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Warriors
Fighters are the most common of all the adventurers in Taranth. Mercenary groups wander the kingdoms in search of the highest prices, vast armies move against their enemies, and adventurers seeking fame and power are everywhere.
Fighters are exactly the same in Kingdoms End as they are in either of the official rulebooks. Creating fighters that are designed for a specific Kingdom may have bonuses and penalties added onto them. These are described in the Kits section of this document.
These are the most powerful warriors in the Kingdoms. They are highly trained and well armed in order to prepare them for any situation including mounted combat, siege warfare, and even arial combat.
Ability Requirements
Strength 14
Dexterity 9
Constitution 10
Prime Requisites: Strength, Dexterity
Races Allowed: Human, elf, and dwarf
Hit Dice: 1D12
Standard Abilities: Weapon Specialization (any weapon, takes one slot), Read and write
Character Points: 30
Knight Abilities: Building, Defense Bonus, Increased Movement, Leadership, Magic Resistance, Move Silently, Multiple Specialization, Poison Resistance, Supervisor, War Machines, Weapon Specialization, Saving Throw Bonus, Faithful Mount, Bow Bonus, and Two-weapon Style (SP pg. 48-51 for costs and descriptions).
Other: All Sae Darrin knights start with Full Plate armor (8,000 pg value), large shield, and a superior weapon of choice (+1 weapon). Knights cannot gain followers with the exception of a squire when he/she reaches 7th level. They cannot gain wealth, keeping enough to live a modest lifestyle (they are well taken care of in Sae Darrin). Knights cannot have more than 10 magical items (see PH pg. 40).
Experience Levels: Knights advance as a Paladin.
Sworn to protect the Marseal, the paladins are a powerful and dedicated group. Paladins are created exactly as they appear in either of the official rulebooks, but are role-played differently. See Character Classes in The Seven Kingdoms for a detailed description.
The only exceptions to this are that paladins never gain spell-casting abilities unless they are Wild Talents, and any race can become paladins. Humans are the most common race by far, but there are a number of elven and dwarven paladins.
When a paladin goes through the Vowing, they are bestowed with free special abilities depending on the element they are vow to.
Earth Paladins: Move Silently 45% (can move silently in natural areas as a thief), Camouflage 60% (can hide in natural areas as a thief hides in shadows).
Air Paladins: Breathe Without Air (cannot be suffocated, or drown)
Fire Paladins: Resist Heat/Cold (natural fire, heat, or coldness has no effect. Magical re-creations have half-effect).
Water Paladins: Swim 15 (non-weapon proficiency at a rating of 15 not including modifiers from Strength/Stamina), Hold Breath for 5 minutes.
As with the fighter, rangers are unchanged in Kingdoms End. Create them normally using either the standard method of the Players Option method. See the section on character classes in the Seven Kingdoms document for details.