Dwarf-Clerics of Thanatos employed as a weapon Steel Chain as whips, but also as a symbol of religious devotion.
The more traditional martial art chain-whip: Chain-whips often included a heavy dart head which would be coated with poison. A chain-whip can bypass a shield or other forms of cover reaching targets behind cover. They can also entangle on a hit.
Weapon Notes Damage Range
Chain-whip Ignore shield/cover 1d4 + Poison 5ft+1ft/ level
May Entangle on hit. or Entangle.
Steel chain links
attached to a
handle and headed
with a Dart head
that may be coated
in poison.
Knowledge: Steel-making by cold-folding iron with oil and silicate glass to form steel (enhanced iron).
The dwarf skill of detect slope doesnt occur linguistically until almost modern times for dwarves so I dont think pre-Kagyar dwarves have any of their inate skills other than to function as craftsmen who work of Iron, glass, and oil into steel (enhanced iron) and wield chains as weapons.
Dwarf-cleric of Thanatos will have a chain shackled to each hand, one or both will be used as steel-chain cestus, or whips, or one as cestus/shield and the other as a whip.
Chain Shackles*
Method Notes
As Whip Ranged Damage (1d4) or entangle.
As Cestus Melee Damage (1hp/ft) 1lb/ft of chain.
As Shield Surpress Damage (-1hp damage/ft).
*The length of the chains are 5ft + 1 ft per level.
Immortality for the Dwarf-clerics of Thanatos
Those Dwarf-clerics of Thanatos reaching a million experience points may become Chain devil (100pp immortal of Enthropy).
Dwarves of Thanatos
Dwarves are only able to attain 12th level maximum. However, this is balanced by the dwarf's special abilities, particularly the better saving throws and infravision. At 12th level, dwarves make formidable fighters.
When dwarves reach 9th level (DwarvenSpecial Abilities: Lets loose the special abilities other than infravision until Kagyar introduces changes to the Dwarves.Lord), they may buildstrongholdsand attempt to establish clans. Thestrongholdswill
beunderground cavernsand complexes located in either mountains or hills.There will be many different clans of dwarves, each gathered under the protection of a Dwarven Lord, butusually only members of the same clan will live together. Dwarven clans are generally friendly with each other and may join forces in times of need, such as when there is a war of natural disaster.Dwarven Lords may hire only dwarven mercenaries, but specialists and retainers of other races may be offered other positions.
Level Limits: lets open this to L36 rather than L12.
Karr-rak: Their stronghold is more a spiritual retreat like a monastary dug into the side of cliffs, mountains or hills. They are Dwarf Clerics (Monks) as opposed to Dwarf Fighters. They cant 'leave' the Monastary. So they may establish no stronghold or Clan unless they break with their existing Monastary/clan or take control of the Monastary by combat. Breaking from the Monastary of Karr-rak carries a death sentance.
Encounters with a kill team sent to take out a clan member who has broken with the monastary will involve 3d4+2 Dwarves under the command of a Warchief (+2 levels above the level of the dwarves under their command)
Restrictions: They specialize in wielding chains as martial weapons wearing no other armor or weapons.
Cleric abilities: Spells and turn undead? Lets apply immortals/artefacts rules. 10,000xp per pp. 15pp for a first level cleric spell, 30pp for a second level cleric spell... recharge at
10 pp/ turn. So a Dwarf Monk of Thanatos might at 8th-9th level (150,000xp) use a 1st level cleric spell once every 90 rounds (1&1/2 turns), or use a second level cleric spell or two first level spells at 9th-10th level (300,000xp) every three turns...
Turn undead at 6th level cleric is 20pp so they can turn undead from 200,000xp as a 6th level cleric in place of a cleric spell.
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