Warrior Archetype
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The warrior group encompasses the character classes of heroes who make their way in the world primarily by skill at arms: fighters, paladins, and rangers.
2nd Edition Player's Handbook
Common abilities
4 Weapon Proficiency points to start. 1 Weapon Proficiency point every even level. 10 HP/level + Con bonus HP until 10th level. 3 HP/level at 11+. TO HIT progression: +1 per level. 3 Non-Weapon Proficiency points to start. 1 point every 3 levels. Bonus attack at 10th level.Class-specific abilities
Fighter - Can swap points around in Weapon Specialization Specializations (see table). May build castles, forts and strongholds and attract followers or henchmen at 9th level or higher. Can use any armor or shields. | +4 +3 +2 +1 +0 (total hit and damage bonus) .0 .2 .25 .34 .5 (extra attacks) ------------------------------------------- 0 1 1 1 1 extra attacks 5 5 4 3 2 WP needed for extra attack |
Ranger - Any weapon or armor, bonus Two-Weapon Fighting Style when in light or no armor. Free Tracking NWP (+1 bonus every 3 levels starting at 3rd). Thieving abilities: Hide in Shadows, Move Silently used only in the wilderness per chart at right. May build castles, forts and attracts followers/henchmen at 10th level or higher. Priest spells from Animal and Plant spheres per chart at right. Can use light or medium armor. Animal Empathy (force save vs Rod at penalty based on level: -1 per 3 levels starting at 1st). Favored Enemy: +4 to hit, will seek out to fight. Spells start at level 8 from the Priest spell list (Plant and Animal sphere only). Caster level = Ranger level minus 7. Pick another thieving skill once both HS/MS reach 330. | Ranger Spell Level Level 1 2 3 HS MS ----------------------------- 1 -- -- -- 10% 15% 2 -- -- -- 15% 21% 3 -- -- -- 20% 27% 4 -- -- -- 25% 33% 5 -- -- -- 31% 40% 6 -- -- -- 37% 47% 7 -- -- -- 43% 55% 8 1 -- -- 49% 64% 9 2 -- -- 56% 70% 10 2 1 -- 63% 78% 11 2 2 -- 70% 86% 12 2 2 1 77% 95% 13 3 2 1 85% 99% 14 3 2 2 93% 99% 15 3 3 2 99% 99% 16 3 3 3 99% 99% 17 3 3 3 99% 99% 18 3 3 3 99% 99% 19 3 3 3 99% 99% 20 3 3 3 99% 99% 21+ - - - +7% +8% |
Barbarian - 12 HP instead of 10 at level 1-10. 4 HP instead of 3 after 10th level. May use up to medium armor and gains a movement bonus equal to their level. After 10th level may summon a horde (temporary) instead of attracting followers. After 4th level may double distances jumped. ● Barbarian kits include most of the standards for tribal champions, berserkers, shapechangers and shamanistic abilities. ● Barbarians must be Chaotic due to their connections to the chaotic aspects of nature and their focus on their spiritual self. | |
Paladin - Detect Evil 60’. All saves +2. Immune to Disease. Lay on hands (2 hp per level, once per day). Cure Non-magical Diseases 1/5 levels/week. Aura of Protection 10'r (-1 to hit for evil or summon creatures). Enhanced Holy weapon (dispels hostile effects of Paladin level or lower). Turn Undead at level -2. Can call special mount at 4th level. Priest spells from Combat, Divination, Protection, Healing spheres at 9th level. Limit of 10 magic items. Never retains wealth or excess magic items. Employ only Lawful Good hirelings and Followers. Lawful Good Alignment. If paladin status is lost permanently, levels are converted to Fighter. Spell casting caps out at level 20 | Paladin Spell Level Level 1 2 3 4 ---------------------- 9 1 -- -- -- 10 2 -- -- -- 11 2 1 -- -- 12 2 2 -- -- 13 2 2 1 -- 14 3 2 1 -- 15 3 2 1 1 16 3 3 2 1 17 3 3 3 1 18 3 3 3 1 19 3 3 3 2 20 3 3 3 3 |
Monk - 4 HP per level up to 10. 1d4 HP after 10th. No armor or weapons. 4 Weapon Proficiencies at first plus 1 every two levels. Past level 9 may use Weapon Proficiencies to gain special moves. Monks follow a certain fighting style/clan/martial art. This will determine what special abilities and bonuses they accrue as they gain in levels. Monks could be thought of as Wizards who focus on body magic as much as warriors. They do not fit neatly into the Archetypes. These generally include many of the following features: Increased hand to hand damage Increased number of attacks Increased Movement Lay on hands to heal 2 HP per level per day. Healing any amount up to max takes a round. Ability to speak to animals and plants Increased resistance to magic and mental effects Resist effects 3/day Quivering palm/ Death touch/Explosive strike: Double damage on a hit/save vs death attack Parry missiles - can parry/block/catch ranged attacks Safe-fall - reduce or negate falling damage AC bonus by level Immunity to Slow or Haste effects. Resist ageing effects and extend lifespan Access to Ki based maneuvers, special moves, hyper moves, desperation moves Player must work out the details of his monk's abilities with DM. |
Lawful alignment required. The Monk is not necessarily required to follow the laws of the land, but he must stay true to the ethos of his training. A monk's training covers physical, mental and spiritual disciplines. It is highly structured and regimented. Thief skills: Per 1st Ed. thieving skills chart without further modifiers. See table below. Monk thief skills Level OL RT MS HS HN CW ------------------------------------ 1 25% 20% 15% 10% 10% 85% 2 29% 25% 21% 15% 10% 86% 3 33% 30% 27% 20% 15% 87% 4 37% 35% 33% 25% 15% 88% 5 42% 40% 40% 31% 20% 90% 6 47% 45% 47% 37% 20% 92% 7 52% 50% 55% 43% 25% 94% 8 57% 55% 62% 49% 25% 96% 9 62% 60% 70% 56% 30% 98% 10 67% 65% 78% 63% 30% 99% 11 72% 70% 86% 70% 35% 99% 12 77% 75% 94% 77% 35% 99% 13 82% 80% 99% 85% 40% 99% 14 87% 85% 99% 93% 40% 99% 15 92% 90% 99% 99% 50% 99% 16 97% 95% 99% 99% 50% 99% 17 99% 99% 99% 99% 55% 99% |
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