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PROTECTOR: Protectors are dedicated defenders of people and nature. They usually take residence close to people who are in need of help, but they are also always prepared to travel when the cause is fighting evil. While being great warriors, they can also learn and cast more spells than other rangers. Protectors have such a strong affinity with mother nature that they never wear
armors greater than the studded leather. This self-imposed limitation has been compensated with mental and physical abilities. A protector sacrifices a portion of his own health and stamina to start learning the special protective methods and abilities of his kit.
Advantages:
- +1 bonus to Armor class for every 6 levels.
- Can memorize 2 additional spells per spell level.
- Has access to two special 3rd level spells (Great Berries & Mental Equilibrium).
- Gains "Cure Serious Wounds" at levels 7, 11 and 15.
- Gains "Mass Cure" at levels 10 and 16.
- Gains "Racial Combat" at level 19.
Disadvantages:
- May not wear armor greater than studded leather
- Incurs a -1 penalty to constitution
- Cannot dual class
- Requires 10 Intelligence and Charisma.
Racial Combat:
Using this powerful innate ability allows the protector to be prepared for fighting a special race of his or her choice. The ability will grant very useful bonuses against enemies of the selected race, but will also make the protector subject to penalties against other races. The effects (bonuses and penalties alike) won't be dispellable and will remain active for 2 turns.
armors greater than the studded leather. This self-imposed limitation has been compensated with mental and physical abilities. A protector sacrifices a portion of his own health and stamina to start learning the special protective methods and abilities of his kit.
Advantages:
- +1 bonus to Armor class for every 6 levels.
- Can memorize 2 additional spells per spell level.
- Has access to two special 3rd level spells (Great Berries & Mental Equilibrium).
- Gains "Cure Serious Wounds" at levels 7, 11 and 15.
- Gains "Mass Cure" at levels 10 and 16.
- Gains "Racial Combat" at level 19.
Disadvantages:
- May not wear armor greater than studded leather
- Incurs a -1 penalty to constitution
- Cannot dual class
- Requires 10 Intelligence and Charisma.
Racial Combat:
Using this powerful innate ability allows the protector to be prepared for fighting a special race of his or her choice. The ability will grant very useful bonuses against enemies of the selected race, but will also make the protector subject to penalties against other races. The effects (bonuses and penalties alike) won't be dispellable and will remain active for 2 turns.
I plan to change Valygar's kit to this new one. Of course, I will have to modify his katana and replace its poison effect with something more suitable. Valygar is too nice to be a backstabber.