Old School Vampire Hunter O.C.C.
The originals, the famous and infamous, the vampire hunters
that have cleansed the world of the undead since time immemorial.
Though the looks have changed over the centuries, the style
remains the same, make those suckers die. The Old School Hunter
is a living weapon, trained to to a high physical and mental
standard, versed in all the ancient practices of Vampire Slaying,
including the use of melee weapons, implementing whatever is
necessary as a weapon, and even capable of focusing their will to
ward off the blood sucking fiends. Many Old School Slayers are
those who work for religious sects of all kinds, ranging from
Christianity to Shinto. Of course many have self learned the
ancient ways and hunt the undead for their own selfish gains.
Old School Hunters will rarely associate with the new age breed,
who rely on technology and science, rather than personal strength
and skill. Many Dunpeal Vampire Hunters are Old School. Human
Hunters will almost never accept to working with a vampire even
if they appear to be on their side, and they rarely include
Wampyrs and Dunpeals as acceptions.
Alignment: Any, tend to
be good or aberrant.
Attribute Requirements:
M.E. 14, P.S. 12, P.P. 12, and P.E. 14.
Race Restrictions: None,
but generally only taken by Humans and Dunpeals
O.C.C. Abilities & Bonuses
1. Bonuses: +4d6 S.D.C., +1 to P.S., +1 to P.E., +1 to P.P. and +1d6 to Spd. +1 to save vs. horror factor at levels 1, 3, 6, 9, 12, and 15, +5 to save vs. vampiric mind control, +2 to save vs. other forms of mind control and possession, +2 to strike for called shots against Vampire Weak Points (heart, head, etc.), +1 to parry, dodge, and roll with punch/fall/impact.
2. Litany of Warding: Focuses the Slayers will through a holy object (cross, ankh, prayer beads) used to 'bless' up to a 1m area (+1m at levels 4, 8, and 12). Something about this area makes it impossible for a vampire to enter of their own will, they will know it's nature and stay out. If a vampire is forced into a Ward, they will be held fast in a column of light uncapable of moving until someone comes to deal with them. These wards are best placed in doorways or hallways, cramped areas where the onlyway a vampire could get past them would be to bust out a wall and cause alot of noise. Duration: 10 minutes plus 5 minutes per level of experience. Can only be performed 3 times a day, +1 time at levels 3, 6, 9, 12, and 15.
3. Litany of Faith: A powerful burst of will focused through a holy object, able to create an aura about the slayer that causes vampires to recoil and avoid the Slayer. If forced into a corner by the aura, the vampire must save vs. horror factor 15 or become a completely helpess wretch in the presence of the Slayer, completely vulnerable as long as the aura lasts and is forced upon them. Those forced INTO the aura must save vs. horror factor 17 instead, and also suffer a -2 to strike, parry, dodge, and initiative. However, the downside is that if they pass their save, they are most likely to lunge and kill the Slayer immediatly. The aura covers a 1m diameter around the Slayer. Duration: 1 minute per level of experience. Can be performed 5 times a day, +1 time at levels 4, 8, and 12. If the holy object which the Slayer uses is destroyed, the aura is dispelled.
O.C.C. Skills
Languages: Native and Latin (98%)
Literacy: Native and Latin (98%)
Math: Basic (+20%)
Detect Ambush (+10%)
Lore: Vampires (+20%)
Athletics
Carpentry (+10%)
Land Navigation (+15%)
Wilderness Survival (+10%)
W.P. Knife/Stake
W.P. Two Ancient of Choice
*Hand-to-Hand Combat: Expert
*Can be upgraded to Martial Arts at the cost of one 'other' skill.
O.C.C. Related Skills:
Select six skills at level one, plus one additional skill at
levels three, five, seven, nine, eleven, and fourteen.
Communications: None
Domestic: Any
Electrical: None
Espionage: Any (+5%)
Mechanical: Basic & Automotive only
Medical: First Aid & Holistic only (+5% on
holistic)
Military: None
Physical: Any (+5% when applicable)
Pilot: Automobile, Horsemanship, and Motorcycle
only
Pilot Related: None
Rogue: Concealment & Prowl only (+5%)
Science: Math only
Technical: Art, Languages, Literacy, Lores, and
Research only (+5%)
W.P.: Any ancient, only W.P. revolver from
modern is available
Wilderness: Any (+5%)
Secondary Skills: Select four secondary skills at level one, plus one additional at levels four, eight, and thirteen.
Standard Equipment: Varies, most Old School Slayers are supported by the Catholic church, however a good number are independent mercenaries or men out for vengance. As standard, the Slayer has one holy object (cross, ankh, prayer beads, etc.), several sets of dark loose clothing, cool sunglasses (up to $100 in value, hell yeah), a modest personal wardrobe, stake bandoleer with one dozen stakes, 1d4 vials of holy water, ,several one wood weapon (club, staff, or one crossbow/bow and two dozen bolts/arrows), and two silver melee weapons of choice (or a two dozen throwing weapons or one dozen bolts/arrows), one modern style armour vest (concealed, riot jacket, vest, point blank vest, or hard armour vest). Also has one mode of transportation ranging from motorcycle, automobile, to even a real honesty to goodness cavalry mount (see PFRPG for good rules on mounts).
Money: 3d6x1000 in personal savings. Slayers that are employed by the Catholic church have all of their necessities covered, such as shelter, food, and of course are completely tax exempt as they are part of a religion. The Catholic church does allow 'credit accounts' available for specific jobs, with limits of up to $10,000 or more. Mercenaries can generally expect around 3d4x100 for a single vampire elimination, while huge raids or extermination jobs can expect a pay of 3d6x10,000.
Experience Table: Identical to Ex-Government Agent in Between the Shadows.