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Character Classes
Aristocrat:
See below.
Barbarian:
Players in this game may not be barbarians.
Bard:
As per the 3.5 edition PHB.
Cleric:
Clerics gain proficiency in their deity’s favoured weapon and they gain one additional class skill based upon their patron deity (see Birthright Pantheon notes). Otherwise, as per the 3.5 edition PHB.
Druid:
As per the 3.5 edition PHB.
Expert:
See below.
Fighter:
As per the 3.5 edition PHB.
Magician:
See below.
Monk:
There are no monks in this game.
Paladin:
As per the 3.5 edition PHB. Cuiraecen, a CG deity, may have paladins but they must abide by all the rules for standard paladins – including alignment restrictions.
Ranger:
As per the 3.5 edition PHB.
Rogue:
As per the 3.5 edition PHB.
Sorcerer:
As per the 3.5 edition PHB.
Wizard:
As per the 3.5 edition PHB.
Aristocrat
Hit Dice: d8
Class Skills: appraise, bluff, diplomacy, disguise, forgery, gather information, handle animal, intimidate, knowledge (all skills taken individually), listen, perform, profession, ride, sense motive, speak language, spot, swim, survival.
Skill Points per Level: 6 + Int modifier
Weapon & Armour Proficiency: proficient with simple & martial weapons; light, medium & heavy armour proficiency; proficient with all shields except tower shields.
Base Attack Progression: as cleric
Saving Throws: as cleric
Special:
Right of Kings (1st level): The Aristocrat is allowed to select the Leadership feat. Note that this is an entitlement to take the Leadership, not a bonus feat. The Aristocrat must still purchase the Leadership feat using one of their normal feat slots.
Doublespeak (2nd level): +2 competence bonus to bluff & diplomacy checks
Bonus Feats (at levels 4, 7, 10, 13, 16, 19): The Aristocrat is allowed to select a bonus feat from among the following list: Alertness, Bullheaded, Cosmopolitan, Education, Expertise (Improved Disarm), Great Fortitude, Iron Will, Leadership, Mounted Combat, Skill Focus (any one aristocrat class skill), Silver Palm, Smooth Talk, Street Smart, Toughness, Weapon Focus.
Expert
This is a customisable class that allows a lot of variety for skill-based specialisation. It is intended as a replacement for the Guilder class from 2nd edition Birthright and to provide a viable option for non-noble characters who wish to play a skill-based character (nobles can take levels in the Aristocrat class).
Hit Dice: d6
Class Skills: Choose any 10 skills as class skills. (Once chosen these class skills cannot be changed).
Skill Points per Level: 6 + Int modifier
Weapon & Armour Proficiency: proficient with simple weapons; light armour proficiency; proficient with all shields except tower shields.
Base Attack Progression: as bard
Saving Throws: as bard
Special:
Instant Mastery (1st level): The Expert may select a number of class skills equal to 1 + their Intelligence modifier. They may always take 10 with these skills, even if in stressful situations.
Tools of the Trade (1st level): If the Expert's specialty field, craft, or profession requires the use of tools (such as a Blacksmith's tools) then the Expert starts with a masterwork set of tools.
Reputation (3rd level): The Expert is a recognised master in their field and has a reputation that attracts followers. At 3rd level the Expert is allowed to select the Leadership feat. Note that this is an entitlement to take the Leadership feat, not a bonus feat. The Expert must still purchase the Leadership feat using one of their normal feat slots.
Skill Focus (at levels 4, 7, 10, 13, 16, 19): At 4th level and every three levels thereafter the Expert gains a bonus skill focus feat in any one class skill of their choice.
Magician
Hit Dice: d4
Class Skills: as wizard + perform
Skill Points per Level: 2 + Int modifier
Weapon & Armour Proficiency: bard weapon proficiency, no proficiency with any type of armour or shield
Base Attack Progression: as wizard
Saving Throws: as wizard
Spellcasting Progression: as wizard
Spells: magicians may cast any spell from the bard and wizard spell lists of up to 2nd level. If a spell occurs on both spell lists but is given a different level on each list, use the level given on the wizard spell list. Magicians may only cast spells of 3rd level or higher from the divination, illusion, and universal schools of magic. Magicians may also cast dispel magic and greater dispel magic.
Special:
Magicians gain the same class features as the wizard does (summon familiar, scribe scroll at 1st level, bonus feats)
Magicians are specialised in the divination and illusion schools of magic. They gain all the benefits of specialisation, including a bonus divination and bonus illusion spell of each level per day.
Note: a magician that gains a bloodline becomes a wizard. They keep all class abilities & features, skills, bonus feats, etc, already gained but thereafter progress in the wizard class. For such rare characters, base attack progression, saving throws, bonus feats, and spellcasting level continue to progress as though there were no distinction or difference between the magician and wizard classes.
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