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)

Multiclass Rules

Adept

Aristocrat

Commoner

Expert

Thug

Warrior

Exotic Core Classes Class Descriptions
 

Buccaneer
Dragon Mage

Arcanology

All Spellcasting characters must study how magic works in the World of Thandoria!


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CLASSES & LEVELS

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.


BARBARIAN

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.


BARD

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.


ORACLE (Cleric)

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