Contra Mercenary


Level KXP Spells
TH
10(none)+0
22.5(none)+1
35(none)+2
410(none)+3
520(none)+4
640(none)+5
780(none)+6
8160(none)+7
9320(none)+8
10500(none)+9
11750(none)+10
121000(none)+11
131250(none)+12
141500(none)+13
151750(none)+14
162000(none)+15
172250(none)+16
182500(none)+17
192750(none)+18
203000(none)+19
213250(none)+20
223500(none)+21
233750(none)+22
244000(none)+23
254250(none)+24
264500(none)+25
274750(none)+26
285000(none)+27
295250(none)+28
305500(none)+29
315750(none)+30
326000(none)+31
336250(none)+32
346500(none)+33
356750(none)+34
367000(none)+35
Requisites:Str 18, Dex 16, Con 14
Alignment:any
HD/level:1d10
Weapon Prof.:3+level
To Hit Table:War
Save Table:War
Reference:Contra Franchise
Groups:Warrior, Technology
Complexity:CF=2
When you take this class, you may change your player pick to "Set current and max hp to 1, +1deadZ, and 1deadZ, 30/reset: raise dead self".
Whenever you die, you lose the contra weapon in your main hand.
Level 1: 1 attack, 1/room: Get a random contra weapon that replaces one you have.
Level 1: Always have a Contra Weapon Rifle Gun.
Level 3¶: Can wield 2 guns per set of arms. Attacking with both costs a V action.
Level 3¶: You can keep one contra weapon gun in reserve in addition.
Contra Weapons:
1. Rifle Gun (M, 4/1, 1d6, 20/x2). Infinite ammo.
2. Rapid Fire Upgrade (double # of att of all contra guns, doesn’t stack).
3. Machine Gun (M, 6/1, 1d8, 20/x2). Infinite ammo.
4. Spread Gun (M, 10/1, 1d8, 20/x2, hits group, divide dmg among group). Infinite ammo.
5. Laser Gun: (M, 1/1, 1d20, 20/x2, hits a line, pos energy dmg). Infinite ammo.
6. Flame Thrower Gun (M, 4/1, 3d6, 20/x2, all fire dmg). Infinite ammo.
7. Barrier (immune dmg for 5 rds, starts as soon as picked up)
8. Flashing Falcon (slay a group, Fort save, goes off as soon as it’s picked up)
9. Homing Gun (M, 5/1, 1d8, 20/x2, auto-hits). Infinite ammo.
10. Flame Gun (M, 1/1, 10d8, 20/x2, autohits a line, fire dmg). Infinite ammo.
11. Crush Gun (M, 3/1, 1d20, 20/x2). Infinite ammo.
12. M-80000 Helio Bomb (slay a group, Fort save, can have max 2 in inventory)