Friday, May 24, 2013

S&W House Rules, Part 1: Fighters and Rangers




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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