Long Fangs

​Complete bloodlust and entire civilizations laid to waste are the hallmark of this Priesthood of Du'Makh. Du'Makh as a symbol of war seeks no small conflict, though conflict is always welcomed, nor any chivalric contest. What is desired is complete carnage that knows no boundary, holds no one safe from its chaos. Followers of this priesthood seek conflict whenever possible and for whatever reason. To know peace is to know a time to prepare for the next conflict and to assure that it be as large and as painful as possible. Followers of this Priesthood are rarely subtle, however, on occasion they must lest the diplomats find some devious way to avert the next cataclysmic conflict. Being a priest or follower of the Priesthood of War indicates that you are one of the most malevolent creatures in Alcirya willing to stop at nothing to create discord and violence.​  
Tenets of Faith
​Conquer and destroy.​
​Let your strength crush the weak.​
​Do as you will, and let no one stop you.​
 
Duties and Rites of the Priest
Guidance (Duty)
Marriage (Duty) Mission (Duty) The priests want to and are required to accompany armies on the march of war. At every war, priests of this sect will be in attendance on the officers and rulers of both sides. ​ Vigilance (Duty) The priests of this sect must keep their eyes open against complacency and the tide of philosophies of peacefulness; if a land is too peaceful for too long, they must shake things up and get a war, even a small one, going. ​
Also Known As
The Long Fangs, Fangs of Makh​
 
Worshiped God
Du'Makh​
 
Known Titan(s)
Surtr (Giants), Gruumsh "the One Eye" (Orcs), Maglubiyet (Goblins), Yeenoghu (Gnolls)​
 
Archetype
​Priesthood of War​
 
Typical Alignments
Any Evil
 
Holy Symbol
​Sword Across Banner; Polearms In Formation ​
 
Affiliate Order(s)
Pestulites (Baatu), Harbingers (H'rod)​
 
Opposition Order(s)
Watchwardens (Baatu), Highlords (Evil), Hospitilars (Balera), Brotherhood of the Eye (Caelym)​
 
Leader
​None​
 
Typical Racial Followers
​Giants (Cyclops, Ettin, Fire, Frost, Hill), Dragons (Red, White, Yellow), Orcs, Goblins, Gnolls, Bugbears, Bullywugs, Derro, Hobgoblins, Kobolds, Ogres, Troglodytes​
 
Dedicated Servants
Tanar'ri​
  If you are a Specialty Priest (Theologian):  
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 9, Strength 13. 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 8th level, and consist of one fifth-level priest, three third-level priests and six first-level priests of the same order, plus two fifth-level fighters who act as guards. The priest may take the following on adventures: Three priests of his choice, and one fighter. The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include a large armory chamber.​
 
Limitations
None
 
Non-Weapon Proficiencies Required
Blind-fighting​
 
Non-Weapon Proficiencies Recommended
​Animal Training, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armorer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking​
 
Weapon Proficiencies Required
​No specific weapon required, but priest must choose one weapon from the list of weapons available (in "Weapons Permitted" section) and specialize in that weapon according to normal weapon specialization rules. He is the only priest who can take any weapon specialization.​
 
Weapons Permitted
​Axe, bows (all), dagger/dirk, knife, lance, mace, maul, polearm, spear, swords (all), warhammer, katana, wakizashi​
 
Armor Permitted
​All armor and shields​
 
Major Sphere Access
Combat, Healing
 
Minor Sphere Access
Necromantic, Protection
 
Granted Powers
Incite Berserker Rage
Inspire Fear, Acquired at 5th level ​

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