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Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 80 / 157





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A Guardian acquires at least one human or demihuman follower at some point in his career. There are no other restrictions or recommendations.

The Guardian has miner access to the Protection sphere. A Guardian can cast certain spells within the boundaries of his domain. These are detect evil (three times per day), and bless and commune with nature (once per week each).

This ability enables the Guardian to revitalize any type of natural plant life suffering from drought, disease, insect infestation, or other forms of non-magical trauma. Dead plants can't be affected, nor can the Guardian invigorate plants beyond their normal limits (for instance, a Guardian can't cause an apple tree to blossom in the winter).

The process requires 8 hours and can affect a square area whose sides are 10 yards times the Guardian's level (a 5th level Guardian can revive all of the plant life within a 50 yd. - 50 yd. square). The Guardian can use this ability once per month.

If a Guardian leaves his domain for any length of time, he must make arrangements for someone else to assume his duties. He may hire a caretaker, or assign temporary custody of his domain to a human or demihuman follower. There are no fixed penalties for a Guardian who fails to do this. However, should a Guardian abandon his responsibilities for more than a few days, the gods may deny him the use of the special benefits associated with this kit. If he's absent for longer periods--say, a few weeks--the gods may also deny him the use of all spells. The Guardian recovers use of his special benefits and spells as soon as he returns to his domain.

Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

Though the Justi ier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. He may organize guerilla forces and lead them into hostile territories. He may stage reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable.

Justi iers must have minimum scores of 14 in Strength and Dexterity. They must be human and of lawful good alignment.

Any. Justifiers boast extensive training in weapon use, scouting, warding, and outdoor survival. Some learn these skills in a regular standing military, others are trained by military orders. A few highly motivated individuals are self-taught. Justifiers are in high demand by rulers as army officers, as well as by private individuals who use them as bodyguards. Many hire themselves out as mercenaries or volunteer for causes that further their own ideals.

As Justifiers thrive on action, most are eager to join adventuring parties. On occasion, freelance Justifiers may demand a retainer from a party or a guaranteed percentage of any

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