THE RONIN (by Margul of the Wetlands) GARB: A small cerimonial dagger (to commit sepuku if neccisary) and a set of matched swords 1 longer than the other is suggested WEAPONS: Any orange class melee weapon and a long bow at higher levels ARMOR: Up to 4 points (See Limitations) SHIELD: none LIMITATIONS: 1) Due to a Ronin's lack of funding their armor tends to fall into disrepair. Therefore, the armor of a Ronin is worth one point less than it would normally be. 2) A Ronin may NEVER carry the following enchantments: Bladesharp, Enchanted weapon, Stoneskin, Barkskin, Wizard Protect, Touch of Death or any enchantment that improves or otherwise effects their weapons LEVELS: 1st Ki (1/game) Heal Self (1/life) 2nd Awareness I Immune to Fear 3rd Awareness II Scavenge (1/game) 4th Ki (becomes 1/life) May use a longbow (but not crossbows or shortbows) 5th Awareness III Scavenge (becomes 1/life) Immune to all forms of charm and control as per monk 6th Fearsome Presence (1/game) Heal Self (becomes 2/life) ABILITES: Ki - Through intense concentration a Ronin can acheive incredible feats with their weapons. By shouting "KI" right before an attack a Ronin can bypass armour, break a sheild or cleave through a weapon. (basicly what ever is hit is destroyed but it does not cause wounds to kill.)A headband or marker of some type must be given to the person that the Ki was used on. (A Ki will go through Barkskin, natural armor and berserker armor) Heal Self - This is very much like the Barbarian abality of the same name except that it is through meditation and discipline. The Ronin must stand still and count to 100 to be healed. Awareness I - Because a Ronin is a hunted man he must always be on his toes. It is for this reason that the can sense a teleporting Assassin (although he can not track him), so an Assassin cannot "arrive" within ten feet of a Ronin. Awareness II - The awareness of a Ronin is more advanced so as to be able to sense monster abalities which deal with hiding, so a monster cannot "arrive" or come out of hiding within ten feet of a Ronin. Scavenge - A Ronin's armor is peicemeal and "well used" in its best condition. This does not mean that they don't take care of it. By standing over the spot were an armored player died, a Ronin can repair all of his armor in all of the damaged locations in a 300 count. The catch to this is that the total armor value drops another point. If the Ronin is interupted while scavenging he may come back to the "body" and resume his count where he left off, but his armor is not mended until he finishes the count. Awareness III - The Ronin's senses are so acute that they can detect Circles of Protection (or equivilent magics and abilities) Fearsome Presence - This is by far the total mastery of the Ronin's Ki power. By saying "Let my enemies see their death" X3 all opponets within 20 feet of the Ronin are treated as per the Wizard spell Shove. Those immune to Wizard's Shove are not immune to Fearsome Presence. Beserking Barbarians and anyone immune to Fear are not affected by Fearsome Presence.