Characters

Britannia 3E uses the rules from 3.5E, except as noted below.

Races

Player characters can be human, half-orc, or woodland (bamboo), mountain or river spirit folk. Other spirit folk subraces may also exist.


Core Classes

The following core classes are available: Berserker (barbarian), bard, fighter, knight, druid (shaman, from OA), ranger, rogue, mage (sorcerer) and martial artist. In addition to the modifications listed here, see the Spells and Magic section and the Spell Lists page for further changes.

Bards

Bards can be of any alignment.

Bards get a bonus feat at 5th level, and then one every 5 levels thereafter. This can be chosen from any metamagic or item creation feat, Arcane Defense [CArc], Arcane Mastery [CArc], Arcane Strike [CArc], Battle Caster [CArc], Martial Weapon Proficiency (one weapon), Practiced Spellcaster [CArc/CD], Skill Focus, or Weapon Focus. Heal is a class skill for bards.

When swapping spells, the bard does not lose the old spell. In effect, she gains a new spell instead of having to lose an old spell in exchange.

Bards use the wu jen spell list from OA, excluding spells from the elemental groups (those with the designators "All", "Air", "Earth", "Fire", or "Water" beside them in the spell list). In addition, they can cast Conjuration (Healing) spells from the shaman spell list of 4th level or lower as arcane spells.

Bards can use spells in other books that are on the sor/wiz spell list, and are of the Abjuration, Divination, Enchantment and Illusion schools. Spells from the 3.5E bard spell list in the PHB that are not on the 3.0E list can also generally be taken.

A complete bard spell list is available.

Berserkers

Berserkers can be of any alignment, not just non-lawful. The ability to tap one's inner fury is just a matter of practice.

Berserkers are assumed to be literate, like the other character classes. Knowledge (war) is a class skill for berserkers.

The whirling frenzy variant of rage from UA is available. This variant must be chosen at first level.

Druids

Druids are based on the shaman class in OA, not the druid class in the PHB.

Handle Animal, Knowledge (nature) and Survival are class skills for druids. They gain the Wild Empathy class ability and an animal companion at 1st level.

Instead of gaining martial arts feats, druids get a bonus feat at 1st level, 4th level and every 4 levels thereafter. This can be chosen from any divine or metamagic feat, Augment Healing [CD], Endurance, Elemental Healing [CD], Elemental Smiting [CD], Empower Turning [CD], Extra Turning, Fortune's Favour*, Great Fortitude, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (one weapon), One Body One Soul*, Practiced Spellcaster [CArc/CD], Purify Body*, Still Mind*, Strength of Will*, Toughness, or Weapon Focus. Feats marked with an asterisk are detailed in the New Feats section below.

Druids use the shaman spell list from OA. They may choose from the following domains: Air, Earth, Fire, Healing, Knowledge, Luck, Protection, Sun, War, Water, Community**, Flame**, Fury**, Guardian**, Hero**, Metal**, Nature**, River**, Stone**, Wood**.
** Denotes OA shaman domain.

Spells from the 3.5E cleric spell list that are not on the 3.0E list can also generally be taken. Druids can use spells in other books that are on the cleric spell list, along with a selection from the druid spell list, with the exception of spells that are clearly based on or derived from PHB cleric or druid spells not on the shaman list.

A complete druid spell list is available. Note that some domain spells and abilities have been changed from the rulebooks.

Fighters

Fighters get 4 skill points per level (x4 at first level).

Knowledge (war) and Profession are class skills for fighters.

Knights

Knowledge (war) is a class skill for knights. Knights must choose one of the major Britannian towns (except New Magincia or Buccaneer's Den) as their place of origin. This affects their list of bonus feats:

* Feats marked with an asterisk are detailed in the New Feats section below.

Mages

Mages are based on the sorcerer class in the PHB. They get a bonus feat at 5th level, and then every 5 levels thereafter. This can be chosen from any metamagic or item creation feat, Arcane Defense [CArc], Arcane Mastery [CArc], Arcane Strike [CArc], or Practiced Spellcaster [CArc/CD]. All Knowledge skills, plus Intimidate, are class skills for mages, and they get 4 skill points per level (x4 at first level).

When swapping spells, the mage does not lose the old spell. In effect, she gains a new spell instead of having to lose an old spell in exchange.

Mages use the wu jen spell list from OA. Spells from the 3.5E sor/wiz spell list that are not on the 3.0E list can also generally be taken, along with a selection of spells from SavSp. Mages can use spells in other books that are on the sor/wiz spell list, with the exception of spells that are clearly based on or derived from PHB sor/wiz spells not on the wu jen spell list.

A complete mage spell list is available.

The battlemage (battle sorcerer) variant class from UA is available. The battlemage gains the bonus feats of the regular mage as detailed above, but gets 2 skill points per level (x4 at first level).

Martial Artists

Knowledge (war) is not a class skill for martial artists.

Rangers

Rangers use the shaman spell list from OA. They can cast spells from the Conjuration, Divination, Enchantment and Universal schools. They can only cast Divination spells of 3rd level and below, and Enchantment spells with the word "animal" in the spell name. They can cast druid spells from  guidelines also apply to spells from 3.5E books.

Rangers can use spells in other books that are on the druid spell list, along with a selection from the ranger spell list. They can use spells of the Conjuration, Divination, Enchantment and Universal schools. They can only cast Divination spells of 3rd level and below, and Enchantment spells with the word "animal" in the spell name. Spells from the 3.5E ranger spell list in the PHB that are not on the 3.0E list can also generally be taken.

A complete ranger spell list is available.

The urban ranger variant class from UA is available.

Rogues

Hide in Plain Sight can be chosen as a rogue special ability. Rogues are otherwise unchanged from the PHB.

The wilderness rogue variant class from UA is available.


Prestige Classes

The following prestige classes are available. See the Cities and Towns and Places of Interest sections for more details on how these classes fit into the world.

NPC Prestige Classes

The following prestige classes are only available to NPCs: black knight, bloodmage, champion of Mondain, medium [MoR: reibai], shadow warrior, tainted berserker. There may also be other NPC-only prestige classes whose existence is not common knowledge.

Prestige Class Modifications

In general, Knowledge (war) is a class skill for all fighter-, berserker- and knight-based prestige classes.

[DMG]

Arcane archers can be of any race. The imbued arrow bonuses to attacks and damage stack with those from the archer's bow.

Britannian guardsmen (dwarven defenders) can be of any race.

[OA, MoR]

OA/Rokugani prestige classes with abilities involving Taint substitute evil instead.

The (Moto) avenger's fury of vengeance ability can be used in any combat where an evil opponent is present.

Disciples of the virtues (void disciples) and protectors of the virtues (Shiba protectors) must always be of non-evil alignment. The protector's aid shugenja ability can be used in conjunction with any divine spellcaster, except herself.

Jhelom (Singh) ragers can use lion's pounce once per encounter. They do not gain Greater Battlecry.

Cavaliers (battle maidens) and mediums (reibai) can be of either sex.

Replace the witch hunter's Power Attack, Cleave and Great Cleave bonus feats with mage slayer at 4th level (enemy spellcasters you threaten take a -1 penalty to Concentration checks per witch hunter level you have), pierce magical concealment at 6th level (you gain true seeing as a spell-like ability, usable 3 times per day), and pierce magical protection at 10th level (once per day you can declare a targeted dispel on an opponent you attack in melee; if you hit and deal damage, you affect the target as if from a targeted greater dispel magic at 20th caster level).

The requirements to become a spirit hunter (phantom hunter) are: base attack bonus +5, Knowledge (arcana) 4 ranks, Knowledge (spirits) 8 ranks, Spellcraft 4 ranks, Iron Will.

[CAdv]

Daggerspell mages [CAdv] gain daggerspell stance as a 2nd level spell (for other spellcasters it's 4th level).

The royal magistrate's (bloodhound) bring 'em back alive ability is a contender for worst ability name ever. Rename it to subduing strike.

[CArc]

Elemental savants have the option of converting spells to the energy type allied with their chosen element, rather than it being compulsory. However, they cannot cast spells of the energy type corresponding to the element opposed to their own. At 10th level they gain +1 spellcasting level, energy focus +2, and immunity to the energy type of their element. They do not gain the elemental perfection ability there's only one (known) way to achieve apotheosis in Britannia, and that's by becoming an Avatar.

Guildmages (mages of the arcane order) gain 4 skill points per level, and the same class skills as the mage. Spells from the Spellpool cannot be used for the purposes of item creation. Since arcane spellcasters in Britannia don't use spellbooks, the new spell ability doesn't apply.

[CD]

Druidic inquisitors (church inquisitors) do not gain the Inquisition prestige domain. Their hit die, save progressions, weapon and armour proficiencies and skill points per level are as for regular Britannian druids. The spirit sight class ability is a prerequisite to become a druidic inquisitor.

The crown warden's (consecrated harrier) alignment prerequisite is lawful neutral, lawful good or neutral good. Their spell list is as for Britannian rangers, with the listed additions.

The hospitaler gains 4 skill points per level, and Diplomacy, Knowledge (war), Sense Motive, Spellcraft and Survival as class skills in addition to those listed.

Replace the (pious) honorable templar's True Believer prerequisite with Iron Will. They have a d8 hit die, not d10. They gain access to spells of the Fury, Guardian and Hero domains (if a spell appears in multiple domains at different levels, use the lowest level). They gain 4 skill points per level, and Diplomacy, Knowledge (nobility and royalty), Knowledge (war), Sense Motive and Spellcraft as class skills in addition to those listed.

Replace the stormlord's patron: Talos prerequisite with race: mountain spirit folk. Remove the requirement to have been struck by lightning.

Replace the seeker of the Codex's (misty isle) racial prerequisite with race: any spirit folk. Replace the bonus Travel and Magic domains with spell-like abilities: haste 3/day (self only) at 1st level, air walk 1/day (self only) at 3rd level, dimension door 1/day (self only) at 7th level, and ethereal jaunt 1/day at 10th level.

The warpriest of Minoc gains a d8 hit die, not d10. They have 4 skill points per level and the same class skills as regular Britannian druids, along with Knowledge (war).

[CW]

Remove the bladesinger's racial prerequisite. They can use song of celerity up to 3 times per day. They can use either their Intelligence or Wisdom bonus as a bonus to their AC; however, in either case this doesn't stack with the martial artist's Wisdom bonus to AC.

Replace the Spiritwood hunter's (darkwood stalker) racial prerequisite with race: woodland spirit folk.

Order of the bow initiates have Far Shot as a prerequisite instead of Rapid Shot. They can use their ranged precision ability within their bow's first range increment at 1st level, and within the second range increment at 10th level. They gain Improved Precise Shot instead of Sharp-Shooting at 6th level, and Greater Weapon Specialisation with their bow at 8th level. They gain 4 skill points per level, and Heal, Hide, Listen, Knowledge (nature), Move Silently, Sense Motive and Survival as class skills in addition to those listed (but not Knowledge [war]).


Skills and Feats

Places of Origin

Characters who come from the major Britannian towns and cities, with the exception of New Magincia, gain the following benefits. This only applies to human and spirit folk characters.

Britain Diplomacy is a class skill
Buccaneer's Den Bluff is a class skill
Jhelom Knowledge (war) is a class skill
Minoc Bonus feat: Skill Focus (any one Craft skill)
Moonglow Knowledge (arcana) is a class skill
Skara Brae Knowledge (nature) is a class skill
Trinsic Knowledge (nobility and royalty) is a class skill
Yew Knowledge (religion and philosophy) is a class skill

Skills

All skills in the PHB are available, plus Knowledge (war) and Knowledge (spirits). Knowledge (planes) includes knowledge of spirits, and vice-versa. There is no separate Knowledge (spirits) skill.

Knowledge (religion) also covers issues of philosophy and ethics.

Knowledge (planes and spirits), not Knowledge (religion and philosophy), grants a +2 bonus to turning checks against undead.

Feats

In general, if a feat appears in multiple sources, use the most recent description. This applies in particular to OA and FRCS feats reprinted in PGtF, CW and Dragon updates.

All feats in the PHB, OA, SavSp, and the Complete [CW, CD, CArc, CAdv] books are available, with the following exceptions:

Note that some feats (eg wild feats, those designed for monsters, or those designed for the new classes in the Complete books) may in practice be difficult or impossible to qualify for, given the modified list of classes in Britannia.

In addition, the following feats are available:

Other feats may also be available for creatures hailing from exotic locations.

Ancestor feats from OA must be taken at 1st level.

Modified Feats

The following feats are renamed to fit with the Britannian setting:

Falling Star Strike, Freezing the Lifeblood and Unbalancing Strike [OA] use up a stunning attack each.

Tap the Virtues and Strength of Virtues [Rok] are only usable by non-evil characters with rank 1 or greater in all virtues (see the Virtues section for more details on virtue ranks). These feats are usable by all races, not just humans.

Strength of Virtues grants an additional 3 void/soul points per day, as per the errata released by AEG.

Quicken Spell can be used by spontaneous spellcasters (eg mages and bards) without having to spend a full-round action. A quickened spell uses up a spell slot three levels higher than the spell's actual level (this makes up for haste no longer granting an extra partial action).

If you use Cumbrous Fortitude [SavSp] when staggered, you are reduced to taking a move action per round until the end of the encounter.  If you use this feat when reduced to taking a move action per round, you are knocked out. You cannot use this feat when unconscious.

Divine Metamagic [CD] works on one metamagic feat that you already have, as per the CD errata.

New Feats

All the feats on the pages listed below are available. The feats with [Fighter] listed after their name can be taken as bonus feats by fighters and rangers.


Virtue

In addition to normal D&D alignments, the eight virtues and the quest of the Avatar play an important role in defining Britannia. See the Virtues section for more information on virtue in gameplay. Virtue is not explicitly linked to alignment, but (for obvious reasons) virtuous behaviour tends to correlate with good or neutral alignment.


Spells and Magic

Britannian magic is powerful, but not quite as powerful as in regular D&D. Nearly every fantasy world is low-magic by D&D standards....

Spell levels are also known as "circles", numbered from 1 to 8. Cantrips and orisons (0-level spells) are still available, but 9th level spells are not available. Characters with 9th level spell slots can use these slots to prepare and/or cast metamagicked versions of lower-level spells. See the Spell Lists page for complete listings.

Material Components

All spells in Britannia that have material components use the following ingredients, instead of what's listed in the rulebooks. These ingredients are also known as "reagents" in Britannian lore. See the Ways of Magic section for more background detail.

The first six of these are "mundane" reagents you don't have to worry about them, just as you don't normally have to worry about having bat guano on hand to cast a fireball. The vast majority of spells require only these mundane reagents as their material components (if any).

Nightshade and mandrake root are the exception to this rule. Only spells that have a significant material component gp cost require these as reagents. Spells from the Divination, Enchantment, Illusion and Necromancy schools use nightshade as a material component, while those from the Abjuration, Conjuration, Evocation and Transmutation schools use mandrake root. Spells from the Universal school use both, in equal proportion. One measure of nightshade costs 50 gp, as does one measure of mandrake root; any amount smaller than a full measure is useless for spellcasting purposes. The total gp cost as given in the relevant rulebook  must be met or exceeded in order to cast a spell that requires these as material components.

Examples:

Spell Changes

Updated Spells

In general, if a spell appears in multiple sources, use the most recent spell description. This applies in particular to OA spells reprinted in CD and CArc.

Teleportation

The only major teleportation magic known in Britannia is that involving the moongates. The teleport and greater teleport spells transport their subjects to the location of one of the eight known moongate sites, as specified by the caster. In the case of teleport, the destination can never be better than "seen casually". A teleport that misses the target sends its subjects to one of the other moongate sites, chosen at random. Both of these spells have Target: you and up to one touched willing creature/object per two levels. No other teleportation spells (those with "Teleportation" in the spell descriptor) of 5th level or higher are available.

Planar Travel

The Britannian cosmology does not feature a multiverse of outer planes or a pantheon of deities, as in regular D&D. The ethereal plane exists, and beyond that lies the spirit world. Planar travel, eg via plane shift or ethereal jaunt, is limited to the ethereal plane itself; other planes are beyond the reach of most mortals. Teleport and greater teleport work via instantaneous travel through the spirit world, and are an exception to this rule (indeed, one of the few ways of journeying to the spirit world is via a teleport gone awry).

Resurrection and Death Magic

Resurrection and death magic is limited. The spells destruction, raise dead, reanimation, reincarnate, slay living and symbol of death are not on PC spell lists. While necromantic spells are available, in general such magic is the domain of NPC classes, such as the bloodmage. Finger of death is, however, available, and is an 8th level mage spell with a material component of five measures of nightshade (250 gp worth).

Death effects that would cause instant death (including finger of death) instead deal 4d6 points of permanent Constitution drain.

Resurrection is an 8th level spell, and works as follows. A creature to be resurrected makes a level check (d20 + level/HD), against DC 10. Each previous time it has been resurrected increases the DC by 5, so the second attempt is at DC 15, the third at DC 20, etc. The presence of an expert healer (one with the Healing domain) confers a +2 bonus to the roll. If the creature to be resurrected has any levels in an NPC class, the DC increases by 20. There are no level or Constitution penalties for being resurrected, but a creature that fails its level check is forever dead.

The material component for resurrection is ten measures of nightshade (500 gp worth).

Petrification

Petrification effects deal 4d6 points of permanent Dexterity drain. If this reduces the target to 0 Dexterity or less, it is turned to stone.

Aligned Spells

The lawful and chaotic versions of protection from evil, magic circle against evil, etc. are not available; similarly, the amount of damage dealt by castigate varies only according to differences along the good/evil alignment axis. Law and chaos are not overarching forces in the cosmos in the same manner as good and evil.

Curative Spells

The various cure spells restore damage as follows. (The inflict versions of these spells remain unchanged from the PHB.)

Heal cures 10 points of damage per target level, not caster level, to a maximum of 200 points. Heal also subsumes regenerate's functions.

Unavailable Spells

These spells are not available to any spellcasters, whether PC or NPC.

Miscellaneous Spell Changes

Adamantine doesn't exist in Britannia. Stoneskin and stone body [SavSp] grant DR 10/blacksteel, and iron body [OA] grants DR 15/blacksteel. (Golem DR is also negated by blacksteel.)

Enervation has a Fortitude save to reduce the negative levels taken by half.

Withering palm [OA] inflicts one point of temporary Strength, Dexterity and Constitution damage per two caster levels on a failed save. On a successful save, this is reduced to a flat four points of Strength, Dexterity and Constitution damage. In either case, the spell cannot reduce an ability score to 0 or less.

Decapitating scarf [OA] inflicts 2d6 points of damage per caster level on a failed save, as per the 3.5E disintegrate. If this is enough to reduce the target to 0 hit points, the spell results in decapitation.

Lion's charge [SavSp] is discharged as soon as the subject makes a charge (whether successful or not).

Meteor swarm is an 8th level mage spell with additional XP and material components. The XP cost is 500 XP, and the material component is 20 measures of mandrake root (1,000 gp worth).

Vulnerability [OA] lowers any non-epic DR the target has by 5 points. For every 3 caster levels beyond 11th, the DR decreases by an additional 5 points.

Weapon bless [OA] negates any non-epic DR the target has for one attack, in addition to its normal effects. The damage dealt is holy damage (for a good or neutral caster) or unholy damage (for an evil caster).

Stormrage [CD] gives a 30% concealment miss chance for all ranged attacks, with arrows and bolts suffering a -10 penalty to the attack roll instead of being automatically deflected. The lightning bolt attack is a free action usable once per round.

Anticipate teleportation and greater anticipate teleportation [CArc] have a Will saving throw to negate the delaying effect. If the teleporting creature is bringing along other creatures, all must make the save; if any fail, the arrival of the entire group is delayed.

Rain of needles is as per CArc, except that it bypasses spell resistance.

Protection from charm is as per CArc, except that grants an insight bonus to Will saves, not a resistance bonus.

Sniper's shot [CAdv] works within the first range increment.

Daggerspell stance [CAdv] is a 4th level bard and mage spell (except for daggerspell mages, for whom it's 2nd level).


Abbreviations

[BoED] Book of Exalted Deeds

[CAdv] Complete Adventurer

[CArc] Complete Arcane

[CD] Complete Divine

[CW] Complete Warrior

[DMG] Dungeon Master's Guide (3.5E)

[FRCS] Forgotten Realms Campaign Setting

[MM] Monster Manual (3.5E)

[MoR] Magic of Rokugan

[MotW] Masters of the Wild

[OA] Oriental Adventures

[PGtF] Player's Guide to Faerun

[PHB] Player's Handbook (3.5E)

[Rok] Rokugan Campaign Setting

[SavSp] Savage Species

[SilvM] Silver Marches

[T&B] Tome and Blood

[UA] Unearthed Arcana

 


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