Were you expecting someone else? |
You're an agent of the only true force for law and order in Tayxis - the Mother Church. Devout and god-fearing, your job is to take the fight to the evil-doers, and do your best to save their souls, or pass righteous judgement upon their sorry carcasses.
As a great man once said, "Gawd will know His own."
Class: Ranger
Ability Requirements: Dex 14, Wis 14
Alignment Restriction: Lawful Good
Prime Requisite: Wisdom
Advances As: Paladin
Being a Tayxis Ranger is a calling, not a job. They are typically recruited from the ranks of the Mother Church's novitiates and trained by the Warrior-Monks of Mission San José de los Nazonis, a walled compound in the heart of Osteen. A series of trials mark their progression, with the final test being a descent into the Inner Space Cavern in Georgetown. The Ranger-Elect, as they are known, must survive the dread caves, with only the clothes on their backs, their Holy Shotgun and a single communion wafer. Those who emerge have the star of the Tayxis Ranger branded upon their chest. Those who fail wait below, cursed to wander the depths for eternity.
Benefits:
Alethiology - A Tayxis Ranger can look a man in the eyes and know whether they lie or not. At will, with a successful Wisdom roll, they can determine the truth or falsehood of a statement. Note that this is a judgement of the intent of the speaker, not their words. Until they reach Level 5, the Ranger takes a -2 Penalty on this roll. From level 6-10, the penalty is reduced to -1. From Level 11 onwards, there is no penalty.
Holy Shotgun - Each Tayxis ranger is presented early on in their training with their Holy Shotgun. A bond is forged between the Ranger and his gun, and it can be summoned to his hand instantly if within 50 feet. This weapon does double damage vs. Evil, and can shed a soft white glow on command, equivalent to a torch.
Protection From Evil, 10' Radius - Once per day, by describing a circle using holy water or, in its absence their own blood, a Tayxis Ranger may create a safe zone that makes it difficult for Corrupted creatures to function. If a corrupted or demonic creature attempts to enter the circle, the GM should roll a d20. On an odd numbered result, they enter, if the result is even they do not. Even if they do enter, they will suffer a -2 penalty to any actions carried out within the circle.
In the eyes of a ranger, the unsuspected stranger had better know the truth of wrong from right, 'cause the eyes of a ranger are upon you. Any wrong you do he's gonna see, when you're in Texas look behind you, 'cause that's where the rangers are gonna be. - Walker, Texas Ranger
When they remember us rangers... let them remember us not as men of vengence... but as men of law... and justice. - Leander McNelly, Texas Rangers (2001)
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