TEXT:  
   
  a fantasy adventure game 
   
   
  From the 
   of 
  A 
  supplement  
  LLOYD 
  
  1 
  This supplement reimagines the classic Paladin and Ranger subclasses for the SWORD & SPELL game. 
   
  Character-Types (Additions) 
  There are two subtypes of Fighters: Knights and Warders. 
  FIGHTERS 
  Knights 
  Fighters with a Charisma score of 17 may elect at any time to accept the status of Knight. The abilities of a 
  Knight differ, according to the faction they serve. In any case, they must not have changed their faction from 
  the start of play, and they lose their Knight status (which they can never regain) should they change factions.  
   Lawful Knights have the following abilities. Once a day, they can cure with a touch 2 hit points of 
  damage for each level they have. Once a day, they can cure disease, like the spell. Lawful Knights are 
  immune to normal and magical diseases. They enjoy +2 to all saving throws. At 8th level, a Lawful 
  Knight can detect evil (range 60) and dispel evil at will. 
   Neutral Knights have the following abilities. Once a day, they can hold person, like the spell. Neutral 
  Knights are immune to all charm effects. They enjoy +2 to all saving throws. At 8th level, a Neutral 
  Knight can detect thoughts (range 60) and quest at will. 
   Chaotic Knights have the following abilities. Once a day, they can inflict with a touch 2 hit points of 
  damage for each level they have. Once a day, they can cause disease, like the reverse spell. Chaotic 
  Knights are immune to normal and magical diseases. They enjoy +2 to all saving throws. At 8th level, 
  a Chaotic Knight can conceal evil (range 60) and dispel good at will. 
  Knights can obtain a gifted horse at any time but may do so only once every 10 years. The horse is considered 
  a Heavy Warhorse (MV 180, AC 5, HD 5+1, high intelligence). 
  All Knights may possess not more than six magical items, including arms and armor. They must give away 
  their wealth to a nonplayer-character cause, except they may retain enough to pay their support and upkeep, 
  pay the support and upkeep of any hirelings, and maintain a modest stronghold (at a cost of no more than 
  200,000 GP, with no more than 200 human guards). Knights associate only with characters of their faction. 
  Warders 
  Fighters with a Constitution score of 16 may elect at any time to become a Warder. A Warder must be Lawful 
  and must be so from the start of play. They lose their Warder status (which they can never regain) should they 
  change factions. They have the following abilities. 
   They have a 3-in-6 chance to surprise others, while others have -1 to surprise Warders.  
   They have a 5-in-6 chance of tracking creature when outdoors, with -1 to the roll for each day that 
  lapses. When indoors, Warders have a 4-in-6 chance to track creatures if no more than 6 turns lapse 
  since they see them, with -1 for tracking through normal doors, -2 for tracking through trap doors, and 
  -3 for tracking through secret doors or chimneys/wells.  
   They ignore movement penalties for when moving in Wilderness.  
   They need to rest but one day in 10, rather than one day in seven when traveling in Wilderness.  
   They never get lost in the Wilderness.  
   They have +1d6 to damage when they hit Kobolds, Goblins, Orcs, Hobgoblins, Gnolls, Ogres, Trolls, 
  Giants, Gnomes, Dwarves, Elves, or Treants.  
  Warders may never adventure in a party with more than one other Warder. They donate any wealth they can’t 
  carry on their body to a worthy nonplayer cause. They may not employ hirelings until 8th level. They associate 
  only with characters of their faction. 
  
  2 
  Product Identity: The following are Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All 
  trademarks, registered trademarks, Sword & Spell, OSR Hobbies, World of Harkangraf, Crag Keep, proper names (characters, icons, spell names, 
  item names, place names, new deities, and so on), dialogue, plots, story elements, locations, characters, maps, artwork, and trade dress.  
  Open Content: Except Product Identity (see above), the game mechanics of this work are Open Game Content, as defined in the Open Gaming License 
  version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission. Sword & Spell is published by OSR Hobbies under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, 
  Inc. Sword & Spell is a trademark of OSR Hobbies. ©2019 OSR Hobbies. All rights reserved. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  15. COPYWRITE NOTICE. 
  Sword & Spell. Copyright 2019, OSR Hobbies; Authors J. Alexander Lloyd.  
  Open Game License v 1.0. Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document. Copyright 2000-2003, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
  
SOURCE: textdata/thevault/Sword & Spell (osr)/Sword & Spell Might & Magic Supplement Knights & Warders.pdf