:Requirements: Human
:Primes: WIS
:Max Level: 12
:Hit Die: d6 (+1 after level 9)
:Combat: Good To Hit Progression, Any Armor, Any Shield
:Saves: as Cleric
Warmongers with 13+ WIS earn 25% XP bonus. They must have a WIS of 16+ to earn 50% XP bonus.
Warmongers are clerics of Thor (aka Ares, Mars, Horus) god of war, glory, and vengence. He is the ultimate warrior, the best at battle, and the great hunter of monsters. Warmongers are free agents seeking glory for Thor and themselves through victory in battle and the destruction of unnatural monsters.
"Divine Prayers"
Clerical slot progression, no memorization, on demand. Litanies at 1/2 highest level slot.
"Shield of Faith"
20% per level magic resistance vs arcane, divine, faerie magic. 100% at 5th level. Only applies when direct target of spell, not spell effect. Idea from Supplement VI The Majestic Wilderlands.
"Favored of the Gods"
2x multiplier for Divine Intervention.
"Turn Monsters"
Turn (unnatural) monsters as Cleric of same level.
"Bloodlust"
After dropping foe, roll free attack against different foe that is within range.
"Rampage"
Declared after successful hit. Keep making attack rolls until you miss or choose to stop. If you miss, your turn is over and you are over-extended; no action next round. If natural unmodified roll <= number attacks this round you're exhausted for d6max rnds; 2x(worst), no attacks, 1/2 move.
Notes:
Utilizes various house rules. Feel free to replace 25/50% XP bonus with more standard 5/10%. Good to hit progression is what Clerics get. I don't require Clerics to memorize spells. But, there is possibility (DM's whim / omnipotent knowledge of god) "prayer" goes unanswered. Litanies are divine version of ritual casting (10min + 10gp/lvl). Divine Intervention is last ditch appeal to gods d100 <= character level. d6max means roll d6 at start of your turn, if '6' (the max value) is rolled then effect ends. Feel free to replace that with normal d6, I just don't like to track things).
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If they are meant to destroy monsters (and undead are monsters too right?)
ReplyDeleteMaybe instead of "turn" monsters it should be "enrage monsters" and force them to take predictable charges straight at the Warmonger in direct combat.
I envision the warmonger being harried by a slithering snakeman hiding in the shadows firing arrows screaming "By Thor! Face me!"
And the monster charges out to meet him in honourable combat (and gets mulched)
"Monsters" not in the game mechanic sense, but in the mythological / unnatural sense. Maybe Grendal, Smaug, The Minotaur, Fenris,
ReplyDeleteI really like the idea of making them "turn" towards the cleric rather than away.