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CHARACTER CLASSES (PALADIN)2. They will never retain wealth, keeping only sufficienttreasures to support themselves in a modest manner, payhenchmen, men-at-arms, and servitors, and to construct ormaintain a small castle. (Your DM will give details of this asnecessary.) Excess is given away, as is the tithe (see 3. below).3.4.5.An immediate tithe (10%) of all in<strong>com</strong>e - be it treasure,wages, or whatever - must be given to whatever charitablereligious institution (not a clerical player character) of lawfulgood alignment the paladin selects.Paladins will have henchmen of lawful good alignment andnone other; they will associate only with characters andcreatures of good alignment; paladins can join a <strong>com</strong>pany ofadventurers which contains non-evil neutrals only on a singleexpeditionbasis, and only if some end which will further thecause of lawful good is purposed.If possible, paladins will take service or form an alliance withlawful good characters, whether <strong>players</strong> or not, who areclerics or fighters (of noble status).Paladins do not attract a body of men-at-arms to service as do regularfighters.PALADINS (FIGHTERS) TABLE 1.10-SidedDice forExperience Experience Accumulated LevelPoints Level Hit Points Title12,001-24,ooO 4 4 Defender24.001 A5.000 5 5 Warder45,001-95.000 6 6 GuardianCHARACTER CLASSES (RANGER)Unlike other fighter-types, rangers have eight-sided hit dice (d8) but atfirst level they get two, rather than but one, hit dice. It should also be notedthat rangers get 11 hit dice rather than the 9 of other fighter-types. Inaddition to considerable prowess as fighters, rangers have druidic andmagical spell capabilities when they attain high level; thus, they are veryformidable opponents, for they have other abilities and benefits as well:1.2.3.When fighting humanoid-type creatures of the "giant class",listed hereafter, rangers add 1 hit point for each level ofexperience they have attained to the points of damage scoredwhen they hit in melee <strong>com</strong>bat. Giant classcreatures are:bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds,ogres, ogre magi, orcs, and trolls. Example: a 5th level rangerhits a bugbear in melee <strong>com</strong>bat, and the damage done to theopponent will be according to the ranger's weapon type,modified by strength, and +5 (for his or her experience level)because the opponent is a bugbear - a "giant class"humanoid.Rangers surprise (q.v.) opponents 50% of the time (d6, scare1 through 3) and are themselves surprised only 161/3% of thetime (d6, score 1).Tracking is possible both outdoors and underground indungeons and like settings:a. Underground the ranger must have observed thecreature to be tracked within 3 turns (30 minutes) of the<strong>com</strong>mencement of tracking, and the ranger must begintracking at a place where the creature was observed:Creature's ActionChance to Trackgoing along normal passage or room 65%passes through normal door or uses stairs 55%goes through a trap door 45%goes up or down a chimney or throughconcealed door 35%passes through a secret door 25%700,001-1,050,000 10 9+3 Paladin (10th level)1,050,001-1,400,ooO 11 9+6 Paladin (1 lth level, etc.)350,000 experience points per level for each additional level above the11 th.Paladins gain 3 h.p. per level after the 9th.SPELLS USABLE BY CLASS AND LEVEL - PALADINS (FIGHTERS)PaladinClerical spell LevelLevel 1 2 3 A4.5.b.Outdoors there is a base 90% chance of a ranger beingable to follow a creature, modified asfollows:-for each creature above 1 in the partybeing tracked + 02%-for every 24 hours which have elapsedbetween making the track and tracking -10%-for each hour of precipitation-25%At 8th level, rangers gain limited druidic spell ability, andadditional spells are added through 17th level.At 9th level rangers gain limited magic-user spell ability, aswith druidic spell ability. Rangers cannot read druid or magicuserspells from magic scrolls in any event.12 2 213 2 2 114 3 2 118 3 3 3 119 3 3 3 220' 3 3 3 36.7.At 10th level (Ranger Lord), rangers are able to employ allnon-written magic items which pertain to clairaudience,clairvoyance, ESP, and telepathy.Also at 10th level, each ranger attracts a body of 2-24followers. Note that these henchmen once lost, can never bereplaced, although mercenaries can be hired, of course. Thesefollowers are determined by the DM who then informs theranger.'Maximum spell abilityThe RangerRangers are a sub-class of fighter who are adept at woodcraft, tracking,scouting, and infiltration and spying. All rangers must be of goodalignment (q.v.), although they can be lawful, chaotic, or neutralotherwise. A ranger must have strength of not less than 13, intelligence ofnot less than 13, wisdom of not less than 14, and a 14 or greaterconstitution. If the ranger has ability scores of greater than 15 in strength,intelligence and wisdom, he or she gains the benefit of adding 10% toexperiencThe following restrictions and strictures apply to rangers:1. Any change to non-good alignment immediately strips theranger of all benefits, and the character be<strong>com</strong>es a fighter,with eight-sided hit dice, everafter, and can never regainranger status.2. Rangers may not hire men-at-arms, servants, aides, orhenchmen until they attain 8th or higher level.3.No more than three rangers may ever operate together at anytime.24

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