TEXT: Rangers and Paladins
  A Basic Fantasy RPG Supplement
  Release 3
  Copyright © 2011-2012, 2018 
  Chris Gonnerman and Wynter Sturtevant III
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Website: basicfantasy.org
  INTRODUCTION
  This supplement provides rules for playing Rangers and Paladins under the Basic Fantasy Role-Playing Game rules.  If you do 
  not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy.
  NEW CHARACTER CLASSES
  The new classes described in this supplement are considered 
  subclasses of the Fighter.  As such, they have the same 
  attack bonus and saving throws as Fighters of the same level. 
  They should be treated as Fighters for all purposes, unless 
  otherwise noted.
  Ranger
  Exp.
  Level
  Points
  Hit Dice
  1
  0
  1d8
  2
  2,200
  2d8
  3
  4,400
  3d8
  4
  8,800
  4d8
  5
  17,600
  5d8
  6
  35,200
  6d8
  7
  70,400
  7d8
  8
  132,000
  8d8
  9
  264,000
  9d8
  10
  396,000
  9d8+2
  11
  528,000
  9d8+4
  12
  660,000
  9d8+6
  13
  792,000
  9d8+8
  14
  924,000
  9d8+10
  15
  1,056,000
  9d8+12
  16
  1,188,000
  9d8+14
  17
  1,320,000
  9d8+16
  18
  1,452,000
  9d8+18
  19
  1,584,000
  9d8+20
  20
  1,716,000
  9d8+22
  Rangers are specialized warriors who roam the borderlands, 
  where their mission is to keep the beasts and monsters of the 
  untamed lands at bay.  They generally operate alone or in 
  small groups, and rely on stealth and surprise to meet their 
  objectives.
  Requirements:  To become a Ranger, a character must have 
  a Strength score of 9 or higher (just as with any Fighter), a 
  Wisdom of 11 or higher, and a Dexterity of 11 or higher. 
  They may use any weapon and may wear any armor, but 
  note that some of the Ranger’s special talents and abilities 
  are unavailable when wearing heavier than leather armor. 
  Humans, Elves, and Halflings may become Rangers.  If the 
  Half-Humans supplement is used, Half-Elves and Half-Orcs 
  may also become Rangers.
  Special Abilities:  Rangers can  Move Silently, Hide, and 
  Track when in wilderness areas, at percentages given in the 
  table below.  Apply a -20% penalty when attempting these 
  abilities in urban areas.  Move Silently and Hide may not be 
  used in armor heavier than leather (unless the Thief Options 
  supplement is in use, in which case the adjustments in that 
  supplement should be applied).
  Level
  Move Silently
  Hide
  Tracking
  1
  25
  10
  40
  2
  30
  15
  44
  3
  35
  20
  48
  4
  40
  25
  52
  5
  45
  30
  56
  6
  50
  35
  60
  7
  55
  40
  64
  8
  60
  45
  68
  9
  65
  50
  72
  10
  68
  53
  75
  11
  71
  56
  78
  12
  74
  59
  81
  13
  77
  62
  84
  14
  80
  65
  87
  15
  83
  68
  90
  16
  85
  69
  91
  17
  87
  70
  92
  18
  89
  71
  93
  19
  91
  72
  94
  20
  93
  73
  95
  Note:  If the GM allows Thief characters to allocate their  
  ability percentages, as given  on page 153 of the  Basic 
  Fantasy RPG Core Rules, then the Ranger may also be 
  
  A BASIC FANTASY SUPPLEMENT
  RANGERS AND PALADINS
  allowed to do so.  Rangers gain 14 points per level from 2nd 
  to 9th levels, 9 points per level from 10th to 15th levels, and 4 
  points per level thereafter.
  When tracking, the Ranger must roll once per hour traveled 
  or lose the trail. 
  A  Ranger  must  declare  a  chosen  enemy.   Against  this 
  chosen enemy, the Ranger gets a bonus of +3 to damage. 
  This enemy might be a certain category of creature such as 
  giants, humanoids, or dragons.  With the GM's permission, 
  the list might include rival organizations, nations, or similar 
  agencies.
  Rangers  are  always  expert  bowmen.   When  using  any 
  regular bow (shortbow or longbow, but not crossbow), a 
  Ranger adds +2 to his or her Attack Bonus.  At 5th level, a 
  Ranger may fire three arrows every two rounds (a 3/2 rate of 
  fire).  This means one attack on every odd round, two on 
  every even round, with the second attack coming at the end 
  of the round.  At 9th level, the Ranger may fire two arrows 
  every round, with the second attack coming at the end of the 
  round.
  Paladin
  Spells
  Level
  Exp. Points
  Hit Dice
  1
  2
  1
  0
  1d8
  -
  -
  2
  2,500
  2d8
  -
  -
  3
  5,000
  3d8
  -
  -
  4
  10,000
  4d8
  -
  -
  5
  20,000
  5d8
  -
  -
  6
  40,000
  6d8
  -
  -
  7
  80,000
  7d8
  -
  -
  8
  150,000
  8d8
  -
  -
  9
  300,000
  9d8
  -
  -
  10
  450,000
  9d8+2
  1
  -
  11
  600,000
  9d8+4
  2
  -
  12
  750,000
  9d8+6
  2
  1
  13
  900,000
  9d8+8
  2
  2
  14
  1,050,000
  9d8+10
  3
  2
  15
  1,200,000
  9d8+12
  3
  3
  16
  1,350,000
  9d8+14
  4
  3
  17
  1,500,000
  9d8+16
  4
  4
  18
  1,650,000
  9d8+18
  5
  4
  19
  1,800,000
  9d8+20
  5
  5
  20
  1,950,000
  9d8+22
  6
  5
  Requirements: To become a Paladin, a character must have 
  at least a Strength score of 9, a Wisdom score of 11, and a 
  Charisma score of 11. There are no racial restrictions for the 
  Paladin. They may use any weapon and may wear any 
  armor or shield. If your GM is using the nine alignments 
  option/supplement,  you  must  either  be  Lawful  Good  or 
  Chaotic Evil.
  Special Abilities:  Paladins emanate an aura equivalent to 
  the spell protection from evil (or good, depending on the 
  Paladin's particular faith) in a 10' radius.  The Paladin can 
  also detect evil (or good, as above) at will, as the spell.
  Once per day, per level, a Paladin can make his or her non-
  magical melee weapon or attack form equivalent to a magic 
  weapon for purposes of hitting creatures only able to be 
  struck with a silver or magical weapon.  This effect lasts for a 
  turn.
  Once  per  day,  the  paladin  can  Lay  on  Hands to  any 
  wounded character and heal 2 points of damage; add the 
  Paladin's Charisma bonus to  this  figure.   On  each  odd-
  numbered level (3rd, 5th, etc.) the Paladin may do this one 
  additional time per day (so, twice per day at 3rd level, three 
  times per day at 5th level, etc.)  Starting at 7th level, the 
  Paladin may choose to cure disease (as the spell) instead of 
  providing healing as above.  At 11th level, the Paladin may 
  also substitute neutralize poison.
  A Paladin can Turn (or command) undead as if a Cleric of a 
  level equal to half his or her own, rounded down, starting at 
  2nd level.
  Paladins gain the ability to cast appropriate Clerical spells at 
  level 10.  For purposes of spell effects that vary based on the 
  Cleric's level, use one-half the Paladin's level, rounded down.
  A  Paladin  must  tithe,  giving  a  minimum  of  10%  of  all 
  treasures gained or other profits as an offering to his or her 
  deity.
  A Paladin must obey a code of honor, as defined by the 
  Game Master, and must try to perform duties assigned by his 
  or her deity or religious hierarchy. If the Paladin breaks the 
  code, all powers granted are taken away, and the character 
  must atone for his or her actions as soon as possible.  Until 
  the Paladin successfully atones, as defined by the Game 
  Master, he or she is considered an ordinary Fighter.
  2
  
  RANGERS AND PALADINS
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Rangers  and  Paladins:  A  Basic  Fantasy  Supplement (hereinafter  “the 
  Supplement”) is based on the System Reference Document v3.5 ("SRD"), which 
  is Open Game Content.  The text of the Open Game License itself is not Open 
  Game  Content.  Instructions on  using  the  License  are  provided  within  the 
  License itself.
  Designation  of  Open  Game  Content:  The  entire  text  of  the  Supplement 
  (except the Open Game License, as noted above) is Open Game Content, 
  released under the Open Game License, Version 1.0a (reproduced below) as 
  described  in  Section  1(d)  of  the  License.  Artwork  incorporated  in  this 
  document  is  not  Open  Game Content,  and  remains  the property  of the 
  copyright holder.
  Designation of Product Identity: Product identity is not Open Game Content. 
  The following is designated as product identity pursuant to OGL v1.0a(1)(e) 
  and (7): (A) product and product line names, including Basic Fantasy  Role-
  Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make 
  mine  Basic”;  (B)  all  artwork,  logos,  symbols,  graphic  designs,  depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual representations, including the “eye” logo, which is the personal 
  mark of Chris Gonnerman for his various products, and which is Copyright © 
  2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005 
  Erik Wilson; (C) logos and trademarks, including any trademark or registered 
  trademark clearly identified as product identity by the owner of the product 
  identity, and which specifically excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  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.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into 
  other  computer  languages),  potation,  modification,  correction,  addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means  to  reproduce,  license,  rent,  lease,  sell,  broadcast,  publicly  display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts;  creatures  characters;  stories,  storylines,  plots,  thematic  elements, 
  dialogue,  incidents,  language,  artwork,  symbols,  designs,  depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities,  teams,  personas, likenesses and special 
  abilities;  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or 
  the  associated  products  contributed  to  the  Open  Game  License  by  the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open 
  Game  Content.  (h)  "You"  or  "Your"  means  the  licensee  in  terms  of  this 
  agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware  of  the  breach.  All  sublicenses  shall  survive  the  termination  of  this 
  License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision  shall  be reformed only  to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  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, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006-2016 Chris Gonnerman.
  Fighter Subclasses:  A Basic Fantasy Supplement Copyright © 2006 William 
  Smith.
  Quasi Classes:  A Basic Fantasy Supplement Copyright © 2009 R. Kevin Smoot.
  Rangers: A Basic Fantasy Supplement Copyright © 2010-2011 Jason Brentlinger.
  Rangers and Paladins: A Basic Fantasy Supplement Copyright © 2011-2012, 
  2018 Chris Gonnerman and Wynter Sturtevant III
  END OF LICENSE
  3
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Classes & Characters/Basic Fantasy Rangers and Paladins [r3].pdf