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Fists
of Jotu
A brutal mercenary
order (Sword
and Fist,
fist of hextor, page 18) serving the Cult
of Jotu, a
humanoid sect of the dark god Jotuun. Though many
dark temples of Jotu exist through out the Sanger
Mountains and the Badlands the Fists are headquartered out
of the temple located within the Hold. Fists are only encountered abroad in
the service of the temple or patrons who share goals
complementary to those of the temple. They serve for
life and any who falter are slain. If a transgressor
escapes he loses all class abilities. To join the
order one must be a devout follower of Jotu and be willing
to do whatever is necessary, regardless of how harsh or
cruel, to spread his will and ideals and survive the
brutal induction ritual. Those who present
themselves for this trial either emerge as fists or never
are seen again.
All
fists gain the Dwarven war axe exotic weapon proficiency
during their brutal training and induction. These
weapons are forged by the dwarves of the Hold for the
fists.
Typical
Fist of Jotu: Human, Orc or Half-orc
Fighter 5/Fist 2; CR 7; Medium humanoid; HD 7D10+14;
hp 60; Init +5 (Dex, Improved Initiative); Spd 20 ft.; AC
21 (Dex +1, armor +8, shield +2); Atk: +12/+7 melee
(1d10+3, war axe); SQ Brutal strike +1, Strength boost
1/day*; AL LE; SV Fort +8, Ref +4, Will +6; Str 16,
Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills
and Feats: Intimidate +9, Knowledge (religion)
+4, Ride+6, Spot +6; Cleave, Great Cleave, Improved
Initiative, Iron Will, Power Attack, Weapon Focus (war
axe).
Possessions:
full plate armor, large steel shield, masterwork spiked gauntlets,
masterwork war axe.
*
Strength Boost: Str 20; Atk +14/+9 melee (1d10+5, war axe);
Lasts 6 rounds
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Wennii
Monks
Trained with only one end in mind to carry out
the will of the Technocrat. An initiate must endure
the night of a thousand deaths to earn his staff and
become an adept a true member of the order. The Staff of a
Thousand Deaths is a technical marvel of the gnome's
skill...
Night
of a Thousand Deaths
An initiate must perform the thousand strikes of the staff
made only for them before the masters of the order in the
Hall of the Thousand. The test must be completed
before a candle, which burns for one hour, expires (1
form every 3.5 seconds for 1 hour)...
The Test (DC 15): D20
plus CON, DEX, & WIS Modifiers plus base attack bonus
to succeed...
The
staves of all who have failed hang within the hall.
One thousand staves remain upon the walls until another
fails and then the oldest of them is removed ending the
initiates shame. When an initiate fails he is
banished for one year, but may return anytime thereafter
to attempt to claim his staff...
Master
of a Thousand Deaths
An adept must perform the thousand strikes of the staff
three times in the
Hall of the Thousand before a pair candles, which burn for
two hour expire (1
form every 2.4 seconds for 2 hours)...
The Test (DC 25): D20
plus CON, DEX, & WIS Modifiers plus base attack bonus
to succeed...
When an
adept fails he is
banished for one year, but unlike an initiate he does not
leave his staff behind. The year out of the order is
more a time of contemplation or enlightenment rather than
a punishment. Upon his return the adept may return
to his former duties or immediately attempt the test again....
Master
of the Rings
There are five grandmasters of the order. One for
each of the five rings: ground, water, fire wind and
the void. The grandmaster of the void, often simply
known as the Void, is the supreme master of the order and
only intercedes if the other grandmasters require
council. A master may attempt to ascend to one of
the other rings if it is vacant. He must first
perform the Thousand Deaths 3 times in one hour (1
form every 1.2 seconds for 1 hours) before moving on to
the true test which is assigned by the Void and results in
either success or death.
The Test (DC 30): D20
plus CON, DEX, & WIS Modifiers plus base attack bonus
to succeed...
When
a master fails the initial test he is
banished for three years before he may return
to his duties...
Master
of the Void
The chamber of the Void is located somewhere in the deaths
of the Thousand Deaths. When the Master of the Void
retires or dies one of the masters of the ring may step
forward to enter the chamber. The monk either
returns and assume the duties of the Void or is never seen
again. Only the Void knows what lies within and none
have ever spoken of it.
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