Warrior-Priests of the Hammer
Beaten well and for long enough, all can be made to take the correct shape.
- Spells: Like other warrior-priests, treat them as clerics, except that they know and can cast just 1 spell from their divinity's list per day for each level that they could normally cast. For example, a 5th level warrior-priest of the hammer could cast one 1st, one 2nd, and one 3rd level spell from his list each day. This arrangement should be enough.
- Weapon: Their allowed weapon is of course the hammer. What else would one need?
- Turn: Hammer warrior-priests can't use their divinity's usual turn ability. Instead, they have a more focused and mechanical approach: they can immediately attempt to turn a foe who is currently threatening those that a hammer cultist of their color could bolster, whether of a corresponding axe or hammer cult color, or sword cult cause, by successfully hitting them first.
For example, just as a green hammer cultist could provide support to green axe cultists, other green hammer cultists, and perhaps green sword cultist foresters, so too could a green hammer warrior-priest attempt to turn one who is threatening them- all with a good strike from his hammer! - Mysteries: And rather than be able to use their divinity's mysteries, they can use hammer cult abilities like other hammer cultists can: Batter, Bolster, and Handiwork. They still fight as clerics, but have their spells to make up for it.
- Tests: They experience hammer tests when so triggered by their hammer abilities. They experience divine tests when so triggered by their failure of devotion, potentially by rolling the same magical side-effect thrice for their spells, or for other clerical reasons.
- Detect Tested: What is more, hammer warrior-priests are unique in being able to prepare a new 1st level spell rather than their usual ones: Detect Tested. Treat it as Detect Evil, but it senses those who are undergoing a divine or weapon test instead (whether the one experiencing it is evil or not). Its use can be especially helpful in guiding hammer cultists who are looking for a subject whom they can strike and thereby resolve their own #1-9 hammer tests. Such remedies help the cults they support to endure longer.
Sample Warrior-Priest
Radegar, Lvl 2 hammer warrior-priest of Thor
Align: L, MV: 35', AC 5, HD: 2, HP: 12, Atk: 1, Dmg: 1d8 (warhammer)
SP: warrior-priest of the hammer abilities, spells prepared:
1st Level: Protection from Evil
SV: C2, Mor: 9, Items: hammer holy symbol, warhammer with a red head, chainmail armor, short-winged helmet, red robes & cape, sensible boots, 20 gps
There are more weapons that warriors can wield than the axe, the sword, and the hammer. Until they can be dealt with in more detail, here are some quick ways to incorporate three additional ones. In all cases, treat them like other cult warriors described in this series with regards to requirements. For weapon side-effects and tests, use the axe tables for bows, since it is a primarily offensive weapon. Use the sword tables for daggers, being miniature versions thereof. For spears, use the hammer tables, as they are more countering in character. Their warrior-priests can delineate much the same.
- Bow Cult Warriors
The art of taking down foes at range can rely much on location. Depending on the color of their sub-cult, that might be a place of intense emotions for red, a natural place for green, or a cool area for blue. If unsure, check the axe, sword, or hammer abilities associated with that color. Whatever is decided, the bow cult warrior must be in the correct type of place in order to use his Aim and Barrage abilities. Stricken can be used anywhere, but its possible effects are based on cult color. Otherwise, he can act solely as a normal archer, which can be quite useful too.
Aim: Ready the shot for 1d2 extra rounds to pinpoint the target or to anticipate its movement, gaining the same amount of bonus to hit them.
Barrage: Let loose 1d3+1 arrows during the same round, each with the same penalty to hit as the number fired.
Stricken: No matter the bow cult warrior's location, cause a target so impacted by one of their arrows to experience an effect akin to that of an axe or hammer ability of the same cult color. If the ability doesn't normally allow a way to resist it, then the target may do so by making a Wisdom or a Constitution check. For example, a red bow cultist archer-woman could cause one she hit to make a check or either become enraged or even have an object on their person be destroyed, akin to Batter & Break. She does so to simulate many of the effects of romantic love.
- Dagger Cult Warriors
A small, up-close weapon, it can be devastating when wielded by those who are small (or at least appear to be) and get up close. Some might call its use dishonorable, but they might experience a knife in the dark as a reply. Dagger cultists enjoy a moral flexibility, being able to use their special abilities upon any cause that a sword cultist of the same color and level could smite, half of which (rounded down) they can select, the remaining determined at random each day- calling them all their targeted cults. Therefore, one day a 3rd level white dagger cultist might choose to target the corrupt (a black cult) and end up being able to target the morbid too (a green cult). Another day, that same white dagger cultist might choose a different targeted cult and would likely have a new 2nd one determined at random too.
Concealed Well: Just where has the blade been kept? Prevent it from being detected even if checked once for a weapon, unless one is already holding it in one's hand. Those morons who follow a targeted cult won't even find it on a second try.
Stab at Thee! Gain +3d4 to hit and inflict x3 damage in melee with a dagger against an unaware foe who follows a targeted cult (whether knowingly or not). Suffer the same base amount (3d4) in AC penalty for the next 3d4 rounds, since the strike requires so much of the dagger cultist's attention and exposure, and may likely die during the attempt.
Stinger: Though notably associated with short swords wielded by halflings, the dagger can bring on its own form of poisonous demise, much as the most infernal of winged creatures: the wasp. One so struck by a dagger cultist using this ability can cause their victim to save vs. poison or suffer a great swelling, horrid, growing infection, or both, causing a -1d6 penalty to all rolls- double if belonging to a targeted cult, happening within the next 1d12 hours until cured. Particularly wicked users of this ability (akin to wasps!), will inflict multiple uses of it at once on the victim, leading to their death once three saves in a row are failed.
- Spear Cult Warriors
The classic defensive weapon, the color of the spear sub-cult can make it more effective against those curs who are its notable enemies. Select one cause for every level the spear cult warrior has that they can use their abilities specially against, in a manner similar to how a sword cult warrior can.
Fend Off: Keep one from approaching in melee by gaining an immediate attack at them before they move in, instead of attacking the following turn. Adversaries not wishing that to happen will remain at bay. If it is a member of a rival cult color, then the spear cultist won't even need to give up his next turn to attack either, he'll get another stab at his foe.
Impale: Drive one's spear right through one's hated enemy, causing the one hit to make a Dexterity or Constitution check or take double damage, as well as ongoing single damage from the weapon each additional round while it is lodged in their body. Still, the spear will be out of the fight until one's enemy (or his corpse) is pried off, requiring 1d3 rounds of gruesome work. If it is a member of a rival cult color, then the initial damage is tripled, the ongoing damage is doubled, and the spear can still be used to attack another foe even with the first one's corpse on it!
Set Against Charge: Holding one's attack, inflicting double damage if the spear cultist then hits a foe who is foolishly charging them. If it is a member of a rival cult color, then the damage is tripled, marking them as even more foolish (and more injured). If used in conjunction with a successful Impale, then not only is all the damage compounded, but one's foe is also suspended in the air, unable to move unless of large size (and still alive) or somehow freed, hopefully not via their anus.
Many hammer cultists follow a god for their folk that wields the same weapon, more so than any cult color or cause. Those they incorporate into their deity's tenets. All gets hammered out in the end.
- Charun: Etruscan, bringing souls to the afterlife
- Hephaestus: Greek, forging wonders
- Sucellos: Gallic, good striker, and enjoyer of forests and wine
- Thor: Norse, hurling Mjolnir
- Svarog: Slavic, forging the sky
Most reasonable folk would agree that some causes are innately wicked (e.g. xenocrats), though all brands of weapon devotees can fall into evil. Such fallen ones still follow their cult color's ways after a fashion, but do so in an increasingly depraved manner. Of course, it may be hard to tell whether a weapon cultist has gone mad (an axe or sword cultist especially), is undergoing a test, is simply malevolent on their own, or has in fact fallen, but most folk usually try to keep their distance rather than find out. The person they once were could be dead.
Members of weapons cults who haven't fallen are another matter. They seek out these evil ones to put an end to the danger they pose, especially if they are of the same color or cause, especially because the fallen's actions give the rest of them a bad name! And of course, the fallen may not realize that they've fallen, and therefore see other cults as fallen instead. Who has really gone too far, or not far enough? Hammer cult warriors, not to mention others who master other weapons, will likely be called in regardless to deal with matters.
- Red: Notably destructive and bloody, a branch of red axe cultists, even moreso than is usual for the blood fanatic sword cultists with which they are allied, have taken to drinking lots of their enemies blood. While other red warrior cults might appreciate their aggression, fire, and war-focus, semi-vampirism may even be too much for them- drinking some of one's enemy's blood is commendable- but perhaps it's overdoing it a little? Rumor is, some red equalitarian hammerers lead them, which would explain why they've become so murderous.
- Blue: Though more subtle than a corrupted red cult at first, this group of blue sword cultists are becoming just as harmful, even moreso than demokratists will usually be. No matter the ridiculousness of the 'candidates' in their 'elections', all arguments with them will be a waste of time, as increasingly bizarre policies become enacted on the populace. And when threatened with losing, they simply 'find new voters' (allowing orc and goblin-kind to invade), even if it marginalizes the very ones who elected them. Their blue cult rivals instead recommend 'other methods' to deal with them, those who champion the cause of nation especially.
- Green: What could be harmful with such a color? Many things. While forests and fertility will sustain and please, they can also do the opposite when pushed too far, not to mention the dangers of rampant and morbid abominations that are green too in their sickly ways, Such has led to the destruction of a recent settlement, rumored to be at the hands of some fell bow warrior. It can be hard to tell which green cult he serves. It's certainly not easy.
- Black: Exterminating one's enemies can be rewarding until the method of it endangers those one actually cares about. Whether due to avengement, eliminating invaders and their enablers, or simple corruption, one black sword cult has taken to acquiring the tools to summon an actual demon to lay waste to an area, ostensibly because at least some of the ones there deserve it. Even though they probably do, what fell price will the demon require for such an act?
- White: All is pure and clean and true until it isn't. The filth and war and lack of proper barber-surgery can unhinge even a white cultist, even a dagger warrior-nurse. As she and her growing band cut badly those who aren't the most cleanly or demonstrating the best dental hygiene, they insist it is the other white cults who have fallen. Tartar on one's teeth is obviously a sign of being accursed for one's misdeeds, or so they would certainly claim.
- Gray: Not many intervene, the gray sword cultists especially. As long as raids and would-be tyrants are driven off, they believe they can keep to themselves. A group of gray spear cultists would disagree, tired of all of the nonsense from the cults of other colors, working to run them through on their home turf. The other gray cultists believe this is a bad idea, but stopping their brothers would mean that they would have to intervene too.
- Yellow: Intensity has been known to overflow, whether in the name of defense or the malevolent desire to eliminate a local people. Some group of yellow dagger cultists are doing just that and then some, covertly stabbing many with their unclean blades in an effort to make them drop dead. They remain clever and have so far eluded attempts by other weapon cults to crush them, whether by hiding behind their reputation as honorable sentinels, using their quite dishonorable orc and goblin pets, or simply by moving at lightning speed.
- Purple: Sensible magocrats and noble aristocrats realize that having mundanes and commoners around is essential to keep the land (and their power) functioning. One sect has gone too far, wielding purple staves (treat as spear cultists, except that the points have been removed, causing only 1d4 damage and they cannot Impale) to deadly effect upon any who would defy them. They too agree on the importance of having mundanes and commoners around, though they only do so if they have been thoroughly enchanted to be both subservient and pleasant to look upon and smell, or are slain if they cannot be. That their servants have become no longer mundane nor common is besides the point, even if terrified, their service is impeccable!
- Brown: A mother has murdered her children, and understandably will be sentenced to a horrid death. Her far-too-many fell gynarchist, pink club cult supporters claim it was done simply due to her despondence though over no longer bearing them in her womb, so she chased down every single one. A group of wild cultists of the brown axe have a response: they are on their way to enact some of their own despondence upon her supporters, for they never even had them in a womb at all! How would the other cults respond to the bloodbath? The gynarchists might be dangerous lunatics, upending the natural preeminence of men, but not all of them have slain their own offspring (yet?)
- Gold: In some fool plan to enrich themselves, a cabal of currently well-to-do types, encouraged by a mysterious, demented "Hammer of the MC" is agitating to open a portal to allow in endless goblins to serve them. No matter that they will perform shoddy, unscrupulous work, not to mention that they will obviously destroy the well-to-do types' land (and their wealth along with it), a gold dagger cult is helping them too. Reality will show how they get 'enriched'. It never occurred to them that helping the local humans instead would have brought actual richness to everyone, and not bring in lots of nasty little humanoids.
- Silver: Thefts of large hoards have come to pass, and all eyes turn to the local thieves guild. They of course are tied to the syndicalists, but it is neither they nor the more chaotic silver axe cult that are responsible. Those who investigate further may discover that it is a small group of silver spear devotees of valkyries, with the ability to grow to giant size (giant cult warriors- link, see a bit down the page)- and that's no small matter. They seek hoards of their own so as to provide for their large appetites.
- Bronze: Quite strong, one group has unusually well-disciplined axe cultists, ruthless sword cultists, and hammer cultists that aren't afraid of zealously cracking skulls. Of late, they're even rumored to have uncovered some great relic of devastation, sure to bring more death to their enemies. Other cults are becoming quite concerned. Still, one must unfortunately win the hearts and minds of the populace somehow in order for one's creed to be dominant, and causing too much death can only pit more against you. Isn't that bizarre?
Next week: we begin a series on Gallic divinities
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