Harbingers

​It was eons ago that the New Gods of Light defeated Al Vingaar’s New Gods on the field of battle known as Secerno Apocryphum. It was there that H’rod sought to right the wrong that was done to him and his minions - the creation of a world for a chosen few (elves, dwarves, humans) on the backs of the many, namely, his followers (and those of his brethren. It seems the lesson was not learned and the only option is to make Palanos’ grandchildren pay, one by one. At last the time for VENGENCE is at hand. Alcirya will be held by those who crafted it.

These Priests of H’rod are quite adept at finding the “downtrodden” (really, anyone with a beef), validating their claim and mete out “justice” through violence or other terrible ends. Sadly, there is no satiating followers of H’rod, no amount of recompense for past wrongs that can be paid to sooth a situation once a Priest of H’rod intervenes.

Since these priests exact a “punishment” that is well beyond what any would consider “just”, they frequently have to perform their missions secretly, so that the local authorities cannot learn of them. These vigilante priests are not appreciated by local governments. Additionally, governments become easy scapegoats for the misery of many and these priests feed from the schism that develops.​

 
Tenets of Faith
​Never allow your fear to gain mastery over you, but drive it into the hearts of your foes.​
​Punish insubordination and disorder.​
​Hone your combat skills to perfection, whether you are a mighty general or a lone mercenary.​
​Hide under the cloak of night, that your deeds might be kept in secret.​
​Kill in H'rod's name and offer each murder as sacrifice.​
Delight in poison, and surround yourself with snakes.​
 
Duties and Rites of the Priest
Guidance

Marriage

Mission: to achieve vengeance when “justice” has been thwarted

Vigilance: ​The priests must keep their ears open and keep track of those who try to avoid the consequences of their actions. ​

Also Known As
Harbingers of (In)Justice, Shadows
 
Worshiped God
H'rod
 
Known Titan(s)
Piranoth (Giants), Urdlen (Gnomes), Blibdoolpoolp (Kuo-toa)​
 
Archetype
​Priesthood of Vengence​
 
Typical Alignments
Any evil alignment. ​
 
Holy Symbol
​Scales (of Justice) out of Balance; Headsman's Axe ​
 
Affiliate Order(s)
Highlords, Watchwardens, Long Fangs
 
Opposition Order(s)
Rising Dragons, Guardians, Hospitilars
 
Leader
​None​
 
Typical Racial Followers
​Giants (Cloud, Desert, Fog, Mountain, Stone, Verbeeg, Wood), Dragons (Black, Brown, Deep), Cloaker, Dao, Grell, Grimlock, Kuo-toa, Lizard Men, Manscorpion, Minotaur, Sahuagin, Tasloi​
 
Dedicated Servants
Githyanki ​
 
Initial Funds
​3d6 x 10 gp (once the priest has bought their equipment, they must return all the remaining funds to their organization except for d3 gp)​
 
Minimum Ability Scores
​Wisdom 12, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.​
 
Race(s) Allowed
Any
 
Followers and Strongholds
​The followers are received at 9th level, and consist of three third-level priests and six first-level priests of the same order, plus one third-level fighter, one third-level mage, one third-level illusionist, one third-level thief, and one third-level bard who act as consultants. The priest may take the following on adventures: Three priests (only one of whom may be third-level), the fighter, the mage, the illusionist, the thief, and the bard. The priesthood will pay for half of the cost of stronghold construction at 9th level. In the construction of the stronghold, its builders must include a courtroom and an execution chamber or field (the method of execution is up to the priests).​
 
Limitations
​Priests of this god must seek out elements of discord and exacerbate them. No slight is too small. Once found, the Priest must guide the issue to a satisfying end – satisfying to him/her of course, but often few others.​
 
Bonus Non-Weapon Proficiencies
Tracking
 
Non-Weapon Proficiencies Recommended
Reading/Writing, Religion
 
Weapon Proficiencies Required
​None​
 
Weapons Permitted
​Dagger/dirk, knife, lasso, scythe, sickle, spear, stiletto, sword/bastard, sword/khopesh, sword/long, sword/rapier, sword/sabre, sword/short, katana, sai, wakizashi​
 
Armor Permitted
​All armor and shields​
     
Granted Powers
Detect Lie, 3/Day

Inspire Fear, acquired at 3rd level ​


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