Fighters

Hp/level: 1d10

Attacks/round at base proficiency:  levels 1-6: 1      levels 7-12: 3/2      level 13: 2     level 22: 5/2     level 26: 3

Bonus proficiencies:  endurance

Fighters:

Required stats: 9 str

 

Fighters may take Specialization at 2nd level, Mastery at 9th, High Mastery at 13th  and Grand Mastery at 17th.   Anything beyond Proficiency requires training and, thus, time and probably resources.

 

Specialization takes one month to self teach, or two weeks if trained.

Mastery takes one year to self teach, or four months if trained.

High Mastery takes five years to self teach, or one year if trained.

Grand Mastery takes twenty years to self teach, or four if trained.

 

Fighters can hit creatures requiring magical weapons at very high levels if no such weapon is to be had.

18-20: silver or less than +1

21-23: +1

24-25: +2                                   Weapon proficiencies:  Base: 4   +1/3 levels

26-27: +3                                   Non-weapon proficiencies:  Base: 3  +1/3 levels

28-29: +4              

   30:   +5

 

This is a function of their immense skill and potency of spirit behind their blows.  It cannot be dispelled and is not a magical property.

 

 

 

Paladins (LG),  Justifiers (LN) and Dark Paladins (LE)

Attacks/round at base proficiency:  levels 1-6: 1      levels 7-12: 3/2      level 13: 2    

They each have the same XP progression, saving throw tables and attack rolls, but their divine powers and spell lists are different, as are their required functions and limitations.

 

Paladins:

Required stats: 12 str, 12 dex, 12 con, 13 int, 14 wis, 15 cha

 

Level- power granted

1: detect evil in a 60’ radius, at will.  Heal by touch 1/day, 2 hp/level

2: 10’ aura of protection from evil, constant

3: turn undead as a cleric 2 levels lower. +2 to all saves

4: special bonded mount gained; spellcasting possibly available (18 wis required)

5: immune to natural diseases; spellcasting possibly available (17 wis required)

6: able to specialize in 1 weapon; spellcasting available

7: cure non-magical disease 1/week +1 time per 5 levels

9: followers gained

10: can gain Mastery in specialized weapon

13: immune to disease of any form

15: Mass Cure (1d8+level) 1/day, affects 1 person per level

18: all diseases are subject to the paladins “Cure Disease” power

20: “resurrection” 1/day, by act of will

25: “Holy War” power gained; 1 attack/level, useable 1/day, against evil creature(s)

30: Divine Ascendance: may function as their deity’s avatar 1/year

 

 

Justifiers:

Required stats: 12 str, 12 dex, 12 con, 13 int, 14 wis, 15 cha

 

Level- power gained

1: detect good/evil, 60 range, Heal or Harm (as decided at char creation) 1 hp/level 1/day

2: protection from good and evil, self only

3: hold person 3/day, +2 to all saves

4: special bonded mount gained; spellcasting possibly available (18 wis required)

5: Immune to mental influence or control from non-neutral beings; spellcasting possibly available (17 wis required)

6: able to specialize in one weapon; spellcasting available

7: “Smite the Lawless” power gained: blinds, deafens and curses non-Lawful; useable 1 time per week for every 5 levels attained.  Victims receive a save v-death to avoid each effect, but must save versus each effect. Duration of the smite is 1 hour/level.

9: followers gained

10: can attain Mastery in specialized weapon

11: immune to mental control from any source

13: know alignment, at will.  Subject receives a save v-spell to avoid

16: detect lie, at will. Subject receives a save v-spell to avoid

20: “Dictum” power gained.  100’ radius, 1 victim per level gained, affects only non-lawful opponents based on their level.

 

Dictum

Opponent level- effect

-1-4 hd/levels:  death, no save

-5-8 hd/levels: paralyzed 2d4 turns, no save

-9-13 hd/levels: weaken (-6 str/-6 con) for 2d4 rounds, no save

-14+ Hd/levels: dazed (cannot attack but can defend; no spellcasting) for 1d4 rounds, no save.

 

25: “Holy Judgement” power gained: 1 attack per level against foes who’s alignments are of the following: NG, NE, CG, CE.    useable 1 time per day

 

30: Divine Ascendance: may function as their deity’s avatar 1/year

 

 

 

 

Dark Paladins:

Required stats: 12 str, 12 dex, 12 con, 13 int, 14 wis, 15 cha

 

Level- powers gained

1: detect good, 60’ radius, damage by touch 1/day, 2 dmg/level

2: protection from good, on self-only

3: control undead as a cleric 2 levels lower, +2 to all saves

4: monstrous mount gained, spellcasting possibly available (18 wisdom required)

5: immune to natural poisons; spellcasting possibly available (17 wisdom required)

6: able to specialize in one weapon; spellcasting available

7: “poison” by touch one time per week per five levels attained.  Save v-death or die.

8: able to specialize in 2nd weapon

9: followers gained

10: mastery with one specialized weapon attainable

12: mastery with other specialized weapon attainable

13: immune to all forms of poison

15: +2 to all saves v-spell

20: “bestow curse” 1/day,  no save allowed

25: “Holy Wrath” power gained: 1 attack per level against good aligned foes 1/day.

30: Divine Ascendance: may function as their deity’s avatar 1/year

 

All holy warriors, regardless of sub-type, receive the following proficiencies for free:

Heraldry (two regions), Etiquette (two regions), Animal Handling (one animal type), Riding, Religion.         

 

Paladins receive Healing in addition to the above.

Justifiers receive Law (one region) in addition to the above

Dark Paladins receive Spellcraft (priestly) in addition to the above

 

Weapon Proficiencies: base: 3 +1/3 levels

Nonweapon proficiencies: Base: 4 +1/3 levels

 

 

 

Rangers:

Required stats:  13 str, 15 dex, 15 con, 13 wis

Required Alignments: NG, TN or NE

Bonus Proficiencies:  Animal Handling (all natural animals), Wilderness Lore (two terrains), Survival (two terrains), Animal Lore (two regions),  Monster Lore (two regions)

Attacks/round at base proficiency:  levels 1-6: 1      levels 7-12: 3/2      level 13: 2    

Weapon Proficiency Slots: 3 +1/3 levels

Non-weapon proficiency slots: 4 +1/3 levels

 

 As rovers of the wilderness, they must pick a terrain type that they are to be considered “of”.   A Forest Ranger’s abilities function better in forests than, per say, in mountains (unless, of course, the mountains are forested).    The Ranger receives a +4/+20% to Animal Lore, Wilderness Lore, Monster Lore, Tracking, Hide in Shadows and Move Silently proficiencies and skills in their chosen terrain.  In all other terrain types, their proficiencies and skills do not receive the +4/+20%, but are otherwise unmodified.  Rangers do not need to roll survival checks in their chosen terrain; only powerful outside factors could stop them from finding food and water enough for themselves and 1 other person per level in the terrain they know so well.  Such factors can make for very good adventure hooks.

 

Terrain types (subject to DM approval)

Forests, Jungles, Deserts, Plains, Mountains (includes hills), Swamps, Arctic, Subterranean.    

 

The DM is encouraged to add to or modify the existing list as his or  her campaign setting requires.

 

Rangers may specialize in one weapon for every five levels they have attained.  They cannot exceed specialization.

 

Animal Empathy:  Rangers impose a -1 for every two levels they possess to the saving throw any natural animal has to check against to resist the ranger’s Animal Handling abilities.  

 

 

Ranger Tracking

As men and women of the wilderness, rangers exhibit phenomenal skill at tracking, often being able to intuit impossible amounts of information from next to nothing in higher levels.     This is reflected in the ranger’s tracking chart, which only rangers have access to.  In addition to that which is exemplified below, rangers receive a +1 enhancement bonus to tracking every other level, starting at 2nd, again at 4th, 6th, 8th, and so forth.

For this example, let’s say that six knights traveled on a road half a day ago.  One of their horses had an injured left front hoof, and another had an old injury in it’s rear right haunch that caused it to occasionally miss-step.    One of the knights had a seventh rider on his horse, the daughter of the local mayor that the ranger was besought upon to rescue.

 

Here, by level, is what a ranger might be able to determine based on level:

 

Level-example

1-3:  six riders, one of the horses seems wounded

 

4-6: six riders, one of the horses has a wounded hoof and another has a faltering step on it’s right rear side.

 

7-9: six riders, one injured in it’s front left hoof, another with a faltering step on it’s rear right side.  One of the horses is carrying greater weight than the others, possibly another rider.

 

10-12: six riders clad in heavy armor, injured horse, faltering step in another. One of the other horses has another rider, and from the look of the steps, no one seems to be struggling.

 

13-15:six heavy clad riders, recently injured horse, as it’s favoring it’s front left hoof.  The other, with the faltering step, probably has an old wound or scar that forbids it from walking correctly.   The horses are weary, especially the one with another rider on it.  The other rider is light and not struggling; probably the lass we’re looking for.

 

16-18: six riders, clad in platemail. Tracks aren’t deep or close enough for heavier.  They’ve been riding straight for about three days, given the weary gait these animals have, especially the one carrying a seventh rider.  It’s step in it’s rear is that of a horse carrying weight too far back.   It’s not a shifting gait, so the seventh rider isn’t struggling.  And look here, see this?  These animals aren’t shod.   These folks aren’t from the knighthood, so they probably either stole the armor or killed the rightful owners.

 

19+:    these horses have similar gaits, but it isn’t the gait of a warhorse.  Old draft horses made these tracks, see? Look at these weary tracks.  No warhorse would be weary after only three days of carrying plate clad warriors at a leisurely stroll.  And besides, the hooves are not only unshod, but they’ve been poorly cared for in their time, given the grooved markings in the tracks they leave.  And look here, see how this horse’s tracks favor the right rear side?  An old wound, or a poorly healed one.  No knight would ride a horse this leisurely if danger were on it’s heels, and further, no knight would ride their animal if it’s front left hoof was injured, like this one here.   It was injured on a stone, as there isn’t a lesion or blood.  Probably when they ran from the city.   The fact that the seventh rider isn’t struggling could mean a few things.  She isn’t struggling because she’s dead, she isn’t struggling because she’s in on it…or she might not be a she at all, and we might be following decoys, because those tracks I saw back in the city…unless they’ve changed horses, we’re not following the right tracks.

 

As is obvious, higher-level rangers can determine more and more from tracks and other signs.   The DM should set a DC for the tracking attempt and base how much info the ranger gains by how much s/he has succeeded it by.   Obviously, high level rangers have exceedingly high tracking skills (especially in their favored terrain), and it would not be at all unthinkable that a 20th level mountain ranger could tell from a single boot print if the person was male or female, how tall they were, what race they were, how they were armored, if they were tired or not, wounded or not, how much they were carrying and even what hand they were carrying something in if he found the track on a mountain path.    Failure on a tracking check is like anyone else failing a tracking check, however, for a ranger.  They learn nothing useful, and might “learn” something that just isn’t so, if they fail it badly enough.

 

 

 

Rangers may choose one species enemy for every five levels they have attained, starting with 1 at 1st level, another at 6th, 11th, 16th, so on and so forth.       When in battle against their species enemies, the ranger receives a +4 to hit and damage rolls and a –2 bonus to initiative.     Rangers have a difficult time hiding their desire to bring death to such races, and they receive a –4 reaction adjustment penalty when dealing with their hated races.    Rangers should never be played out to have overmuch tolerance for the races they hate, and a ranger should not simply up and decide one day to hate a certain race.  The player should choose species enemies based on campaign events, and it is very possible that a ranger may not have their maximum number of species enemies for their level.   In any case, any species enemy should be one that threatens the sanctity of the ranger’s favored terrain, or lacking such a foe, any terrain.    Rangers can choose their own race as a racial enemy if they are Evil OR if they are not evil and their race tends to be (as in the case of orcs and such).        Species enemies can be chosen whenever it is feasible that a ranger’s spite has been so earned, limited only by the maximum number of species enemies a ranger can have at their level and the DM’s decision.

 

 

In addition to the above, rangers can Move Silently and Hide in Shadows like a thief, receiving a base percentage of 10% in each at 1st level, further modified for dexterity and racial modifiers, as well as armor modifiers.     For each level gained, a ranger gains 10 points to apply as they see fit.   Thus can rangers somewhat pick and choose how they will apply themselves.

 

All rangers begin play with a form of Ambidexterity.   This allows them to use a weapon in each hand.   If the weapons are each Small, there is no attack penalty (such as two short swords, or a short sword and dagger).   If one weapon is Medium, and the other is Small, the ranger receives no attack penalty, but the secondary weapon (as determined by the DM) always treated as if a 10 had been rolled on initiative.   If two medium weapons are used, the secondary weapon receives a –2 to hit and is always treated as if a 10 had been rolled on initiative.   This Ambidexterity is in effect only if the ranger is not wearing armor heavier than hide.  Heavier armors annul this ambidexterity and all multiple weapon usage capabilities that go along with it.    If the Ranger takes a two weapon fighting style (as described later in the Combat section), they can annul one or possibly even both of these penalties, depending upon the style in question.  If the Ranger takes the Ambidexterity proficiency, they can use their multiple weapons regardless of armor type they are wearing.   Further information on weapon styles, multiple weapons, initiative rolls and ambidexterity can be found in the Combat section.

 

Rangers attain spellcasting ability, following their own special spell list.    This is subject to their Wisdom score.    A ranger with an 18 wisdom gains spellcasting ability at 4th level.   If their wisdom is 17, they gain it at 5th.     If it is 16 or less (to the minimum of 13 for the ranger class stat requirements), they gain their spellcasting ability at 6th level.

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