THIS RACE DOES NOT FOLLOW THE RACIAL HIT DIE RULE
CLASS REFERENCE TABLE: ARMOR, SHIELDS, HELMS
CLASS ARMOR SHIELDS HELMS
Berserker Chain shirt, cuir bouille, hide,
Bounty Hunter Leather, leather coat, studded
Divine Bard Leather armor, leather coat, Horse Warrior Leather, leather
coat, padded,
Lore Warden Leather armor, leather coat,
Monster Slayer Any Any Any
Mountebank Leather armor,
Peasant Hero None None None
Pirate Leather, Leather
Coat, Padded None None
Priest None None None
Puritan Any Any Any
Pyromancer None None None
Royal Guard Any Any Any
Sage None None None
cuir bouille,
The avenger is the antithesis of the paladin, a villain of the basest sort, a servant of demons and evil dreadful gods. Avengers are usually found wreaking havoc in battle, leading bandits, killing, and maiming simply because it pleases them and their patron. Alternatively they may serve as champions for evil cults or sects.
ABILITIES
ANTIPATHY: Even if he tries to disguise or hide under some full-plate armor and helmet, a avenger cannot but exude an aura of unpleasantness and sense of dread. People will naturally shun him. As such, the avenger suffers a -1 penalty to all his Charisma checks (i.e.: skill checks, not saving throws) when dealing with living beings and good-aligned extraplanar beings. The penalty increases to -2 at 3rd level, -3 at 6th level, -4 at 10th level, and -5 at 15th level.
DARK AURA: The avengers' aura of evil protects them from good, and repels good outsiders (angels and the like). That is, avengers gain a +2 bonus to their AC and saving throws against good creatures. In addition, all good outsiders and magically summoned creatures of good alignment cannot touch them. This operates as long as the avengers do not attack said creatures, or it disrupts the aura for the duration of the encounter.
DARKSIGHT: Avengers can see perfectly well in total darkness. This vision extends up to 60 feet (and also stacks with any racial ability to see in total dark).
Things are seen in shades of gray rather than color, but it otherwise functions like normal sight.
TURN & CONTROL UNDEAD (Wisdom): At 3rd level, an avenger gains the ability to turn, rebuke, or even control undead monsters as an evil cleric of two levels lower. To turn/rebuke undead, a avenger must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display an unholy symbol toward the undead and order the undead to either flee or remain still. Turn/rebuke undead is considered a special attack and takes one round. Turn/rebuke undead has a maximum range of 60 feet.
Turning/rebuking undead consists of channeling dark energies. The ability to channel such energies is measured by the avenger’s own willpower.
Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned/rebuked with a successful turn undead check. In most cases, the number of undead turned/rebuked will be 1d12 plus the avenger’s charisma modifier. When a avenger is five or more levels higher than the undead being turned/rebuked, the undead may instead be controlled.
FIENDISH MOUNT: At 4th level, a avenger gains a Nightmare (or any other similar fiendish mount at CK's discretion) to serve him. This mount acts as his faithful steed as long as the avenger remains in the good graces of his deity.
Should the mount die, he may call for another one after a year and a day.
At 4th level, the nightmare (or other mount) has no supernatural abilities. It gets the ability to fly and become ethereal only when the avenger is 9th level.
DIMNESS STEALTH: At 5th level, in places away from daylight (such as underground, or inside castles without windows, etc.), or at night outdoors, the avenger gets the Hide and Move Silently ability of a rogue of the same level as himself.
AURA OF FEAR: At 6th level, the appearance of the avenger can cause fear in all creatures with 1 HD or less. The avenger can control this power, turning it on and off (as it were) at will. Any characters or creatures who fail a wisdom saving throw (vs. 12/18 + avenger level) are struck by fear and flee from the avenger or surrender to him depending on the circumstances. In addition, all creatures within 10 feet of the avenger suffer a -2 penalty to saving throws against fear effects.
SNEAK ATTACK: At 7th level, a avenger has learned to adapt back attack skills to more general situations. When an opponent or victim is aware of the avenger, but unsuspecting of an attack, a avenger can use the sneak attack ability. For example, a avenger could be having a conversation with a potential victim while hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital information is learned. Or, a avenger could be perched in the shadows of a tree, waiting for the perfect opportunity to fire a crossbow. Unlike the back attack, sneak attack situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both, depending upon the circumstances if necessary.
The opponent is not allowed to roll for initiative until the round following the attack.
A avenger making a sneak attack gains a +2 bonus to hit and a +4 bonus to damage. Ranged weapons can be used for sneak attacks if the target is within 30 feet. A avenger cannot aim with deadly accuracy from beyond that range. A sneak attack cannot be combined with back attack.
This ability is NOT affected by the avenger wearing armor.
DEMONIC STRIKE: At 10th level, the avenger can once per day imbue his weapon (melee weapon or missile) with power of destruction. The weapon gains a dark malevolent radiance (blade is engulfed in black flames, etc.) that lasts for up to 1 round per two levels of the avenger, or until the weapon hits a target. Upon hitting, the malevolent radiance inflicts 1 point per level, of negative energy damage in addition to the weapon's damage. The victim gets a constitution saving throw (vs. 12/18 + avenger level) for half damage.
PRIME ATTRIBUTE: Strength HIT DIE: d10
ALIGNMENT: Chaotic evil WEAPONS : Any ARMOR: Any
ABILITIES: Antipathy, dark aura, darksight, turn/control undead, fiendish mount, dimness stealth, aura of fear, sneak attack, demonic attack
Level HD BtH EPP
Braves are Indian tribal warriors, the elite of their kind. They are fearless, strong and quick, deadly and ruthless. This ruthlessness is born of a desire to fight the injustices brought about by the ‘white-man’ settlers, buffalo hunters, rail barons, cavalrymen, and so on who take their land, wipe out their herds and harass them without apparent reason. They fight with fury as much as brawn.
Braves of the plains are skilled horsemen and are experts at harassing wagon trains and cavalry columns with their bows and spears, whilst uttering their war cries to demoralize their enemy before charging in for the kill. They use their simple weapons with practiced and devastating ease. Some Indian braves strive to take back the land stolen from them while others choose to take employment
with the ‘white-man’. Regardless of the road they take, they are formidable warriors.
ABILITIES
BORN-TO-THE-SADDLE: In addition to their starting money, braves begin play with a fully outfitted riding horse, with blankets, saddlebags, bit, bridle and harness. The mounts are faster than most moving at 70’. The mounts are used to being used at the fringes of combat, so there are no penalties to the brave for firing bows or hurling weapons from them, although there would be in close combat.
HORSEMANSHIP (DEXTERITY): Braves are trained in mounted combat and are familiar with all types of horse. Without the need for an attribute check a Brave can saddle (if the brave uses a saddle, most go bareback), mount, ride, dismount, perform simple leaps (no more than 3’ in height) and move around small obstacles like troughs, barrels and crates), fight from a mount during combat (melee and ranged) without penalty, control the horse in combat, guide it with his knees and stay on its back when it rears or bolts. With a successful check, a brave can perform the following actions while mounted: cover, deflect, fall softly and leap.
Deflect: This maneuver gives the brave a +4 to his AC and +2 to the horse.
Cover: A brave can drop and hang alongside a mount, using it as cover. This adds +6 to the brave’s AC. The brave cannot attack nor be holding anything while doing this.
Fall softly: A brave can attempt to take no damage when falling from a horse.
Anyone normally falling from a horse suffers d6 points of damage.
Leap: The brave can make the mount leap an obstacle of up to 2/3rds the height of the horse.
WEAPON SPECIALIZATION: At 1st level the brave can choose one weapon (not a firearm) with which to specialize. For braves between 1st and 6th level, this confers a +1 bonus to hit and a +1 bonus to damage with that weapon. At 7th level and above the bonus to hit and damage rises to +2.
FEARLESSNESS: All braves add +2 to saving throws against fear, intimidation or things intended to weaken their morale.
WAR CRY: Once per day, at 4th level (and once extra per four levels) the brave can yell a frightening cry as a prelude to battle. This will strike fear into those adversaries who hear the cry, up to a 20’ radius around the brave. All opponents in the area must pass a charisma saving throw (18 + level of brave) to fight as normal. If they fail to save, they attack at -2 for the entirety of the battle due to loss of morale.
EXTRA ATTACK: At 10th level the brave gains one additional attack each combat round with any weapon, except firearms. Extra attack can be used with melee, thrown or ranged weapons.
PRIME ATTRIBUTE: Strength HIT DIE: d10
ALIGNMENT: Any
WEAPONS: Tomahawk, hatchet, club, warclub, wood axe, dagger, spear, long spear, short bow.
ARMOR: None
ABILITIES: Born-to-the-saddle, horsemanship, weapon specialization, fearlessness, war cry, extra attack.
Level HD BtH EPP
1 d10 +1 0
2 d10 +2 1,101
3 d10 +3 3,301
4 d10 +4 6,601
5 +3 +5 11,001
6 +3 +6 16,501
7 +3 +7 23,101
8 +3 +8 30,801
9 +3 +9 39,601
10 +3 +10 49,501
11 +3 +11 60,501
12 +3 +12 72,601
13 +3 +13 85,801
14 +3 +14 100,101
15 +3 +15 115,501
16 +3 +16 132,001
17 +3 +17 149,601
18 +3 +18 168,301
19 +3 +19 188,101
20 +3 +20 209,001
21 +3 +20 229,901
22 +3 +20 250,801
23 +3 +20 271,701
24 +3 +20 292,601
25+ 20,900 per level EXECUTIONER
The Executioner is a part of the castle’s paid staff just as the guards, cooks, maids and stable-boys are. The Executioner may not be seen around as often as the others and may fill a role that the rest of the inhabitants would rather not think about, but nevertheless many castles cannot do without him. The Executioner is a gaoler, a torturer, an interrogator and a headsman all in one. He looks after the prisoners, makes sure they stay locked up, questions those that might have information, comes up with ingenious new methods to get answers where they are not forthcoming and dispatches criminals when they have been sentenced to death. Most Executioners prefer the headsman’s axe, but others use the hangman’s noose, the guillotine or other unsavory methods.
Because of the task he performs, the Executioner tends to be a bit of a loner, preferring the depths of the dungeon to the light of day. This often means that his social skills are not particularly good and his personal hygiene is sadly lacking. Other folk will tend to avoid the Executioner when he comes up to the castle proper, as if his glance means they are next for the chop. Most
Executioners love this little bit of power that they have.
He gathers his information by any means possible. Sometimes prisoners talk in their sleep, especially in the delirium brought about by the executioner’s cruelest tortures. Sometimes prisoners talk to one another - perhaps just out of a sense of comradeship or even to plot their escape. Because of this, the most experienced executioners train themselves to be adept at lurking around the prison cells, hiding quietly in the shadows, listening out for a whispered word here and there or a muttered bit of dream induced information that might prove useful. In this way, the executioner might also gain some personal knowledge that can be used against his victims or even scotch any escape plans. His skill with locks comes from all of the items and devices that he uses in the course of his daily work.
ABILITIES
WEAPON SPECIALIZATION: As fighter, only the weapon is either a two handed axe or a two-handed sword.
INTIMIDATE: This ability can be used once per day and lasts for a number of rounds equal to the Executioners level. Any person (or humanoid) that the Executioner stares at is subject to a penalty to hit of -1 per three levels of the Executioner. The number of persons that can be affected also increases as the Executioner gains levels, starting at 1 and rising by 1 for each level gained.
INTERROGATION: The Executioner can ask the CK one yes/no question once per day per level and if the victim knows the answer he will give it to him as long as the victim is of a lower level/HD than the Executioner. This only works if the victim is restrained in some way.
TORTURE: The Executioner knows lots of vile and painful ways to extract information from unwilling victims who have not given in to the first round of
interrogation. Each day that the Executioner gets to spend on his victim he can strip one level/HD from his victim (representing degeneration, loss of blood, loss of mind and so on, as per the level drain ability of some of the undead). At the end of the day’s torture, he can interrogate his victim (as above) and if his victim has been reduced to below the HD of the Executioner, then he gets his answer (if the victim has the answer). The Executioner must state which of his victim’s attributes he is attacking with his tortures, (Strength, Dexterity and so on) and the victim gets an appropriate attribute check to resist the torture with a penalty based on the level of the Executioner. He can change the attribute he is working on if the torture goes over to the next day, until he has found his victims weakness. The Executioner only has all options available if he is in his dungeon. If he is ‘on adventure’ then he will only have portable devices with him (thumbscrews and the like), which will only be useful against certain attributes (thumbscrews would work against Dexterity, for example). If the Executioner is using improvised devices, then the CK might reduce the effective level of the Executioner.
BEHEADING: This works in the same way as the Assassin’s death attack, but can only be carried out with the Executioner’s specialist weapon. However, not only does the Executioner have to study his victim for 3 rounds, but the target must also be prone and defenseless at the time of the attack.
LISTEN (Wisdom): By 3rd level, executioners have trained themselves to listen carefully both for prisoners who might be escaping or planning to escape, or for extra bits of information that their interrogation didn’t get. Generally a success check indicates that the character has heard some sort of noise. This could be soft sounds like a whisper or a thief sneaking up within 30 feet or in the open or behind a door. Exactly what is heard is generally up to the CK. It takes one round to listen and an executioner can retry any time. Penalties might apply, for
example -10 through a stone wall.
OPEN LOCKS (Dexterity): Gained at 3rd level, an executioner can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates that it has been opened. A merchant can only make one attempt per lock. If that attempt fails the merchant cannot try to open the same lock again until the next level of experience is gained. Lock pick tools of some sort are required to use this ability.
MOVE SILENTLY (Dexterity): Gained at 3rd level, this ability allows the executioner to move so quietly that others cannot hear the movement. The executioner can perform this ability indoors at no penalty, but outdoors at -5.
The executioner can move up to one-half normal speed at no penalty. At more than half-speed there is a -5 penalty. It is practically impossible (-20) to move silently whilst running or charging.
HIDE (Dexterity): Executioners gain this ability at 3rd level and use it to lurk in the shadows of their gloomy dungeon passages, listening out for tit-bits of information. Outdoors, they are not good at hiding (-5). A successful check means the executioner is so well hidden as to be almost invisible. The executioner can move up to half-speed and remain hidden, but over this suffers a penalty of -5. If running or charging, it is practically impossible to remain hidden (-20). If a character is being observed, he can’t normally hide. If an observer is distracted though, the character can attempt to slip into the shadows.
This is at -10 however. An executioner cannot hide unless there is something (deep shadows for example) to conceal the character.
PRIME ATTRIBUTE: Strength HIT DIE: d10
ALIGNMENT: Not good WEAPONS: Any
ARMOR: Padded, leather, leather coat, hide, studded leather ABILITIES: Weapon specialization, intimidate, interrogation, torture, beheading, open locks, move silently, hide and listen
Level HD BtH EPP
1 d10 0 0
2 d10 +1 2,251
3 d10 +2 4,501
4 d10 +3 9,001
5 d10 +4 18,001
6 d10 +5 40,001
7 d10 +6 75,001
8 d10 +7 150,001
9 d10 +8 250,001
10 d10 +9 500,001
11 +4 +10 725,001
12 +4 +11 950,001
13 +4 +12 1,175,000,1
14 +4 +13 1,400,000,1
15 +4 +14 1,625,000,1
16 +4 +15 1,850,000,1
17 +4 +16 2,075,000,1
18 +4 +17 2,300,000,1
19 +4 +18 2,525,000,1
20 +2 +19 2,750,000,1
21 +2 +20 2,975,000,1
22 +2 +20 3,200,000,1
23 +2 +20 3,425,000,1
24 +2 +20 3,650,000,1
25+ 225,000 per level GALLOWGLASS
Every respectable Lord or important merchant is in need of a specialized bodyguard - one that puts the lord’s well being before their own. The gallowglass is that person. The gallowglass are members of an elite band or order of mercenaries, gone beyond their original roots of mercenary-for-hire, to form a brotherhood of bodyguards of the highest order. As such they are held in great esteem for their services, which are not cheap.
The Gallowglass is an elite mercenary and bodyguard, skilled in the use of heavy two-handed weapons. He uses a huge 2-handed sword or 2 handed axe as his main weapon, although as a fighter he can use all weapons. The main distinction about a Gallowglass is that he is very loyal to his companions and particularly so to his employer and so the Gallowglass is a highly sought after warrior indeed, held in great esteem by lords, chieftains, kings and anyone else whose body needs guarding. A Gallowglass will always endeavor to protect his employer to the best of his ability, or his traveling companions when not engaged at the time. This protection extends to testing his employers food and drink for poisons or even throwing his own body in the way of potentially killing blows aimed at his employer. Basically, once employed the Gallowglass would never be able to show his face again to another Gallowglass if his charge were killed. The gallowglass will sometimes take up quests for his lord, no matter what the difficulty.
Sometimes a gallowglass will lose his master. If this is simply because the master has ceased to employ the gallowglass then he will seek alternative employment - often by wandering from town to town or if nearby, seeking a house of his order where they often post positions in the great hall. If, for whatever reason they were directly responsible for the death of his master then the gallowglass is summoned before his brotherhood for trial. Gallowglass would often prefer to die defending his employer than face a tribunal. However
Sometimes a gallowglass will lose his master. If this is simply because the master has ceased to employ the gallowglass then he will seek alternative employment - often by wandering from town to town or if nearby, seeking a house of his order where they often post positions in the great hall. If, for whatever reason they were directly responsible for the death of his master then the gallowglass is summoned before his brotherhood for trial. Gallowglass would often prefer to die defending his employer than face a tribunal. However