Chapter 3: Classes

This chapter is probably the one where there will be the greatest number of changes from the 3ePH. While almost all of the 3ePH classes are acceptable as PCs within the Hurvan campaign, some of them will be barely recognizable from their official versions. Also, some of the classes from the 3eDMG are available — most likely you would only want to take a level or two in these for developing a character's background, but some of them may prove to be quite feasible classes. This includes the Adept (though probably only appropriate for Barbarians), Aristocrat, Commoner, Expert and Warrior.

One change to note to all classes is that of maximum Skill Ranks. Ignore them. If you wish to become superb at one thing at the expense of everything else, be my guest. Just don't come complaining to me later that your PC can't do anything most of the time because their special niche über-skill doesn't come into play on a regular basis.


Changes and Notes Specific to Each Class

Use the classes from the 3ePH 'as is', with the following exceptions.

Barbarian | Bard | Cleric & Druid | Fighter | Monk | Paladin | Psion & Psychic Warrior | Ranger | Rogue | Wizard & Sorcerer

Barbarian

• Background: Most barbarian PCs would have been part of the Red Bear Clan at one point or another. Other possibilities include coming from the frozen wastes north of Harat or from one of the very tiny nomadic tribes that still wander Hurva's most isolated areas.

• Illiteracy: Barbarians must spend double the number of skill points in order to gain the skills of read & write in any language. (See Skills chapter)

• Alignment: Barbarians may be of Lawful alignments. Their code is just different than the typical Hurvan.

• Weapons: Barbarians have a different list regarding the classification of weapons. What is considered a Martial or an Exotic weapon to them is going to be based on where they are from.

Bard

• Spell List: The Hurvan bard has a different spell list than the one listed in the PH. See the Bard Spell List for details.

• Spellsong: All Hurvan bardic magic is cast via spellsongs. Spellsongs have a played component. All of those that are not played on a woodwind or brass instrument also have a sung component. Most spellsongs are flexible enough that the bard can choose which way to perform them, though some require specific instrumentation. In order to successfully cast a spellsong, the bard must make a Perform Check (DC = 10 + the spell's level).

All of the rules for regular spell casting in combat or difficult situations also apply to bardic spellsongs. This includes Concentration, Attacks of Opportunity and Casting Defensively. Some non-combat circumstantial modifiers may be added to the DC if you try to cast in a difficult circumstance.

You may never 'take 10' or 'take 20' on the Spellsong perform check roll as spellsongs are inherently unstable.

If the Perform Skill check to cast spellsong is done with an unfamiliar instrument there is a -5 circumstance modifier to the check and a wild surge occurs on a natural 1, 2 or 3. If you try to cast a Spellsong without any instrument (using Perform (voice), for example), there is a -10 circumstance modifier to the check and a wild surge occurs on a natural 1, 2 or 3.

Armor: For every 5% chance of arcane spell failure that armor has, a bard has a -2 to his Perform check for casting a spellsong.

Other then your instrument and voice musical components, there never are other components to Bardic Spellsong. Some bards do make grand gestures though, some to be dramatic, others because they like to 'play wizard'. The exception to this is if the component is directly needed for the spell to function, such as the weapon required to cast Bladesong.

• Imperfect Magic: Spellsong is an unpredictable form of magic. A critical failure (a 1 on the d20 roll) on the bard's Perform Check results in a wild surge.
Bardic spellsongs are easier to save against for those who practice the arcane or divine arts. Any spell using target (wizard, cleric, dragon, etc.) receives a +1 resistance bonus versus Spellsong. Also, other musically inclined targets (such as Sirens or Wolfweres) get a +4 resistance bonus versus all bardic magic. Finally, the toughest (and almost impossible!) crowd are other bards — they can add their bardic levels as a resistance bonus to their saves vs. spellsong. (For example, a 10th level bard/9th level wizard could add +10 resistance bonus to their save. Note that as with all resistance bonuses, it does not stack.)
• Spellsongs Known: Ignore table 3-5. Beginning with 2nd level, bards gain one new spellsong of their choice each level. To learn this, and any other Spellsong the bard may come across, requires a Perform Check at DC 10 + (2 x spell level). You can not 'take 10' or 'take 20' on this roll. If the bard fails this perform check he has to wait until next level to attempt to learn that Spellsong. If the failed attempt is for a new spellsong acquired due to a level gained, the bard may attempt to learn other spellsongs until he is successful in learning one. There is no maximum number of Spellsongs that a bard can know, though, in general low level Hurvan bards know fewer Spellsongs than the 'official' 3ePH bard while high level bards will tend to know more than their 'by the book' cousins.
Spellsongs sometimes may be found in the form of magical sheet music and by then making a Perform Check at DC 10 + (2 x spell level). Other methods for learning spellsongs include being taught one by another bard (though due to professional rivalries and traditions this rarely occurs but the Perform Check is only at DC 10 + spell level + difference between your level and the teacher's level) or by overhearing another bard casting the Spellsong. This last method can be difficult and requires a Perform Check at least DC 20 + (2 x spell level). You can not 'take 10' or 'take 20' on any of these rolls.
• 0 level Spellsongs: There are no 0 level bardsongs in Hurva. Ignore all mention of that in the bard entry.

• Spells per Day: Use the chart on table 3-4 with the change of shifting the level column by one place up. So a 1st level Hurvan bard has the number of spell slots per day as a 2nd level 3ePH bard.

• Dues: All bards have to pay dues for the privilege of casting spells.

• Bardic Music: In addition to the requirement for a certain number of Perform ranks for each ability, the Bard must meet the following level requirements.

Bardic Music Effect Perform Ranks Req. Level Req.
Inspire Courage
3
1
Countersong
3
1
Fascinate
3
1
Inspire Competence
6
3
Suggestion
9
6
Inspire Greatness
12
9

Cleric / Druid

• Clerics and Druids are possibly the most changed classes though there are bits left untouched so it is best to be familiar with the 3ePH rules before reading these. Each of the deities' clerics is its own unique class. First we'll work on detailing the clerics of the eight major deities. As time goes on we can fill in details for the various minor deities' clerics.

• The following changes apply to all Hurvan Clerics:

• There are no 0 level clerical spells in Hurva. Ignore all references to 0 level spells throughout the clerical entry.

• On table 3-6, simply add together the numbers under the "Spells per Day" section. All of the Hurvan clerics spell selection is considered to be of the 'domain' of their respective priesthoods. This chart simply gives the number of spells a cleric can cast per day. I've included a simplified version of this chart below for quick reference for how many spells per day Hurvan clerics can cast. See below for details on how many spells a cleric has access to.

• Spells need not be prepared. We will continue to use the 'Spell Slot' system.

• Spontaneous Casting: We will use this. It allows the casting of any 'Cure' spell from the cleric's Prayer List (see below). A cleric can not turn a spell slot into a 'Cure' spell that is not on his Prayer List. This in effect, increases the cleric's Prayer List by one spell/spell level. (Assuming that they have access to a 'Cure' spell at that spell level)

• Turning: Not all clerics can turn undead. In fact very few can. They each have unique granted Powers instead.

• Prayer List: While clerics can draw from any divine spell (aka prayer) that is within their patron's domain, There are far too many prayers for any one cleric to keep dear to their heart at any one time. A cleric's set of known spells (aka Prayer List) is a subset of his priesthood's domain spells.
A cleric's Prayer List is equal to two (2) spells per spell level per character level since you could cast that level spell — with a maximum number of 10 spells per spell level. 1st level clerics begin with four (4) spells in their Prayer List. Your apply your Wisdom modifier for bonus spells to your prayer list as you do your spells slots per day total. (see chart below)

Temples and shrines preserve the knowledge and traditions of the prayers of the faithful. It is there that clerics must go to make changes to their Prayer List. By spending time at these holy places, by studying the sacred tomes there, fellowship with other priests and through fasting and prayer (well, OK, the Jveltoans tend to skip the fasting bit) a cleric can make changes to his prayer list. This requires one day for preperation and one day per spell level changed. This time is halved if the shrine or temple is the same as the cleric, with a minimum of one day. Clerics of good and neutral gods may not make use of an evil diety's temple for this purpose and vice-versa. A donation of no less than 10gp/day is expected when using a temple of another diety for this purpose.

Note that adding spells to your Prayer List due to levels gained does not require any time spent at a temple. You simply add the spells whenever you gain the level. Only the changing of the Prayer List requires time speent at a temple or shrine.
(Webmaster's Note: The thing that I like most about this system is its ability to integrate new spells into the campaign. Either from original spells we write, new 3e sources or conversions of older material, clerics now will get a lot of flexibility for new spells that they previously didn't have. Also, the spell lists will be trimmed down to a much more manageable level and IMO, this balances the ditching of the 'Fire & Forget' system. Also, the reduced number of spells allows us to give our clerics a broader selection of unique granted powers without making the class too powerful.)

Hurvan Cleric's Spell Slots per Day

1
2
3
4
5
6
7
8
9
1
2
-
-
-
-
-
-
-
-
2
3
-
-
-
-
-
-
-
-
3
3
2
-
-
-
-
-
-
-
4
4
3
-
-
-
-
-
-
-
5
4
3
2
-
-
-
-
-
-
6
4
4
3
-
-
-
-
-
-
7
5
4
3
2
-
-
-
-
-
8
5
4
4
3
-
-
-
-
-
9
5
5
4
3
2
-
-
-
-
10
5
5
4
4
3
-
-
-
-
11
6
5
5
4
3
2
-
-
-
12
6
5
5
4
4
3
-
-
-
13
6
6
5
5
4
3
2
-
-
14
6
6
5
5
4
4
3
-
-
15
6
6
6
5
5
4
3
2
-
16
6
6
6
5
5
4
4
3
-
17
6
6
6
6
5
5
4
3
2
18
6
6
6
6
5
5
4
4
3
19
6
6
6
6
6
5
5
4
4
20
6
6
6
6
6
5
5
5
5

Hurvan Cleric's Prayer List

1
2
3
4
5
6
7
8
9
1
4
-
-
-
-
-
-
-
-
2
6
-
-
-
-
-
-
-
-
3
8
2
-
-
-
-
-
-
-
4
10
4
-
-
-
-
-
-
-
5
10
6
2
-
-
-
-
-
-
6
10
8
4
-
-
-
-
-
-
7
10
10
6
2
-
-
-
-
-
8
10
10
8
4
-
-
-
-
-
9
10
10
10
6
2
-
-
-
-
10
10
10
10
8
4
-
-
-
-
11
10
10
10
10
6
2
-
-
-
12
10
10
10
10
8
4
-
-
-
13
10
10
10
10
10
6
2
-
-
14
10
10
10
10
10
8
4
-
-
15
10
10
10
10
10
10
6
2
-
16
10
10
10
10
10
10
8
4
-
17
10
10
10
10
10
10
10
6
2
18
10
10
10
10
10
10
10
8
4
19
10
10
10
10
10
10
10
10
6
20
10
10
10
10
10
10
10
10
8
• Follow the link below for details on each specific cleric's spell selection, granted powers and armor & weapon choices.

Athelstan | Azkal | Estereal | Jvelto | Othniel | Soltana | Torodin | Wajen

Fighter

• There are no rules change to the 3ePH Fighter at this time.

Monk

• Background: Monk's are perhaps the rarest character class in Hurva. To date, they have all originated (or at least learned their initial class abilities) on the small, tropical island chain of Oaxoxa. You may never encounter another monk in all your travels. You most definitely will never find a monastery that has Monk class characters in it. It is also highly unlikely to ever find any of the exotic weapons preferred by the class and nearly inconceivable that you'll ever find a magic version of one of those weapons. You will however encounter lots of clerics who will be happy to tell you just how wrong-minded your religious beliefs are.

• There are no rule changes to the 3ePH Monk at this time.

Paladin

• Backgound: All Paladins in the Kingdom of Hurva belong to the Order of Paragons. (see the Kingdom section of this website for details)

• Paladins of the major deities have some unique abilities.

Estereal | Soltana

• For the moment, paladins who's patron is one of the minor deities will use the 3ePH entry 'as is'. Over time, we may detail these individually.

Psion / Psychic Warrior

• Background: While rare, there are some Psionic using characters in the Hurva. There are no organized groups of them and almost all of them are self taught. In fact, its quite possible that many of them believe wrongly that their talent is unique.

(webmaster's note: Not until after I finish with the PH material will I tackle other source books)

Ranger

• There are two variants of the Ranger class to choose from in Hurva.

The Guardian Of Wajen has slightly more magic than the 3ePH version, but slightly lesser combat skills.

The Ranger has no spellcasting abilities but has other abilities that more than make up for that.

Rogue

• There are no rule changes to the 3ePH Rogue at this time.

Wizard / Sorcerer

• One Class: These two classes are effectively being wrapped into one class in our campaign. For purposes of nomenclature, 'Wizard' will refer to this PC class. The term 'Sorcerer' will be reserved to describe certain creatures with innate spell casting abilities which do not require spellbooks, such as Dragons. There may be references throughout our website to 'Mage(s)' – this term should be considered synonymous with 'Wizard'. Use the 3ePH entry for 'Wizard' as the basis for the class with the following changes.

• Spell Slots: Wizards will continue to use the Spell Slot system that we've used for years. This method is actually almost identical to the method listed under the Sorcerer entry in the 3ePH.

• Spells per Day: Use Table 3-20 plus the rules for bonus spells based on your Intelligence Modifier.

• Weapons: As the Wizard entry but replace Heavy Crossbow with Hand Crossbow.

• Feats: Wizards can selected whatever feats that they meet the prerequisites for. They are not limited to the choices listed in the 3ePH entry.

• Familiar: Treat the Familiar ability as a feat with a prerequisite of 5 Wizard levels. Wizards gain a feat of their choice at 1st level to replace this ability. Also familiar's stats and abilities are tied to the caster level, not the character level, of the master.

• Scribe Scroll: Wizards may take a different feat instead of this one at first level.

• Spell Mastery: This feat has an added prerequisites of 10 Wizard levels.

• Specialists: Any of the 3ePH specialists are allowed. All of those except Enchanters & Illusionists are respectable members of society and are members in good standing with the Affiliates Amagigo (mages guild) and like general wizards, most likely are graduates of the College Amagigo. The guild feels that they are either weak (Illusionists) or not to be trusted (Enchanters).

Specialist Wizards gain one new spell of their choice from within their chosen school whenever they gain access to casting a new spell level. This includes being able to pick a 1st level spell at 1st level.

Specialist Wizards can still cast one extra spell per spell level per day as long as that final spell cast of that spell level is from their school.

• Dues: All wizards have to pay dues for the privilege of casting spells.

• Spellbook: See the Magic chapter on details of starting spellbooks.

• Wizards do not gain new spells automatically whenever they gain a level.