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280 lines
9.6 KiB
Plaintext
280 lines
9.6 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Subject: Class -- Protector (a druid/ranger combination)
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This is an excerpt from the soon to be worked on (like next week)
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class compilation of mine. This class is one of my own creations,
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which I made for use in my campaigns.
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The class is the Protector, and it is a specialized ranger class
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which combines the druid and ranger class in a manner that creates a
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class which fits better what I envision than either multi or dual
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class does. Besides, I really hate multi and dual classes, and hate
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that humans can't multi class and all. So I tend to create my own
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mixed classes, whenever the need arises.
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This combined class isn't the best of both worlds, nor is it the
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worst. It's the good and bad of both classes, and I hopefully left
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it so that although the Protector is a good class, the ranger and
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druid themselves are still desirable as classes.
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The class was designed using 2nd edition rules for spells, spell
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spheres, etc, but it could be adapted to first edition (hey, I
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normally play a mixture of both, anyway...)
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Tryslora Eloran
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-------------------------------------------------------------------------------
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Deb Atwood
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atwoodd@gar.union.edu, atwoodd@union.bitnet, dsinger@rpi.edu
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------------------------------------------------------------------------------
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Protector
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Class Minimums:
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STR - 13 (no percentile strength may be rolled)
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DEX - 13
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CON - 14
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INT - n/a
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WIS - 14
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CHA - 15
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Races Allowed:
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Human
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Half-elf
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Elf
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(others at GM's discretion)
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Armor:
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Leather or cloak, wooden shield only.
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Weapons:
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Club, sickle, dart, spear, dagger, scimitar, sling, staff,
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bow (*not* crossbow).
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Experience Table
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----------------
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Level Experience Needed Hit Dice (d8)
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1 0 1
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2 2,125 2
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3 4,250 3
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4 8,250 4
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5 15,250 5
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6 28,000 6
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7 55,000 7
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8 105,000 8
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9 195,000 9
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10 362,000 9 + 2
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11 550,000 9 + 5
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12 750,000 9 + 7
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13 1,125,000 9 + 10
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14 1,650,000 9 + 12
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15 2,550,000 9 + 15
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Ability Table
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-------------
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Hide In Spells By Level
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Level Shadows 1 2 3 4 5 6* 7**
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1 10% 1 - - - - - -
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2 15% 2 - - - - - -
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3 20% 2 1 - - - - -
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4 25% 2 2 - - - - -
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5 31% 3 2 1 - - - -
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6 37% 3 2 1 - - - -
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7 43% 3 3 2 - - - -
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8 49% 3 3 2 1 - - -
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9 56% 4 3 3 2 - - -
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10 63% 4 4 3 2 1 - -
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11 70% 5 4 4 3 2 - -
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12 77% 5 5 4 3 2 1 -
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13 85% 6 5 5 4 2 1 -
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14 93% 6 6 5 4 3 2 1
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15 99% 6 6 6 5 4 2 1
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* Castable only with a Wisdom of 17 or higher
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** Castable only with a Wisdom of 18 or higher
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Protectors do *not* get wisdom bonuses for their spells per level.
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Proficiencies
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-------------
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Weapon
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Initial : 3
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#Levels : 3
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Penalty : -3
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Non-Weapon
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Initial : 3
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#Levels : 3
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Special Abilities
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-----------------
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o Protectors can Hide In Shadows, similar to the thief ability, as
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per the above table. (Normal 2nd edition rangers can also Move Silently,
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but I have removed this skill in lieu of allowing Pass Without Trace).
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Protectors are adept at hiding in shadows in wilderness or natural
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areas, but in a civilized or city settings, the ranger has only half his
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skill in this ability.
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o Like rangers, protectors can track as if they had the tracking
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non-weapon proficiency. This skill improves in the same manner as the
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normal ranger's.
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o Protectors may specialize in *either* the bow or scimitar. They may
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also learn two weapon fighting with the scimitar.
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o Pass without trace after reaching 3rd level.
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o Speak with animals after 5th level.
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o Immune to charm by woodland creatures after 7th level.
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o The protector gains the shapechanging ability of the druid, but to a
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smaller extent. The protector must pass through a special ceremony to
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reach 7th level. At this time, his "guardian spirit" is chosen, being
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one of the animals of his home region. At this time, he may shapechange
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into this once per day, with no hit point regeneration. At 8th level,
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he may also change into a mammal, reptile *or* bird once per day. At
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9th level add another form, and at 10th level, he may shapechange 3
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times per day, once each into a mammal, bird or reptile (like the druid's
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shapechanging) and each time he regains 1/4 of his previously lost hit
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points. At 11th level he gains the ability to change into his guardians
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form at will. (In this manner the shapechanging ability is still available
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to the class, although in a weakened state).
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Protector Experience Progression
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--------------------------------
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To reach 7th level, each protector must undergo a special ceremony performed by
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the druids of his home region. At this time he becomes a full protector (the
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previous levels are simply seen as training) and he gains his shapeshifting
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ability and his immunity to charm. The protector *must* undergo this ceremony
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in order to continue advancement.
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Spell Spheres of Influence
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--------------------------
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The protector worships no god or goddess, instead protecting the earth around
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him. He gains his spell ability from the world of nature and animals, and
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therefore most of his spells pertain to this. He does have a few spells that
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concern other matters, but he has no power over the undead or combat abilities
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that do not concern nature.
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The spells are listed below by sphere and at the end in order by spell level.
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All - Major Access
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Animal - Major Access
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Astral - No Access
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Charm - Free Action (only vs "natural" effects)
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Combat - Flame Strike, Insect Plague
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Creation- Create Food & Water
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Divination - Major Access, *except* Augury, Locate Object, Speak with
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Dead, Divination, Commune, Magic Font, True Seeing
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Elemental - Major Access
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Guardian- No Access
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Healing - No Access
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Necromantic - No Access
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Plant - Major Access
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Protection - Major Access, *except* Protection from Evil, Sanctuary,
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Withdraw, Magical Vestment, Negative Plane Protection,
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Protection from Evil 10' Radius, Dispel Evil
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Summoning - Call Woodland Beings, Conjure Animals
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Sun - Major Access
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Weather - Major Access
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FIRST LEVEL SECOND LEVEL
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----------- ------------
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Animal Friendship (Animal) Barkskin (Plant)
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Bless (All) Charm Person or Mammal (Animal)
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Combine (All) Detect Charm (Divination)
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Create Water (Elemental)Dust Devil (Elemental)
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Detect Evil (All) Find Traps (Divination)
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Detect Magic (Divination) Fire Trap (Elemental)
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Detect Poison (Divination) Flame Blade (Elemental)
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Detect Snare and Pits (Divination) Goodberry (Plant)
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Endure Cold/Endure Heat (Protection)Heat Metal (Elemental)
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Entangle (Plant)Know Alignment (Divination)
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Faerie Fire (Weather) Messenger (Animal)
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Invisibility to Animals (Animal)Obscurement (Weather)
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Light (Sun) Produce Flame (Elemental)
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Locate Animals or Plants (Animal) Resist Fire/Resist Cold (Protection)
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Pass Without Trace (Plant) Snake Charm (Animal)
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Purify Food and Drink (All) Speak with Animals (Animal)
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Shillelagh (Plant) Trip (Plant)
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Warp Wood (Plant)
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THIRD LEVEL FOURTH LEVEL
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----------- ------------
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Call Lightning (Weather)Animal Summoning I (Animal)
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Continual Light (Sun) Call Woodland Beings (Summoning)
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Create Food and Water (Creation)Control Temperature, 10' Rad (Weather)
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Dispel Magic (Protection) Detect Lie (Divination)
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Flame Walk (Elemental) Free Action (Charm)
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Hold Animal (Animal)Giant Insects (Animal)
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Meld Into Stone (Elemental) Hallucinatory Forest (Plant)
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Plant Growth (Plant)Hold Plant (Plant)
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Protection from Fire (Elemental)Lower Water (Elemental)
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Pyrotechnics (Elemental)Plant Door (Plant)
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Remove Curse (Protection) Produce Fire (Elemental)
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Remove Paralysis (Protection) Protection from Lightning (Protection)
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Snare (Plant) Reflecting Pool (Divination)
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Spike Growth (Plant)Repel Insects (Animal)
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Starshine (Sun) Speak with Plants (Plant)
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Stone Shape (Elemental) Spell Immunity (Protection)
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Summon Insects (Animal) Sticks to Snakes (Plant)
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Tree (Plant)Tongues (Divination)
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Water Breathing (Elemental)
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Water Walk (Elemental)
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FIFTH LEVEL SIXTH LEVEL
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----------- -----------
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Air Walk (Elemental)Animal Summoning III (Animal)
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Anti-Plant Shell (Plant)Anti-Animal Shell (Animal)
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Atonement (All) Conjure Animals (Summoning)
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Animal Summoning II (Animal)Conjure Fire Elemental (Elemental)
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Animal Growth (Animal) Find the Path (Divination)
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Commune with Nature (Divination)Fire Seeds (Elemental)
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Control Winds (Weather) Insect Plague (Combat)
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Flame Strike (Combat) Liveoak (Plant)
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Moonbeam (Sun) Part Water (Elemental)
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Pass Plant (Plant) Speak with Monsters (Divination)
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Rainbow (Sun) Stone Tell (Elemental)
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Spike Stones (Elemental)Transmute Water to Dust (Elemental)
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Transmute Rock to Mud (Elemental) Transport via Plants (Plant)
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Wall of Fire (Elemental)Turn Wood (Plant)
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Wall of Thorns (Plant)
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Weather Summoning (Weather)
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SEVENTH LEVEL
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-------------
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Animate Rock (Elemental)
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Changestaff (Plant)
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Chariot of Sustarre (Elemental)
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Conjure Earth Elemental (Elemental)
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Control Weather (Weather)
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Creeping Doom (Animal)
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Earthquake (Elemental)
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Fire Storm (Elemental)
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Sunray (Sun)
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Transmute Metal to Wood (Elemental)
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Wind Walk (Elemental)
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