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AD&D2E: Complete Paladins Handbook
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<blockquote data-quote="Orius" data-source="post: 3999907" data-attributes="member: 8863"><p>Aw, and here I dug up my copy of the Paladin Handbook to give a breakdown. As you can see, it does tend to steer the player toward a specific sort of paladin; and the infamous Cedric the unpaladin has no place in the book. What a shame. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Some of those old kits really do require the DM and player to be on the same page. If you're in a campaign that's run like te Knights of the Dinner Table though, forget it.</p><p></p><p>Anyway, in case you want to know, here's a breakdown of Ranger:</p><p></p><p>Chapter 1: Character Creation</p><p></p><p>Pretty much like Chapter 1 of Paladin's Handbook. Basically recaps and expands on the PHB rules. Has a table where you can randomly roll for pregenerated ability scores. Has a table listing kit adjustments for ranger abilities, and a table listing expanded skill penalties for heavier armor (probably based on the original table from the Thief's Handbook). Selection of primary terrain, ranger abilities and kits in the book depend on what sort of terrain in which the ranger is specialized.</p><p></p><p>Chapter 2: Ranger Abilities</p><p></p><p>Explores the major ranger abilities in detail: Tracking bonuses, stealth abilities, species enemy, animal empathy. Has tables with recommeded species enemy by terrain type. </p><p></p><p>Chapter 3: Followers</p><p></p><p>Tables for followers based on the ranger's terrain. Rules for training and handling animal followers. Sidebar on falconry.</p><p></p><p>Chapter 4: Ranger Kits</p><p></p><p>The usual introduction section on kits.</p><p></p><p>Kits:</p><p> </p><p>Beastmaster: Pretty much inspired by the movie, the Beastmaster has improved animal companions and telepathic communication with them. Little wealth, no strongholds.</p><p></p><p>Explorer: Focuses on exploring new areas. The explorer can adapt easily to new cultures, but has fewer followers.</p><p></p><p>Falconer: Specializes in using birds of prey.</p><p></p><p>Feralan: Lost in the wilderness as a child and raised by animals, in the vein of Kipling's <em>The Jungle Book</em>. More steathy, has a rage ability, and better animal empathy at the cost of less magic, wealth, and a stronghold.</p><p></p><p>Forest Runner: Basically Robin Hood. </p><p></p><p>Giant Killer: Speicalizes in killing giants. Greater species enemy bonuses vs. giants, but can only track giants.</p><p></p><p>Greenwood Ranger: The weirdest kit of 2e, the ranger can transform himself into a walking tree stump with three arms. Limited magic, move silently penalty, extra damage from fire.</p><p></p><p>Guardian: A ranger who has a duty to watch over a specific tract of land.</p><p></p><p>Justifier: A ranger who focuses his combat and stealth abilities at the expence of magic use and proficiences. </p><p></p><p>Mountain Man: Prefers roughing it in the wilderness to civilization. Gains human followers less often, usually replaced by a bear. Elf followers replaced by dwarves. The Mountain Man is hardy and can resist death better, but has limited magic, wealth, and does not build strongholds.</p><p></p><p>Pathfinder: An expert on blazing trails in the wilderness.</p><p></p><p>Sea Ranger: A ranger whose makes his home on a body of water. His abilites are largely aqautic in nature, and he gives up Hide and Move Silently abilities.</p><p></p><p>Seeker: A spiritual type ranger who seeks to commune with nature. Improved spell use, must meditate, and has a sacred animal type which he must protect.</p><p></p><p>Stalker: Ranger who specializes in stealth. </p><p></p><p>Warden: Guards a tract of land for a lord. A lot like the guardian, but this kit has a boss.</p><p></p><p>Some ideas for more kits. Rules for demi-rangers, allowing dwarves, gnomes and halfling to become rangers, but they have to take specific kits. </p><p></p><p>Chapter 5: Proficiencies</p><p></p><p>Notes on NWPs from the PHB that are especially appropriate for rangers.</p><p></p><p>New NWPs:</p><p></p><ul> <li data-xf-list-type="ul">Alertness</li> <li data-xf-list-type="ul">Boating</li> <li data-xf-list-type="ul">Camouflage</li> <li data-xf-list-type="ul">Cartography</li> <li data-xf-list-type="ul">Distance Sense</li> <li data-xf-list-type="ul">Falconry</li> <li data-xf-list-type="ul">Foraging</li> <li data-xf-list-type="ul">Persuasion</li> <li data-xf-list-type="ul">Sea-based Riding</li> <li data-xf-list-type="ul">Signaling</li> <li data-xf-list-type="ul">Spelunking</li> <li data-xf-list-type="ul">Trail Marking</li> <li data-xf-list-type="ul">Veterinary Healing</li> <li data-xf-list-type="ul">Weaponsmithing, Crude</li> </ul><p></p><p>Chapter 6: Magic</p><p></p><p>New spells and magic items for the ranger.</p><p></p><p>Chapter 7: Equipment</p><p></p><p>Lots of survival type equipment here, and stuff like dog sleds and falconry gear. </p><p></p><p>Chapter 8: Role Playing</p><p></p><p>Self-explainatory.</p><p></p><p>Chapter 9: Rangers and Religion</p><p></p><p>Talks about the beliefs of rangers, relationships with druids and clerics.</p><p></p><p>Chapter 10: Foregatherings</p><p></p><p>Describes festivals were rangers get together and socialize.</p><p></p><p>Appendix:</p><p></p><p>Recaps the 1e ranger rules from the PHB and maybe UA.</p><p></p><p>Ends with a character sheet for photocopying.</p></blockquote><p></p>
[QUOTE="Orius, post: 3999907, member: 8863"] Aw, and here I dug up my copy of the Paladin Handbook to give a breakdown. As you can see, it does tend to steer the player toward a specific sort of paladin; and the infamous Cedric the unpaladin has no place in the book. What a shame. :D Some of those old kits really do require the DM and player to be on the same page. If you're in a campaign that's run like te Knights of the Dinner Table though, forget it. Anyway, in case you want to know, here's a breakdown of Ranger: Chapter 1: Character Creation Pretty much like Chapter 1 of Paladin's Handbook. Basically recaps and expands on the PHB rules. Has a table where you can randomly roll for pregenerated ability scores. Has a table listing kit adjustments for ranger abilities, and a table listing expanded skill penalties for heavier armor (probably based on the original table from the Thief's Handbook). Selection of primary terrain, ranger abilities and kits in the book depend on what sort of terrain in which the ranger is specialized. Chapter 2: Ranger Abilities Explores the major ranger abilities in detail: Tracking bonuses, stealth abilities, species enemy, animal empathy. Has tables with recommeded species enemy by terrain type. Chapter 3: Followers Tables for followers based on the ranger's terrain. Rules for training and handling animal followers. Sidebar on falconry. Chapter 4: Ranger Kits The usual introduction section on kits. Kits: Beastmaster: Pretty much inspired by the movie, the Beastmaster has improved animal companions and telepathic communication with them. Little wealth, no strongholds. Explorer: Focuses on exploring new areas. The explorer can adapt easily to new cultures, but has fewer followers. Falconer: Specializes in using birds of prey. Feralan: Lost in the wilderness as a child and raised by animals, in the vein of Kipling's [i]The Jungle Book[/i]. More steathy, has a rage ability, and better animal empathy at the cost of less magic, wealth, and a stronghold. Forest Runner: Basically Robin Hood. Giant Killer: Speicalizes in killing giants. Greater species enemy bonuses vs. giants, but can only track giants. Greenwood Ranger: The weirdest kit of 2e, the ranger can transform himself into a walking tree stump with three arms. Limited magic, move silently penalty, extra damage from fire. Guardian: A ranger who has a duty to watch over a specific tract of land. Justifier: A ranger who focuses his combat and stealth abilities at the expence of magic use and proficiences. Mountain Man: Prefers roughing it in the wilderness to civilization. Gains human followers less often, usually replaced by a bear. Elf followers replaced by dwarves. The Mountain Man is hardy and can resist death better, but has limited magic, wealth, and does not build strongholds. Pathfinder: An expert on blazing trails in the wilderness. Sea Ranger: A ranger whose makes his home on a body of water. His abilites are largely aqautic in nature, and he gives up Hide and Move Silently abilities. Seeker: A spiritual type ranger who seeks to commune with nature. Improved spell use, must meditate, and has a sacred animal type which he must protect. Stalker: Ranger who specializes in stealth. Warden: Guards a tract of land for a lord. A lot like the guardian, but this kit has a boss. Some ideas for more kits. Rules for demi-rangers, allowing dwarves, gnomes and halfling to become rangers, but they have to take specific kits. Chapter 5: Proficiencies Notes on NWPs from the PHB that are especially appropriate for rangers. New NWPs: [list] [*]Alertness [*]Boating [*]Camouflage [*]Cartography [*]Distance Sense [*]Falconry [*]Foraging [*]Persuasion [*]Sea-based Riding [*]Signaling [*]Spelunking [*]Trail Marking [*]Veterinary Healing [*]Weaponsmithing, Crude [/list] Chapter 6: Magic New spells and magic items for the ranger. Chapter 7: Equipment Lots of survival type equipment here, and stuff like dog sleds and falconry gear. Chapter 8: Role Playing Self-explainatory. Chapter 9: Rangers and Religion Talks about the beliefs of rangers, relationships with druids and clerics. Chapter 10: Foregatherings Describes festivals were rangers get together and socialize. Appendix: Recaps the 1e ranger rules from the PHB and maybe UA. Ends with a character sheet for photocopying. [/QUOTE]
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