:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Vampire Hunter (Fighter) By Aaron Brown (C) 1989 Revision Date (C) 1990 A Vampire Hunter is a sub class of Fighters that are totally and fully devoted to the destruction of all vampires and lycanthropes. They see only the truly alive and truly dead should remain, and if they, themselves, at some point and time become vampires, they will immediately put a stake of holly through their heart. Vampire Hunters must be human, and have a 13 STR., a 14 WIS., a 16 CON., and a 10 CHR. The major attributes being STR, and CON, but don't get me wrong, WIS is almost, if not more, important as the other abilities. A Vampire Hunter immediately learns all of the racial languages (Elf, Gnome, etc.) so that they can speak to all vampires. They must be of Lawful or Chaotic alignment, as a neutral person would not attack something for no reason, but they can be good, evil, or neutral. They do have some Clerical abilities also, like turning the undead as a identical level cleric (and only TURNING, no charming them to help you), and using spells of half the level of the Vampire Hunter starting at 2nd, i.e. a 2nd level Vampire Hunter casts as a 1st level cleric, 4th as a 2nd, etc. etc. Vampire Hunters also have a 25% chance to hear otherwise undetectable noises of the undead (65% to hear normal noises as the thieves Hear Noises), a 75% chance to Move Silently, and a 70% chance to Hide in Shadows, as the Thieving ability. If the d% roll on Move Silently is successful, then there is a 15% chance for undead quality silence. These abilities are because of countless hours of studying vampires and the undead, and are also only 1st level percents, so as levels go up, so do the abilities. Vampire Hunters are given, by their family a Holy Mallet and 10 stakes from the best Holly Trees. These tools and weapons will help them destroy almost any vampire of any level. A Vampire Hunter can use any clerical weapons plus a Short Sword. A Vampire Hunter gets a +1 bonus to there "to hit" roll when hitting undead creatures, this goes up by +1 every 2 levels the Vampire Hunter advances. When fighting vampires they get a +2 bonus, and this goes up by +1 every 2 levels also. The Vampire Hunter will attack any Lycanthrope on sight, irregardless of alignment, and will suffer no penalty because of that. This, of course, is because their sole purpose in life is to destroy all Vampires on the planet. Also, as a Vampire Hunter goes up in level, s/he gains special abilities. Restrictions: If the PC Vampire Hunter does not kill an undead creature in 14 days s/he will do beserk and kill everything on first sight (except Party members) until s/he destroys 2 undead creatures. (This has no effect on alignment, due to noncontrol of the PC's actions). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Experiance Tables / "To Hit" Bonus / / Level / XP /d10 Hit Dice/ Undead / Vampires / Title 1 / 3500 / 1 / +1 / +2 / Morning Rider 2 / 7000 / 2 / +1 / +2 / Noon Rider 3 / 14000 / 3 / +2 / +3 / Evening Rider 4 / 28000 / 4 / +2 / +3 / Dark Rider 5 / 42000 / 5 / +3 / +4 / Midnight Expresser 6 / 75000 / 6 / +3 / +4 / Lycanthrope Hunter 7 / 150000 / 7 / +4 / +5 / Lunar Killer 8 / 250000 / 8 / +4 / +5 / Killer of Fanged Creatures 9 / 500000 / 9 / +5 / +6 / Vampire Hunter 10 / 750000 / 10 / +5 / +6 / Vampire Hunter 10 11 / 1000000 / 10+2 / +5 / +6 / Vampire Hunter 11 12 / 2000000 / 10+4 / +5 / +6 / Vampire Hunter 12 13 / 3000000 / 10+8 / +5 / +6 / Vampire Hunter 13 14 / 4500000 / 10+12 / +5 / +6 / Vampire Hunter 14 15 / 6000000 / 10+16 / +5 / +6 / Vampire Hunter 15 16 / 7500000 / 10+20 / +5 / +6 / Vampire Hunter 16 17 / 10000000/ 10+25 / +5 / +6 / Ultimate Killer of Vampires (Vampire Hunter 17) Ability Tables / Level / Move Silently / Hide in Shadows / Hear Noises / / 1 / 75% / 70% / 65% / / 2 / 80% / 75% / 65% / / 3 / 85% / 80% / 70% / / 4 / 90% / 85% / 75% / / 5 / 95% / 90% / 80% / / 6 / 100% / 95% / 85% / / 7 / 105% / 100% / 90% / / 8 / 110% / 105% / 95% / / 9 / 115% / 110% / 100% / / 10 / 120% / 115% / 105% / ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Level / Ability / 1 / Learns all PC racial languages / 2 / 1st Level Clerical Spells / 3 / - / 4 / 2nd Level Clerical Spells / 5 / - / 6 / If Lycanthropy occurs, the PC will be cured of it in 7 days. 3rd Level Clerical Spells / 7 / Cured of lycanthropy in 4 days / 8 / Cured of Lycanthropy in 2 days / 9 / Immune to lycanthropy. Constitution Goes up by 2 (Maximum of 18) / 10 / Hypnosis (like the spell). Polymorph self or other into Cross, Holy water, or become own holy symbol. Spell Table : Clerical Spells / Level / Spell Level / / / 1 2 3 4 / ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ / 2 / 1 - - - / / 4 / 2 - - - / / 6 / 2 1 - - / / 8 / 3 2 - - / / 10 / 3 3 1 - / / 12 / 3 3 2 - / / 14 / 3 3 2 1 / / 16 / 3 3 3 2 / ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Subject: Ravenloft class Here's a new Thief Kit for Ravenloft PC's. I know it'd double spaced. I'm working on getting that fixed.... Vampire Hunter Description: Vampire Hunters are individuals dedicated to the destruction of undead, particularly vampires. They do not use their thieving abilities to profit themselves, but as tools to aid in their quest to destroy undead. Because of this, they must have a dexterity of 12. Their most dangerous weapon is their knowledge and cunning; vampire hunters must have an intelligence of 12 and a wisdom of 15. Role: Vampire Hunters are native to the Ravenloft setting. There they are defenders of the common people, individuals with the tools and courage to face what the average person cannot. An example from popular fiction is Dr. Van Helsing. They are usually of a good alignment, but may be neutral. They are rarely chaotic. Secondary Skill: Any. Weapon Proficiencies: Because of their rather specialized nature, Vampire Hunters may only become proficient in the following weapons: shortbow, club, dagger, knife, lasso, mace, quarterstaff, rapier, saber, scimitar, scythe, sickle, sling, spear, and warhammer. They may use any one-handed firearm. They may also use a holy symbol in combat (see special benefits). Nonweapon Proficiencies: Required: Languages, ancient, Read/Write, Religion. Recommended: Animal Handling, Ancient History, Disguise, Local History, Alertness, Astrology, Herbalism, Fortune Telling. Vampire Hunters may chooses nonweapon proficiencies from the Priest area without extra cost. Skill Progression: Vampire Hunters suffer a -10% penalty to pick pockets and climb walls, but receive a +5% bonus to hide in shadows and hear noise and a +10% bonus to read languages. Because of their specialized nature and other abilities, vampire hunters begin with only 40 points to distribute among their abilities and gain 20 points every time they gain a level. Special Benefits: Vampire Hunters gain three special abilities. Starting at second level, they may turn undead as a cleric one half their actual level. They may fight with a weapon in one hand and a holy symbol in the other with no penalty. When using a holy symbol, such as a cross, in combat, any successful hit with the holy symbol against an undead creature will do 1d6 damage plus an extra point of damage for every level of the Vampire Hunter. The holy symbol may be made out of any material. Vampire Hunters also gain a +2 bonus to resisting Horror and Fear. Special Hindrances: Vampire Hunters are hated by undead, and in combat are likely to be sought out by undead above all other enemies. (Note that this occurs only if the undead are intelligent and are aware of the Vampire Hunter's true nature). Vampire Hunters may not keep more treasure than they can carry, donating the rest to a good institution. Races: Humans are the best suited to this kit, but elves, half- elves, and dwarves may also become Vampire Hunters. This profession is too grim for most halflings and gnomes. Some of the proficiencies are from the Complete Thieves Handbook, but the names are pretty self-explanatory.... "Hope is the denial of reality." -Raistlin Majere "Life is shit." -The Dead Milkmen