Warrior (2.5e Class)

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Warrior[edit]

Lvl Fighters/
Soldiers
Paladin/Ranger/
Avenger/Gladiator/
Stalker/Barbarian/
Dark Order/Runecaster
Temporal
Champions
Jannisaries Arcane
Knights
XP XP HD XP HD XP HD XP HD
1 0 0 1 0 1 0 1 0 3
2 2000 2250 2 4000 2 2000 2 2750 4
3 4000 4500 3 8000 3 4000 3 5500 5
4 8000 9000 4 16000 4 8000 4 12000 6
5 16000 18000 5 30000 5 16000 5 24000 7
6 32000 36000 6 60000 6 32000 6 45000 8
7 64000 75000 7 120000 7 64000 7 95000 9
8 125000 150000 8 200000 8 125000 8 175000 10
9 250000 300000 9 350000 9 250000 9 350000 +3
10 500000 600000 +3 700000 +2 500000 10 700000 +6
11 750000 900000 +6 1000000 +4 750000 +1 1050000 +9
12 1000000 1200000 +9 1500000 +6 1200000 +3 1400000 +12
13 1250000 1500000 +12 2000000 +8 1500000 +5 1800000 +15
14 1500000 1800000 +15 2500000 +10 1800000 +7 2100000 +18
15 1750000 2100000 +18 3000000 +12 2100000 +9 2400000 +21
16 2000000 2400000 +21 4000000 +14 2400000 +10 2700000 +24
17 2250000 2700000 +24 4500000 +16 2700000 +11 3000000 +27
18 2500000 3000000 +27 5000000 +18 3000000 +13 3300000 +30
19 2750000 3300000 +30 5500000 +20 3300000 +15 3600000 +33
20 3000000 3600000 +33 6000000 +22 3600000 +17 3900000 +36

Warriors are the fighting class and the bulk of both PCs and NPCs. They can be anything from a soldier, a guard, the city watch, or a bodyguard, mercenaries, tribal warriors, etc. Any warrior who has 16 or more in their Prime Requisites gains a 10% bonus to XP earned. Warriors are the only class that can specialize in weapons and, except for fighters and gladiators, they can only choose 1 weapon to specialize in. In weapons they are proficient in they can make 1 attack/rd up to lvl 6, 3 attacks/2 rds up to lvl 12, and 2 attacks/rd beyond that. Warriors of all kinds learn NWPs from the General and Warrior categories.

Arcane Knight[edit]

Requirement: Str 12, Int 13, Wis 9, Con 9, Chr 17; Prime: Str, Int; HD: d6; Bk-Pg: FP10-2

Rare in the extreme, they are knights who come from magic rich worlds where even the common peasants know a couple minor wizard spells. They are the elite champions of their armies and have a code of honor similar to paladins.

Begins as a Squire with 1 HD. They must gain 500XP to get another HD, and another 1000XP to reach lvl 3. Until then they are treated as basic fighters with none of the knight’s abilities. They must train under another knight who is at least 5th lvl. Once they reach lvl 3 they lose all XP and must start over but they are considered knights and no longer squires and can adventure on their own; Must be Lawful. Those who are LG are members of the Order of the Arcane and charged with protecting the Mage Kings of their world and his interests. Those who are LN are the Order of the Phantom and are usually charged with protecting the rulers’ citizens, land, and cities. There is also an Order of the Shadows, who are fallen knights, LE and dedicated to the destruction of the Mage Kings; Like all citizens of their world they can cast Cantrip as a Squire; Regardless of alignment they will only use lances, long swords, broad swords, bastard swords, short swords, maces, flails, picks, daggers, and scimitars. Any other weapon is seen as against their code. Ranged weapons are seen as cowardice and never used, though ranged spells are allowed. They can specialize once; Cannot wear armor heavier than leather but, if they specialize, they can use their preferred weapon to parry, losing attacks that rd. This gives them a the choice to block their targets weapon by rolling as if striking, with the same bonuses to hit. He can block as many attacks/rd as he can attack in that rd, so if he can attack 2/rd he can block one and still attack with the other. He cannot block magical energy this way but spells that create a physical attack can be blocked as well; Gains Riding, Land Based as a free NWP. As he levels he gets better, having only a 25% chance to get thrown and -1%/lvl beyond 3rd. At 5th lvl he can urge his mount into a charge. If he is using a lance he does +1 dmg/lvl; At 7th lvl he can summon a Phantom Steed in case he should lose his real mount, 1/day for 1 tn/lvl; 11th lvl gains Airborne Riding NWP, if he doesn’t already have it; At 16th lvl gains Airborne Riding, Dragon NWP, if he doesn’t already have it; While they cannot gain men-at-arms, they can be assigned a squire at 5th lvl or above. Usually this is assigned to him, whether he wants one or not; If they wear any armor other than Leather or Magical Elven Chain Mail they cannot cast spells; Cast spells as a bard of equal lvl and uses honor rules as in the Oriental Adventures.

Avenger[edit]

Requirement: Str 15, Dex 14, Con 15; Prime: Str, Con; HD: d10; Bk-Pg: RLDD-252

Obsessed with revenge, they have witnessed a great wrong and are dedicated to seeing those responsible pay, making sure it happens to no one else.

Cannot be Lawful since they will break the law to insure justice is done; Can use any armor and weapon but can only specialize once. They get a free WP slot to devote to their specialization, which must be a melee weapon; When confronting an enemy that represents his vengeance target he gains an extra 5hp, 10hp if the actual focus of his hatred; Intuitively knows which direction his prey is, requiring only a Wis check to learn.

Barbarian[edit]

Requirement: Str 12, Dex 9, Con 12; Prime: Str, Con; HD: d12; Bk-Pg: BRB-7

Warriors who live in remote areas. They are highly superstitious and primitive in their use of weapons and tools but are also connected to the land they live on. Barbarians believe in the rule that the strongest survive and that you never take from nature more than you give.

Uses d12’s for HD; Base Mv of 15 and +3 Mv when encumbered; Start play with primitive weapons, such as stone axes, spears, etc. Although they may encounter better weapons as they travel they will usually shun them, though they may use metal versions of old familiars. This is not a hard rule but it does keep to the fun of being a barbarian. Starting weapons allowed are atlatl, artengak, axe (any), blowgun, bola, boomerang, bow, celt, club, dagger, dart, harpoon, iuak, javelin, knife, staff, sling, and spear; For the same reason, barbarians shun heavy armors and start off with only being allowed padded, leather, studded leather, and hide. If they wear metal armor their Mv is reduced to 12, suffers a -40% to his climbing ability, and a -1 to combat and NWP checks. Some tribes have a particular animal they view as strong and a protector of their tribe. If wearing the hide of such an animal that he himself killed he gains a +1 to STs vs fear attacks and +1 to hit; Survival, Hiding, Tracking, and Animal Lore NWPs for free in their homeland terrain; Barbarians do not start with money. They start with basic gear in natural materials for free; Can Rage when entering battle. This allows them to increase their Str temporarily, adding to dmg and NWP rolls. The PC cannot be wearing armor heavier than Hide and it lasts for 1 combat rd/3 pts of Con. If the combat is not over by then he becomes fatigued, suffering a -1 to Str for a same amount of time. The amount of Str bonus cannot exceed the max for their race +2 however and increases depending on level, as indicated below. He can do this 1/encounter; Barbarians can leap great distances, climb cliffs, trees, and other natural surfaces, and have a sense of when they are about to be attacked from behind. These skills increase as they lvl:

Lvl Run Leap (ft) Run Spring Stand Leap Stand Spring Back Detect Climb Walls Rage Bonus
1 3d6+1 1d6 2d4 1d4 15% 60% +1
2 3d6+2 1d6+1 2d4+1 1d4+1 20% 65% +1
3 3d6+3 1d6+1 2d4+1 1d4+1 25% 70% +1
4 3d6+4 1d6+2 2d4+2 1d4+2 30% 75% +1
5 3d6+5 1d6+2 2d4+2 1d4+2 35% 80% +2
6 3d6+6 1d6+3 2d4+3 1d4+3 40% 85% +2
7 3d6+7 1d6+3 2d4+3 1d4+3 45% 90% +2
8 3d6+8 1d6+4 2d4+4 1d4+3 50% 95% +2
9 3d6+9 1d6+4 2d4+4 1d4+3 55% 95% +3
10 3d6+10 1d6+5 2d4+5 1d4+3 60% 95% +3
11 3d6+11 1d6+5 2d4+5 1d4+3 65% 95% +3
12 3d6+12 1d6+6 2d4+6 1d4+3 70% 95% +3
13 3d6+13 1d6+6 2d4+6 1d4+3 75% 95% +3
14 3d6+14 1d6+6 2d4+7 1d4+3 80% 95% +4
15 3d6+15 1d6+6 2d4+7 1d4+3 85% 95% +4
16 3d6+16 1d6+6 2d4+8 1d4+3 90% 95% +4
17+ 3d6+16 1d6+6 2d4+8 1d4+3 95% 95% +4

Dark Order/Anti-Paladin[edit]

Requirement: Str 14, Con 9, Wis 13, Chr 14, LE; Prime: Str, Chr; HD: d10; Bk-Pg: DW-112

The anti-hero and opposite of the paladin. They have their own code of ethics that they follow but it is centered more around order than kindness.

Can learn General, Priest, and Warrior NWPs; Must be LE and those who lose their alignment willingly lose all their powers. If involuntarily the loss is temporary until he gets his alignment back, and makes an Atonement for any actions committed under the new alignment; Can Detect Good up to 60’ but must actively attempt it, concentrating for 1 rd. This does not work in Ravenloft; +2 to all STs; Immune to non-magical diseases; Can dmg by touch at 2 hp/lvl by touch, 1/day; Cause Disease once a wk/5 lvls; Protection from Good at all time; If using an Unholy Avenger his protection extends to 10’ radius and he can Dispel Magic cast by hostile casters who are up to his lvl; Can command undead and fiends at 3rd lvl as a priest 2 lvls lower; At 4th lvl can summon a war horse or some other faithful steed who is bonded to him. If the mount should die the Dark Paladin loses 2 lvls and cannot gain a new one until he reaches his old level; At 4th lvl also gains a +4 ST vs magical Fear; At 9th lvl can cast priest spells but does not get the priest’s bonus spells for high Wis and cannot use scrolls with priest magic on them. He can cast spells from the Combat, Divination, Necromancy, and Protection spheres only; Cannot possess more than 10 magical items and these cannot be more than 1 suit of armor, 1 shield, 4 weapons, and 4 other items; Allowed to retain enough treasure to maintain himself, his warriors, etc, all excess money needs to be donated to the church; Hirelings must be NE or LE, he does not gain followers; Must tithe a monthly amount of 10% his total wealth to a religious institution; At 21st lvl he can use priest scrolls and magic items; At 24th lvl he can make his own priest scrolls; At 27th lvl he becomes immune to magical diseases such as mummy rot and lycanthropy; The random roll a mount roll 1d20 and use the following chart:

Spells
Lvl Cast lvl Spell Level Bonded Mount
1 2 3 4 Roll Mount
9 1 1 - - - 01-77 War Horse
10 2 2 - - - 78-79 Griffon
11 3 2 1 - - 80-81 Nightmare
12 4 2 2 - - 82-83 Pegasus
13 5 2 2 1 - 84-85 Hippogriff
14 6 3 2 1 - 86-87 Giant Vulture
15 7 3 2 1 1 88-89 Worg
16 8 3 3 2 1 90-91 Elephant or Oliphant
17 9 3 3 3 1 92-93 Great Cat
18 9 3 3 3 1 94-95 Giant Lizard
19 9 3 3 3 2 96-97 Aquatic (Hippocampus, Se Horse, Dolphin)
20+ 9 3 3 3 3 98-00 DM’s Choice

Fighter[edit]

Requirement: Str 9; Prime: Str; HD: d10; Bk-Pg: P2-36, RLDD-248, DSAH-23

The most numerous of classes they are the typical soldiers and warriors. Every kingdom has armies of fighters and those who specialize can become archers, artillery, cavaliers, infantry, elite, etc. Those in an army would typically wear the colors of their nation though this is not always the case. Fighters can also be mercenaries, outlaws, city militia, etc.

Can learn General and Warrior NWPs; Fighters can choose to specialize in more than 1 weapon at 3rd lvl, but can only specialize in 1 different weapon/5 lvls; At 9th lvl he can attract soldiers who have heard of his deeds and came to fight with him. He must have a castle or stronghold. Roll on the following tables, once for each table; At 21st lvl he can use any weapon, including bare hands, to hit creatures normally immune to normal weapons. He can also, before a battle begins, shake his opponent’s resolve as long as he is close enough that the enemy can see his face. Those of 4+1 HD or less retreat, whose with more are allowed a ST vs DM to choose retreat or fight at a -2 to hit, STs , and ability checks and a +2 to init as long as the fighter remains within 60’; At 24th lvl can hit with any weapon creatures immune to +1 or lesser weapons and those attempting to save against his shake down do so at -2; At 27th lvl can hit with any weapon creatures immune to +2 weapons and those attempting to save against his shake down do so at -4; At 30th lvl can hit with any weapon creatures immune to +3 weapons and those attempting to save against his shake down do so at -6; Their actions and bravery grants an adjustment to the fear, horror, and madness checks of others. If more than 1 fighter is in the group the effects are cumulative but no one can have more than a +4:

Lvl Fear Horror Madness
1-5 +1 - +1
6-10 +2 - +2
11-15 +3 +1 +4
16-20 +1 +2 +6
Roll Leader
01-40 5th lvl fighter w/ plate mail, shield, Battle Axe+2
41-75 6th lvl fighter w/ plate mail, Shield+1, Spear+1, Dagger+1
76-95 6th lvl fighter w/ shield, Plate Mail+1,Spear+1, Dagger+1, and a 3rd lvl fighter w/ splint mail, shield, and Crossbow of Distance
96-99 7th lvl fighter w/ Plate Mail+1, Shield+1, Broad Sword+2, heavy war horse with Horseshoes of Speed
00 DM’s Option
Roll Troops
01-50 20 cavalry w/ ring mail, shields, 3 javelins, long swords, and hand axes and 100 infantry w/ scale mail, polearms, and clubs
51-75 20 infantry w/ splint mail, morning stars, and hand axes and 60 infantry w/ leather armor, pikes, and short swords
76-90 40 infantry w/ chain mail, heavy crossbows, and short swords and 20 infantry w/ chain mail, light crossbows, and military forks
91-99 10 cavalry w/ banded mail, shields, lances, bastard swords, and maces, 20 cavalry w/ scale mail, shields, lances, long swords, and maces, and 30 cavalry w/ studded leather armor, shields, lances, and long swords
00 DM’s Option
Roll Elite
01-10 10 mounted knights who are 1st lvl fighters w/ field plate, large shields, lances, broad swords, morning stars, and heavy war horses in full barding
11-20 10 1st lvl elven fighter/mages w/ chain mail, long swords, long bows, and daggers
21-30 15 1st lvl rangers w/ scale mail, shields, long swords, spears, and long bows
31-40 20 2nd lvl berserkers (+1 combat) w/ leather armor, shields, battle axes, broad swords, and daggers
41-65 20 1st lvl archers w/ studded leather, long bows or crossbows, and +2 to hit with them
66-99 30 1st lvl infantry w/ plate mail, body shields, spears, and short swords
00 DM’s Option

Athasian fighters differ very little. They play the same roles and have all the same abilities and restrictions. Followers are gained a bit differently. Followers appear once he reaches 10th lvl and come in groups of 10, called a stand. These soldiers will be loyal as long as they are not mistreated, drawn to him for his reputation, and will be of the same background as him, so if he was an ex-slave and part of a slave tribe so did the followers. All members of a stand will be of the same race and lvl and have the same equipment. At 10th lvl he receives a unit of 1d10+2 stands of 1d2+1 lvl and as he gains in lvls he gains more stands, as rolled below. Unlike other worlds he does not need a castle but must have a base camp somewhere for them to gather and train.

Lvl Stands
gained
Lvl of
Stand
Chance of a
special Stand
Lvl Stands
gained
Lvl of
Stand
Chance of a
special Stand
11 1d10+4 1d3+1 5% 16 1d20+2 1d6+2 30%
12 1d12 1d3+2 10% 17 1d20+4 1d8+1 35%
13 1d12+2 1d4+1 15% 18 1d20+6 1d8+2 40%
14 1d12+4 1d4+2 20% 19 1d20+8 1d10+1 45%
15 1d20 1d6+1 25% 20 1d20+10 1d10+2 50%
Special Stands include unusual units such as kank cavalry, thri-kreen, elves, aarakocra, halflings, etc.

Gladiator[edit]

Requirement: Str 9; Prime: Str; HD: d10; Bk-Pg: DSAH-24

Trained warriors who fight for glory and money. They are entertainers more than combatants and are more concerned with fame and reputation than with heroics.

Can be any alignment, wear any armor, and use any weapon; Begins with a proficiency in all weapons, even those he has never seen before; Can specialize in multiple weapons; 4 pt modifier to unarmed combat rolls on the Punching/Wrestling table; At 5th lvl can optimize his armor, moving in a way to make it more effective. This grants him a +1 to AC/5 lvls but he must be wearing armor; Attracts other gladiators at 9th lvl.

Jannisary[edit]

Requirement: Str 13, Int 12, Chr 10, LG; Prime: Str, Chr; HD: d10; Bk-Pg: WB-1

Jannisaries serve as keepers of the peace and dispensers of justice in lawful societies. They have their own hierarchy but ultimately report to the country’s ruler. They are open to all ranks of the society who wish to serve, generally well liked by most of the populace, and viewed as nosy busy-bodies by the rest.

Receives armor, clothing, and weapons from the country’s armory for free, but are expected to maintain their equipment and contribute with what they can. Free equipment is never magical; Can choose the best ST from warriors or priests; At 3rd lvl can Detect Undead or extra planar creatures within 10’/lvl; At 6th lvl can detect evil intent within 30’ by concentrating; At 9th lvl can get a +1 combat vs. a specific undead, chosen at that lvl, and can recognize such a creature even if disguised magically, but not invisible; At 12th lvl can undergo a cleansing ritual that allows him to receive a vision of a specific, near unobtainable item. Obtaining this item becomes an obsession, and often they go through the rest of their lives without achieving this goal, but they never feel unfulfilled; They never retain wealth, earning money they need as they go and receiving free food and lodging from the citizens when in their home country. They start with 1d4x10gp.

Knight of Solamnia[edit]

Requirement: Spec, LG or LN, Human; Prime: Str, Con, Wis; HD: d10; Bk-Pg: DLTL-81

Paladins from Krynn, they were once a noble order of champions and defenders of peace. After Krynn’s cataclysm they were blamed for not helping people, though they tried. The people they protected turned on them and many were killed or went into hiding. Since then the goals of the knighthood has changed, becoming more centered on their rules, called “The Oath and the Measure”. There are 3 stages of knights. All knights start as a Knight of the Crown, who are loyal to Habbakuk. They must obey higher ranked knights as obedience is taught to be equal to loyalty. Once they reach 3rd lvl they can become a Knight of the Sword. They follow the teachings of Kiri-Jolith and must always combat the forces of evil, giving no quarter and never backing down. At 6th lvl they can become a Knight of the Rose. They follow the laws of Paladine and focuses on justice. They do not have to change when they level and can remain a lesser knight if they wish. The leader of each order is called the High Warrior, High Clerist, and High Justice, in that order. Those who have moved to Terra have established a new order with the same rigid code, following Good’s teaching and trying to rebuild the knight’s reputation in new worlds.

To become a knight of any order the PC must be petitioned before a council and sponsored by a knight of that or a higher order; He cannot go from Crown to Rose, he must spend time as a Sword Knight first; They suffer a -4 reaction vs. those who know of the order’s reputation; Must take and buy any 1 lance and any 1 sword; Gains the Land-Based Riding NWP for free and can choose Priest NWPs; Crown Knights have all the abilities of fighters, Sword Knights have the abilities of paladins, and Rose Knights are immune to fear; To be a Crown Knight the PC must have Str 10, Dex 8, Con 10, Int 7, Wis 10, a Sword Knight must have Str 12, Dex 9, Int 9, Wis 13, and a Rose Knight Str 13, Dex 12, Con 15, Int 10, and Wis 13; Can get up to 10HD, then adds 2hp/lvl after.

Knight of the Crown Knight of the Sword Knight of the Rose
Lvl XP Title Lvl XP Title Lvl XP Title
1 0 Squire of Crown 3 5000 Novice of Swords 6 45000 Novice of Roses
2 2500 Defender of Crown 4 12000 Knight of Swords 7 125000 Knight of Tears
3 5000 Knight of Crown 5 24000 Blade Knight 8 200000 Knight of Mind
4 10000 Scepter Knight 6 45000 Knight Clerist 9 425000 Knight of Heart
5 18500 Shield Knight 7 95000 Abbot of Swords 10 800000 Knight of Roses
6 37000 Shield of Crown 8 175000 Elder of Swords 11 1500000 Keeper of Roses
7 85000 Lord of Shields 9 350000 Master of Swords 12 2000000 Master of Roses
8 140000 Lord of Crown 10 700000 Lord of Swords 13 2500000 Archknight
9 220000 Master Warrior 11 1050000 Master Clerist 14 3000000 Lord of Roses
10 300000 Lord Warrior 12 1400000 Lord Clerist 15 3500000 Master of Justice
11 600000 High Warrior 13 1750000 High Clerist 16 4000000 Lord of Justice
12 900000 14 2100000 17 4500000 High Justice
13 1200000 15 2450000 18 5000000
14 1500000 16 2800000 19 5500000
15 1800000 17 3150000 20 6000000
16 2100000 18 3500000
17 2400000 19 3900000
18 2700000 20 4300000
19 3000000
20 3300000

Paladin[edit]

Requirement: Str 12, Con 9, Wis 13, Chr 17, LG; Prime: Str, Chr; HD: d10; Bk-Pg: P2-38

Holy warriors of good churches that act as champions for their faith. Must be LG and if he ever breaks this alignment he must atone. If done so willingly, even for the right reason, he loses his abilities forever, becoming a regular fighter. He can specialize only in 1 weapon.

Can choose Priest NWPs; Must be LG and those who lose their alignment willingly lose all their powers. If involuntarily the loss is temporary until he gets his alignment back, and makes an Atonement for any sins committed under the new alignment; Can Detect Evil up to 60’ but must actively attempt it, concentrating for 1 rd. This does not work in Ravenloft; +2 to all STs; Immune to all diseases; Heals 2 hp/lvl by touch, 1/day; Cure Disease once a wk/5 lvls; Protection from Evil at all time; If using a Holy Avenger his protection extends to 10’ radius and he can Dispel Magic cast by hostile caster who are up to the paladin’s lvl; Can turn undead and fiends at 3rd lvl as a priest 2 lvls lower; At 4th lvl can summon a war horse, or some other faithful steed who is bonded to the paladin; At 4th lvl also gains a +4 ST vs magical Fear; At 9th lvl can cast priest spells, but does not get the priest’s bonus spells for high Wis and cannot use scrolls with priest magic on them. He can cast spells from the Combat, Divination, Healing, and Protection spheres only; Cannot possess more than 10 magical items, and these cannot be more than 1 suit of armor, 1 shield, 4 weapons, and 4 other items; Allows to retain enough treasure to maintain himself, his warriors, etc, all excess money needs to be donated to the church; Hirelings must be LG, he does not gain followers; Must tithe a monthly amount of 10% his total wealth to a righteous, religious institution; At 21st lvl he can use priest scrolls and magic items; At 24th lvl he can make his own priest scrolls; At 27th lvl he becomes immune to magical diseases such as mummy rot and lycanthropy; Undead paladins lose the ability to Detect Evil and the ST bonus. His Cure Disease and lay on hands become Cause Disease and Cause Light Wounds.

Spells Lvl Cast lvl Spell Level Bonded Mount
1 2 3 4 Roll Mount
9 1 1 - - - 01-77 War Horse
10 2 2 - - - 78-79 Griffon
11 3 2 1 - - 80-81 Unicorn (females only)
12 4 2 2 - - 82-83 Pegasus
13 5 2 2 1 - 84-85 Hippogriff
14 6 3 2 1 - 86-87 Giant Eagle
15 7 3 2 1 1 88-89 Dire Wolf
16 8 3 3 2 1 90-91 Elephant or Oliphant
17 9 3 3 3 1 92-93 Great Cat
18 9 3 3 3 1 94-95 Giant Lizard
19 9 3 3 3 2 96-97 Aquatic (Hippocampus, Se Horse, Dolphin)
20+ 9 3 3 3 3 98-00 DM’s Choice

Ranger[edit]

Requirement: Str 13, Dex 13, Con 14, Wis 14, Any G; Prime: Str, Dex, Wis; HD: d10; Bk-Pg: P2-40, RLDD-249, DSAH-25

Warriors dedicated to nature, they tend to be loners and act as guides and scouts. Rangers must be good in alignment and only use their MS and HS if wearing studded leather or lighter armor.

Tracking NWP for free and gain a +1/3 lvls after lvl 2; Animal trust causes domestic or non-hostile animals to befriend him, trained guard and wild animals are allowed a ST vs RSW-1/3 lvls or trust him as well; Survival NWP in 1 specific terrain for free, this is his primary terrain; At 2nd lvl he must choose a species enemy who he gains a +4 to hit, but a -4 to reactions because of his intense hatred; Can cast priest spells from the Animal or Plant spheres at 8th lvl but does not gain the bonus for Wis; Attracts 2d6 followers at 10th lvl which may be humanoid or animal; Gains the Ambidexterity WP for free; When using long or short bows can use his Missile Attack Adjustment under Dex as additional dmg done; At 10th lvl can concoct a potion that might cure lycanthropy. Can only create 1 dose/mo since it takes 1 mo to make it and True and Cursed lycanthropes are immune to it. It causes intense disorientation and pain and the target must make a SS, with a -10%/day that the ranger was interrupted during the creation. If made he is cured. Abilities and Spells:

Lvl HS MS Cast lvl Spell Level
1 2 3
1 10 15 - - - -
2 15 21 - - - -
3 20 27 - - - -
4 25 33 - - - -
5 31 40 - - - -
6 37 47 - - - -
7 43 55 - - - -
8 49 62 1 1 - -
9 56 70 2 2 - -
10 63 78 3 2 1 -
11 70 86 4 2 2 -
12 77 94 5 2 2 1
13 85 99 6 3 2 1
14 93 99 7 3 2 2
15 99 99 8 3 3 2
16+ 99 99 9 3 3 3

Athasian rangers aren’t much changed from the standards. The only difference is they can wear any armor and when they can cast spells they choose 1 elemental sphere and can choose spells from that sphere only. The typical ranger is a protector of the forest but there are a rare few who protect other natural areas. These have a different list of followers who are native to their region:

Arctic
Roll
Follower Aquatic
Roll
Follower Desert
Roll
Follower
01-07 Reindeer 01-12 Sea bird 01-08 Falcon, Hawk, or Vulture
08-15 Arctic Bird 13-14 Crab, Giant 09-13 Camel
16-25 Polar Bear 15-18 Crocodile 14-23 Dog, War or Wild
26 Mammoth 19-20 Eel, Giant or Electric 24-25 Dog, Moon
27 Oliphant 21-22 Fish, Giant (Pike or Cat) 26-28 Griffon
28-30 Snow Leopard 23-24 Frog, Giant 29-35 Horse, Med, Lt, or Wild
31-32 Lynx, Giant 25-32 Dolphin 36-40 Jackal
33-34 Smilodon 33-34 Hippocampus 41-42 Jann
35-37 Dog, Wild or War 35-36 Locathah 43-44 Lizard, Giant
38-43 Mammal (rabbit or ermine) 37-41 Mammal (beaver or otter) 45-50 Mammal (rabbit or dog)
44-45 Remorhaz 42-43 Merman 51-52 Scorpion, Giant
46-49 Seal 44-45 Nixie 53-55 Snake, Poisonous
50-52 Selkie 46-47 Octopus Giant 56-58 Thri-Kreen
53-54 Toad, Ice 48-50 Seahorse, Giant 59-60 Toad, Fire or Giant
55-56 Walrus 51-54 Sea Lion 61-00 Human/Demihuman*
57-62 Wolf, Dire 55-58 Selkie
63-66 Wolverine 59-60 Triton
67-70 Yeti 61-00 Human/Demihuman*
71-00 Human/Demihuman*
Forest
Roll
Follower Hill
Roll
Follower Jungle
Roll
Follower
01-04 Stag 01-05 Goat, Deer, Sheep 01-05 Zebra, Giraffe, Antelope
05-12 Falcon, Hawk, or Owl 06-07 Aurumvorax 06-07 Ape, Carnivorous
13-14 Badger, Giant 08-17 Falcon, Hawk, or Owl 08-15 Parrot, Toucan, Macaw
15-16 Bat, Giant 18-19 Badger, Giant 16-17 Bat, Large
17-28 Bear, Black or Brown 20-21 Bat, Large 18-19 Boalisk
29-31 Boar, Wild or Giant 22-32 Bear, Black or Cave 20-21 Warthog
32-34 Centaur 33-36 Boar, Wild or Giant 22 Couatl
35-41 Mammal(squirrel,raccoon,fox) 37 Brownie 23-24 Dragon, Faerie
42 Pegasus (50% Unicorn if fem) 38 Drake, Fire 25-26 Elephant
43 Pixie 39 Hippogriff 27-36 Lion, Tiger, Leopard
44-45 Porcupine, Giant 40-43 Horse, Pony, Wild, or Light 37-38 Grippli
46 Dragon, Pseudo 44-46 Lizard, Minotaur 39-40 Lizard Man
47 Satyr 47-54 Mammal (fox, mouse, rabbit) 41-47 Mammal (monkey)
48-49 Skunk 55 Pegasus 48-50 Baboon, Orangutan
50 Treant 56-59 Wolf 51-52 Rhinoceros
51 Voadkyn 60 Wereboar 53-56 Snake, Constrictor
52-54 Weasel 61-00 Human/Demihuman* 57-58 Weretiger
55 Werebear 59-60 Tabaxi
56-60 Wolf 61-00 Human/Demihuman*
61-00 Human/Demihuman*
Mountain
Roll
Follower Plains
Roll
Follower Swamp
Roll
Follower
01-03 Aarakocra 01-06 Buffalo, Cattle, Deer 01-08 Owl, Loon, Heron
04-11 Goat, Sheep 07-18 Falcon, Hawk, or Pigeon 09-11 Badger
12-21 Eagle, Hawk, Owl 19-21 Badger 12-14 Bat, Large
22-24 Badger 22-24 Boar 15-17 Boar, Wild
25-36 Bear, Brown, Cave 25-26 Brownie 18-22 Crocodile
37 Drake, Fire 27-32 Dog, Wild or War 23-25 Frog, Giant
38-39 Eagle, Giant 33-35 Dog, Blink 26-28 Lizard, Giant
40 Galeb Duhr 36-42 Mammal (mouse, fox, rabbit) 29-32 Lizard Man
41-45 Lion, Mountain 43-44 Cat 33-39 Mammal (otter, muskrat)
46-47 Griffin 45-49 Horse (Heavy, Pony, Wild) 40-41 Naga, Water
48-50 Hippogriff 50-51 Hyena 42-44 Porcupine
51-53 Lizard, Minotaur 52-53 Rat, Giant 45-47 Rat, Giant
54-60 Mammal (beaver, fox, squirrel) 54-55 Wemic 48 Shambling Mound
61-65 Wolf 56-00 Human/Demihuman* 49-60 Snake, Constrictor
66-00 Human/Demihuman* 61-63 Toad, Giant
64-65 Werebear
66-00 Human/Demihuman*
Underdark
Roll
Follower *Human/Demihuman
Roll
Follower Athasian Follower
01-06 Bar, Large 01-02 Bard (Human) 01-04 Aarakocra
07-18 Bear, Cave 03 Bard (Half-Elf) 05-08 Anakore
19-21 Beetle, Fire or Boring 04-06 Druid (Human) 09-12 Ant Lion, Giant
22-24 Crocodile 07-08 Druid (Half-Elf) 13-18 Baazrag
25-26 Doppleganger 09-14 Cleric (Human) 19 Behir
27-34 Lizard, Riding 15 Cleric (Elf) 20-25 Belgoi
35-38 Lizard, Subterranean 16 Cleric (Half-Elf) 26-30 Cat, Great
39-40 Mimic 17-23 Fighter (Elf) 31 Dragonne
41-48 Mongrelman 24-28 Fighter (Gnome) 32-35 Druid
49-51 Myconid 29-33 Fighter (Halfling) 36-39 Ettin
52-53 Otyugh 34-51 Fighters (Human) 40-46 Elven Fighter
54-59 Owlbear 52 Fighter/Cleric (Half-Elf) 47-52 Human Fighter
60-62 Rat, Giant 53-54 Fighter/Mage (Elf) 53-58 Thri-Kreen Fighter
63-65 Steeder, Giant 55 Fighter/Illusionist (Gnome) 59-62 Giant
66-00 Human/Demihuman* 56-67 Ranger (Half-Elf) 63-68 Kenku
68-92 Ranger (Human) 69-78 Lizard
93 Ranger/Cleric (Half-Elf) 79-82 Preserver
94-95 Thief (Halfling) 83 Human Psionicist
96-97 Thief (Human) 84-90 Roc
98 Thief (Gnome) 91-95 Thief
99-00 DM’s Choice 96-98 Wyvern
99 Yuan Ti
00 DM’s Choice

Runecaster[edit]

Requirement: Str 11, Int 14, Wis 15; Prime: Int, Wis; HD: d10; Bk-Pg: VIK-23

Warriors from barbarian cultures that use magical runes to combine with their fighting talents.

Although they use magic they follow all the normal rules and charts of warriors, except they do not gain warrior hp bonus for high Con; They believe that Odin passed down the secrets of rune magic; Gains the knowledge of 2 runes at 1st lvl, which is chosen by the DM, not the PC. He never needs to make a Learn spell to learn runes but when he advances in lvl he must roll his Learn spell to be granted a new one, otherwise he must wait until he reaches the next lvl; New runes are granted by the gods (DM) and cannot be learned from writings; Can gain followers at 9th lvl; It takes 1d20+15 rds to carve a rune and the DM should make a Wis check for the caster or the rune fails, which might not be immediately obvious.

Ale Detects poison when etched onto a cup. It works only once. If the drink is poisoned, the cup shatters or crumbles. The same cup can be used otherwise, but a new rune must be drawn.
Beast Allows the caster to communicate with a specific animal, not just a general species. Both can understand each other and the rune lasts until one of them dies.
Berserk When carved into the haft of an axe or spear, it allows 1 specific person who uses the weapon to gain a +1 combat and +2 hps for 1 battle.
Catch When placed into the palms of a pair of leather gloves, the user, place, and time must be specified. For 1 day during that time when that person is in that place, he can catch missile weapons by making a ST vs DM. It works only against 1 hand thrown weapon no larger than the user’s arm/rd.
Change Must be carved onto the bone, hide, etc of an animal and then can shapechange into that animal for 1d6 hrs or until he loses consciousness. he can use its attacks and dmg but retains his hp, THAC0, and STs.
Charm Carved onto a plank with 2 particular lovers in mind. It is then placed under the mattress of one of the victims, who must ST vs Pet when slept on. If failed he behaves as if in love with the other victim, but does not lose control or do anything out of character. If the plank is moved the affect ends but otherwise it remains and must be saved each night.
Dead Allows the caster to speak with a specific dead person. It is carved on a pole and driven into the victim’s burial mound or into the sea for those lost at sea. it appears and cannot lie, but can be as cryptic as it wants. There is a 10% chance that the spirit becomes hostile and attacks.
Disease Must name a specific person and be carved on a plank, which is placed under his mattress. When he sleeps he must ST vs DM or begin losing 1 pt/day until he reaches 0, then dies. It cannot be regained magically until the rune is found and destroyed.
Fortune Must be made for a specific person and etched into wood, giving as broad or precise a prediction as the DM wishes.
Help The caster must know the victim’s name and symptoms, carved into a plank and placed under his pillow. It allows him to make a ST vs DM and any disease, mundane or magical, vanish. It does not work against disease-runes.
Iron-Can’t-Bite Made for a specific person and carved into a wooden amulet. It must be donned as soon as it is carved and if removed the effect ends. It allows the user to take 1 less pt of dmg from metal weapons. If his hp reaches 0 the effect ends.
Limb Must be carved for a specific person into the branch of a living tree. Blood is touched to the carving and the victim is healed 1d10 hp. If carved onto the inside of a piece of bark taken from a living tree and smeared with the target’s blood, as long as it is placed against his skin he heals naturally at 2x normal. Once removed it ends and only 1 can be used at a time.
Lore Carved into a stone it gives the caster the answer to a single question in a dream within 1d6 nights.
Luck When carved on wood it gives 1 person +1 or +5% to all rolls for 1 day. The object must be carried by the victim at all times or it ends.
Nio Pronounced “nith”, is a grave insult. The caster must name the person and the wrongs he has committed, carving them into a staff topped with an animal’s skull and driven into the ground. The victim is allowed a ST vs DM or receives a curse, which must be as mild as seasickness or bad hunting. The affect remains until the stick is moved and there is a -1 to the check. It must be placed prominently, it cannot be hidden and the name of the caster must be on the stick as well. If the check is failed the caster can be affected instead.
Quench When carved onto a piece of wood and tossed into a fire, it causes the fire to go out, regardless of size. It works on 1 fire.
Sea Carved onto the mast, rudder, and oars of a ship, it grants a +5% to seaworthiness checks until all carvings are lost. The effect is not cum. In dangerous seas it hands as if the wind and waves were 1 category less and only 1 caster can protect a ship.
Shield Caved on a shield it grants the person named in the carving who uses it a +1 to all STs. It lasts until he is defeated or retreats.
Shout Names a specific person and is carved onto a lock, rope, manacles, etc, causing them to open, untie, etc.
Sight Carved on a piece of wood and named for 1 person, it allows the caster to see the victim with True Seeing. It works only once and only for the caster.
Speech 1 person is specified and it is carved on an amulet. If worn by the victim it causes enemies to be unable to speak ill of him for 12 hrs unless they make a ST vs Spells each time they try.
Strength Carved onto a piece of wood with a specific person’s name, driven into the ground, and touched by the victim, it grants him +1d3 Str (or +10% if 18 and a warrior) for 1d4 hrs. It cannot raise his Str above 18/00.
Triumph When named for a specific person and carved into the blade of a weapon, it allows that person to gain a +1 to combat rolls with that weapon. It even allows him to hit creatures requiring a +1 to hit but does not work with other runes or on magical weapons.
Water When carved with a specific person’s name and carved on a piece of wood, which is then set adrift in the sea, the victim can hold his breath for twice as long and grants him a Swimming NWP and a +1 to Con checks. He is also immune to normal cold in the water and suffers -1/dice in dmg from drowning attempts. It lasts for 1 mo.

Soldier[edit]

Requirement: Str 9; Prime: Str; HD: d10; Bk-Pg: RDGE-23

Soldiers are the only warrior class of Gothic Earth and the Masque of the Red Death campaign. Like fighters of other worlds they fill a large role, from military soldiers to local constables and native hunters. Most are in the armies of their country, nation, or tribe but some may be freelance mercenaries or wild west lawmen.

Gains the same abilities as a Fighter, including exceptional Str and Con as well as a +10% XP bonus if they have a Str over 16; Can specialize in 1 weapon; Gains the multiple attacks of Fighters at higher levels; Can choose NWPs from General, Military, and Wilderness.

Stalker[edit]

Requirement: Str 16, Con 14, Dex 14, Int 13, LE; Prime: Str, Int; HD: d10; Bk-Pg: WB-1

Hunters who prefer to hunt sentient prey. They are strong believers in the survival of the fittest and, despite their alignment, follow their own code of rules and bow to no one. Only those able to prove that they are stronger can lead a stalker and only as long as that strength does not falter.

They follow a strict code: (1) Weak or unarmed prey is not worth killing, (2) Kill or be killed, with the exception that a creature who defeats a stalker and survives may go free. These survivors are thereafter considered “Honored Prey,” and no stalker will ever hunt that creature as long as that individual never attempts to harm a stalker. Honored prey acquire an aura around them only a stalker can recognize. This aura is undetectable by anyone other than a stalker, (3) Creatures bearing young are not prey, (4) Outnumbering prey is no sport. Outsmarting or overpowering prey is a different matter. The stalker must be somewhat challenged, (5) Sentient, intelligent prey can be hunted, but not eaten, (6) Children may not be prey, (7) The only reason for hunting is the thrill of the hunt, (8) Death is a better alternative than any dishonor; Start with 5 Wps and gain another/3 lvls. They cannot specialize and must choose 3 of the following for their initial knowledge: net, bola, spear, javelin, hand crossbow, scimitar, quarterstaff, or machete; Gets Hunting, Set Snares, Tracking, and Camouflage for free and 2 free NWP slots that must be taken from warrior or general. They can take rogue NWPs for no extra cost and get a new slot/4 lvls; Starts with Hide armor and a hunting mask; They get a BS at the same lvl as a thief; Do not use shields or wear armor heavier than chain; Must hunt a sentient creature at least 1/yr or lose 1 rank or lvl; Can only reach lvls above 21st by hunting another stalker; Views magic as tools of the weak and never uses a weapon above +2 enchantment. Or armor above +1; Starts 1d10+100gp; Their hunting mask is their symbol of rank. At 9th lvl can create a new mask out of the skull of a victim that grants 60’ infravision, or +30’ if already has it. They must wear the mask for 2 hrs/day for 1 mo.

Level HS MS CW Level HS MS CW
1 10% 15% 10% 9 56% 70% 56%
2 15% 21% 15% 10 63% 78% 63%
3 20% 27% 20% 11 70% 86% 70%
4 25% 33% 25% 12 77% 94% 77%
5 31% 40% 31% 13 85% 95%* 85%
6 37% 47% 37% 14 93% 95%* 93%
7 43% 55% 43% 15 95%* 95%* 95%*
8 49% 62% 49%

Temporal Champion[edit]

Requirement: Str 15, Con 14, Int 17, Wis 16; Prime: Str, Int; HD: d6; Bk-Pg: CRO-13

A cross between a fighter and a chronomancer, they travel through time hunting those who would alter history.

Attacks as a fighter and gains the Con and Str bonus as one but does not specialize or use the multiple attacks for higher lvl fighters; Cast spells as a chronomancer, including the opposition to certain schools, but does not get the bonus to Learn spell and cannot wear armor when casting. They are not multiclassed but can become Temporal Champion/Chronomancers, which allow them to Learn Spell bonus. However while they can still use any weapon they can no longer are allowed to wear armor:

Lvl 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 1 - - - - - - - -
3 1 1 - - - - - - -
4 2 1 - - - - - - -
5 2 1 1 - - - - - -
6 2 1 1 - - - - - -
7 2 2 1 1 - - - - -
8 2 2 2 1 - - - - -
9 2 2 2 1 1 - - - -
10 2 2 2 1 1 - - - -
11 2 2 2 2 2 - - - -
12 2 2 2 2 2 1 - - -
13 3 3 3 2 2 1 - - -
14 3 3 3 2 2 1 1 - -
15 3 3 3 3 3 1 1 - -
16 3 3 3 3 3 2 1 1 -
17 3 3 3 3 3 2 2 1 -
18 3 3 3 3 3 2 2 1 1
19 3 3 3 3 3 2 2 2 1
20 3 3 3 3 3 2 2 2 1

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