Classes (Ilarion Supplement)
Overview
With Ilarion's low magic, classical Roman/Greek styling and other themes some standard classes just don't fit the setting. Others need re-flavoring to fit in. Oh, and as alignment has been removed from the setting, all alignment restrictions on classes are to be ignored.
A word on low magic: this does not mean nerfing the PCs. It means that there are no/very few NPC casters, most if not all of whom will be Adepts.
The general NPC class breakdown is 50% Commoners, 25% Experts, 15% Warriors, and either 10% Aristocrats or 8% Aristocrats and 2% Adepts.
Allowed Classes
Alchemist
Alchemists are men and women of science. Long tired of magic’s iron grip on the world, they seek to first imitate it and then surpass it. They are common in all lands except Mecenae.
Alchemy is not magic and cannot be dispelled as such. Alchemists in Ilarion do not have mutagens and instead use the Spellchymist variant ability Spell Vials from Rite Publishing. They retain all other alchemist class features.
The alchemist’s class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Barbarian
Barbarians are fairly common in all lands, especially Mecenae.
The barbarian’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Bard
Bards are minstrels and information brokers. They owe fealty to no one. Their magic is often stolen, or earned playing games of chance with the Fey. A talented bard can sing the birds from the trees or talk a king into abdicating his throne. A jack of all trades, the bard sees little need to restrict himself to a single talent, picking up a little of this and a little of that, but always with a keen eye for other people and how they might be manipulated, whether through artistic performances or more mundane avenues. Bards are common in all lands.
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disguise (Cha), Influence (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Cavalier
Cavaliers are common in all lands, especially Halcyonea.
The cavalier's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Alternate Favored Class Bonuses
Cleric
Clerics are the right hand of the church. As their power is from the divine, and they are controlled by the church, clerics are the least feared and most respected of all magic users. Feared more for their martial prowess than their magic, much of their healing is done behind closed church doors. By and large their spells are less flashy, and therefore more likely to go unnoticed by the populace. Clerics are common in all lands.
The cleric’s class skills are Appraise (Int), Craft (Int), Heal (Wis), Influence (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (society) (Int), Linguistics (Int), Profession (Wis) and Sense Motive (Wis).
Alternate Favored Class Bonuses
Alterations
-
All four of the alignment domains have the following spell list:
1st – ward of protection, 2nd – owl’s wisdom, 3rd – warding circle, 4th – blast of faith, 5th – dispel scourge, 6th – planar ally, 7th – word of faith, 8th – divine aura, 9th – summon monster IX.
- Chaos domain:
- Chaos Blade (sp): At 8th level, you can give a weapon touched the thrown and returning special weapon qualities for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Evil domain:
- Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Scythe of Evil (Su): At 8th level, you can give a weapon touched the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Good domain:
- Holy Lance (Su): At 8th level, you can give a weapon you touch the defending and merciful special weapon qualities for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Law domain:
- Staff of Order (Su): At 8th level, you can give a weapon touched the ghost touch and spell storing special weapon qualities for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Druid
Druids are not tree hugging hippies: They make human sacrifices to appease the forces of nature, they fight to the death to protect their sacred groves and they once held the position in society now filled by clerics. As their powers are granted to them by the spirits of nature druids abhor all unnatural things (undead, constructs, large settlements), and seek to destroy them. Druids are uncommon in civilized lands.
The druid's class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Fighter
Fighters are common in all lands.
The fighter's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Combat Feats
Phalanx Fighting
Benefit: If you are using a large shield and a light weapon, you gain a +1 armor bonus that stacks with the bonus provided by armor and shield.
In addition, if you are within 5 feet of an ally who is also using a large shield and light weapon and who also knows this feat, you may form a shield wall. A shield wall provides one-quarter cover (+2 to AC and +1 on Reflex saves) to all eligible characters participating in the shield wall.
Shield Wall
Prerequisite: Shield Proficiency
Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2.
Phalanx Formation
Prerequisite: Base attack bonus +1.
Benefit: When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Fighter Archetypes
Gladiator
Phalanx Soldier
Legion
Gunslinger
Gunslingers are uncommon in all lands, though they are most likely to come from the Dao Ming Empire or Halcyonea.
The gunslinger’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Influence (Cha), Knowledge (engineering) (Int), Knowledge (society) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Inquisitor
Inquisitors in Ilarion do not have the detect alignment class feature and instead have either detect magic (as the iconoclast archetype) or silversmith (as the vampire hunter archetype). They retain all other Inquisitor class features. Inquisitors are common in all lands.
The inquisitor’s class skills are Athletics (Str), Craft (Int), Disguise (Cha), Heal (Wis), Influence (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Magus
Magi are rare in all lands.
The magus’ class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Monk
Due to the lack of alignment the monk’s ki strike, at 10th level, counts as being slashing, piercing, or bludgeoning damage, as the monk desires. The type of damage must be declared before the attack roll is made, and may be changed as a free action on the monk’s turn. Monks are common in the Dao Ming Empire but uncommon everywhere else.
The monk’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Influence (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Ninja
Ninja are common in the Dao Ming Empire but rare everywhere else.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Influence (Cha), Knowledge (society) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Oracle
Oracles are common in Aylea, Crisania and Thebia but rare everywhere else.
The oracle’s class skills are Craft (Int), Heal (Wis), Influence (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis).
Alternate Favored Class Bonuses
Ranger
Rangers are not so much lovers of nature as they are haters of civilization. Ironically they are also the first signs of civilization; mountain men, survivalists, hermits, trappers and traders. They live off the land, not in harmony with it. Rangers are common in all lands.
Most rangers trade spellcasting for either the Divine Marksman's Vicious Aim or the Skirmishers Hunter's Tricks.
The ranger’s class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex) and Survival (Wis).
Rogue
Rogues are common in all lands.
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (society) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Rogue Tallents
Trapfinding Prerequisite:The rogue must have lost this ability due to a chosen archetype or multiclass archetype to select this talent. Benefit: This rogue talent functions as the first-level rogue ability by the same name.
Samurai
Samurai are common in the Dao Ming Empire but rare everywhere else.
The samurai’s class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (society) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Alternate Favored Class Bonuses
Sorcerer
Sorcerers are the descendants of magical beings; they've inherited some of their ancestor’s power. Pitied as well as feared, they are innately magical and in some areas certain lineages are seen as sacred. Sorcerers are uncommon in all lands.
The following bloodlines are inappropriate for Ilarion: Abyssal, Celestial, Daemon, Div, Infernal, Maestro, Nanite, Orc and Protean.
The sorcerer’s class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Influence (Cha), Knowledge (arcana) (Int), Linguistics (Int) and Profession (Wis).
Alternate Favored Class Bonuses
Witch
Witches are uncommon in all lands.
The witch’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Influence (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), and Profession (Wis).
Alternate Favored Class Bonuses
Wizard
Wizards must make pacts with creatures from other worlds to work magic; their familiar is a sign of this pact. In many areas wizardry is illegal, and its practitioners are put to death. Wizards are rare in all lands.
The wizard’s class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Knowledge (any) (Int), Linguistics (Int) and Profession (Wis).
Alternate Favored Class Bonuses
Banned Classes
Antipaladin/Paladin: With fewer undead to contend with, no alignments and less heavily armoured cultures than normal the Antipaladin and Paladin do not fit the feel of Ilarion.
Summoner: This one is more matter of opinion, so I'll call it a soft ban. I don't feel that it fits thematically with Ilarion, but don't have any concrete reasons to point to. My players do not play this class so the in game feel of it may differ from my expectations.
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