Fighter
Multiple Attacks: 
Instead of the “combat machine” rules as written – Fighter characters
will get 2 melee attacks/round at 6th level.
A player may specialize their character beyond the basic
rules system depicted in the core rules – see GM for specific abilities:
Swashbuckler, Barbarian, Knight, Archer, “Second-Story” Man/Rogue, etc…
Each specialization will get a few situational bonuses and a few penalties.
Ranger (only humans,
half-elf, and elf)
Use wizard exp. Table for advancement, but use the to-hit
bonus, HP, and saving throws of a cleric… max 10th level.  Rangers can get no bonus to exp for high
stats.
Rangers are limited to studded leather armor (+3) or lighter
armor.  They may use any weapon.  +1 to saving throws vs. death and poison.
Herbal Healing:  given
access to rare herbs and time, a ranger can heal 1pt/level to a character once
per week.
+1 to all wilderness checks, and +2 to tracking attempts.
Rangers can cast Druid/Wizard spells (they must store their
wiz spells in a book):
| 
   
Ranger Level 
 | 
  
   
Druid Spells 
 | 
  
   
Wizard Spells 
 | 
 
| 
   
2 
 | 
  
   
1 
 | 
  
   | 
 
| 
   
4 
 | 
  
   
2 
 | 
  
   | 
 
| 
   
6 
 | 
  
   
2 
 | 
  
   
1 
 | 
 
| 
   
8 
 | 
  
   
2/1 
 | 
  
   
1 
 | 
 
| 
   
10 
 | 
  
   
2/1/1 
 | 
  
   
1/1 
 | 
 


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