Like workman clanging away at their task, hammer cultists should endeavor to set things right. The honest ones are a benefit to their clients and to the folk. Those who aren't, whether improper or inept (or both), might need to be worked into shape themselves. No matter their integrity, see Part I for their rules on how they can batter, bolster, and perform their handiwork, up to once per day per level.
- Black Hammer Cult abilities
Battering of Doom: Exact a Wisdom check or they will be unable to act, lost in shadows.
Black Bolster: Bestow upon another black cultist a +1 bonus to damage or to save, lending support to their acts of woe.
Ebon Handiwork: While remaining somber, they gain +2 to prepare or conceal dark deeds. - White Hammer Cult abilities
Battered Bright: Require a Charisma check or they will be dazzled, unable to see for 1d2 rounds.
White Bolster: Bless another white cultist with a +1 bonus to AC or reduce their damage by 1, hoping to keep things pure.
Ivory Handiwork: If they're mostly free of mental or physical filth, +2 to support cleansing. - Gray Hammer Cult abilities
Battered Sensibly: Cause a Dexterity check or they will be cracked on the head, being unable to use spells or other abilities for the next 1d2 rounds, hopefully having some sense knocked into them.
Gray Bolster: Give another gray cultist assistance with their resilience, via either a +1 bonus to their AC or a save.
Ashen Handiwork: As long as they're doing things without special motivation, except for what they've always done, +1 to accomplish such work.
- Yellow Hammer Cult abilities
Battered Thunderstruck: Require a Charisma check or they will be shocked, afraid, or impressed (or all three). Whatever the case, they will be unable to act.
Yellow Bolster: Convey to another yellow cultist +2 to initiative or +10' speed, helping to bring the fight closer.
Amber Handiwork: +2 to get things done if especially motivated, but there's also a 33% chance of it being done too quickly. - Purple Hammer Cult abilities
Battered in Disarray: Make an Intelligence check or be bruised or disrupted. Any enchantments that are affecting them and magic items they carry will be suppressed for 1d2 rounds.
Purple Bolster: Bestow upon another purple cultist a +1 to a spell roll or skill check, reflecting mastery.
Violet Handiwork: If set apart in some manner, whether via magic or noblesse oblige, +2 to carry out refined duties. - Brown Hammer Cult abilities
Battered Down: Make a Constitution check or have their AC bonus be reduced by 2 (until repaired), partially broken if they are wearing armor, holding a shield, or would need a change of pants.
Brown Bolster: Give another brown cultist a +1 bonus to damage or +10' speed, all part of being wild.
Umber Handiwork: If rustic in their approach, get +2 to prepare, find, take down, and ready food for consumption.
- Gold Hammer Cult abilities
Batter or Better: Make a Constitution check or they suffer a -1d4 penalty to all their rolls for the next 1d4 rounds, revealing flaws.
Gold Bolster: Convey upon another gold cultist a +1 to a save or skill check, approaching flawlessness.
Gilded Handiwork: If they each have at least one ability score of 15 or above, +2 to perform their high-achieving tasks.
- Silver Hammer Cult abilities
Battered Senseless: Who knows how the head will hit? Cause a random batter effect on the one struck (roll 1d12): [1] blue, [2] red, [3] green, [4] black, [5] white, [6] gray, [7] yellow,
[8] purple, [9] brown, [10] gold, [11] silver- can pick which battering effect to apply this time,
[12] bronze.
Silver Bolster: Bless another silver cultist with a +1 to a random stat, adapting as needed.
Argent Handiwork: If they are adaptable and flexible, +2 to commit actions that are unusual. - Bronze Hammer Cult abilities
Batter Back: Make a Strength check or be pushed 1d6' away, showing dominance.
Bronze Bolster: Give another bronze cultist +1 damage or reduce their damage by 1, to break their enemies!
Brazen Handiwork: If they have excellent bronze tools, are enslaved, or are forced to sing a nonsensical song (or all three), +2 to completing their work.
Hammer Tests
Bringing down the hammer can disrupt, guide, or both.
1-9. The hammer cult warrior cannot use his abilities until he finds another cult warrior or warrior-priest who is currently undergoing a test too. Once he does, then he can strike them and regain the use of his own abilities, and even reduce the intensity of the struck one's own test, ending it if it has a duration, or knocking it down to the next lower category if not. The hammer cult warrior need only inflict 1d3 damage with this strike, though he can do more if he wishes, especially if his crazed target might not respond well to being struck in the first place.
- For example, a yellow hammer-maiden undergoing this test might find a yellow axe warrior who has lost his mind. With a (relatively) gentle blow to the head, she can restore her ability to batter, bolster, and do handiwork, while he might no longer have to think his axe is giving him instructions to commit murder, and only become prone to fits of notable belligerence.
10-15. Like the weapon-tool that he wields, the warrior must fully think like a hammer: everything he sees could be a nail. Even if unwise, he must challenge any who would go against his cult color, including the sword cult cause that he supports, for the next 1d12 days. While violence isn't required, it is possible, though righteous chastisement and threats will be mandatory.
- A red hammer cultist who espouses equalitarianism would have to confront any wealthy or aristocratic types, not to mention those who might not be too fond of red axery, for 4 days. He'd admonish them as much as possible while likely hope he not be struck too hard in return, let alone have his handiwork criticized.
16+ For the foreseeable future, the hammer warrior will stick to solely productive pursuits. While he certainly will still support his cult color and cause, he'll do so off the battlefield, focusing instead on building, repairing things, and aiding in his allies' productivity. Nevertheless, if he or his loved ones are attacked first (completely unprovoked), he will of course be forced to defend himself and them, thus ending the test. And if his combat skills are sorely needed before that time, another hammer cultist who is undergoing test result #1-9 can always crack him with their hammer to snap him out of it.
- A brown hammerer might decide it's time to hang up his war-hides and don the hides of a craftsman, helping his fellow rough band of brown cultists (and bestialists) make things a little less rough, with new tents, reworked palisade walls, and a rendering area. Nevertheless, once his wife and children have a close call with an old enemy, he realizes it's time again to clobber indeed.
Next week: our series on warrior cults concludes with Warrior Cults: the Hammer, Part III
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