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Treasure Awaits: Paladins and Rangers Guidelines for Paladins and Rangers.
Paladins
Holy knights sent forth from their temples and monasteries to confront evil wherever it is found. There are not spell users because that overlaps too much with Clerics, and while there are similarities, the paladins are the combative arm of the church. A paladin tithes 90% of their spoils to the church.
1. Ability Ratings
Roll Paladin Abilities
| 1 | | | 3-2-3 | | | 2 | | | 2-2-4 | | | 3 | | | 2-2-3 | | | 4 | | | 2-3-3 | | | 5 | | | 3-3-2 | | | 6 | | | 4-1-3 | |
2. Pursuits
Choose from Athletics, Archery, Battlewear, Brawling, Literacy, Melee, Swordfighting
3. Weapons
Bow & Mace
War Hammer
Broadsword
Battle Axe
4. Armor
Roll Paladin Armor
| 1 | | | Leathers | | | 2 | | | Brigandine | | | 3 | | | Brigandine & Shield | | | 4 | | | Chain Mail | | | 5 | | | Chain Mail & Shield | | | 6 | | | Scale Mail | |
Special Abilities:
Smite Undead allows a paladin an extra dice of damage (per weapon type) against any undead opponent.
Rangers
Scouts and woodsman known for their archery (ranged combat), survival, and tracking abilities. Rangers, being loners by nature, tend to dislike and avoid cities.
1. Ability Ratings
Roll Ranger Abilities
| 1 | | | 3-2-3 | | | 2 | | | 2-2-3 | | | 3 | | | 3-2-2 | | | 4 | | | 2-4-2 | | | 5 | | | 3-2-2 | | | 6 | | | 4-2-2 | |
2. Pursuits
Choose from Athletics, Archery, Battlewear, Melee, Stealth, Swordfighting, Tracking*
New Pursuit:
Tracking is beneficial for following foot prints and other signs of a person’s movement through the wilderness.
3. Weapons
Bow & Club
Bow & Short Sword
Sling & Short Sword
Sling & Mace
4. Armor
Roll Ranger Armor
| 1 | | | Leathers | | | 2 | | | Leathers | | | 3 | | | Brigandine | | | 4 | | | Brigandine | | | 5 | | | Chain Mail | | | 6 | | | Shield | |
House Rules:
When rolling for as task, roll 2d6 and keep the higher roll. This is done for a more “cinematic” style of play.
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