat:

Artificers continue to gain a bonus feat at 4th level, and every 4 levels thereafter. For each of the bonus feats, the Artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Extra Rings, Quicken Infusion (see Skills and Feats ), Quick Potion (see Skills and Feats), Wand Mastery.


Cleric

Clerics tend to belong to churches with strict hierarchies, rites and rituals. These rites are performed using the language spoken by the great Heroes of the Last Age, the language of the gods. As such, all Clerics are trained and fluent in this language. In addition to this, a Cleric of Tedabe may substitute Druidic for one of the bonus languages available to the character because of race or extraordinary intelligence.

Bonus Languages:

In addition to the bonus languages normally available to a Cleric, he is also fluent in Naramotan, the language spoken by the gods. Naramotan is a free language for a cleric; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Naramotan has its own alphabet.


Fighter

Fighters are one of the easiest classes to play, and at first blush, one of the most balanced. While this is true at lower levels, fighters are generally underpowered and more dependent on items in comparison to other classes at higher levels. To help rectify this, all Fighters in the Three Kingdoms use the Fighter class from the Pathfinder system (see the Pathfinder SRD for more details).


Healer

I found the Healer (Miniature’s Handbook, p.8) to be quite an interesting concept that meshed well with the Three Kingdoms setting, particularly with Fatame’s followers. The class as presented, however, is severely lacking. Following are the changes that I have made to make it a more viable class, and to better fit the flavor of the campaign setting.

Weapon and Armor Proficiency:

Healers are proficient with one simple weapon, but not with any type of armor or shield. The armor restriction healers incur is self-imposed by oath. Should a healer don armor or carry a shield, she is subject to the spell failure chance normally imposed on arcane casters, except this chance applies to all spells she casts, not just spells with somatic components. Healers take a similar oath regarding weapons; should a healer wield a weapon in combat and attack another, she loses all her healer spells and special abilities and may not progress any farther as a healer. She may regain her abilities and advancement potential if she atones for her violation.

Aura of Good (Ex):

The power of a Healer’s aura of good (see the detect good spell) is equal to her Healer level.

Turn Undead (Su):

Healers are able to Turn Undead, as a Cleric of equal level.

Expert Healer:

At first level, Healers gain the granted ability of the Healing Domain.

Spirit of the Community:

At first level, Healers gain the granted ability of the Community Domain, and can add the spells of that domain to her spell list.

Touched by the Sun:

At first level, Healers gain the granted ability of the Sun Domain. She also gains the ability to cast endure elements a number of times per day equal to 1/2 her healer level plus her Charisma modifier.

Lay on Hands (Su):

At 2nd level, Healers with a Charisma of 12 or higher gain the ability to heal by touch. This ability is identical to the Paladin ability of the same name.

Protective Aura (Su):

The Healer radiates a protective aura that provides protection to herself and her allies from the forces of evil. Beginning at 5th level, her aura functions like a Protection from Evil spell. At 11th level, her aura improves to the effects of a Magic Circle against Evil, centered on the Healer. At 18th level, the Healer has the effects of a Holy Aura centered on herself.

Unicorn Companion (Ex):

Healers of the Three Kingdoms do not gain this class feature at 8th level.


Marshal

The Marshal, as the Healer, is found in the Miniature’s Handbook (p.11). I found this class interesting as well, and like the Healer, it is an underpowered class. Plus, I found one of their class abilities potentially disruptive to combat, especially the flow of initiative.

Bonus Feat:

Beginning at 3rd level and every 3 levels thereafter, a Marshal may select a bonus feat from the following list: Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Mounted Combat, Mounted Archery, Negotiator, Persuasive, Ride-by Attack, Spirited Charge, Trample.

Grant Move Action (Ex):

Marshals in the Three Kingdoms do not gain this class feature at 4th level.

Adrenaline Boost (Su):

At 4th level, the Marshal can exhort his allies to find extra energy that they didn’t think they had. This is a class feature variant presented in the Player’s Handbook II, p.49.

Commanding Presence:

The key to the Marshal’s abilities are his natural presence on the battlefield, equally able to inspire allies or strike fear into his enemies. Beginning at 5th level, the Marshal may use the following abilities a number of times per day equal to 1/2 his class level + Charisma modifier.

  • Call to Battle (Ex): Available at 5th level, as the Knight ability (Player’s Handbook II, p.26)
  • Daunting Challenge (Ex): Available at 10th level, as the Knight ability (Player’s Handbook II, p.26)
  • Bond of Loyalty (Ex): Available at 15th level, as Knight ability (Player’s Handbook II, p.27)

Sorcerer

At first impression, the Sorcerer is a weaker Wizard. However, with careful planning and clever spell selection (and application), the Sorcerer can really shine. His only real deficiency is the inability to prepare spells, and the subsequent added casting time when utilizing metamagic feats.

Accelerated Metamagics (Ex):

At first level, the Sorcerer can apply any one metamagic feat that she possesses to a spell she is about to cast, without increasing the casting time. This ability can be used once per day starting at first level, and one additional time per day for every 5 Sorcerer levels, up to 5 times per day at 20th level.


Wizard

Though the school of Necromancy does not exist in the Three Kingdoms (see Spells and Magic), that does not preclude the existence of specialist wizards known as Necromancers. In fact, they thrive, though thankfully only in limited regions. Because of their multidisciplinary focus on the macabre, restrictions are placed on which school that can be selected as an opposition school. Wizards who become Necromancers in the Three Kingdoms may only choose Divination or Illusion as their opposed school. Bonus spells granted are selected from the list of spells formerly of the necromancy school as presented in the Spells and Magic section.