Best Witchunters

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| Witchunter                                                      EXP: 130% |
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| Witchunters are a breed of elite warriors who have taken a vow to destroy |
| all magical enemies. They will use no magical weapons, armour or items,   |
| and will only grudgingly accept beneficial spells being cast on them.     |
| They are trained from birth to be ferocious and efficient fighters, and   |
| will give no quarter when faced with an enemy spell-caster. During their  |
| training to become Witchunters they develop a strong anti-magic aura,     |
| which interferes with spells being cast on them. This is due to their     |
| near-fanatical focus and their strong willpower. They will use any non-   |
| magical weapon, but will wear no armour heavier than Scale because they   |
| favour quick, complex attacks that heavy armour will not permit.          |
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| HP/Level: 6-9   Magic: None   Combat: 5   Weapons: Any    Armour: Scale   |
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| Abilities: Extra Magic Resistance, No Magic Items.                        |
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| DWARF                                                                     |
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| Dwarves are the second oldest race known today. The Elves, of course, are |
| the first. Dwarves average about four and a half feet in height, and tip  |
| the scales at about two hundred pounds each. They are a solitary folk,    |
| and do not easily welcome strange people -- but do not mistake this for   |
| hostility. Once you have gained a Dwarf's friendship, that bond will last |
| until either of you is dead. They are cautious and slow to anger, but     |
| once their anger is roused they are terrible fighters. Dwarves love and   |
| craft precious gems and metals of all sorts, and are great worksmiths.    |
| They manufacture precious and elaborate suits of mail, and craft gleaming |
| axes with blades of true-silver. These items seldom leave the underground |
| homes of the Dwarves, but there are stories of heroes who have done some  |
| great service in receiving such a gift. Dwarves make excellent Warriors,  |
| Clerics and Paladins, due to their unshakeable faith. Dwarves can see in  |
| pitch darkness due to their constant work underground, and their stubborn |
| nature and strong willpower give them a good resistance against spells    |
| affecting the mind and body.                                              |
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| Strength:50 Agility:30 Intellect:35 Wisdom:50 Health:50 Charm:30 EXP:+25% |
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| Racial Abilities: Extra Magic Resistance, Night Vision, Extra Encumbrance |
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| KANG                                                                      |
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| Imagine a cross between a snake and a lizard, standing on two feet like   |
| a human and with the intelligence of a predator, and what you have is the |
| Kang. They are a mysterious folk from the depths of secluded swamps and   |
| jungles, and are rarely seen in mannish cities. When they do venture      |
| forth, it is usually to see the odd splendour of the outside world, and   |
| so the specimens encountered outside of their homes are usually more      |
| intelligent and friendly than their exotic jungle brethren. Kang are      |
| tall, some nearing seven feet in height, and are broadly muscled. Their   |
| scaly skin is not much thicker than human skin, and is a different colour |
| for each individual. They have a strange loping walk, and are not very    |
| flexible, which is odd since they are snake-like. Kang appparently        |
| worship a deity of Peace and Healing, and many of them are Paladins, on   |
| some personal crusade to extinguish evil in the world. They are fierce    |
| fighters, but do not do well in Magery. They make good Clerics, Warriors  |
| and Witchunters. They are also apparently immune to poison of any kind.   |
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| Strength:55 Agility:30 Intellect:30 Wisdom:45 Health:50 Charm:30 EXP:+10% |
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| Racial Abilities: Poison Immunity                                         |
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