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Avatars

List of Professions:      

      From a long forgotten past, a few have risen of this ancient name. Professional soldiers, sepperate from any church, that strive in their efforts to maintain neutrality in the country of occupation, The Freelands. The Avatar is part of a land force in unison as warriors to achieve this goal. Unlike the mercenaries that work for gold, the Avatar is the basis of a fighter working in a team to patrol the lands they occupy for defense and if need be in bidding of the gods, to police; and does such in belief not for money. This embodiment works for salary and ventures making funds. This salary is a watched treasury fund for use of all the Avatars, with the reigning Commander to approve large purchases. In being sepperate from the church, this gives the individual choice for saving wealth to use or be supplied from the society itself.

Although one of the patrons lords mostly watches over the few in this society of neutral peace keepers, he does not grant priestly rewards to that in which an actual knighthood would obtain. These warriors are allowed to worship whom they choose with a bit of guidance from Lord Grylok as he helps to train the body, mind and soul for battle in case of need. From outside the ranks, the lord of battle does indeed seem to be the patron lord as well as Lord Aereth the creator of the world. One can never really know this fact of them or the Avatars without being in the ranks.

In any case this is known and proven fact: An Avatar can only be of evenheart ethic being to keep the neutrality. Though some have been dismissed of the ranks showing the face of evil within taking that of side in praise of Lord Muzhul, and vice versa there has been shown in soul the workings of Lord Andrej to make following towards that life styling of a Paladin. Since being the middle of all an Avatar may choose their personal path to becoming a Renegade or a Paladin. Hardly ever has one seen from history this montage or warriors formed from Renegades, thus it is not allowed that a Renegade whom feels they are of the light in heart and disobeys their link to Muzhul becoming an Avatar. On occasion a Paladin has felt disarray in beliefs making compromise and joining this warrior elite, never has been the tale of that person returning again to their link in Lord Andrej. This later usually becomes that of a Renegade in the fact that Paladins do incure strict punishment for abandoning their Lord and therefore normally become followers of Lord Muzhul.

This group of persons that form the ranks are usually recognized in the uniformed armor they wear called "Aramid", although fighting styles are sometimes different. When a young person, or that of age and wisdom, makes the change to become an Avatar, they are adorned in the fittings of Aramid, only they alone are able to wear this functional mixture of studded leather, some chainmail, and a hide cape (some do choose fabrics instead), finished with knee-high reinforced soled boots. This special suit of uniform yields a soak value of 40% with the penalty of -5% evade. Mostly the leather components are seen of this combination in the color of a reddish brown tint and the chest plate bearing the emblem of Lord Grylok (the same color and symbol for all Avatars). The hide cape is of variance from animals or fibers in some cases. Once an Avatars credentials (levels) rise, the ability to obtain more armor is possible, but usually not until level 4 where it may be risen to 50%**. Then at level 6 or higher may it rise after the amount of 60%**. Very uncommon is seen an Avatar holding armor in value more than 65%** in any level as their battle training keeps them well handed to arms, and evading a weapon possible (must have at the very least a 15% evade at all times).

Besides being well rounded aquestrians, etiquette, knowledgable of battle tactics, survival skills, and in possesion of strict self discipline; Avatars are still true to fighting nature. Although most common these warriors choose not to fight, they have some abilities for the field besides a steed for duty to patroling and light battle. Not being as powerful as a well trained fighter whom just works in solo strength most of the time, Avatars use team work but do rise in areas as they progress in skill.

Avatars receive +1 to hit and evade and +1 to dmg every even level and a +1 dmg with a bow every even level starting at 1 (4, 7, 10, 13, 15, etc. High strength and dexterity bonuses are allowed to be included; this layout is the simple base of the +1 to hit and evade, +1 damage and +1 bow damage system. Avatar bonus also counts for bare-handed fighting. *Note: This table does not include high stat bonuses.)

Level: % to hit % to evade + dmg
1 30% . 20% Normal Strength Bonus,+1 to Bow
2 36% 21% +1,+1 to Bow
3 36% 26% +1,+1 to Bow
4 42% 27% +2,+2 to Bow
5 42% 32% +2,+2 to Bow
6 48% 33% +3,+2 to Bow
7 48% 38% +3, +3 to Bow
8 54% 39% +4, +3 to Bow
9 54% 44% +4,+3 to Bow
10 60% 45% +5, +4 to Bow
11 60% 50% +5, +4 to Bow
12 66% 51% +6, +4 to Bow
13 66% 56% +6, +5 to Bow
14 72% 57% +7, +5 to Bow
15 72% 62% +7, +6 to Bow



Special Abilities

These abilites besides the evade and to hit bonuses, can be used at any battle (quest or melee) in these restictions: 3 of the abilities can be used, but cannot repeat use of the same one. At level 5, 4 of the abilities can be used and can be repeated in use in the same battle (failed attempts count as a use). At level 10, 5 can be used in any combination.

Equestrian Evade: Being of good horsemanship, an Avatar in the various fields of training works well with the mounts of the trade, thus enabling them with a +5% Evade on horse back, or any animal mount.
Lightning Sight: Along with the many battle practices taught to the Avatar is the knowledge of projectile weapons (bow and arrows). This ability is a neccessity of the ranks as in many cases an attack from distance is needed. Some do not carry a bow or projectile weapon at all. In any case the skill gives a +5% to hit for any projectile weapon an Avatar uses.
Call Truce: Used on a to hit roll, this power enables an Avatar to call a truce in battles that results in both sides (friend and foe) to be inactive in fighting for 1d3 rounds. This time can be used to heal, better plan or evacuate.
Set Decoy: Used on a to hit roll, this power enables an Avatar to embed belief in the foe. If successful, the idea of the Avatar's group being larger in numbers, out of sight from the area of battle, or all party members deceased for 1d3 rounds. Most of the time the foe has no clue what happened and simply walks away or runs in fear. (Usually this is only broken from the foe by being able to disbelieve in illusion). [Cannot be performed by dwarfs as it is an illusion skill.]
Shroud of Secrecy: Used on a to hit roll, this learned ability makes possible the minor movements of the successful Avatar to go unoticed for 1d3 rounds (This *cannot* be used to attack). This skill is well used to play seeming practical jokes by moving items or switching items, as Avatars do not steal or commit dishonor by backstabbing. Useful to beguile an opponent.

Requirements

Starting Equipment



**This does not include platemail armor as Avatars cannot use it.

Current List of Avatars