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AD&D2E: Complete Paladins Handbook
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<blockquote data-quote="Orius" data-source="post: 4001578" data-attributes="member: 8863"><p>Beastmaster:</p><p></p><p>Weapon proficiencies: initially limited to axe (any), club, dagger, dart, javelin, knife, quarterstaff, sling or spear.</p><p></p><p>NWP: </p><p><em>Recommended</em>: Agriculture, bowyer/fletcher, endurance, hunting, leather working, running, swimming, weather sense.</p><p></p><p><em>Barred</em>: Armorer, etiquette, heraldry, navigation, weaponsmithing.</p><p></p><p>Followers: none, replaced with special benefit.</p><p></p><p>Special Benefits: +5% chance to hide in natural settings. Doesn't gain followers normally, but gains animal henchmen at any level based on Charisma. Telepathic communication with any animal within 30'. Forms a mental bond with animal henchmen, can see through the eyes of an animal henchmen by concentrating. Can summon an animal horde to fight for him at 9th level.</p><p></p><p>Special Hindrances: Suffers empathic shock when an animal henchman is wounded or killed. The henchmen are free willed and not under the control of the Beastmaster, and come and go as they please. Reaction penalty to NPCs. Starting gold of 1d4 x 10 gp. Does not build a fortress, but at 9th level can protect an area of land equal to a barony.</p><p></p><p>Guardian:</p><p></p><p>NWP:</p><p><em>Bonus</em>: Hunting or fishing.</p><p><em>Recommended</em>: Agriculture, bowyer/fletcher, fire-building, fishing, foraging, herbalism, hunting, land-based riding, rope use, set snares, simming, veterinary healing, weather sense.</p><p></p><p>Followers: Gets at least one human or demihuman follower.</p><p></p><p>Special Benefits: Minor access to Protection sphere. Casts bonus spells within the boundaries of his domain. Can heal plants in his domain suffering from natural causes.</p><p></p><p>Special Hindrances: Must appoint a caretaker is he needs o leave his domain for a time. If he stays outside the domain long enough, he loses the beneifts of the kit until he returns.</p><p></p><p></p><p>Justifier:</p><p></p><p>Requirements:</p><p></p><p>Must be human, LG, 14 Str and Dex.</p><p></p><p>NWP: </p><p><em>Bonus</em>: Survival in both his chosen terrain and one additional terrain type.</p><p><em>Recommended</em>: Alertness, blind-fighting, bowyer/fletcher, camouflage, endurance, falconry, hunting, mountaineering, navigation, land-based riding, rope use, running set snares, swimming, weaponsmithing.</p><p></p><p>Species enemy: Reaction penalty reduced to -2.</p><p></p><p>Special Benefits: Gets weapon specialization. +5% bonus to hide in natural surroundings. Can study enemies for 1 turn to gain automatic surprise. Unarmed combat bonuses. Can coordinate attacks with an animal follower.</p><p></p><p>Special Hindrances: Only 1 NWP slot at first level. Slower spell access.</p><p></p><p>Stalker:</p><p></p><p>Requirements: Must be human, 14 Int.</p><p></p><p>Weapon proficiencies: limited to concealable weapons.</p><p></p><p>NWP: </p><p><em>Bonus</em>: Alertness, camouflage.</p><p><em>Recommended</em>: Blind-fighting, etiquette, modern language, persuasion, signaling, trail marking, trail signs.</p><p></p><p>Species enemy: Can replace enemy with a thieves' or assassins' guild. </p><p></p><p>Followers: Only takes 1 follower at a time, and does not take human, demihuman or intelligent followers. Prefers small followers to avoid attracting attention.</p><p></p><p>Special Benefits: Full stealth bonuses in the outdoors and urban settings. Interrogation abilities. </p><p></p><p>Special Hindrances: Not liked by criminals and distrusted by the law.</p></blockquote><p></p>
[QUOTE="Orius, post: 4001578, member: 8863"] Beastmaster: Weapon proficiencies: initially limited to axe (any), club, dagger, dart, javelin, knife, quarterstaff, sling or spear. NWP: [i]Recommended[/i]: Agriculture, bowyer/fletcher, endurance, hunting, leather working, running, swimming, weather sense. [i]Barred[/i]: Armorer, etiquette, heraldry, navigation, weaponsmithing. Followers: none, replaced with special benefit. Special Benefits: +5% chance to hide in natural settings. Doesn't gain followers normally, but gains animal henchmen at any level based on Charisma. Telepathic communication with any animal within 30'. Forms a mental bond with animal henchmen, can see through the eyes of an animal henchmen by concentrating. Can summon an animal horde to fight for him at 9th level. Special Hindrances: Suffers empathic shock when an animal henchman is wounded or killed. The henchmen are free willed and not under the control of the Beastmaster, and come and go as they please. Reaction penalty to NPCs. Starting gold of 1d4 x 10 gp. Does not build a fortress, but at 9th level can protect an area of land equal to a barony. Guardian: NWP: [i]Bonus[/i]: Hunting or fishing. [i]Recommended[/i]: Agriculture, bowyer/fletcher, fire-building, fishing, foraging, herbalism, hunting, land-based riding, rope use, set snares, simming, veterinary healing, weather sense. Followers: Gets at least one human or demihuman follower. Special Benefits: Minor access to Protection sphere. Casts bonus spells within the boundaries of his domain. Can heal plants in his domain suffering from natural causes. Special Hindrances: Must appoint a caretaker is he needs o leave his domain for a time. If he stays outside the domain long enough, he loses the beneifts of the kit until he returns. Justifier: Requirements: Must be human, LG, 14 Str and Dex. NWP: [i]Bonus[/i]: Survival in both his chosen terrain and one additional terrain type. [i]Recommended[/i]: Alertness, blind-fighting, bowyer/fletcher, camouflage, endurance, falconry, hunting, mountaineering, navigation, land-based riding, rope use, running set snares, swimming, weaponsmithing. Species enemy: Reaction penalty reduced to -2. Special Benefits: Gets weapon specialization. +5% bonus to hide in natural surroundings. Can study enemies for 1 turn to gain automatic surprise. Unarmed combat bonuses. Can coordinate attacks with an animal follower. Special Hindrances: Only 1 NWP slot at first level. Slower spell access. Stalker: Requirements: Must be human, 14 Int. Weapon proficiencies: limited to concealable weapons. NWP: [i]Bonus[/i]: Alertness, camouflage. [i]Recommended[/i]: Blind-fighting, etiquette, modern language, persuasion, signaling, trail marking, trail signs. Species enemy: Can replace enemy with a thieves' or assassins' guild. Followers: Only takes 1 follower at a time, and does not take human, demihuman or intelligent followers. Prefers small followers to avoid attracting attention. Special Benefits: Full stealth bonuses in the outdoors and urban settings. Interrogation abilities. Special Hindrances: Not liked by criminals and distrusted by the law. [/QUOTE]
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