There are only three classes in 3PS.
The Magus combines the typical classes usually found in most systems that use metaphysical spell casting from one source or another. Magi all share a basic system of magic, however, they become unique when they choose their features. I find this approach keeps a good balance of simplicity and complexity and allows players to create a character that is very capable of facing all kinds of challenges with an array of exciting spell effects. The Magus is an attempt to create a class that players can choose when their character concept uses spells and other mysterious means to bring a fantasy realm to life.
Magi obtain great power through the study of magical mysteries. To balance this power, magi spend much of their life force controlling the flow of magic within their bodies. To represent this, the magus class rolls HD-1 for their hit points. Magi can benefit from a high constitution score and can add their CON bonus to their hit points. Regardless of the roll, magi always get at least one hit point per level.
The magus knows an amount of spells equal to their level plus 2. These spells are chosen from any list allowed by the DM. Unless a player chooses certain features, a magus can cast only the spells chosen.
Magi have three features that they can choose at character creation. As long as the character meets any prerequisites the player may choose any features from the available lists.
Light armor does not hamper the physical routine of spell casting. Medium and Heavy armor can hamper and even shut down the ability to cast spells. One handed spells are not hampered by the use of shields, however, two handed spells can not be used with a shield unless your character has multiple hands. Put your magus characters in armor at your own risk. Armor penalties and limitations are handed down by the DM.
All weapons, including range weapons, are open to all classes without the stereotypical penalty. This house rule can be modified at your DM's discretion.
The Myrmidon class combines all the non-spell using classes into one beefy package. Myrmidon are found all over the realm and are the most common class for NPCs. Players that choose this class create a specialist with many skills and talents chosen from the Features list. Although they typical do not rely on magic to overcome their obstacles, they can use most magic items without penalty.
Myrmidon are often found on the front of battles or putting themselves at risk in some way or another. These characters have learned how to roll with the punches and are more likely to have more hit points than the Magus.
Myrmidon have ten features that they can choose at character creation. As long as the character meets any prerequisites the player may choose any features from the available lists.
Myrmidon may use armor and shields without penalty, however, some Features have penalties for characters that use armor when performing some tasks. For instance, a heavily armored character will have penalties for climbing, sneaking, swimming, etc.
Remember, there is no stereotypical rational for any class to be limited to the type of weapon they use.
The Hybrid class combines qualities from the Magus and the Myrmidon class. These characters are adept with magic yet are sturdier than the typical magus. Players choosing this class want to have significant options that are not limited in power level. In going this route, they will usually run out of magic options before the magus but are not strapped to having fewer features to fall back on.
Unless a Feature permits more magic ability, hybrid know 1 spell per HD and have half the spell points of the common magus.
The Hybrid class has five features that they can choose at character creation. As long as the character meets any prerequisites the player may choose any features from the available lists.
Armor and shield penalties are the same as for magi. There are no restrictions on weapon use, unless characters are too small to wield large weapons.
The Hybrid class eliminates the need to multi-class or use gestalt characters, however, it still allows for interesting character concepts outside of the two basic classes.
*Note - BAB is replaced by Combat Bonus (CB). CB is a number that can be used for both attacking and defending. CB can be divided up each turn at the players discretion and used as a modifier for attack rolls and/or armor class (as a negative number). This will be discussed in the combat section of this blog.
Magi obtain great power through the study of magical mysteries. To balance this power, magi spend much of their life force controlling the flow of magic within their bodies. To represent this, the magus class rolls HD-1 for their hit points. Magi can benefit from a high constitution score and can add their CON bonus to their hit points. Regardless of the roll, magi always get at least one hit point per level.
The magus knows an amount of spells equal to their level plus 2. These spells are chosen from any list allowed by the DM. Unless a player chooses certain features, a magus can cast only the spells chosen.
Magi have three features that they can choose at character creation. As long as the character meets any prerequisites the player may choose any features from the available lists.
Light armor does not hamper the physical routine of spell casting. Medium and Heavy armor can hamper and even shut down the ability to cast spells. One handed spells are not hampered by the use of shields, however, two handed spells can not be used with a shield unless your character has multiple hands. Put your magus characters in armor at your own risk. Armor penalties and limitations are handed down by the DM.
All weapons, including range weapons, are open to all classes without the stereotypical penalty. This house rule can be modified at your DM's discretion.
*********
The Myrmidon class combines all the non-spell using classes into one beefy package. Myrmidon are found all over the realm and are the most common class for NPCs. Players that choose this class create a specialist with many skills and talents chosen from the Features list. Although they typical do not rely on magic to overcome their obstacles, they can use most magic items without penalty.
Myrmidon are often found on the front of battles or putting themselves at risk in some way or another. These characters have learned how to roll with the punches and are more likely to have more hit points than the Magus.
Myrmidon have ten features that they can choose at character creation. As long as the character meets any prerequisites the player may choose any features from the available lists.
Myrmidon may use armor and shields without penalty, however, some Features have penalties for characters that use armor when performing some tasks. For instance, a heavily armored character will have penalties for climbing, sneaking, swimming, etc.
Remember, there is no stereotypical rational for any class to be limited to the type of weapon they use.
*********
Unless a Feature permits more magic ability, hybrid know 1 spell per HD and have half the spell points of the common magus.
The Hybrid class has five features that they can choose at character creation. As long as the character meets any prerequisites the player may choose any features from the available lists.
Armor and shield penalties are the same as for magi. There are no restrictions on weapon use, unless characters are too small to wield large weapons.
The Hybrid class eliminates the need to multi-class or use gestalt characters, however, it still allows for interesting character concepts outside of the two basic classes.
*Note - BAB is replaced by Combat Bonus (CB). CB is a number that can be used for both attacking and defending. CB can be divided up each turn at the players discretion and used as a modifier for attack rolls and/or armor class (as a negative number). This will be discussed in the combat section of this blog.