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.
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 12th level.
Class-specific abilities
Fighter
Can swap points around in Weapon 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.
| Weapon Specialization variants | A | B | C | D | E |
|---|---|---|---|---|---|
| Total hit and damage bonus | +4 | +3 | +2 | +1 | +0 |
| Extra attacks | 0 | 0.2 | 0.25 | 0.34 | 0.5 |
| WP needed for extra attack | -- | 5 | 4 | 3 | 2 |
Changing specialization point allocations takes about 1 week per Weapon Specialization slot. Training rolls (benefiting from the Training NWP) and aid from an experienced trainer/teacher can reduce this time. Being a high-level Fighter also gives a bonus. As a rough estimate, for every 5 points by which you/they make the roll by you get very roughly 10% off the training time. Getting more than 90% off takes off by 1% at a time. The needed time is highly subject to plot and GM adjustment.
Ranger
Any weapon or armor, bonus Two-Weapon Fighting Style and Ambidexterity when in light or no armor.
- Free Tracking NWP (+1 bonus every 3 levels starting at 3rd).
- May build castles, forts and attracts followers/henchmen at 10th level or higher.
- 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.
Rangers gain access to divine spells starting at level 8, per the table below. The spells are drawn from the Priest spell list (Plant and Animal spheres only). Caster level = Ranger level minus 7.
Rangers gain the Hide in Shadows and Move Silently Thieving skills, usable only in the wilderness. Progression by level is in the chart below. Pick another thieving skill once both HS/MS reach 330.
Ranger Spell Level & Thief Skills
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

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