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The
Avenger!
Avengers
represent what happens to a knight turned bad. These aggressive messengers of
death stop at nothing to prove their superiority and skill in combat. They slaughter
the innocent and pillage helpless communities on a whim, with rape and torture
being undoubtedly their ultimate goals. A savage lust for death and a passion
for self glory make these mounted warriors one of Vastonia's most highly feared
individuals. The Avenger stands for everything that is wrong in the eyes of
good and they have little qualms about showing the powers of evil. Avengers
sometimes pose as Knights to gain an advantage in combat, but they "like
knights" always follow a strict code in combat and would rather die than
than dishonor themselves, but remember that code is far different than that
of a good Knight.
Class
Requirements: Avengers have only one prime requisite, which is strength
but a high constitution and dexterity are also desired. To become an Avenger
one must have a minimum strength of 15 a dexterity of at least 14 and constitution
score of not less than 13. Avengers must pledge allegiance to one individual
(usually a king) and must be of an evil alignment. Avengers prefer the use of
bladed weapons over all others in combat; longswords, bastard swords, scimitars,
war axes, bardiches and two handed swords are all but a few weapons these evil
knights may adorn.
General
Info: Avengers use ten sided die (1D10) for hitpoint determination
as that of fighters. They also use the same combat table's and saving throw
table's as any other fighter class. Avengers start with 5d6 x 10 gp, 4 weapon
proficiency slots and 2 non-weapon proficiency slots. They then receive 1 WP
slot every 3 levels and 1 NWP every 4 levels. Bonus proficiencies include; intimidation
and war tactics.
Class
Restrictions: Can never be dual class or multi class. Must be of
an evil alignment (LE, NE or CE ). All Avengers must be Human other races are
considered the downfall of humanity.
Combat
Bonuses: Avengers, like Knights are immune to the effects of fear,
but they are only 60% immune to all mind effecting spells, this includes such
powers as "Beguiling, charm, domination, hold, hypnosis, magic jar, possession,
sleep, suggestion and Psionic mind blasts, but never the effects of seduction".
Avengers also gain bonuses "to hit" with certain weapons as they advance in
level. They are as follows:
At
1st level; +1 to hit with any broadsword, two-handed sword, kopesh sword,
bastard sword, scimitar, bardiche or axe like weapon "player's choice"
At
3rd level; +1 to hit with a lance "only when mounted"
At
5th level; +2 to hit with any broadsword, two-handed sword, kopesh sword,
bastard sword, scimitar, bardiche or axe like weapon, "depends on what the player
choose at 1st level"
At
7th level; +2 to hit with a lance "depends on what the player choose at
3rd level"
At
9th level; +3 to hit with any broadsword, two-handed sword, kopesh sword,
bastard sword, scimitar, bardiche or axe like weapon "depends on what the player
choose at 1st level"
At
11th level; +3 to hit with a lance "depends on what the player choose at
3rd level"
At
13th level; +4 to hit with any broadsword, two-handed sword, kopesh sword,
bastard sword, scimitar, bardiche or axe like weapon "depends on what the player
choose at 1st level"
Special
Advantages: Avengers gain attribute bonuses in the same manner as
that of a Vastonia's Knight class. For each level attained a Avengers rolls
2d10 and adds this to a percentile score for CON, DEX and STR. When the percentile
scores exceeds 100% the main score is increased by 1 and the 100 is discarded.
Eg. An Avenger with an original 14/02 STR rolls a 15 for this ability upon attaining
second level, the character's score is now 14/17 etc...All of these abilities
can be raised to a maximum of 18/00, even if doing so violates racial restrictions
or sex.
Unlike
Knights, Avengers need not be trained by fellow Avengers. Their undying lust
for personal glory and power seems to be more than enough to allow them advancement
in their profession.
Special
Disadvantages: nil
Experience
Table
| Level |
Hit
Die |
Level
Title |
| 1.
0 - 2,500 |
d10 |
Seeker |
| 2.
2,501 - 5,000 |
d10 |
Overseer |
| 3.
5,001 - 10,000 |
d10 |
Punisher |
| 4.
10,001 - 20,000 |
d10 |
Inquisitor |
| 5.
20,001 - 40,000 |
d10 |
Enforcer |
| 6.
40,001 - 80,000 |
d10 |
Slayer |
| 7.
80,001 - 160,000 |
d10 |
Justifier |
| 8.
160,001 - 300,000 |
d10 |
Advocate
|
| 9.
300,001 - 470,000 |
d10 |
Lord |
| 10.
470,001 - 670,000 |
d10 |
Lord |
| *200,000
every level after |
+3
hp/level |
Lord |
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