The VALIANT

Ability Requirements:

INT, WIS, CON: 17 in at least one, others must equal/exceed 15

All others: 11+

Prime Requisites: Wisdom, Constitution

Alignment Requisite: Any Lawful

Races Allowed: Tanu, Human, Elf {any subrace}, Dwarf, Gnome, Giff

History:

Comprised of the most intense and implacable of warriors, the Valiant are the knightly followers of Abbadon Doomgiver. Masters of conflict, be it armed, unarmed, or guerrilla warfare, the Valiant will seem to his opponents to be unstoppable, relentless, and everywhere at once. They are enemies of slavery, defenders of the weak, and hunters of the dishonorable.

The Valiant character is a combination of cavalier and monk, a class requiring intense discipline from its practitioners. All are of some Lawful alignment. Aspirants to the Valiant class must possess a score of at least 17 in one of Intelligence, Wisdom, or Constitution, with the other two scoring at least 15; all other abilities must be at least 11. To maintain his discipline, the Valiant must be an excellent specimen of his race. A Valiant may come from Human, Tanu, or Elven stock; while very rare, Dwarves also make excellent Valiants. Other races are allowed into the order only on personal consideration.

The Valiants are a military religious order whose Lord is the Dark Angel of Morning. Trained to utilize the powers of their bodies and minds to their deepest depths, Valiants are knights with a purpose. Each individual must decide what goal he seeks to achieve by honing his spirit in the forge of life, and this purpose is what fuels him to conquer all obstacles. The goal is chosen as the completion of a Valiant's spirit quest; some task which must be done to right a great wrong, around which the Valiant's existence revolves. It can be as simple and concrete a thing as revenging oneself on the slayer of a loved-one, or as difficult as a life-long quest to battle slavery. The quest must be something which the Valiant believes he can accomplish, and will never be something which does not display honor or glory.

Valiants are unrestricted in their choice of weapon or armor. However, their spirit weapon {see below} will so outdistance other weapons in the Valiant's attention that only one other weapon may be chosen as a secondary proficiency for the Valiant's life. However, the Valiant may, in a pinch, grab and use any other weapon at a -2 to hit; after 10 successful hits with the new object, the -2 disappears for that weapon, so great is his grasp of combat principles. Note, however, that the Valiant will immediately abandon this weapon should his spirit weapon be reachable.

Experience Points

Level

d10 Hit Points

Special Abilities

0-3000

1

1 + 5

A

3001-6000

2

2

B

6001-12000

3

3

C

12001-24000

4

4

D

24001-48000

5

5

E

48001-75000

6

6

F

75001-125000

7

7

G

125001-200000

8

8

H

200001-300000

9

9

I

300001-600000

10

10

J

600001-900000

11

11

K

900001-1,200000

12

12

L

 

*300,000 xp's per level above 12th; Valiants gain +3 hp's per level thereafter.

A -The Valiant has mastered these studies:

1.Open locks Valiants operate as Thieves of equal level

2. Find\Remove\Set Traps

3. Move Silently Level 4. Hide in Shadows

5. Hear Noise 6. Climb Walls

B -The ability to mask the mind so that ESP will not function against him. Starting at 30% resistance, the

chance increases a further 2% per level thereafter.

C -The Valiant begins to manifest suppressed psionic power. He gains psi-points equal to his combined Int., Wis., & Charisma, the attack Psychic Crush, and the defense Thought Shield. His points increase every three levels thereafter, at one-half times the IWC per three levels. {ie. x1 1/2 at 6th, x2 at 9th, etc, and max out at x5 at 27th level}, {Max of 270 possible}. Natural psionics use their own max, but their disciplines develop as per a Valiant.

D -Normal missiles which might have hit can be knocked aside or caught if the Valiant saves vs. pertification. Caught weapons normally launched by hand can be returned as a first attack next round if the Valiant chooses.

E -The Valiant is no longer subject to disease of any sort {this does not include lycanthropy}, nor slow spells.

F -The Valiant gains the discipline Energy Control, and the defense Tower of Iron Will.

G -The Valiant can induce a death-like trance similar to Feign Death, with a maximum predetermined duration of 24 hours. If the Valiant remains this way for a full day, he can induce Complete Healing for a cost of 40 psi-points.

H -The Valiant gains the Disciplines Cell Adjustment & Mind Bar, as well as the remaining Psionic attacks and defenses.

I -Beginning at 9th level, Valiants may seek out master Psionicists and attempt to learn new disciplines. Only one new power can be sought per level, and the Valiant must stay secluded with his mentor for a month's time. At the end of this period, a successful Int check on d30 means the ability has been mastered. Failure indicates that power can never be learned by that individual. Any restrictions and prerequisites must be followed.

J -The Valiant gains an expert disarm. When using his spirit weapon, he must make a successful hit roll at -4; if successful, the Valiant can place the opponent's weapon anywhere he wants {including into his own grasp} within a 20' radius.

K - The Valiant gains an expert grapple. The attack {against humanoid or weapon-using opponents only} must be announced before initiative is rolled; if the Valiant wins the initiative by 4 or more, and then makes a successful hit at -4, the Valiant has closed with his opponent and, using his combat skill, has fouled his enemy's weapon. He may then make a full series of attacks, and any hit deals maximum damage. Failing the initiative roll causes the Valiant to lose all attacks that round, even if he won initiative by less than 4; losing the first to-hit roll results in a normal continuation of attacks.

L -The Valiant gains the use of the quivering palm. However, this dread attack will only be used on enemies who have proven particularly powerful, or are the target of a quest.

 

In unarmed hand-to-hand combat, Valiants are the equal of Monks. If bereft of armor other than normal clothing or robes, their skill allows them an effective armor class, and an increased movement base. Their chances to stun or kill with bare hands are identical to a Monk's.

Level

Effective AC

Open hand Att/round

Open hand damage

Effective Move

1

10

1

1-4

12"

2

9

15"

3

8

1-6

4

7

5/4

18"

5

6

2-7

6

5

3/2

2-8

7

4

2-8+1

21"

8

3

2-12

9

2

2

3-12

10

1

3-12+1

24"

11

0

5/2

3-12+2

12

-1

4-16

13

-2

4-16+1

27"

14

-3 max

3

5-20

15

6-24

30"

16

4

5-30

31"

17

5 max

6-36 max

32" max

This table does not include Spirit Weapon bonuses to damage or to-hit additions if the Valiant chooses his body as his Spirit Weapon.

~~~ 

In pursuit of their goals, Valiants seek to perfect their knowledge and skill at combat. Valiants have their own THAC0 table:

Level

1

3

5

7

9

11

13

15

17

19+

THAC0

19

17

15

13

11

10

7

5

4

3

 

Valiants have the same Attacks per Round as Cavaliers; their spirit weapon {see below} is considered a weapon of choice. This means the spirit weapon is treated the same as a mounted Cavalier's lance, granting +1 to hit at 1st level, +2 to hit at 7th level, +3 at 13th level, etc. The number of attacks with the spirit weapon {but NOT his THAC0} are also made as if the Valiant were 5 levels higher. When fighting with their spirit weapon Valiants gain +1 hit point of extra damage per two levels, due to their focus on the weapon and their knowledge of anatomy. Valiants gain no bonuses specifically for mounted combat.

Valiants save as Clerics of equal level. However, they share the Monk's ability to reduce or eliminate potential damage exactly as that class does.

Spirit weapons and Spirit Warriors

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

At first level, the Valiant chooses what device will be his spirit weapon, the item which he feels best suits him in war. There is always some significance in this choice, for the Valiant must feel some affinity or connection to the weapon: perhaps it personifies the strength of his race or faith, or reminds him somehow of his spirit quest. This weapon can be any combat weapon he can use, and will serve the Valiant throughout his life, and while it need not be a specific individual item, the weapon's style with be one of the defining components of his personality, and his skill with it will one day surpass all ordinary weapon-masters.

Valiants realize that sometimes, such preferred weapons will not be available or appropriate, and so devote equal intensity to the study of unarmed combat. The Valiant's body itself is a weapon, more versatile and controlled than any other, and its deadliness is exploited to the fullest. It is possible for the Valiant to choose his body as his spirit weapon; such spirit knights apply the weapon damage bonuses to hand-to-hand attacks instead {see below} in addition to the normal hand-to-hand damage, and will generally disdain weapons and sometimes armor altogether, relying on their bodies to carry them through. This does not prevent the Valiant from learning or carrying other weapons, it simply means his greatest trust lies with himself.

While a subclass of cavalier, Valiants lack certain of that class' bonuses. They are not the horsemen cavaliers are, and possess no riding proficiencies or bonuses at the start. Also, they cannot normally increase their attributes over time as that class does. However, they do possess that class' immunity to fear and similar effects.

Valiants' intense discipline allows them to tap the inner strength of their bodies and minds, causing them to eventually manifest their suppressed psionic powers, and to perform beyond the normal limits of their ability scores when faced with desperate situations.

Once per day, the Valiant can summon hidden reserves of strength to increase one ability score. The number of points added are equal to the Valiant's level divided by 5, and will last for an equal number of rounds. Any increase will max out an ability score at 24. This surge occurs at will, and does not take up an attack or action. However, the increase will last until its complete duration expires.

Valiants are very secretive concerning their skills and training, and many are closed-mouthed in general about themselves and their motives. The secret location of the Valiant Citadel {on a Tanu settlement in the Astromundi Sphere}, a combination of temple, training ground, and sanctuary for the Valiants, is never revealed to outsiders, except to the most trusted associates, and then only if it's unavoidable. Also, the Valiants' tendency to return from the dead for revenge is never discussed, for obvious reasons {see below}.

The Secret of the Valiants

Lastly, certain Valiants will return from the grave to wreak revenge on their slayers if their spirit quests are unfulfilled. Valiants whose spirit quests are based on revenge, or who are slain with their goal in sight, and whose bodies are not otherwise enspelled or incinerated, will rise as a revenant 24 hours after death. The new revenant will be armed and armored as the Valiant, but otherwise possesses the attributes of a revenant. The sole exeption is that the revenant will always use its spirit weapon, discarding all others hereafter {those bereft of this or who have chosen their bodies as such will utilize their hand-to-hand skills; Valiant revenants do NOT possess the strangulation attack of this type of undead.}.

While the undead knight's immediate goal will be to slay those involved in its death, the Valiant's spirit is strong even in death. After its killers are destroyed, the undead Valiant will make an unmodified save versus petrification. Those who fail disintegrate into dust as normal. Those who succeed remain corporeal, and must now move to complete their original spirit quest.

Such undead knights will isolate or disguise themselves from others, operating in secrecy, as they are ashamed of their undead status {it is, after all, an indication of failure}. However, those who locate other Valiants may communicate with these living brethren, who will understand and respect the fallen knight's devotion to his quest, and render what aid or sanctuary they can. Niether living nor risen Valiants will ever reveal the possibility of return from death to outsiders.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Valiants are a widely varied lot; some are brazen warriors, wearing ornate armor as befits a cavalier, gathering great armies and riding in force against their foes, while others are introverts who travel in disguise and alone, operating in secret. Whatever their methods, the Valiant's actions reflect his deep need to complete his spirit quest.

Due to their Lawful nature, it is possible for Valiants to be drawn into other's quests and conflicts along the way. They sympathise with other's needs, and do not see rendering such aid as an interruption of their own geas. Often they cannot help themselves; however, those of neutral or evil inclination may require some service or aid in return. However, Valiants will never hire out for simple dungeon crawls, unless some vital clue or item pertaining to their own quest will thereby become available to them.

Valiants are knights, first and foremost, and believe their problems can be resolved by conflict with the forces arrayed against them. Thus, like normal cavaliers, they will never shy from combat, though they are often more circumspect in their methods than normal cavaliers, and are not required to charge uncontrollably into battle. Like that class, they will usually fixate on leader-types and their associates, leaving others to mop-up retainers and monsters {a duty which they refer to as "grub work"}.

All Valiants adhere to some code of chivalry, modified for their alignment; they view such values as the glue of their discipline. Even those of opposing alignment can recognise other Valiants on sight, and will often cease hostilities to take counsel together. This is because they are honor-bound to make sure their purposes do not cross: they realize that potential disaster awaits those around them, should two Valiants oppose each other. Rather, two Valiants whose spirit quests oppose one-another's will meet to determine if the conflict can be settled by mutual agreement; if this cannot be, single combat ensues, to determine the outcome then and there. No-one else may interfere or prevent such combat: friends and relatives {even kings!} are warned to stay out of such a clash.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once a spirit quest is finally completed, the Valiant will spend a week purifying himself through fast and ritual, shedding the accumulated bad karma and polluting influences which have accumulated after such an intense and single-minded pursuit. If desired, his close associates may throw some celebration in his honor first, but the Valiant will seek solitude immediately after to freshen his spirit. He will then disappear, as he will make his way back to the hidden citadel of the Valiants, to pay homage to his Lord, the Dark Angel of Morning, for aiding him in his quest.

His lifelong quest fulfilled, some Valiants are actually driven to suicide by the ending of their spirit quest; while a rare thing, this is not seen as dishonorable, but as the ultimate sacrifice to their god. If this is truly the Valiant's end, he will be attended by his clergy, and sent to Valhalla with honor and dignity. However, his brethren are sad at his passing, and will try to convince him to remain, to aid in the training of new Valiants. This often succeeds, as the Valiant discovers there are other quests to undertake, other foes to vanquish.

However, most Valiants chose to remain, using their great skills to assist others in their quests.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To simplify all this stuff, here is a condensed combat info sheet for the VALIANT-class character.

Required Weapon Proficiencies: One single weapon-type as Spirit Weapon required for all specialization slots.

Bonus Weapon Proficiencies: distance/hold-out weapon, typical: bow or spear

Required Proficiencies: Hand-to-hand combat {use included chart}

Bonus Proficiencies: See included chart

Special Benefits:

Special Hindrances:

Level

1

3

5

7

9

11

13

15

17

19+

THAC0

19

17

15

13

11

10

7

5

4

3

Save as Clerics; always suffer half damage {in hit points ONLY} from spells {save equals no damage when applicable}; save vs. petrification to catch/dodge normal missiles.

Open-Hand damage and attacks:

Level

Effective AC

Open hand Att/round

Open hand damage

Effective Move

1

10

1

1-4

12"

2

9

15"

3

8

1-6

4

7

5/4

18"

5

6

2-7

6

5

3/2

2-8

7

4

2-8+1

21"

8

3

2-12

9

2

2

3-12

10

1

3-12+1

24"

11

0

5/2

3-12+2

12

-1

4-16

13

-2

4-16+1

27"

14

-3 max

3

5-20

15

6-24

30"

16

4

5-30

31"

17

5 max

6-36 max

32" max

Bonuses not included.

The Code of Chivalry is found on pg.16 of Unearthed Arcana.