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[HoZ] Ranger and Paladin spells

Game design for the d20 system

[HoZ] Ranger and Paladin spells

Postby afroakuma » Wed Jan 26, 2011 10:41 am

Ranger
The ranger's paradigm is that every spell he casts must either set him up for the day, or set him up for the encounter.

• 1st level •

Competence - Shift one favored enemy bonus to a new foe type for 1 hour.
Quarry's Bane - Gives weapons carried the bane property vs the tracked creature for 24 hours.
Tension of the Hunt - +2 to initiative +1/3 CL for 24 hours.

• 2nd level •

Wastewalker - Gain the effects of the Darkstalker feat for 24 hours.

• 4th level •

Cloak of Umaj - Gain greater invisibility while in natural terrain for 24 hours.

Paladin
The paladin is less reliant on his casting, but employs swift action "boosts" in combat as needed.

• 1st level •

Clarity - See with true seeing for 1 round.
Dismiss Light Wounds - Recover 1d10+CL hp as a swift action.

• 2nd level •

Dismiss Moderate Wounds - Recover 2d10+CL hp as a swift action.

• 3rd level •

Dismiss Serious Wounds - Recover 3d10+CL hp as a swift action.
Dismiss Suffering - Recover from negative status (M)
Invoke Leadership - Call on an ally to take an extra action, change initiative count

• 4th level •

Dismiss Critical Wounds - Recover 4d10+CL hp as a swift action.
afroakuma
 
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