
Core Classes
These are the final official versions of the Core Classes used in Thandoria. The Wizard, Sorcerer, Ranger, and Bard have been modified. The Wizard and Cleric modifications include a spell point system called Spiritus. In Thandoria Wizards are called magi and Clerics are called Oracles. The remaining modifications have been redesigned by Monte Cook, author of the DMG and given to the gaming public as Open Game Content. The Thug, which is an NPC version of a rogue, was designed by the folks at Fantasy Flight Games for their new space-fantasy game system called Dragonstar. The Thug has been released as Open Game Content as well. The other classes are the same as presented in the System Reference Document.
| Core PC Classes | Core NPC Classes |
Barbarian Bard Oracle (Cleric) Druid Fighter Monk Paladin Ranger Rogue Sorcerer Magi (Wizard) |
Adept Aristocrat |
| Exotic Core Classes | Class Descriptions |
|
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Arcanology
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Class Descriptions
·
Alignment: A few classes restrict a
character's possible alignments. An entry of "Any" means that
characters of this class are not restricted in alignment.
·
Hit Die: The type of
Hit Die used by characters of the class determines the number of hit points
gained per level.
·
Requirements:
The character must meet these requirements prior to adding this class.
·
Class Table: This table
details how a character improves as he or she gains experience levels. Class
tables typically include the following:
·
Level: The character's level in
that class.
·
Base Attack Bonus: The character's
base attack bonus and number of attacks.
·
Fort Save: The base save bonus on
Fortitude saving throws. The character's Constitution modifier also applies.
·
Ref Save: The base save bonus on
Reflex saving throws. The character's Dexterity modifier also applies.
·
Will Save: The base save bonus on
Will saving throws. The character's Wisdom modifier also applies.
·
Special: Level-dependent class
abilities, each explained in the "Class Features" sections that
follow.
·
Class Skills: The number of skill
points the character starts with at 1st level, the number of skill points gained
each level thereafter, and the list of class skills.
·
Class Features: Special
characteristics of the class. When applicable, this section also mentions
restrictions and disadvantages of the class. Class features include some or all
of the following.
·
Weapon and Armor Proficiency: Which
weapons and armor types the character is proficient with.
·
Other Features: Each class has
certain unique capabilities.
·
Ex-Members: If, for some reason, a
character is forced to give up this class, these are the rules for what happens.
·
Spells per Day: How many spells of
each spell level the character can cast each day. If the entry is
"—" for a given level of spells, the character may not cast any
spells of that level. If the entry is "0," the character may only cast
spells of that level if he or she has bonus spells. If the entry is a number,
the character may cast that many spells plus any bonus spells. Bonus spells for
wizards are based on Intelligence. Bonus spells for clerics, druids, paladins,
and rangers are based on Wisdom. Bonus spells for sorcerers and bards are based
on Charisma.
·
A character can always choose to
memorize a lower-level spell to fill a higher-level slot.
Alignment:
Any nonlawful.
Hit Die: d12.
Class Skills: The barbarian's class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and
Wilderness Lore (Wis).
Weapon
and Armor Proficiency: A barbarian is proficient with all simple and martial
weapons, light armor, medium armor, and shields.
Table:
The Barbarian
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Rage 1/day; fast movement
2 +2 +3 +0 +0 Uncanny dodge (Dex bonus to AC)
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Rage 2/day
5 +5 +4 +1 +1 Uncanny dodge (can't be flanked)
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Rage 3/day
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Uncanny dodge (+1 against traps)
11 +11/+6/+1 +7 +3 +3 Damage reduction 1/—
12 +12/+7/+2 +8 +4 +4 Rage 4/day
13 +13/+8/+3 +8 +4 +4 Uncanny dodge (+2 against traps)
14 +14/+9/+4 +9 +4 +4 Damage reduction 2/—
15 +15/+10/+5 +9 +5 +5 Greater rage
16 +16/+11/+6/+1 +10 +5 +5 Rage 5/day,
uncanny dodge (+3 against traps)
17 +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/—
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Uncanny dodge (+4 against traps)
20 +20/+15/+10/+5 +12 +6 +6 Rage 6/day;
no longer winded after rage;
damage reduction 4/—
Barbarian
Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2
morale bonus on Will saves, but suffers a –2 penalty to AC.
The
increase in Constitution increases the barbarian's hit points by 2 points per
level, but these hit points go away at the end of the rage when the Constitution
score drops back to normal. While raging, a barbarian cannot use skills or
abilities that require patience and concentration. (The only class skills he
can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can
use any feat he might have except for Expertise, item creation feats, metamagic
feats, and Skill Focus (if it's tied to a skill that requires patience or
concentration).
A
fit of rage lasts for a number of rounds equal to 3 + the character's (newly
improved) Constitution modifier. The barbarian may prematurely end the rage
voluntarily. At the end of the rage, the barbarian is fatigued (–2 to
Strength, –2 to Dexterity, can't charge or run) for the duration of that
encounter (unless the barbarian is 20th level, when this limitation no longer
applies). The barbarian can only fly into a rage once per encounter, and only a
certain number of times per day (determined by level). Entering a rage takes no
time itself, but the barbarian can only do it during his action.
Starting
at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to
Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at
–2.)
Fast
Movement: The barbarian has a speed faster than the norm for his race by +10
feet when wearing no armor, light armor, or medium armor (and not carrying a
heavy load).
Uncanny
Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC
(if any) if caught flat-footed or struck by an invisible attacker.
At
5th level, the barbarian can no longer be flanked. The exception to this defense
is that a rogue at least four levels higher than the barbarian can still flank.
At
10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks by traps. At 13th level, these
bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
Damage
Reduction: Starting at 11th level, the barbarian gains the extraordinary ability
to shrug off some amount of injury from each blow or attack. Subtract 1 from the
damage the barbarian takes each time the barbarian is dealt damage. At 14th
level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it
rises to 4. Damage reduction can reduce damage to 0 but not below 0.
Illiteracy:
Barbarians are the only characters that do not automatically know how to read
and write. A barbarian must spend 2 skill points to gain the ability to read and
write any language the barbarian is able to speak.
Ex-Barbarians:
A barbarian who becomes lawful loses the ability to rage and cannot gain more
levels as a barbarian. The barbarian retains all the other benefits of the
class.
Alignment:
Any nonlawful.
Hit Die: d6.
Class Skills: The bard's class skills (and the key ability for each skill) are
Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill),
Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha),
Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken
individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick
Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis),
Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic
Device (Cha, exclusive skill).
Weapon
and Armor Proficiency: A bard is proficient with all simple weapons.
Additionally, the bard is proficient with one of the following weapons: longbow,
composite longbow, longsword, rapier, sap, short composite bow, short sword,
shortbow, or whip. Bards are proficient with light armor, medium armor, and
shields.
TABLE:
The Bard
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +2 +2 Bardic music,
Bardic knowledge
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6/+1 +2 +6 +6
9 +6/+1 +3 +6 +6
10 +7/+2 +3 +7 +7
11 +8/+3 +3 +7 +7
12 +9/+4 +4 +8 +8
13 +9/+4 +4 +8 +8
14 +10/+5 +4 +9 +9
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12
TABLE:
Bard Spells Per Day
------------Spells per Day-----------
Level 0 1 2 3 4 5 6
----- - - - - - - -
1 2 — — — — — —
2 3 0 — — — — —
3 3 1 — — — —
4 3 2 0 — — — —
5 3 3 1 — — — —
6 3 3 2 — — — —
7 3 3 2 0 — — —
8 3 3 3 1 — — —
9 3 3 3 2 — — —
10 3 3 3 2 0 — —
11 3 3 3 3 1 — —
12 3 3 3 3 2 — —
13 3 3 3 3 2 0 —
14 4 3 3 3 3 1 —
15 4 4 3 3 3 2 —
16 4 4 4 3 3 2 0
17 4 4 4 4 3 3 1
18 4 4 4 4 4 3 2
19 4 4 4 4 4 4 3
20 4 4 4 4 4 4 4
TABLE:
Bard Spells Known
------------Spells Known-------------
Level 0 1 2 3 4 5 6
----- - - - - - - -
1 4 — — — — — —
2 5 2* — — — — —
3 6 3 — — — — —
4 6 3 2* — — — —
5 6 4 3 — — — —
6 6 4 3 — — — —
7 6 4 4 2* — — —
8 6 4 4 3 — — —
9 6 4 4 3 — — —
10 6 4 4 4 2* — —
11 6 4 4 4 3 — —
12 6 4 4 4 3 — —
13 6 4 4 4 4 2* —
14 6 4 4 4 4 3 —
15 6 4 4 4 4 3 —
16 6 5 4 4 4 4 2*
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
*Provided
the bard has sufficient Charisma to have a bonus spell of this level.
Spells:
A bard casts arcane spells. The bard casts these spells without needing to
memorize them beforehand or keep a spellbook. Bards receive bonus spells for
high Charisma, and to cast a spell a bard must have a Charisma score at least
equal to 10 + the level of the spell. The Difficulty Class for a saving throw
against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.
Bardic
Music: Once per day per level, a bard can use song or poetics to produce magical
effects on those around him or her. While these abilities fall under the
category of bardic music, they can include reciting poetry, chanting, singing
lyrical songs, singing melodies, whistling, playing an instrument, or playing an
instrument in combination with some spoken performance. As with casting a spell
with a verbal component, a deaf bard suffers a 20% chance to fail with bardic
music. If the bard fails, the attempt still counts against the daily limit.
The
Bardic Music effects are:
*
Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage
in his or her allies. To be affected, an ally must hear the bard sing for a full
round. The effect lasts as long as the bard sings and for 5 rounds after the
bard stops singing (or 5 rounds after the ally can no longer hear the bard).
While singing, the bard can fight but cannot cast spells, activate magic items
by spell completion (such as scrolls), or activate magic items by magic word
(such as wands). Affected allies receive a +2 morale bonus to saving throws
against charm and fear effects and a +1 morale bonus to attack and weapon damage
rolls. Inspire courage is a supernatural, mind-affecting ability.
*
Countersong: A bard with 3 or more ranks in Perform can counter magical effects
that depend on sound (but not spells that simply have verbal components). As
with inspire courage, a bard may sing, play, or recite a countersong while
taking other mundane actions, but not magical actions. Each round of the
countersong, the bard makes a Perform check. Any creature within 30 feet of the
bard (including the bard) who is affected by a sonic or language-dependent
magical attack may use the bard's Perform check result in place of his saving
throw if, after rolling the saving throw, the Perform check result proves to be
better. The bard may keep up the countersong for 10 rounds. Countersong is a
supernatural ability.
*
Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to
become fascinated with him. The creature to be fascinated must be able to see
and hear the bard and must be within 90 feet. The bard must also see the
creature. The creature must be able to pay attention to the bard. The
distraction of a nearby combat or other dangers prevents the ability from
working. The bard makes a Perform check, and the target can negate the effect
with a Will saving throw equal to or greater than the bard's check result. If
the saving throw succeeds, the bard cannot attempt to fascinate that creature
again for 24 hours. If the saving throw fails, the creature sits quietly and
listens to the song for up to 1 round per level of the bard. While fascinated,
the target's Spot and Listen checks suffer a –4 penalty. Any potential threat
(such as an ally of the bard moving behind the fascinated creature) allows the
fascinated creature a second saving throw against a new Perform check result.
Any obvious threat, such as casting a spell, drawing a sword, or aiming,
automatically breaks the effect.
While
fascinating (or attempting to fascinate) a creature, the bard must concentrate,
as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting
charm ability.
*
Inspire Competence: A bard with 6 or more ranks in Perform can help an ally
succeed at a task. The ally must be able to see and hear the bard and must be
within 30 feet. The bard must also see the creature. The ally gets a +2
competence bonus on his skill checks with a particular skill as long as he or
she continues to hear the bard's music. The DM may rule that certain uses of
this ability are infeasible. The bard can maintain the effect for 2 minutes
(long enough for the ally to take 20). Inspire competence is a supernatural,
mind-affecting ability.
*
Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the
spell) to a creature that he has already fascinated (see above). The suggestion
doesn't count against the bard's daily limit on bardic music performances (one
per day per level), but the fascination does. A Will saving throw (DC 13 + the
bard's Charisma modifier) negates the effect. Suggestion is a spell-like,
mind-affecting charm ability.
*
Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness
in another creature. For every three levels the bard attains beyond 9th, the
bard can inspire greatness in one additional creature. To inspire greatness, the
bard must sing and the creature must hear the bard sing for a full round, as
with inspire courage. The creature must also be within 30 feet. A creature
inspired with greatness gains temporary Hit Dice, attack bonuses, and saving
throw bonuses as long as he or she hears the bard continue to sing and for 5
rounds thereafter. (All these bonuses are competence bonuses.)
The
target gains the following boosts:
* +2 Hit Dice (d10s that grant temporary hit points).
* +2 competence bonus on attacks.
* +1 competence bonus on Fortitude saves.
Apply
the target's Constitution modifier, if any, to each bonus Hit Die. These extra
Hit Dice count as regular Hit Dice for determining effects such as the sleep
spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.
Bardic
Knowledge: A bard may make a special bardic knowledge check with a bonus equal
to his level + his Intelligence modifier to see whether he knows some relevant
information about local notable people, legendary items, or noteworthy places.
This check will not reveal the powers of a magic item but may give a hint as to
its general function. The bard may not take 10 or take 20 on this check; this
sort of knowledge is essentially random. The DM will determine the Difficulty
Class of the check by referring to the table below.
DC Type of Knowledge
-- -----------------
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
Ex-Bards:
A bard who becomes lawful in alignment cannot progress in levels as a bard,
though he retains all his bard abilities.
Alignment: Any. If the
Cleric serves a specific deity the cleric's alignment must be within one step of
his deity's, and it may not be neutral unless the deity's alignment is neutral.
Choosing to serve a specific deity is optional.
Hit Die: d8.
Class Skills: The cleric's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana)
(Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive
skill), and Spellcraft (Int).
Domains
and Class Skills: A cleric who chooses Animal or Plant as one of his domains
also has Knowledge (nature) (Int) as a class skill. A cleric who chooses
Knowledge as one of his domains also has all Knowledge (Int) skills as class
skills. A cleric who chooses Travel as one of his domains also has Wilderness
Lore as a class skill. A cleric who chooses Trickery as one of his domains also
has Bluff (Cha), Disguise (Cha), and Hide (Dex) as class skills. See Deity,
Domains, and Domain Spells, below, for more information.
Armor
and Weapon Proficiency: Clerics are proficient with all simple weapons. Clerics
are proficient with all types of armor (light, medium, and heavy) and with
shields. Note that armor check penalties for armor heavier than leather apply to
the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pocket, and Tumble.
TABLE:
The Cleric
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +2 +0 +2 Turn or rebuke undead
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
TABLE:
Cleric Spells Per Day
------------------ Spells per Day*---------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 3 1+1 — — — — — — — —
2 4 2+1 — — — — — — — —
3 4 2+1 1+1 — — — — — — —
4 5 3+1 2+1 — — — — — — —
5 5 3+1 2+1 1+1 — — — — — —
6 5 3+1 3+1 2+1 — — — — — —
7 6 4+1 3+1 2+1 1+1 — — — — —
8 6 4+1 3+1 3+1 2+1 — — — — —
9 6 4+1 4+1 3+1 2+1 1+1 — — — —
10 6 4+1 4+1 3+1 3+1 2+1 — — — —
11 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
*In
addition to the stated number of spells per day for 1st- through 9th-level
spells, a cleric gets a domain spell for each spell level, starting at 1st. The
"+1" on this list represents that. These spells are in addition to any
bonus spells for having a high Wisdom.
Some
deities have favored weapons, and clerics consider it a point of pride to wield
them. A cleric whose deity's favored weapon is a martial weapon and who chooses
War as one of his domains receives the Martial Weapon Proficiency feat related
to that weapon for free, as well as the Weapon Focus feat related to that
weapon.
Spells:
A cleric casts divine spells. A cleric may prepare and cast any spell on the
cleric spell list, provided he can cast spells of that level. The Difficulty
Class for a saving throw against a cleric's spell is 10 + the spell's level +
the cleric's Wisdom modifier.
Each
cleric must choose a time at which he must spend an hour each day in quiet
contemplation or supplication to regain his daily allotment of spells. Time
spent resting has no effect on whether a cleric can prepare spells.
In
addition to his standard spells, a cleric gets one domain spell of each spell
level, starting at 1st. When a cleric prepares a domain spell, it must come from
one of his two domains.
Deity, Domains, and Domain Spells: When your character becomes a
Cleric, you may choose to have your character serve a specific deity. The
cleric's deity influences his alignment, what
magic he can perform, his values, and how others see him.
Choose
two from among the deity's domains for your cleric's domains. You can only
select an alignment domain (such as Good) for your cleric if his alignment
matches that domain.
If
your cleric is not devoted to a particular deity, you still select two domains
to represent his spiritual inclinations and abilities (but the restriction on
alignment domains still applies).
Each
domain gives your cleric access to a domain spell at each spell level, from 1st
on up, as well as a granted power. Your cleric gets the granted powers of all
the domains selected. With access to two domain spells at a given spell level, a
cleric prepares one or the other each day. If a domain spell is not on the
Cleric Spells list, a cleric can only prepare it in his domain slot.
Spontaneous
Casting: Good clerics (and neutral clerics of good deities) can channel stored
spell energy into healing spells that they haven't prepared ahead of time. The
cleric can "lose" a prepared spell in order to cast any cure spell of
the same level or lower (a cure spell is any spell with "cure" in its
name).
An
evil cleric (or a neutral cleric of an evil deity), on the other hand, can't
convert prepared spells to cure spells but can convert them to inflict spells
(an inflict spell is one with "inflict" in the title).
A
cleric who is neither good nor evil and whose deity is neither good nor evil can
convert spells either to cure spells or to inflict spells (player's choice),
depending on whether the cleric is more proficient at wielding positive or
negative energy. Once the player makes this choice, it cannot be reversed. This
choice also determines whether the neutral cleric turns or commands undead (see
below).
A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not d