Saturday, March 30, 2019

Warrior Elite

Especially in 3.5 and Pathfinder, rangers are sort of misshapen. Now they share a class with paladins and knights-- each a guardian of a certain range, whether its a town or a spot of wilderness. "Favored enemy"is rolled into the more flavorful smite ability.

ERRANT (knight, ranger, steward, samurai)
1
Bodyguard 1/day, Privileged position
0 slot per day
2
Smite, attack +1
0 slots per day
3
Spells, inspiration
1 slots per day
4
Bodyguard 2/day, attack +1
2 slots per day
5
Second Magnitude
4 slots per day
6
Legendary, attack +1
7 slots per day
7
Third Magnitude
10 slots per day
8
Bodyguard 3/day, attack +1
15 slots per day
9
Fourth Magnitude
20 slots per day
10
Rally, attack +1
27 slots per day

Starting Skills: Expertise (surveying) or (heraldry) and any two.

Bodyguard: You may parry an incoming attack aimed at an adjacent ally, reducing the damage by 1d12.
Privileged position:
You get a new skill, “pull rank,” which you can use in circumstances where another character respects your social role as an errant, knight, noble, or other steward 
Pull Rank (cha)

  • compel: If you succeed by less than five, pick one. If you succeed by 5+, pick three: convince them it’s appropriate for you to be here, convince them you’re more important than them, convince them to report their orders.
Smite: Pick a favored enemy from the list below, or roll randomly. When attacking such people, get +2 damage.

Table 14: Those Set out for Smiting

1. The truly wicked 
2. The truly pure  
3. Criminals 
4. Animals 
5. The undead 
6. Lawkeepers 
7. Nobles 
8. Peasants 
9. Soldiers 
10. Sorcerers and binders 
11. Priests and Loresages 
12. Wizards and other scholars

Spells:
As you develop your skills, you learn a handful of spells. At third level and every level after, select two spells to learn. All spells you know are recorded in writing, which you consult each day. When you consult your spellbook, you decide which spells you will be able to cast that day and how many times you can cast each one. For each casting of a starting-level spell, you must commit one spell slot. Later magnitudes cost a number of slots equal to their magnitude.
Magnitudes: Errants cannot learn spells of a higher magnitude than their level allows.
Inspiration: The errant can make a charisma test to allow an ally to ignore most debilitating physical conditions for at least a minute. This cannot be used on the same condition twice.
Legendary: Your skills are known far and wide. Rumor rolls about you need test 5 lower than usual. You will be periodically approached by wanderers asking for you to teach them. Most governments will pay you a commission to oversee a region. If you are ever asked (or forced) into an army, you will be given an officer’s title.
Rally: Once per day, an errant can attempt to inspire all allies at once. Additionally, all nearby allies may test constitution to regain 10 hp.


ERRANT SPELL LIST
There are no special restrictions on which spells from the errant spell list errants are allowed to cast.

Spell Name
Domains
Magnitude
Effect
Ancestral Army
Spirit, leadership, shadow
Fourth
You are surrounded by the ghostly hosts of the honored dead. Each round, you may make two extra attacks and have a free use of the parry and bodyguard ability. Also, they wreck up the place. Lasts five minutes. This spell requires concentration.
Antipodes
tactics
First
Each circumstantial bonus you get for combat increases by one. Lasts five minutes.
Attuned Weapon
Strike, fire, cold, metal, weapon
First
Your weapon glows with potent energy. The next time you hit an opponent, it deals an additional d6 of damage.
Charm Animal
Charm, animal
First
One animal target treats you like their friend. You can cast this spell at third magnitude to affect a group of people.
Cut Down
Strike
Fourth
You gain the cut down fighter class feature for the next ten minutes. This spell requires concentration.
Dancing Blade
Enchantment, weapon, wind
Second
Your weapon floats around you and attacks with a bonus equal to your highest magnitude attained, dealing the weapon’s base damage. Lasts five minutes.
Dispel Transformation
dispel
Third
All transformation spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed. This spell requires concentration.
Fell the Beast!
leadership
Second
Your allies gain your smite ability for the next hour.
Flyting Weapon
Strike, tactics, weapon, speech
Third
Your weapon sings with crass disses. Each hit inflicts a point of fatigue, and your opponent must test wisdom to flee or use any clever tricks.
Fool Me Once
tactics
Second
Ignore a combat maneuver or trick that an opponent already successfully pulled off on you.
Hate
Emotion, strike
First
For the next hour, you get +2 to hit and damage targets of your smite, but with each hit you inflict you take 2 damage.
Hospitality
Curse, emotion, ritual, item, enchantment
Second
You place a talisman as a centerpiece of your dining table. As long as it physically stays there, no treachery may be performed there.
Mano a Mano
Curse, tactics
Second
Target foe gets a -1 penalty to hit for each ally fighting against you, to a maximum penalty of your level.
Mystery (natural)
Ritual, nature
First
The target gets a random loresage natural mystery. This lasts for 12 hours.
Oath of Peace
Charm, curse, ritual
Third
A defeated foe must agree to follow the law and be non-aggressive.
Parley
Charm
First
The target tests wisdom or becomes willing to hear you out for at least a minute. Fails if they are threatened. This spell requires concentration.
Parsimonious strike
Strike
Second
Strike an enemy who has not acted yet in this combat. If you hit, deal double damage but skip your next turn. This spell requires concentration.
Pathfinding
Nature
First
Reroll a survivalism, expertise (nature), or expertise (surveying) test and take the better result.
Puissant Parry
Tactics
Second
The next time you are attacked, you may reduce the damage taken by 1d12. Lasts five minutes.
Radioactive Weapon
Radiation, strike, light, disease, weapon
Fourth
Your weapon glows with potent energy, brighter than a torch. For the next ten minutes, it deals an additional d6 of damage and forces the target to test constitution or become terminally ill. This spell requires concentration.
Seance
Necromancy, spirit, ritual
Third
You channel the departed spirits of those who have died in the area, or who otherwise have a connection to your location. Through you, they may converse and can answer questions, thought they may require bargaining for the juiciest information.
Sincerity
emotion
First
Become proficient in a skill to convince someone when you are being honest.
Speak with Trees
Nature, speech
First
You may use use expertise (surveying) to bargain and gossip with trees, as per the implicature and rumor skills. This spell requires concentration.
Speak with Weapons
Metal, speech, weapon
First
You may use use craft or expertise (heraldry) to bargain and gossip with weapons, as per the implicature and rumor skills. This spell requires concentration.
Tenacity
Emotion, tactics
First
+2 to a skill
Torque
Emotion, tactics, transformation
Third
Act last in the initiative, but get +2 AC, attack, and strength and constitution tests.
True North
Divination, metal
First (cantrip)
You know the direction of magnetic north.
Unblockable Strike
Strike, ooze
Third
Make an attack that automatically hits.
William Tell
Strike
Third
Make a free ranged attack, and it lands precisely where you intend it. You automatically hit any enemy, etc. This spell requires concentration.
Wyrding Weapon
Strike, divination, weapon
Fourth
Each time you hit a foe, ask a question about them and receive some kind of answer from the DM. This must be an attack at full strength, or else trivia will result. This spell requires concentration.

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