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View Full Version : Contest Evil Brew Competition I: Me and My Army



Jormengand
2016-02-20, 09:20 AM
Welcome, one and all, to the evil brew competition, where we make original content for villains to use to crush the PCs utterly!

Here are the rules, mainly copied from the ancillary contest, then:


You will be creating a piece of homebrew intended for NPC use. This could be one of many things: classes, monsters, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.



The theme of this contest is armies! Whether you're building them, fighting them, moving them or running away from them. This contest will last until the 20th of March, when a voting thread will be made. Please put all discussion in the chat thread (http://www.giantitp.com/forums/showthread.php?479105-Evil-Brew-Competition-Chat-Thread); this thread's just for entries.

Class format:


Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether it’s Evolving Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolving Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether it’s Evolving Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolving Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.


Creature Format:

Name
Size and Type
Initiative:
Speed: Xft (squares)
Armor Class: XX (modifiers), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment: often/usually/always XX
Advancement: 100-150 of base HD (same size), 151-300% HD (one larger)
Level Adjustment:

Appearance/encounter description

Basic description, including physical parameters and languages/communication

Combat
Description of combat tactics
Special Ability (Ex, Ps, Sp, or Su):
Skills:

(optional:)
Ecology:
Society:
In other campaign settings:

Name
Size and Type
Initiative:
Speed: Xft (squares)
Armor Class: XX (modifiers), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment: often/usually/always XX
Advancement: 100-150 of base HD (same size), 151-300% HD (one larger)
Level Adjustment:

Appearance/encounter description

Basic description, including physical parameters and languages/communication

Combat
Description of combat tactics
Special Ability (Ex, Ps, Sp, or Su):
Skills:

(optional:)
Ecology:
Society:
In other campaign settings:

----------------------

Template Format:

Creating a "WXYZ"
"WXYZ" is an (acquired/inherited) template that can be added to any (applicable creatures) (referred to hereafter as the base creature).
A WXYZ uses all the base creature's statistics and special abiliteis except as noted here.

Size and Type:
Hit Dice:
Speed:
Armor Class:
Attack:
Damage:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
CR Adjustment:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Creating a "WXYZ"
"WXYZ" is an (acquired/inherited) template that can be added to any (applicable creatures) (referred to hereafter as the base creature).
A WXYZ uses all the base creature's statistics and special abiliteis except as noted here.

Size and Type:
Hit Dice:
Speed:
Armor Class:
Attack:
Damage:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
CR Adjustment:
Treasure:
Alignment:
Advancement:
Level Adjustment:

noob
2016-02-20, 12:03 PM
Spell:
Dark gift
Necromancy
Level: 8
Components: V, S, M
Casting Time: 1 full round action
Range: Long (400 ft. + 40 ft./level)
Target: A single creature or object
Duration: Instantaneous
Saving Throw: None(harmless for the army none for the sad target)
Spell Resistance: None(harmless for the army none for the sad target)
With some gestures you can make undead appear around the target
You can send any number of undead in the squares near the target as long as you are carrying all the undead you send and that they are willing
You can send haunt shifted undead this way and in this case they manifest simultaneously.
Component: A cut shrunk gargoyle hand you throw toward the target.

Zale
2016-02-21, 03:32 PM
Some armies are vast soulless beasts that consume nations and leave trails of corpses in their wake. A soldier ceases to be a separate entity and is subsumed entirely into the machine of war.

The following feats are common in highly regimented evil armies, such as those of Asmodeus or certain Lawful Evil nations.

Jackboot Individuality Crushing [Grunt]
Prerequisites: -
When you gain this feat, you must select a single unit of no more than thirty individuals that you serve. This unit must be highly regimented, ordered and have a clear hierarchy of command. Should the unit you serve in be dissolved, you may pledge yourself to a new one by practicing with it's members for at least eight hours.

While acting on an order given by a superior and with at least two other members of your unit, you gain a +2 circumstance bonus to all skill checks so made.

However, when acting in contravention to an order given by a superior or when acting without at least two member of your unit, you suffer a profane penalty to skill checks equal to the number of [Grunt] feats you possess.

Oppressive Number Superiority Technique [Grunt]
Prerequisites: Jackboot Individuality Crushing
The crushing weight of the hierarchy has no time for imperfections. Excellence is expected and demanded.
While acting on an order given by a superior and with at least two other members of your unit, whenever your attack misses an opponent, that opponent suffers a -1 circumstance penalty to their Armor Class until the start of their next turn. Additionally, you may apply any bonus received from flanking to damage rolls.

However, when acting in contravention to an order given by a superior or when acting without at least two member of your unit, you suffer a profane penalty to armor class equal to the number of [Grunt] feats you possess.

Callous Prioritized Sacrifice [Grunt]
Prerequisites: Jackboot Individuality Crushing
While acting on an order given by a superior and with at least two other members of your unit you may use the total defense action to assist any adjacent member of your unit. If used on a superior officer, they gain an additional +2 circumstance bonus to defense. However, any attack that misses the target of your total defense action immediately applies to you as if you had been the target of the attack; you take a -2 circumstance penalty to defense against any such attacks.

However, when acting in contravention to an order given by a superior or when acting without at least two member of your unit, you suffer a profane penalty to attack rolls equal to the number of [Grunt] feats you possess.

Soul Baring Collective Descent[Grunt, Vile]
Prerequisites: Jackboot Individuality Crushing, Oppressive Number Superiority Technique, Callous Prioritized Sacrifice

As long as a member of your unit possesses a feat from the Fighter Bonus Feat list, you may use a standard action to gain that feat. For each feat you are currently gaining, you take a -2 profane penalty to your Charisma score. If this reduces your Charisma score to zero, you may not gain any additional feats (Although you retain the ones previously gained). You retain feats granted by this feat indefinitely or until you lose this feat.

However, if reduced to zero Charisma by this feat, you do not enter a catatonic state. Instead you remain as a soulless shell of a soldier. You lose the ability to make decisions of your own free will; must unquestioningly follow the orders given to you by superiors.

Corrupt Acquisition of Power [Command]
Prerequisites: Jackboot Individuality Crushing, must be a commanding member of your unit
You are not some peon doomed to mindless destruction. You are an officer.

When making commands or orders towards inferior members of your unit, you gain a profane bonus to charisma based skill checks or opposed charisma rolls equal to 1 + the number of command feats you possess.

Agonizing Exploit Attack [Command, Vile]
Prerequisites: Jackboot Individuality Crushing, Corrupt Acquisition of Power, Base Attack Bonus +4, at least one member of your unit must possess Oppressive Number Superiority Technique.

As long as a single member of your unit is threatening a creature, you are considered to be flanking that creature. Additionally, whenever you attack a creature who is suffering from a penalty inflicted by Oppressive Number Superiority Technique you gain a profane bonus to attack and damage rolls equal to that penalty.

Death Transference Technique [Command, Vile]
Prerequisites: Jackboot Individuality Crushing, Corrupt Acquisition of Power, Base Attack Bonus +8, at least one member of your unit must possess Callous Prioritized Sacrifice.

As long as there is an inferior member of your unit adjacent to you, whenever you fail a save you take an immediate action to reroll that save. You must keep the new result, even if it is lower. However, an adjacent inferior member of your unit immediately suffers that effect as if they failed their save.

Balance on these: Probably tetchy. Input on that: Highly desired. If this weren't meant for NPCs I'd probably never make these for fear of the results.

sengmeng
2016-02-21, 08:10 PM
Regalia of Command


http://i68.tinypic.com/23u4cc0.png
I drew it


All items in the Regalia of Command confer a +2 untyped bonus to Intimidate, Bluff, and Diplomacy checks against evil creatures. This bonus stacks with each item in the Regalia of Command.


Helm of Ignorance
We'll do it by the book!

This helmet appears to be a normal black metal helmet with a full face guard and small spikes in a ring around the brow. It does not change the armor class of the wearer. The Helm of Ignorance blocks new ideas from entering the wearer's skull, giving them the effects of a Mind Blank spell as long as it is worn. However, they still make saving throws against spells and effects that cannot affect them. If the wearer passes the saving throw, the wall of bad ideas and obstructionism stuns the caster of the spell or effect for one round. There is no penalty for the wearer failing the saving throw. The wearer gains a +2 to Will saves for each item he currently has that is part of the Regalia of Command.

Strong enchantment [evil]; CL 17th; Craft Magic Arms and Armor, dominate monster, creator must be evil; Price 360,000 gp


Breastplate of Hypocrisy
Do as I say, not as I do!

This +4 breastplate is made of dull black metal and includes armor spikes. The armor spikes are separately enchanted as +3 weapons. To make full use of its effects, the user must be a spellcaster, typically a cleric. Once per round as a swift action, the wearer can choose a cleric domain or spell school that he can cast at least one spell from. He now casts those spells at +1 caster level per item the wearer has that is part of the Regalia of Command, while all other creatures within 1000 feet of him take a -1 to caster level for those same spells per item the wearer has that is part of the Regalia of Command. If the penalty to caster level puts them below the minimum level needed to cast the spell, they cannot cast it. The choice of domain or spell school remains in place until the wearer changes it.

Strong enchantment [evil]; CL 17th; Craft Magic Arms and Armor, dominate monster, creator must be evil; Price 400,000 gp


Chain o' Command
Always respect the Chain o' Command!

This +5 Unholy Spiked Chain is made of dull black metal. Every time a creature is struck with it, they must save versus a Confusion effect (DC 14, +2 for each additional item the wielder has that is part of the Regalia of Command). This confusion lasts for 1d4 rounds, and creatures struck by the Chain o' Command while they are already confused must make a save at the same DC or fall under a Domination effect, as the spell Dominate Monster. This effect cancels the Confusion effect and lasts for 2d4 rounds. There is no limit to the amount of creatures who can be dominated this way, but effectively directing them requires a move action for each separate command (telling all or some of the dominated creatures to attack a single target is a single move action, but different commands for different creatures requires more actions).

Strong enchantment [evil]; CL 17th; Craft Magic Arms and Armor, dominate monster, creator must be evil; Price 500,000 gp


Boots of Underling Kicking
The beatings will continue until morale improves!

These black leather boots have prominently displayed steel plates in the toes and heel. They allow the wearer to make an attack at their highest base attack bonus for 1d8 + Str modifier if it is the only attack made in a round, or at their highest base attack bonus -5 if other attacks are made. Creatures struck by the wearer take a -2 morale penalty to attack and damage rolls against the wearer, and gain a +2 morale bonus on attack and damage rolls against enemies of the wearer. This effect can be negated with a DC 14 will save, and the DC gains +2 for each item the wearer has in the Regalia of Command. The morale effect lasts for 1d4 rounds per item in the Regalia of Command the wearer has.

Strong enchantment [evil]; CL 17th; Craft Magic Arms and Armor, dominate monster, creator must be evil; Price 50,000 gp


Meaningless Title
I'm Supreme Executive Vice Underboss, don't forget it!

The meaningless title is a non-physical item that a creature gains when they have at least three other items in the Regalia of Command. It counts as an additional item and grants the appropriate benefits.

Zaydos
2016-02-21, 09:22 PM
The Church of Hextor - The Fist of Tyranny


Strength through Obedience

Hextor the Lawful Evil god of Tyranny and War, the only Evil god listed as having accepted churches, and one of the few likely and capable of fielding competent armies. While Complete Champion gives a brief overview of Hextor’s church for Lawful Neutral purposes, it does not make it a full affiliation like it does for the Good and Neutral churches. So let us present an affiliation for the church of Hextor, for members of the Fist of Tyranny, for lords of Law and Evil. In addition to the affiliation a variety of character options for Hextorites will be presented below to allow for a villain to serve the Scourge of Battle in a variety of positions, from Enforcer Soldier to Agent of Conquest and even Tyrant Lord. Feats will be presented to allow for the smooth operation of Hextorite armies and the creation of a villainous leader who gains very direct benefits (AC, Atk, Saves, DR) due to the presence of his soldiers, a Vestige-like pact to provide an easy position of command and authority, and if time and creativity permit potentially Hextorian soulmelds and a PrC for captains in the service of the Scourge of Battle.


As an Affiliation


Peace through Domination

The Fist of Tyranny is, more properly, the name of Hextor's (un)holy symbol as it is called by his opponents, but the Scourge of Battle has accepted the name with passion. The church itself goes by many names, and has a myriad number of subdivisions, most notable perhaps being the Blood Iron Legion which serves as its military arm, though its other facets include the Adamant Order which serves as prosecutor, defendant, judge, jury, and when (as it often is) executioners of the church, and even the Flail's Chain which oversees the church's public works and socialistic services.

Unlike the churches of other Lawful deities Hextor's church is quite proactive in expanding its political prowess. It is quick to offer its support to countries which are undergoing a period of weakness, supporting the powers that be in putting down civil unrest one would be wise to suspect there is a catch of some sort. The first is simple, they make themselves a necessary foundation of the current regime, then slowly but surely they work themselves into the country's governmental engine; what king would pick losing his reign over simply allowing the church to see to his heir's education. Other times they move in when chaos has already taken hold, offering a harsh but fair system of justice, one where birthright does not determine your place but instead only merit, a religious meritocracy. Regions controlled by Hextor's forces tend to be prosperous, but harsh the punishments for even the most minor crime severe often including disappearances in the night whether leading to death or forced labor camps differing primarily on the danger they think the figure presents.

Membership in the church of Hextor requires obedience to its tenants and one's superior in the church. This obedience must be unquestioning, with each member of the church functioning as a link in its perfect chain. This loyalty and obedience makes the church work with clockwork precision, moving as a single unit to bring about the will of the Church. The Church works to benefit its members at the cost of those who are not part of the Church. It encourages an Us vs Them mentality, the benefit of the group comes at the detriment of all those who refuse to join its order. Or as the church teaches: Prosperity through Peace, Peace through Domination, Domination through Strength, Strength through Obedience.

The church of Hextor provides its members with training, armaments, and support. Its information network extends even where the church cannot openly operate, and Hextorite spies maintain safe houses and equipment caches for their fellows sent on missions into hostile countries. Within countries where they can operate openly, Hextorian churches maintain small militias to ensure the peace, even to the extent of sometimes acting outside local laws; the law of the church comes before the law of the land after all. In lands where Hextor's church holds power the law of the church becomes the law of the land. Their militias become armies, the Blood Iron Legions, perfectly maintained and drilled into legendary precision. Each soldier within a rank is interchangeable, they are all expected to maintain a certain minimum level of skill, to bear themselves with loyalty and obedience.

It is these armies which provide the god of war with his reputation. Whether working for loyalist countries or as mercenaries their skill is legendary. As a unit they wield power greater than the sum of their parts, each man striking with phenomenal accuracy. They serve as one of the most powerful armies for hire, their forces striking down anarchy wherever it can be found, and the profits of their mercenary activities providing for the church allowing it to create a power base through the improvement of the community making the church of Hextor, despite its totalitarian nature, an attractive addition to the community opening many doors to the Lord of Conquest.

Enemies and Allies:
Members:
Type: Temple.
Scale: 15 (continental)
Affiliation Score Criteria: The church’s doors are always open to new members, but to gain affiliation benefits one must be willing to toe the party line to near perfection and be Lawful-aligned or Neutral Evil.
CriterionAffiliation Score Modifier:
One-Time-
Character Level+1/2 levels
Lawful Evil Alignment+1
Knowledge (religion) 5 ranks+1
BAB +5 or greater+1
Proficient with martial weapons+1
Proficient with the dire flail+1
Hextorite Warrior feat+1
Possess levels in Blood Iron Commander+1
Possess levels in Blood Iron Legionnaire+1
Multiple Use-
Brings a lawbreaker to ‘justice’+1
Bring a traitor to the church to justice+1/2 traitor’s CR
Command a group which slays a CR 8 or higher creature+1/4 creature’s CR
Best a higher ranked Hextorite in single combat+1/4 Hextorite’s CR
Slay a CR 8 or higher servant of Heironeous+1/2 creature’s CR
Stymy the Church of Heironeous and its growth and influence+3
Destroy a temple or sight dedicated to Heironeous+8
Instill a new government+8
Instill a new government dedicated to Hextor+10
Spearhead the introduction of a new law which benefits the church+1
Command a unit within an army during a major war+2
Command an army within a major war+6
Fails in combat against worshipers of Heironeous-4
Breaks a law-2
Associates with known Chaotic creatures-4
Associated with known followers of Heironeous-10
Lose to an equal or higher ranked Hextorite in single combat-1
Lose to a lower ranked Hextorite in single combat-2
Refuse a challenge from a Hextorite to single combat on insufficient grounds-2

Titles, Benefits, and Duties:

Affiliation
ScoreTitle: Benefits and Duties:
3 or lowerNo affiliation
4-11Enforcer Soldier: 1/day as a free action gain a +1 bonus to AC for 1 minute as long as you wield a melee weapon which you can attack with without provoking attacks of opportunity. This bonus is increased to +2 if you wield a variety of flail. To gain this rank of benefit you must pay a 500 GP tithe to the church (this is a 1 time cost).
12-21Lieutenant of the Mailed Fist: 1/month you may requisition a squad of soldiers from the church of Hextor. You gain a number of soldiers (drawn from classes at the DM’s discretion) equal in level and number to the amount of followers you would gain with the Leadership feat. These soldiers serve you for 2 weeks. If you cause a significant number of deaths to these soldiers (at least ½) for a cause not directly in the service of Hextor or for a failed agenda you lose 1 point to your Affiliation Score. To gain this rank of benefit you must pay a 2000 GP tithe to the church (this is a 1 time cost).
22-29Enforcement Commander: Gain a +1 bonus on attack rolls made against Chaotic creatures or worshipers of Heironeous. To gain this rank of benefit you must pay a 2000 GP tithe to the church (this is a 1 time cost). To gain this rank of benefit you must pay a 4500 GP tithe to the church (this is a 1 time cost).
30-40Agent of Conquest: Once per day you may grant yourself and all allies which can hear you a +2 morale bonus to damage for 1 minute. To gain this rank of benefit you must pay a 8000 GP tithe to the church (this is a 1 time cost).
41 or greaterTyrant Lord: Once per day when you strike a creature for enough damage to kill or destroy it you may choose to instead dominate it as if with Dominate Monster negating the damage completely. They are allowed a Will save (DC 19 + your Str or Cha) to resist this effect and the domination only lasts for 1 hour per 2 points of your Affiliation Score. This is considered a mind-affecting fear effect, and ends immediately if they are out of your presence (or unaware of your presence and conscious) for more than 10 minutes. To gain this rank of benefit you must pay a 12,500 GP tithe to the church (this is a 1 time cost).


Hextorite Feats

Hextorite Soldier: [General]
You have been trained in the martial order of the Hextorites, drilled into perfect unison with your fellow Hextorites so that each of you complement each other, forming the iron chain of the tyrant’s flail.
Prerequisites: Patron deity Hextor.
Benefit: When adjacent to another creature with this feat you gain a +1 bonus to attack rolls and AC. This bonus stacks for being adjacent to multiple such creatures up to a bonus of the number of feats which require Hextorite Soldier as a prerequisite +1 or +2 if you are currently wielding a variety of flail and are proficient in it.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Armor: [General]
You are shielded by the proximity of your allies, your flesh seeming to harden with their nearness.
Prerequisites: Patron deity Hextor, Hextorite Soldier
Benefit: You gain DR equal to the bonus you receive from Hextorite Soldier.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Commander: [General]
You have been trained as a commander of Hextor’s forces, learning how to use them to the best effect.
Prerequisites: Patron deity Hextor, Cha 13+, Hextorite Soldier, character level 3+.
Benefit: While you are conscious any creature with Hextorite Soldier under your command able to see or hear you is considered to have one additional creature with the Hextorite Soldier feat adjacent to them; you are not considered to be under your command for this purpose. If you have any creatures with Hextorite Soldier under your command which you can see or hear you are considered to be adjacent to each of them. You may only benefit from commanding or being commanded with this feat (whichever is more beneficial to you) and only one instance of this feat no matter how many chains of command are present in the battle. No creature may count as commanded by 2 different characters with Hextorite Commander simultaneously (if one is no longer able to provide the benefit to a creature it can immediately count towards the other) only the higher ranked commander counts though they may forgo counting commanding a Hextorite and delegate that command to a lower ranking member.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Coordination: [General]
You are skilled at coordinating with your fellow Hextorites to bring down a common foe.
Prerequisites: Patron deity Hextor, Hextorite Soldier.
Benefit: When you and an adjacent creature with the Hextorite Soldier feat both threaten the same creature it is considered flanked. If you and adjacent allies put together have at least 2 feats (counting this one) with Hextorite Soldier as a prerequisite you may ignore All-Around Vision for determining whether the target may be flanked. If you and adjacent allies put together have at least 4 feats (counting this one) with Hextorite Soldier as a prerequisite you may ignore Improved Uncanny Dodge. you and adjacent allies put together have at least 6 feats (counting this one) with Hextorite Soldier as a prerequisite you may ignore type based flanking immunity other than amorphous. If you and adjacent allies put together have at least 8 feats (counting this one) with Hextorite Soldier as a prerequisite you may ignore any form of immunity to flanking. These means of ignoring flanking immunity only apply when flanking through this feat.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Grace: [General]
You are protected by your faith in Hextor and your fellows on the battlefield.
Prerequisites: Patron deity Hextor, Hextorite Soldier.
Benefit: The bonus from Hextorite Soldier also applies to all saving throws.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.
Special: This feat is a supernatural ability.

Hextorite Power: [General]
You have special divine powers bestowed by the Scourge of Battle, granting you the ability to invoke certain magical effects in battle.
Prerequisites: Patron deity Hextor, Hextorite Soldier, character level 9th.
Benefit: You gain the ability to use Flame Strike, Righteous Might, and Dominate Person each once per day as spell-like abilities. Caster level is equal to your character level.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Presence: [General]
You have special divine powers bestowed by the Scourge of Battle, granting you the ability to invoke certain magical effects in battle.
Prerequisites: Patron deity Hextor, Hextorite Soldier, character level 6th.
Benefit: You gain the ability to use Mass AidSpC, Mass Shield of FaithSpC, and Prayer each once per day as spell-like abilities.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Resistance: [General]
You are protected by your faith in Hextor and your fellows on the battlefield, turning aside fire and ice, to weather blows that would kill lesser men.
Prerequisites: Patron deity Hextor, Hextorite Soldier.
Benefit: You gain energy resistance against all five energy types (acid, cold, electricity, fire, and sonic) as well as desiccation resistance equal to twice the bonus you receive from Hextorite Soldier or three times in the case of fire.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.
Special: This feat is a supernatural ability.

Hextorite Toughness: [General]
Your will is supported by the chain of tyranny, your body unflagging until that is broken.
Prerequisites: Patron deity Hextor, Hextorite Soldier, Con 13+.
Benefits: You gain a +1 bonus to Will saves when at more than half health or when you have at least 1 other creature with the Hextorite Soldier feat adjacent to you. In addition you gain 2 additional hit points +2 per feat with Hextorite Soldier as a prerequisite you possess.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Warrior: [General]
You draw support from your allies to aid you in battle making it easier to perform a variety of combat maneuvers.
Prerequisites: Patron deity Hextor, Hextorite Soldier, BAB +1.
Benefit: When you provoke an attack of opportunity for making a Special Attack action (Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder, or Trip) you gain a bonus to your AC equal to that granted by your Hextorite Soldier feat. When you make an opposed roll, that is not an attack roll, as part of a Special Attack action (Bull Rush, Feint, Grapple, Overrun, or Trip) you gain a bonus to the opposed check equal to that granted by your Hextorite Soldier feat.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Hextorite Wrath: [General]
You are trained to strike hard in the presence of your comrades, allowing them to bolster you with their presence.
Prerequisites: Patron deity Hextor, Hextorite Soldier.
Benefit: The bonus from Hextorite Soldier also applies to melee weapon damage. If you are wielding a flail of any sort you gain an additional +1 bonus to damage as long as you are adjacent to another creature with the Hextorite Soldier feat.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Iron of Tyranny: [General]
You are warded by the Tyrant God’s blessing protecting you from the magic of foes.
Prerequisites: Patron deity Hextor, Hextorite Soldier, Character level 9+.
Benefits: You gain Spell Resistance 12 + character level against spells cast by non-Hextorites. You may cause this spell resistance to apply to a specific Hextorite as a standard action or lower it against them again as a standard action.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.
Special: This feat is a supernatural ability.

Scourge of Hextor: [General]
You are a master of the flail, able to more effectively strike the weakest point.
Prerequisites: Patron deity Hextor, Hextorite Soldier.
Benefit: When wielding a variety of flail your critical threat range is increased by an amount equal to the bonus you gain from Hextorite Soldier. This increase stacks with Improved Critical or Keen but is not multiplied by such effects.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.

Shield of Tyrannical Unity: [General]
You are able to provide yourself and allies with resistance from area effects.
Prerequisites: Patron deity Hextor, Hextorite Soldier
Benefit: While wearing a shield and adjacent to a creature with Hextorite Soldier you gain Evasion. If they have at least one more feat which requires Hextorite Soldier (in addition to this one in your case) they gain Evasion as well. If you have at least 2 other feats which require Hextorite Soldier (not counting this one) you gain a +2 to Reflex saves when this feat is active as if you had Cover (this does not stack with actual cover), and if an adjacent ally has at least 2 feats which require Hextorite Soldier they gain this benefit as well. If you have at least 4 other feats which require Hextorite Soldier (not counting this one) you gain a +4 to Reflex saves and Improved Evasion when this feat is active as if you had Improved Cover (this does not stack with actual cover), and if an adjacent ally has at least 4 feats which require Hextorite Soldier they gain this benefit as well.
Special: If you are Evil aligned you may choose to count this feat as a Vile feat whenever beneficial to you.
Special: This feat is a supernatural ability.


Tyrannous Steel - The Armaments of Hextor

The church of Hextor is an army, and an army is only as effective as their weapons. It should come as no surprise therefore that the church of Hextor has designed specialized weapons all their own.

Blood Iron (New Weapon Material): This steel is forged through a series of special rituals kept secret within the church of Hextor. It is known to require the sacrifice of war prisoners, though the church claims to outsiders at least that war beasts are more than sufficient. Whatever the truth the forging process requires knowledge of weapon crafting and the religious rituals of Hextor. The metal produced is sanctified to battle, intended only for use as weapons. Blood Iron provides no benefit in the hand of a Chaotic or Good creature regardless of their other alignment axis. When in the hands of a Lawful creature blood iron weapons deal +1 damage to Chaotic creatures and overcome DR as lawful. When in the hands of an Evil creature blood iron weapons deal +1 damage to Good creatures and overcome DR as Evil. Blood iron's forging method makes it incompatible with adamantine, alchemical silver, and cold iron and requires a metallic striking surface. A blood iron weapon costs triple the (base) price of a normal weapon.



Blood Iron Legionnaire - Elite Soldiers of the Fist of Tyranny (Prestige Class)

Blood Iron Legionnaires are the elites of the Hextorite legions. While even among those legions most are mere warriors or commoners, Blood Iron Legionnaires take the positions of sergeants and powerful rallying points. The mere presence of a Legionnaire among a unit can bolster its fighting prowess, allowing them to spread out into a looser formation and engage more effectively in skirmish situations, as well as giving them a certain amount of resistance to the most devastating threats to military formations.

Blood Iron Legionnaires are harsh, disciplined, and a well-oiled part of the military machinery of Hextor's church. They rarely act alone, gaining strength through unity, unity through purpose, and purpose from obedience. Blood Iron Legionnaires, escorted by soldiers of the church, serve as the hammer of Hextor, striking out hard and fast to bring about the church's desires.

Becoming a Blood Iron Legionnaire

There is one true path to become a Blood Iron Legionnaire: Training by the church of Hextor. This training involves much of the same training as for any Hextorite soldier, drills, coordination practice, and a general boot camp, but the Legionnaire will undergo harsher and stricter training, always being expected to succeed flawlessly. At the end of this training they will normally be anointed in the blood of a (usually sentient) sacrifice as a Blood Iron Legionnaire ready to go forth and work the will of the Scourge of Battle.

Most Blood Iron Legionnaires begin their careers as fighters or paladins (of tyranny). Those that do not can be drawn from among a variety of sources whether (evil) knights, duskblades, samurai, rangers, or other martially inclined characters. Clerics of Hextor, rogues, and others are rarer among the Blood Iron Legion but not unheard of.

Prerequisites:
Affiliation Score: 4 - Waive this prerequisite if affiliations are not used.
Skills: Intimidate 3 ranks, and one of Knowledge (religion), Profession (siege engineer), or Profession (soldier) 3 ranks.
Patron Deity: Hextor.
Feats: Hextorite Warrior, and any one feat which possesses it as a prerequisite or one of Weapon Focus (any flail), Improved Critical (any flail), or Exotic Weapon Proficiency (any exotic flail).

HD Type: d10.

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill points per Level: 4 + Int.

BLOOD IRON LEGIONNAIRE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special



1

+1

+2

+0

+2
Blood Iron Prowess, Bonus Feat



2

+2

+3

+0

+3
Legion's Aid, Loose Formation



3

+3

+3

+1

+3
Blood Iron Soldier, Legion's Unity



Weapon and Armor Proficiencies: A Blood Iron Legionnaire gains proficiency in flails, heavy flails, dire flails, as well as light, medium, and heavy armor and shields (excluding tower shields). To fight in the Blood Iron Legion requires skill in its favored armaments.

Blood Iron Prowess: Blood Iron Legionnaires move as one, the skill of one the skill of all. When adjacent to another creature with this ability a Blood Iron Legionnaire can use their BAB in place of their own. BAB gained this way does not grant additional attacks as part of a full attack action.

Bonus Feat: A Blood Iron Legionnaire gains a bonus feat that requires Hextorite Warrior as a prerequisite and that they meet the prerequisites of.

Legion's Aid (Ex): A Blood Iron Legionnaire knows when it's better to help their ally than seize glory for themselves. Beginning at 2nd level a Blood Iron Legionnaire may use Aid Another from up to 10 ft away per class level, and when they use Aid Another to improve AC or attack rolls it applies to all attacks from/against the selected creature.

Loose Formation (Ex): A Blood Iron Legionnaire is trained to fight in skirmishes as well as line formations. Beginning at 2nd level you are considered to be adjacent to creatures (and they adjacent to you) for the purpose of Hextorite Warrior, feats which require Hextorite Warrior as a prerequisite, and Blood Iron Prowess as long as you are within 10 ft of them per class level.

Blood Iron Soldier: A Blood Iron Legionnaire's life belongs to the legion. Beginning at 3rd level they are considered to have 1 more feat with Hextorite Warrior as a prerequisite than they actually do as are allies within 30 ft which have Hextorite Warrior.

Legion's Unity (Su): A Blood Iron Legionnaire is a beacon of defense and a pillar for their fellows. Beginning at 3rd level when a Blood Iron Legionnaire and one or more creatures with the Hextorite Warrior feat within 30 ft make a saving throw against an effect they each use the highest die result among those creatures with Hextorite Warrior affected, however they each use their own modifier. For example if a Blood Iron Legionnaire and 2 allies with Hextorite Warrior within 30 ft would all be hit by a fireball and roll 3, 8, and 15 on their Reflex saves (before modifiers) they each are considered to have rolled a 15 and then apply their own respective modifiers to it.


Blood Iron Commander - Field Commander of the Fist of Tyranny (Prestige Class)

Where the Blood Iron Legionnaire is the backbone of the Blood Iron Legions, the individual corporals, sergeants, and even captains which command its forces the Blood Iron Commander is the brain of the legion. Blessed with holy might by Hextor himself, each Blood Iron Commander is a presence of fear and respect both to their men and to their foes.

A Blood Iron Commander wields a spiritual and mystical bond with their troops, literally drawing power from their men, even as they empower their men. They wield a small smattering of divine spells granted them by Hextor which allows them to heal and further empower their troops, as well as the ability to spur their men into further action, to summon legions of devils to their service, and even force the shades of the dead to fight on past their demise.

Becoming a Blood Iron Commander:

All Blood Iron Commanders have proven their value as military squad leaders on the battlefield and in the eyes of the Church of Hextor and their dread god. Many were once Blood Iron Legionnaires who have moved up through the ranks of Hextor's church. Others were simply priests, or warriors devoted to Hextor. All Blood Iron Commanders demonstrate a basic knowledge of Hextorite dogma, as well as a definitive skill at inspiring fear in others; a Hextorite commander is feared and respected by his men.

Prerequisites:
Affiliation Score: 12 - Waive this prerequisite if affiliations are not used.
Intimidate: 9 ranks.
Knowledge (religion): 4 ranks.
Patron Deity: Hextor.
Feats: Hextorite Warrior, Hextorite Commander.

HD Type: d8.

Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).
Skill points per Level: 4 + Int.

BLOOD IRON COMMANDER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Spells per Day








1st
2nd
3rd
4th
5th
6th
7th
8th


1st

+0

+2

+0

+2
Aura of Law and Evil, Blood Iron Warrior, Call Diabolic Legion
1
1
-
-
-
-
-
-


2nd

+0

+3

+0

+3
Motivate Move Action
2
1
1
-
-
-
-
-


3rd

+0

+3

+1

+3
Improved Hextorite Commander
2
2
1
1
-
-
-
-


4th

+0

+4

+1

+4
Motivate Swift Action
3
2
2
1
-
-
-
-


5th

+0

+4

+1

+4
Improved Diabolic Legion
3
3
2
1
1
-
-
-


6th

+0

+5

+2

+5
Motivate Standard Action
4
3
2
2
1
-
-
-


7th

+0

+5

+2

+5
Shield Army
4
3
3
2
1
1
-
-


8th

+0

+6

+2

+6
Motivate Full Round Action
4
4
3
3
2
1
1
-


9th

+0

+6

+3

+6
Armored by Leadership
4
4
4
3
3
2
1
-


10th

+0

+7

+3

+7
Shadow Army
5
4
4
3
3
2
2
1


Weapon and Armor Proficiencies: A Blood Iron Commander gains proficiency in flails, heavy flails, dire flails, as well as light and medium armor. To command the Blood Iron Legion requires a certain amount of skill in its favored armaments.

Aura of Law and Evil: A Lawful Blood Iron Commander possesses an Aura of Law equal to that of a Lawful cleric’s and an Evil Blood Iron Commander possesses an Aura of Evil equal to that of an Evil cleric’s.

Blood Iron Warrior (Su): A Blood Iron Commander waxes powerful as they command more and more troops. A Blood Iron Commander gains an increase to their BAB equal to the number of troops possessing the Hextorite Soldier feat that they command (with Hextorite Commander) up to an increase of their Blood Iron Commander level plus +1 per 3 Blood Iron Commander levels you possess rounded up. This can never increase your BAB to above your character level plus +1 per 3 Blood Iron Commander levels you possess rounded up. This ability does not stack with Divine Power or other abilities which set your BAB to a certain number, use only the better BAB.
Level Max Base Attack Bonus Increase

1
+2

2
+3

3
+4

4
+6

5
+7

6
+8

7
+10

8
+11

9
+12

10
+14


Call Diabolic Legion (Sp): Among the gods Hextor has one of the best relationships with the devils of Baator, his Blood Iron Commanders are thus able to tap into ancient pacts to summon diabolic legions to their cause. Once per day a Blood Iron Commander may summon 1 Legion Devil (FCII page 122) per class level as a standard action. These legion devils serve the Blood Iron Commander for 1 minute per class level before vanishing. These summoned devils possess the Hextorite Warrior feat as a bonus feat. If FCII is unavailable use Hellhounds instead. This is the equivalent of a 3rd level spell + 1 spell level per 2 class levels.

Spellcasting: A Blood Iron Commander casts spells from their own unique spell list. Like a Warmage, Beguiler, or Dread Necromancer they do not need to prepare spells but instead know all spells on their spell list of any level they have access to and may cast them spontaneously. They are, however, Divine spells. A Blood Iron Commander must have a Charisma score of 10 + the spell level to cast a spell, their spell save DCs and bonus spells are both derived from Charisma. A Blood Iron Commander may not cast [Chaotic] or [Good] spells. A Blood Iron Commander's caster level is equal to their character level to a maximum of their Affiliation Score in the Fist of Tyranny (if affiliations are not used it simply equals their character level).

1st: Bane, Bless, Cause Fear, Create Water, Cure Light Wounds, Detect Magic, Divine Favor, Shield of Faith, Summon Monster I
Spell Compendium: Blessed Aim, Conviction, Resurgence

2nd: Aid, Align Weapon, Cure Moderate Wounds, Lesser Restoration, Shatter, Spiritual Weapon, Status, Summon Monster II
Spell Compendium: Close Wounds, Quick March, Stabilize.

3rd: Cure Serious Wounds, Dispel Magic, Greater Magic Weapon, Magic Circle against Chaos/Good, Magic Vestment, Prayer, Summon Monster III
Spell Compendium: Mass Aid, Mass Conviction, Mass Resurgence.

4th: Cure Critical Wounds, Divine Power, Lesser Planar Ally, Order's Wrath, Restoration, Summon Monster IV, Sending, Unholy Blight.
Spell Compendium: Panacea, Recitation, Mass Shield of Faith.

5th: Commune, Dispel Chaos/Good, Flame Strike, Mass Cure Light Wounds, Raise Dead, Righteous Might, Summon Monster V.
Spell Compendium: Death Throes, Revivify, Righteous Wrath of the Faithful.

6th: Blade Barrier, Greater Dispel Magic, Heal, Heroes' Feast, Mass Cure Moderate Wounds, Planar Ally, Summon Monster VI.
Spell Compendium: Bhargest's Feast, Revive Outsider, Zealot Pact
Below: Deathbound Legion, Hextor's Blessed Form, Striking Fists of War.

7th: Blasphemy, Destruction, Dictum, Greater Restoration, Mass Cure Serious Wounds, Power Word Blind, Resurrection, Summon Monster VII.
Spell Compendium: Blood to Water, Evil Glare, Mass Restoration.

8th: Earthquake, Greater Planar Ally, Mass Cure Critical Wounds, Mind Blank, Power Word Stun, Shield of Law, Summon Monster VIII, Unholy Aura.
Spell Compendium: Death Pact, Hellish Horde.


Motivate Move Action (Su): With a shout a Blood Iron Commander may lash out at an ally with the voice of the Scourge of Battle urging them into a burst of activity which passes beyond their mortal limits. Beginning at 2nd level, 1/day per 2 class levels as a standard action you may grant an ally which can hear you a bonus move action immediately on your action; if they are flat-footed they cease to be flat footed. At 6th level you can grant a Standard action instead of a Move. At 8th level you may grant a creature a Move and Standard action this way (it only uses 1 use).

Improved Hextorite Commander (Ex): A Blood Iron Commander is the greatest field commander that Hextor’s blood iron legions may bring to bear. Beginning at 3rd level a troops under a Blood Iron Commander’s command (through the Hextorite Commander) feat are considered to have a number of additional adjacent allies with the Hextorite Warrior feat equal to the number of feats with Hextorite Warrior as a prerequisite plus one.

Motivate Swift Action (Su): A quick cry brings the Scourge of Battle into the mind of his servants. Beginning at 4th level you may use a daily use of Motivate Move Action as a Swift action to grant an ally the immediate use of a Swift Action or to recover a Swift action for their next turn that has already been spent as an Immediate Action.

Improved Diabolic Legion: As a Blood Iron Commander gains favor in the eyes of Hextor so to does the quality of the servants given to them. Beginning at 5th level when a Blood Iron Commander uses Call Diabolic Legion the summoned Legion Devils use your Will save modifier in place of their own when within 60 ft of you, gain 2 additional feats from the list and an additional one at 10th level, their Damage Reduction is increased by your class level and requires a Good weapon to overcome, gain 10 temp hp per class level to their hit point pool (not to each individual devil’s hit points), and they gain Spell Resistance of 15 plus your class level. If you are using Hellhounds instead they gain 20 temporary hit points each.

Shield Army (Su): Your presence places your troops under the benefit of Hextor’s aegis and protection, sheltering them and protecting them. Beginning at 7th level troops you command with Hextorite Commander take half damage from any damaging effect which would affect multiple of them at once. In addition at the start of your turn they gain temp hp equal to twice the number of Hextorite feats they possess, these temp hp last one round.

Armored by Leadership (Su): Hextor values his commanders, and just as your presence shields your troops theirs shields yours. Beginning at 9th level you gain class level in temp hp per troop you command with Hextorite Commander up to 1 troop per class level + 1 per 3 class levels or fraction thereof.

Shadow Army (Su): Hextor’s command works even beyond death, and as his representative a Blood Iron Commander’s command can work on the metaphysical presence of their troops, a shadow of them forming with their deaths to serve as they served in life. Beginning at 10th level when a troop serving a Blood Iron Commander (through the Hextorite Commander feat) dies regardless of the means a shadow duplicate is created emerging from the corpse (or location of death if no corpse) as a dark, blood red duplicate. This shadow duplicate is only partially real, only 40% real (as if created by Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjuration.htm) except 40% real), and like that spell allow a Will save (DC 10 + your class level + your Charisma modifier) to disbelieve. Active effects on creatures that were slain are not in effect on the new creature though they are still under your command (absolutely now) and any abilities they had used remain expended. These shadow duplicates remain for 1 minute or if they were summoned creatures initially until the end of the summoning effect’s remaining duration whichever is shorter.



Thralls of Tyranny - A Hextorite Bestiary

As any great evil god Hextor possesses monstrous servants. The most famous of these include the devils in his legions, his aspects, and blood golems, but these are not the full extent of the monsters sworn to his name. For full information see lower post. (http://www.giantitp.com/forums/showthread.php?479104-Evil-Brew-Competition-I-Me-and-My-Army&p=20495729#post20495729)


Iron of All Alloys - Hextorite Material for Specific Classes/Subsystems

For full info on all entries see below (http://www.giantitp.com/forums/showsinglepost.php?p=20473921&postcount=7)


Hextorite Spells

The Scourge of Battle has blessed his priests with certain specialized magics which reflect his divine nature first and foremost, spells to assume his likeness and his power. While some of these spells have been imitated by mortal mages, they remain the special magic of his clergy.

For full info see below (http://www.giantitp.com/forums/showsinglepost.php?p=20473921&postcount=7)


Hextor as a Vestige

While a full-fledged god and therefore in no way a vestige, Hextor can lend his power to soulbinders who call to him. In so doing he places a piece of himself into the binder granting them power, although this does in theory cost Hextor a minute fraction of his power. For further detail see below (http://www.giantitp.com/forums/showsinglepost.php?p=20473921&postcount=7).


New Utterance

See lower post. (http://www.giantitp.com/forums/showsinglepost.php?p=20473921&postcount=7)


The Bloody Scourge - The Sublime Arts of Hextor

See lower post. (http://www.giantitp.com/forums/showsinglepost.php?p=20473921&postcount=7)

Lanth Sor
2016-02-22, 08:01 PM
Villainous Organization Feats
To take any [Lackey], [Minion], or [Villain] feat you must qualify as that category at the time of taking the feat.
[Lackey] Someone who falls under the tables limitations and has a Villain they follow. The Villain may not have elevated you to Minion status.
[Minion] The Villain has payed special notice to you and you no longer fall under the lackey table. You minions are limited however and generally speaking until the villain has roughly CR 8+ they only have one of you. CR may never exceed your villains - 2.
[Villain] You are the leader of the organization. There is no one you answer to. You gain a lackey score and if you do have any minions before CR 8 you likely only have one. As your CR raises you tend to attract more Lackeys and occasionally one or two proves themselves worthy of your special attention.



Minion's Discovery [Minion]
Master command over your lackeys.
Prerequisite: IL 1
Benefit: Gain access to Minion's Million Lackeys martial discipline.
Special: This is the only way to learn the discipline and requires 1 month training with a group of lackeys or being trained by a minion with 5th level maneuvers form the Minion's Million Lackeys discipline.

Villain's Best Minion [Minion]
Your so good at being a minion more people want to follow your villain.
Prerequisite: CR 3
Benefit: Your Villain adds 1/3 your CR to their CR for determining how many lackeys they can have. Any lackeys gained from you are intensely loyal to you and will follow you even if your villain dies. Should the villain die your lackeys follow you to any new villain you choose to follow. If their new score could not support the lackeys then they slowly disappear due to unrest at a rate of 1d4 per day until they no longer exceed the villains max lackeys.
Special: Should you become a villain you instead add 2 to you CR for determining the max number of lackeys. If multiple minions have this feat for the same villain then determine how many are gained from them all and divide them based on the total CR contribution.

Villainous Assumption [Minion]
Your lackeys really favor you and look up to you enough to follow you with out a Villains say.
Prerequisite: CR 11, Villain's Best Minion
Benefit: You have your own villain level for lackeys and can attract a minion. Every 10 lackeys you have count as 1 lackey for the villain and every minion counts as 2 lackeys for the villain.
Special: Should you become a villain you instead add 2 to you CR for determining the max number of lackeys.

Minion's Million Lackeys

Minions get tired of replacing lackeys so one particularly ingenious minion found himself using incentives to mislead others into following his orders.

Zaydos
2016-02-26, 10:31 PM
Continued from above (http://www.giantitp.com/forums/showsinglepost.php?p=20452116&postcount=5)


Iron of All Alloys - Hextorite Material for Specific Classes/Subsystems

While some of the Fist of Tyranny's specialized skills are available to members of all base classes, a mage can in theory become a Blood Iron Legionnaire, a rogue a Blood Iron Commander and any character can take Hextorite Soldier and its related feats, the same is not true of all. Below are options more limited in scope, which either require the inclusion of a specific subsystem, or the use of certain class specific options. For example spells (require you to be the class that grants them), martial maneuvers (6th plus require you to have associated class levels, 1-5 can be picked up with a feat), an utterance, and a vestige.


Hextorite Spells

The Scourge of Battle has blessed his priests with certain specialized magics which reflect his divine nature first and foremost, spells to assume his likeness and his power. While some of these spells have been imitated by mortal mages, they remain the special magic of his clergy.

New Rules - Worship Component: Listed in the components line this simply indicates that one must worship a specific god (in the case of all spells below Hextor) to cast the spell as a cleric or other divine spellcasting class (Favored Soul, Druid, etc). When cast as an arcane spell the worship component can be ignored.


Deathbound Legion:
Necromancy [Evil, Lawful]
Level: Blood Iron Commander 6, Cleric 6
Components: V, S, M, DF, Worship.
Casting Time: 8 hours.
Range: See below.
Targets: See below.
Duration: 1 day/caster level or until expended.
Saving Throw: No (willing only).
Spell Resistance: No (willing only).

Anointing an army in the name of your god you send them forth a legion of blood and iron, bound to Hextor's will even in death. For death does not spell defeat for the Blood Iron Legions.

This spell requires a lengthy ritual to cast, taking 8 hours of work. As part of this spell you must anoint each target with a few drops of unholy water as they swear an oath to serve Hextor in life and death. They must then remain within 1 mile during the completion of this spell. After which time if they die in battle in the service of Hextor then they rise again as Iron-Dead (http://www.giantitp.com/forums/showsinglepost.php?p=20473921&postcount=7) 1d4 rounds later. These Iron-Dead last until the end of the battle and 1 minute per caster level thereafter; if they deanimate in this way they may be animated as another form of undead, but they cannot be raised (although they can be resurrected). You may affect up to 200 humanoids per caster level with each casting of this spell.

Material Component: 1 vial of unholy water (costing 25 GP) per 100 soldiers to be affected.

Worship: You must worship Hextor to cast this divine spell.

Hextor's Blessed Form
Transmutation/Necromancy [Evil, Fear, Lawful]
Level: Blood Iron Commander 6, Cleric 6, sorcerer/wizard 8
Components: V, S, F/DF, Worship
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level.

Invoking the Scourge of Battle, you take on aspects of his form, four arms growing from beneath your shoulders till three arms sit on each side of your body, strength coursing through you, as you wade across the battlefield and aspect of terror.

When you cast this spell you immediately grow arms until you have six arms (if you already have six arms or more arms you do not grow additional arms nor do you lose existing arms). These arms function in all ways as normal arms and when using them any Two-Weapon Fighting feats you possess count also as Multi-Weapon Fighting feats, and you gain the Multi-Weapon Fighting feat if you do not already have it. When wielding a flail (even a heavy flail) with these arms you may treat it as a light weapon for the purposes of multi-weapon fighting and suffer no penalty for wielding multiple weapons.

While this spell is in effect you gain a +6 enhancement bonus to Strength and temporary hit points equal to twice your caster level. Finally you gain an intimidating presence. When you attack enemies within your melee reach must make a Will save (this spells save DC) or be shaken for the duration of this spell. A successful saving throw negates this effect on that enemy and renders them immune to the intimidating presence granted by this spell or any other instance of this spell you cast, for 24 hours. This shaken status never stacks with other fear effects to increase to frightened.

Arcane Focus: The unholy symbol of Hextor.

Worship: You must worship Hextor to cast this divine spell.

Striking Fists of War:
Evocation [Acid, Evil, Force, Lawful]
Level: Blood Iron Commander 6, Cleric 6, Sorcerer/Wizard 7
Components: V, S, F/DF, Worship.
Casting Time: Standard action.
Range: Long (400 ft + 40 ft/caster level).
Targets: Six creatures or structures within range.
Area: 20-ft radius burst centered on each target.
Duration: 1 round/caster level.
Saving Throw: Reflex halves and Fort partial.
Spell Resistance: Yes.

Invoking the power of Hextor you call down his fists to pummel and devastate your enemies, six fists of force crashing from above to crush through your foes and their defenses.

When you cast this spell you create 6 fists of force which streak down from above to strike at your foes. Make an attack roll using your caster level + your wisdom modifier + 5 in place of your BAB and Str/Dex modifier (any other bonuses or penalties which apply to all attack rolls you make apply, but those that apply only with a specific weapon such as its enhancement bonus do not) one for each target. Any target you hit takes 4d6 force damage. Alternatively you may direct these fists at structures in which case if they strike a wall that 5 ft section takes 40d6 damage; each 5 ft section can be targeted separately. If used on a vehicle (or siege engine) you may target segments of it as well, but the damage is only 20d6 per segment.

Regardless of what you target these fists release a burst of acidic blood which sprays forth in a 20 ft radius dealing 2d6 acid damage to all creatures within the area; if multiple areas overlap the damage is dealt as one instance of the combined damage (so if 6 overlap it's 12d6 damage). A reflex save halves this damage. Any living creature damaged this way must make a Fortitude save or be sickened for the duration of this spell.

Arcane Focus: The unholy symbol of Hextor.

Worship: You must worship Hextor to cast this divine spell.



Hextor as a Vestige

While a full-fledged god and therefore in no way a vestige, Hextor can lend his power to soulbinders who call to him. In so doing he places a piece of himself into the binder granting them power, although this does in theory cost Hextor a minute fraction of his power. Hextor is able to sense the area around a creature binding him as if they were one of his altars, and can inflict a negative level on such a creature at any point during the pact. Hextor can only inflict one such negative level in this way per pact. Mechanically Hextor otherwise functions as normal for a vestige.
Vestige Level: 5th
Binding DC: 28.
Special Requirement: Binder must be Lawful Evil, Lawful Neutral, or Neutral Evil.
Manifestation: Six fists punch outwards from the sign used to summon Hextor. Slowly a manifestation of the god pulls itself forth from the sign with these six arms to speak terms.
Sign: The symbol of a fist and two broken arrows burns itself like a brand onto the cheek of the binder marking them as Hextor’s own.
Influence: While under the influence of Hextor you must work to enforce order and curb Chaos. Hextor’s influence pushes you to do so cruelly and mercilessly.
Granted Powers:
Arrow Breaker: Ranged attacks made against you while Hextor is bound have a 50% chance of missing. If they miss due to this effect they are broken, magical (thrown) weapons (but not ammunition) is allowed a Fortitude save to resist this effect. This functions even on non-standard ranged attacks such as rays, boulders, and those weapons fired by siege weaponry.
Scourge of Battle: You can call the deific wrath of Hextor down onto your foes. To do so is a swift action, causing a hand of divine power to materialize around a single opponent and crush them dealing 1d6 damage per EBL. However you may only use this ability on a creature which is panicked or cowering, unless you have dealt an enemy enough damage to make it drop (typically by dropping it to below 0 hit points or killing it) this round. Once you have used this ability you may not use it again for 5 rounds.
Six-Arms in Two: When wielding a weapon in 2 to 5 hands you add 3.5 times your Strength modifier to damage instead of the normal amount (1.5 + 0.5 per hand beyond 2). When wielding a weapon in one hand you add 2 times your Strength modifier to damage and are considered to be wielding it in 2 hands whenever advantageous. In addition you may wield two-handed weapons in one hand.
Terror of Rout: Rabble has no right to be on the battlefield, nor does a lone man to face you. You may release a pulse of pure terror out to 10 ft per EBL. Any creature within this area must make a Will save or be panicked for 1 round, then frightened for a number of rounds equal to your Charisma modifier (min 1 round). Allies, Lawful creatures, and creatures with more HD than your EBL gain a +4 bonus on this save, creatures gain an additional +2 per two allies adjacent to them, Chaotic creatures and creatures which have no allies within 10 ft of them suffer a -4 penalty. Creatures with less hit dice than ½ your EBL suffer a -2 penalty to their save, and another -2 if they have less than 3 hit dice. All modifiers are cumulative (a Lawful Ally with more HD than you and within 10 ft of another ally would gain a +12 to their save, a Chaotic ally who was alone would suffer a -4 penalty to their save, a single Chaotic 1 HD creature would suffer a -12). Once you have used this ability you cannot use it again until 5 rounds have passed.
Tyrant General: You may allow a creature to swear loyalty to you. If they do so while Hextor is bound they gain a +1 morale bonus to attack and weapon damage whenever you have Hextor bound, however you may issue a suggestion to such a creature once during each pact you make with Hextor, if they do not forgo their saving throw they lose this benefit until they once again swear obedience. You may grant an increased benefit to up to Charisma modifier creatures granting them a +1/6 EBL instead of +1.



New Utterance

Name of Battle's Scourge
Level: 3
Duration: 3 rounds (normal) or 3 minutes (reversed)
Saving Throw: Will partial (normal) or none (reversed)
Special: Good creatures suffer a -4 penalty to Truespeak checks to pronounce this utterance. Chaotic creatures suffer a -4 penalty to Truespeak checks to pronounce this utterance. These penalties stack (so a Chaotic Good creature suffers a -8 penalty).

Normal: Invoking a portion of Hextor's name, you push his ire into the mind of your foe sinking it deep into their spirit filling them with fear.

You cause the target to become panicked for the duration. A successful Will save reduces this to 1 round shaken. If they fail their Will save their panic is also contagious any of their allies with equal or less HD which they pass within 10 ft of must make a Will save or become panicked for the remaining duration of this effect; on a successful Will save they are merely shaken for 1 round. These secondary targets do not cause additional panic.

Reverse: Invoking a portion of Hextor's name, you push the scourge of his punishment into the mind of your ally locking them from fright.

The target becomes immune to fear and gains a +4 morale bonus to saving throws against mind-affecting effects for the duration.



The Bloody Scourge - The Sublime Arts of Hextor

Domination through Strength.

What war gods’ followers could ignore the Sublime Way? How could they not look at the arts of the White Raven, the Iron Heart, and Devoted Spirit without some level of awe. What war gods’ followers could not adapt their own style, their own way of the sword, or flail as it may be?

Hextor’s followers were not above such temptation, looking at the sublime way and adapting its processes to the style of their dread god. The result was the Bloody Scourge, a path of war focusing upon the power of a dread warrior who strides the field in army of black iron. The maneuvers within capitalize on Hextor’s favored weapon and its properties, although most may also be used with other similar weapons or even bare hands, and they emphasize the cruelty of battle, crushing foes with gauntlet and boot as well as flail and crushing the spirit along with the body.

To gain access to the Bloody Scourge a character must worship Hextor and be affiliated with his church, however renegades may continue on its path. Supernatural maneuvers from the discipline draw power from Hextor and cannot be used by non-worshipers or even worshippers who are Good or Chaotic. A crusader, swordsage, or warblade may trade a discipline they would normally have access to for access to the Bloody Scourge, or may pay 1000 XP and spend 1 month training under a practitioner. For quick reference any martial initiating class that the DM deems appropriate may perform this, but if they do not already have Intimidate on their class skill list then they lose the associated skill of the swapped discipline and gain Intimidate in its place, or it costs 3000 XP and they add Intimidate to their class skill list.

Discipline Weapons: Flail, Heavy Flail, Dire Flail, Gauntlet, Spiked Gauntlet, all other forms of flail and gauntlet.
Associated Skill: Intimidate.

Maneuvers by Level:

1st Level:
Break the Weak – Strike +2 to hit and +1d8 damage if the target is at ½ health or suffering a fear effect.
Invincibility in Iron – Strike +4 AC with successful attack.
Morale Testing Blow – Strike Damage and save vs shaken on hit.
Reap Cowards – Immediate action, make an attack against any creature which moves away from you, this is not an attack of opportunity.

2nd level:
Army Rallying Strike: Attack deals +2d6 damage, if it knocks out, kills, or destroy the target all allies within 60 ft which can see it gain a +2 morale bonus to attack rolls for 1 round.
Bloody Fist – Swift action. Make an unarmed strike which deals 1d6 + Strength damage (plus any enchantment on your gauntlet if any) instead of your normal unarmed damage, and does not provoke attacks of opportunity.
Fear Breaking Call: Swift action. Allies gain a 2nd save against fear effects. If they succeed it ends it immediately and they gain a +2 to attacks and damage for 1 round.
Weapon Tangling Strike – Disarm attempt does not provoke attack of opportunity, and is made at +4. If you successfully disarm the opponent you may deal damage to their weapon as if with a successful sunder attempt or toss it to any square within 15 ft.

3rd:
Choking Trip – Trip attempt with no AoO and +4 to opposed roll. If you succeed on the attempt they must make a Fortitude save or staggered for 1 round, creatures immune to crits are immune to this.
Face Stomp – Swift action unarmed strike with foot, deals lethal damage as it gauntleted if wearing heavy armor. +2d6 damage and any enhancement of your weapon applies to your boot. Prone target only.
Invincibility in Conquest: Stance. Creatures you hit in melee have a penalty to attack you for 1 round.

4th Level:
Armor Crushing Blow: Successful attack reduces foe’s armor or natural armor by 4 until they receive a DC 15 Craft (armor) or Heal check requiring 10 minutes of work.
Army Cowing Strike: Attack deals +3d6 damage, if it knocks out, kills, or destroy the target all enemies with less HD than the target within 60 ft which can see it must make a Will save or be frightened for 1 round.
Invincibility in Crimson: Attack deals +2d6 damage and grants +6 AC for 1 round.

5th Level:
Chain Pull: Make a trip attempt at +4 with no AoO, if you hit you can move them into any other creature or object within reach of your tripping weapon. Deal 4d6+Strength damage to both creatures. Initial target falls prone adjacent to secondary target.
Scourge’s Hand: Attack deals +2d6 damage. Then deals ½ damage to enemies in a 30 ft cone other than initial target (using initial attack roll vs AC).
Weapon Shattering Flesh: Stance. Deal 2d6 damage to any target that strikes you unarmed or with a natural weapon. Deal 6d6 damage ignoring to any weapon that strikes you.

6th:
Fear Inducing Indictment: Swift action, Will save versus 1 round cowering
Hero Breaking Blow: Standard action. Attack deals increased damage for each of the following qualifications: more than half health, more hp than you, granting a morale bonus to one or more other creatures, or a worshiper of Heironeous.
Sweeping Tornado Spin: Make a trip attempt against all adjacent creatures with a +2 bonus, they cannot react to trip you back, and it does not provoke aoos. Their size modifiers, if positive, are halved.

7th:
Invincibility in Victory: Attack deals +6d6 damage and grants +10 AC on hit.
Reject Death: Immediate action. When you would take damage that would knock you out, kill you, destroy you, or reduce any of your ability scores to 0, or otherwise suffer an effect which would knock you out or kill you, you may spend an immediate action to negate that damage or effect as it pertains to you.

8th:
Fell and Smash: Strike. Deal normal damage but make a trip attempt with a +6 bonus and ignoring any size bonuses your opponent possesses. If you succeed the target takes 6d6 damage and you may immediately make a second attack against them.
Power of Last Blood: Stance. Gain DR based upon the fraction of your health remaining. 100% DR 0, less than 100% > 75% DR 1/-, >50% to 75% DR 3/-, >25% to 50% DR 5, > 10 hp to 25% DR 8, 10 or less hp DR 15.


9th:
Army Breaking Assault: Attack creates shockwave of divine force dealing 12d6 damage to all enemies within 100 ft (Will halves). Those that fail their will saves cower for 1 round and are shaken until they cannot see you or otherwise sense your presence for 1 minute. Those that succeed are merely shaken for 1 round.

Break the Weak
Bloody Scourge (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Hextor decries weakness encouraging his followers to exploit any sign of weakness on the battlefield. As a follower of his Sublime Way, you do just that hammering down on any sign of weakness.
When you use this martial maneuver make a melee attack against one target. It gains a +2 to hit and if they are at no more than ½ health or suffering from a fear effect it deals +1d8 damage.

Invincibility in Iron
Bloody Scourge (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
Hextor’s arts of battle are not limited to the offensive. Any well-disciplined army recognizes the importance of defense. The Bloody Scourge teaches to flow from offense into defense, mixing blows with defensive parries and evasions.

When you use this make a single melee attack. If it hits you gain a +4 dodge bonus to AC for 1 round.


Morale Testing Blow
Bloody Scourge (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Will negates.
Hextor rules the battlefield through fear and terror. Like the dark god followers of the Bloody Scourge practice blows which strike terror into those who receive them, focusing on frightening over effectiveness.
When you use this strike make a single melee attack. Any creature hit must make a Will save (DC 11 + Cha modifier) or be shaken for 1 round.

Reap Cowards
Bloody Scourge (Counter)
Level: 1st
Initiation Action: Immediate.
Range: Melee attack.
Target: 1 creature.
The first rule of war. Never turn your back on the enemy.
You may initiate this maneuver when a creature within range of your melee attacks attempts to move further away from you. When you initiate this maneuver make a single melee attack at your highest attack bonus against the triggering creature.


Army Rallying Strike:
Bloody Scourge (Strike)
Level: 2nd
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
Saving Throw: No.
The Bloody Scourge is an example to allies as well as foes. Bringing down an enemy you inspire your allies to try and rival your personal puissance.

When you initiate this maneuver make a single melee attack which deals +2d6 damage. If you knock out, kill, or destroy the enemy allies within 60 ft which can see you gain a +2 morale bonus to attack and weapon damage rolls for 1 round.

Bloody Fist:
Bloody Scourge (Boost)
Level: 2nd
Prerequisites: 1 Bloody Scourge maneuver.
Initiation Action: Swift
Range: Melee attack.
Target: 1 creature.
The gauntlet crushing a pair of arrows, this is the symbol of Hextor. The Bloody Scourge style has not forgotten that, and teaches the use of even the back of the metal-clad hand in combat.
When you initiate this maneuver make a melee attack. This melee attack uses your hand, although it may be a filled hand. It deals 1d4 (if medium sized, 1d3 if small, or 1d6 if large) + Strength damage regardless of your normal unarmed strike damage, however it benefits from any weapon enhancements (if any) on your gauntlet and any on any weapon held in that hand which could be applied to your gauntlet or a bludgeoning weapon (if no gauntlet); if they are both enchanted normal stacking rules apply, thus only the greater enhancement bonus and any similar weapon properties are not applied twice. This attack deals nonlethal damage or lethal damage as your unarmed strike would normally, but does not provoke attacks of opportunity as an unarmed strike.

Fear Breaking Shout:
Bloody Scourge (Boost) [Fear]
Level: 2nd
Initiation Action: Swift
Range: 30 ft.
Target: Allies within range.
Duration: 1 round.
Saving Throw: No.
Fear is your weapon, and the best weapon against fear is fear itself. If you comrades fear you more than the enemy than they will know no terror. With a shout you remind them that you are more terrifying than any foe on the battlefield.

You release a terrible shout which serves to focus your allies on fear of you instead of fear of external threats. Allies within the area which are suffering the effects of a fear effect, the effect of turn/rebuke undead (but not commanded undead), or otherwise shaken, frightened, panicked, or cowering are allowed a second saving throw against the effect (in the case of Turn/Rebuke Undead treat it as DC 14). If they succeed the effect is immediately ended and they gain a +2 morale bonus to attack and weapon damage for 1 round.

Weapon Tangling Strike
Bloody Scourge (Strike)
Level: 2nd
Initiation Action: Standard.
Range: Melee attack.
Target: 1 weapon.
Hextor’s weapon is the flail and the Bloody Scourge teaches the best uses of it. Using its chain you tangle a foes weapon and disarm them possibly crushing their weapon in the process.
As part of this maneuver make a Disarm attempt which does not provoke an attack of opportunity and which receives a +4 bonus to the opposed check. Your opponent cannot attempt to disarm you in response should you fail. If you are wielding a weapon that grants a bonus to disarm attempts you may choose to have the disarmed weapon land in any square within 15 ft or your melee reach + 5 ft, if an ally is in that square with a free hand they may attempt to grab the weapon (Dex check DC 15) as an immediate action. You may also choose to deal damage to the weapon as if with a sunder attempt.


Choking Trip
Bloody Scourge (Strike)
Level: 3rd
Prerequisites: 1 Bloody Scourge maneuver.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Fort
Striking out with your weapon you wrap it around the air way of your foe crushing it as you pull them to the ground.

You must either have a weapon which can be used for trip attempts or a free hand to initiate this maneuver. Make a trip attempt that does not provoke attacks of opportunity and gain a +4 bonus to opposed checks made as part of it. If you hit the target, even if you fail to trip them, they must make a Fortitude save or be unable to take but a Standard or Move Action during their next turn. A creature that is immune to critical hits, or which does not breathe, is immune to this portion of the effect.

Face Crushing Boot
Bloody Scourge (Boost)
Level: 3rd
Prerequisites: 1 Bloody Scourge maneuver.
Initiation Action: Swift
Range: Melee attack.
Target: 1 prone creature.
The boot of the strong crushes the face of the weak. Thus is the way of the war. Thus is the way of war. Thus is the way of Hextor.
When you initiate this maneuver make an unarmed strike aagainst a prone creature. This attack is made with your foot and deals 1d4 (if medium, 1d3 if small, 1d6 if large) damage or your unarmed strike damage whichever is better plus your Strength modifier. This damage is lethal if your unarmed strike normally is, or if you’re wearing iron boots such as those from heavy armor. In addition this damage gains a special +2d6 bonus and benefits from the magical enhancement of any weapon you wield (if you wield multiple only that held in your main hand applies).

Invincibility in Conquest:
Bloody Scourge (Stance)
Level: 3rd
Prerequisites: 1 Bloody Scourge maneuver.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
Victory compounds. By pressing your opponents hard you prevent them from pressing back against you. That is the way of Hextor.

While in this stance whenever you strike a creature with a melee attack they suffer a -3 penalty to attack you for 1 round, and you may retain your Dexterity bonus against them even if you would be rendered blind, they are invisible, or you are flat-footed against them.


Armor Crusher
Bloody Scourge (Strike)
Level: 4th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: Until repaired.
Saving Throw: No.
With a mighty blow you crush your foe’s armor making it easier for future blows against them.
When you use this maneuver make a melee attack. If you hit in addition to the normal damage the target’s Armor bonus to AC is reduced by 4 (to a minimum of 0). If they have no armor bonus (or it is already 0) their natural armor is instead reduced by 2 (to a minimum of 0). Multiple Armor Crushers stack with each other. This penalty persists until the armor is repaired (a DC 15 Craft (armor) check which takes 1 hour) or the wound is tended (a DC 15 heal check which takes 10 minutes). If the target’s armor was made of pure magical force (such as Mage Armor) it cannot be repaired and is dispelled if it is reduced to +0.

Army Cowing Strike:
Level: 4th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature (see text)
Duration: 1 round.
Saving Throw: Will (see text)
Destroy the leader and you destroy the army. Once rout begins defeat is inevitable. The army breaker strike works on this principle, striking down one foe to send terror into the rest.

When you use this maneuver make a melee attack which deals +3d6 damage. If you kill, destroy, or knock out the target all other enemies within 30 ft which could see the attack and have no more hit dice than the target must make a Will save (DC 14 + Cha modifier) or be frightened for 1 round.

Invincibility in Crimson
Bloody Scourge (Strike)
Level: 4th
Prerequisites: 1 Bloody Scourge maneuver.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
In the midst of battle defense is never to be forgotten. Even as you bring down your foes you are perfectly aware of the dangers to you.

When you use this make a single melee attack. If it hits you deal +2d6 damage and gain a +6 dodge bonus to AC for 1 round.

Chain Slam
Bloody Scourge (Strike)
Level: 5th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature and potentially a 2nd creature.
On the battlefield one must sometimes turn a foe’s numerical superiority into a liability. Striking out with your weapon you wrap it around your foe slamming them into their ally.
You must either have a weapon which can be used for trip attempts or a free hand to initiate this maneuver. Make a trip attempt that does not provoke attacks of opportunity and gain a +6 bonus to opposed checks made as part of it. If you fail to trip the opponent they cannot react to trip you back. If you successfully trip the opponent you may slam them into any creature or object within your melee attack. To do so requires a melee touch attack against this second target at -4. If you hit the initial target and deals 4d6 damage plus your Strength modifier to each target at which point the primary target falls prone adjacent to the secondary target and the secondary target must make a Strength or Balance check (DC = Damage deal – 5).

Scourge’s Hand
Bloody Scourge (Strike) [Evil, Law]
Level: 5th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack and 30 ft.
Target: 1 creature or object.
Area: 30 ft cone.
Saving Throw: No.
Striking your foe you release the divine gift of Hextor out from you, smiting your foes with his gift as gauntleted hands seem to stream through the air weaving and striking at your foes.
When you initiate this maneuver make a melee attack. If you hit the attack overcomes Damage Reduction as a Lawful and Evil weapon regardless of whether it normally would and deals +2d4 damage, or +2d8 damage if you are using a type of flail. It then projects a deific power out in a 30 ft cone from your target; you may freely choose the direction of this cone except it may not include you within the area and it originates from your target’s space and cannot include them in its area either. Compare your initial attack roll against your enemies within the area of the cone, any who are hit take ½ the damage dealt by your initial attack; bonus to hit or damage that only applies against certain creatures only applies if they are that variety of creature (for example Smite Chaos’s bonus to hit and damage would not apply to non-chaotic creatures and the damage bonus would be halved along with the rest of the damage against chaotic creatures). You do not have to be aware of an enemy to strike them with this attack, but you must roll for any miss chances, and the damage overcomes DR as your initial attack would.

This is a flagrantly supernatural maneuver.

Weapon Shattering Flesh:
Bloody Scourge (Stance) [Evil, Law]
Level: 5th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
Hextor may lack Heironeous’s total invulnerability to mortal weapons, but he is still a god, and where he lacks invulnerability he makes up for it with retribution. In this stance his blessing is upon you causing weapons that strike you to be rent and destroyed.

While in this stance any manufactured weapon that strikes you takes 2d6 damage; this damage ignores hardness. Any creature that strikes you with a natural weapon (including a monk’s unarmed strike) takes 2d6 damage. Any weapon which is a pure creation of magic (such as the Persistent Blade or Spiritual Weapon) winks out afterwards as if dispelled.

This stance is supernatural in nature.

Fear Inducing Indictment
Bloody Scourge (Boost) [Fear]
Level: 6th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Swift
Range: 60 ft.
Target: 1 creature.
Duration: 1 round.
Saving Throw: Will.
With only a few words spoken firmly you fill a creature with dread. It’s not even those things you said. It’s merely the tone of absolute commanding terror.

When you initiate this maneuver one creature within range which can hear you must make a Will save (DC 16 + your Charisma modifier) or either cower or be panicked (your choice) for 1 round.

Hero Breaking Blow
Bloody Scourge (Strike) [Evil, Law]
Level: 6th
Prerequisites: 3 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Too often is a battle decided merely by champions. This technique strikes them down, bringing more force to bear the greater the hero to bear its brunt.
As part of this maneuver make a single melee attack. This attack deals multiplied damage for each of the following traits they possess: more than ½ hp; more hp than you; is currently granting a morale bonus to one or more other creatures; worships Heironeous. If they fulfill 1 of these criteria it deals double damage, 2 it deals triple, three quadruple, and four quintuple; if they fulfill none it deals normal damage.

The damage increase against creatures which grant morale bonuses or worship Heironeous is Supernatural in nature; the rest apply even in antimagic however.

Sweeping Tornado Spin
Bloody Scourge (Strike)
Level: 6th
Prerequisites: 2 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: 5 ft.
Target: Enemies within range.
Like a tornado you lash out at one foe after another with your weapon or hand trying to pull them low.
You must be wielding a weapon which can be used to make trip attempts or have a free hand to use this maneuver. When you initiate this maneuver you may make a trip attempt against each adjacent enemy, these trip attempts do not provoke attacks of opportunity. You gain a +2 bonus to these trip attempts and any size bonuses the targets receive for being larger than you are negated. If you fail to trip a creature as part of this maneuver they cannot react to trip you back.


Invincibility in Victory
Bloody Scourge (Strike)
Level: 7th
Prerequisites: 3 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Duration: 1 round.
Striking down your foe you take this moment of elation to seize your momentum defending yourself from incoming blows with surprising grace.
As part of this maneuver make a melee attack. If it hits you deal +6d6 damage and gain a +6 dodge bonus to AC for 1 round. If it manages to knock out, kill, or destroy the target you gain a +10 dodge bonus to AC instead.

Reject Death
Bloody Scourge (Counter)
Level: 7th
Prerequisites: 3 Bloody Scourge maneuvers.
Initiation Action: Immediate.
Range: Personal.
Target: You.
Death is for the weak of will. You are not so weak as to die. Steeling yourself with the power of your faith in Hextor you shrug off an otherwise lethal blow.
You may only initiate this maneuver in response to an effect or attack which would reduce you to unconsciousness, kill you, destroy you, paralyze you, or reduce one of your ability scores to 0. Negate all damage (including ability score damage) from the effect and any portion which would directly kill you, destroy you, render you unconscious, or paralyze you, as well as any ability drain. This cannot prevent self inflicted damage or effects.


Fell and Smash:
Bloody Scourge (Strike)
Level: 8th
Prerequisites: 3 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
You pull a foe to the ground, striking them hard against it before smashing against them again with your weapon.
You must be wielding a weapon which can be used to make trip attempts or an unarmed strike to use this maneuver. When you use this maneuver make a melee attack. If you hit in addition to normal damage you may make a trip attempt with a +6 bonus and which ignores your foe’s size modifier (if positive) to resist. This trip does not provoke attacks of opportunity and your opponent cannot react to trip you back. If you successfully trip the opponent they take 6d6 damage and you may immediately make another attack (with the same weapon) against them.

Power of Last Blood:
Bloody Scourge (Stance) [Evil, Law]
Level: 8th
Prerequisites: 3 Bloody Scourge maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
There is strength in the last dregs of a warrior. Adrenaline pounds with fear of encroaching death. It fuels your final struggles, the will to survive pushing you harder and further.
While in this stance you gain damage reduction based on your current hit points. When at less than full health but more than 75% you have DR 1/-; when at more than 50% but no more than 75% you have DR 3/-; when at no more than 50% but more than 25% hp you gain DR 5/-; what at no more than 25% hp but more than 10 hp you have DR 10/-; when at 10 or less hp (regardless of your percentage of max health) you gain DR 15/-. In addition whenever you successfully save against a fear or death effect this DR bonus is increased to 15/- for 1 round, if it is less.


Army Breaking Assault
Bloody Scourge (Strike) [Evil, Fear, Law]
Level: 9th
Prerequisites: 4 Bloody Scourge maneuvers.
Initiation Action: Standard.
Range: Melee attack and 60 ft.
Target: 1 creature or object.
Area: 60 ft burst centered on target.
Duration: 1 round.
Saving Throw: Will.
By the will of Hextor are armies broken. Striking a blow in his name you invoke his might to cow the foe and shatter their bodies and wills.
When you initiate this maneuver make a melee attack. If you hit the attack overcomes Damage Reduction as a Lawful and Evil weapon regardless of whether it normally would and deals +10d4 damage, or +10d8 damage if you are using a type of flail. It then projects a deific power out in a 60 ft radius burst centered on your target. Compare your initial attack roll against your enemies within the area of the cone, any who are hit take ½ the damage dealt by your initial attack; bonus to hit or damage that only applies against certain creatures only applies if they are that variety of creature (for example Smite Chaos’s bonus to hit and damage would not apply to non-chaotic creatures and the damage bonus would be halved along with the rest of the damage against chaotic creatures). You do not have to be aware of an enemy to strike them with this attack, but you must roll for any miss chances, and the damage overcomes DR as your initial attack would. Any creature with less hp remaining after this attack than they received from it must make a Will save or cower for one round in abject terror; this is a fear effect.

This is a blatantly supernatural maneuver.

Zaydos
2016-03-03, 03:25 PM
Continued from Above (http://www.giantitp.com/forums/showsinglepost.php?p=20452116&postcount=5)


Thralls of Tyranny - A Hextorite Bestiary

As any great evil god Hextor possesses monstrous servants. The most famous of these include the devils in his legions, his aspects, and blood golems, but these are not the full extent of the monsters sworn to his name. Flail-Snakes are small constructs easily made and even on occasion mass produced, made in honor of the Scourge of Battle, living chains headed by spiked flails that crush and pierce their foes. The Iron-Dead are Hextor's blood iron legions reborn to fight past their mortal demise, slow and near mindless they serve their god by crushing his foes ensuring that whatever defeat he suffers is a Pyrrhic victory for his foes. Hextorite warsteeds are more mundane, the product of breeding between nightmares and warhorses to create peerless steeds for the commanders and cavalry of the Blood Iron Legions.

[SPOILER]Flail Snake:
Small Construct
HD: 1d10+10 (15 hp)
Init: +3.
Spd: 40 ft (can’t run), climb 20 ft.
AC: 16 (+1 size, +2 natural, +3 Dex)
BAB/Grp: +0/-2.
Attack: Flail-head +4 melee (1d8+1)
Full Attack: Flail-head +4 melee (1d8+1)
Face/Reach: 5 ft/5 ft.
Special Attacks: –
Special Qualities: Blind, Blindsight 30 ft, Construct traits, Sense Symbol.
Saves: Fort +0, Ref +3, Will +0.
Abilities: Str 12, Dex 17, Con -, Int -, Wis 10, Cha 1.
Skills: –
Feats: Weapon FinesseB
Environment: Any land or underground.
Organization: Solitary, squad (2-4), platoon (5-20).
Challenge Rating: 1
Treasure: None.
Alignment: Always True Neutral.
Advancement: 2-4 HD (Small).
Level Adjustment: –

The creature before you seems to be a living chain, slithering along the ground like a snake, its head a thick rod of metal with a series of cruel spikes.

Flail-Snakes are the product of a Hextorite artificer long since passed. Simple constructs easily made by one with the right skills and tools. They are used by Hextorites as attack beasts and night sentries, using their blindsight to detect foes’ approach.

Combat:
Flail-Snakes attack simply as directed spinning their head around to slam it into foes. Their flail-heads deal bludgeoning and piercing damage.

Blind (Ex): Flail-snakes are completely blind.

Blindsight (Ex): Flail-snakes have blindsight out to 30 ft.

Sense Symbol (Su): Flail-snakes may unerringly sense the location and direction of unholy symbols of Hextor and holy symbols of Heironeous within 60 ft and distinguish between the two.

Construction: A flail-snake’s body is in effect a long chained flail with no handle. Creating the body requires a DC 15 Craft (weaponsmithing) check and this body costs 10 GP.

CL 5th; Craft Construct, spiritual weapon, detect good, detect evil, Creator must worship Hextor and be Lawful Evil, Lawful Neutral, or Neutral Evil; Price 110 gp; Cost 60 gp (includes body) + 4 XP.


Iron-Dead:
Medium Undead (Lawful)
HD: 6d12 (39 hp)
Init: -1.
Spd: 20 ft (can’t run, 30 ft out of armor)
AC: 20 (+4 natural, -1 Dex, +5 armor, +2 heavy shield)
BAB/Grp: +3/+7
Attack: Flail +7 melee (1d8+4 and Frightening Blow)
Full Attack: Flail +7 melee (1d8+4 and Frightening Blow)
Face/Reach: 5 ft/5 ft.
Special Attacks: Frightening Blow
Special Qualities: Cold Immunity, Damage Reduction 5/chaos or good, Damage Reduction 3/chaos, Platoon Turning Resistance, Undead Traits.
Saves: Fort +2, Ref +1, Will +0.
Abilities: Str 19, Dex 8, Con -, Int 4, Wis 10, Cha 4.
Skills: Intimidate +0, Listen +3, Spot +3.
Feats: Hextorite Soldier, Hextorite Grace, Hextorite Wrath.
Environment: Any land or underground.
Organization: Solitary, squad (2-4), platoon (5-20), army (100-100,000).
Challenge Rating: 3
Treasure: None.
Alignment: Always Lawful Evil.
Advancement: By character class.
Level Adjustment: –

This blackened corpse looks charred at first glance, red lines, the color of blood, running down the cheeks of its face. It moves jarringly, its limbs awkward, but it moves with a cruel purpose, murder in its eyes.

The Iron-Dead are normally created by the spell Deathbound Legion giving them only a temporary life-span, however some Iron-Dead do not fall to dust when the spell ends, and others arise spontaneously when a warrior of Hextor dies in his service. They are barely sentient and naturally obedient to priests of Hextor.

Combat:
Iron-Dead fight with what weapons and armor they used in life. Most iron-dead were formerly warriors and are proficient in simple and martial weapons and all armor and shields. The typical iron-dead wore breastplate, and a heavy shield in life with a flail in hand though some may vary.

Frightening Blow (Su): A creature struck in melee by an iron-dead must make a Will save (DC 10, save DC is Charisma based) or be shaken for 1d4 rounds as a supernatural dread grips their heart.

Platoon Turn Resistance (Su): Iron-dead gain turn resistance equal to the number of iron-dead within 20 ft of them including themselves. This turn resistance does not apply against clerics of Hextor, and in fact if a cleric of Hextor attempts to rebuke or command the iron-dead they will recognize them for what they are and their attitude will default to helpful.

Non-human Iron-Dead: Not all iron-dead are humans, even if most are, but the stats above assume human. Iron-dead typically can only be made from humanoids and retain their racial size and movement mode, and apply racial ability modifiers on top of their own although iron-dead do not retain an individuals’ exceptional ability scores. They only gain the base creature’s natural armor if it is better than their existing natural armor and gain any natural weapons of the base creature. They lose all other special attacks and special qualities.


Warhorse, Hextorite:
Large Magical Beast
HD: 5d10+15 (42 hp)
Init: +2.
Spd: 50 ft
AC: 18 (-1 size, +2 Dex, +7 natural)
BAB/Grp: +5/+13
Attack: Hoof +8 melee (1d8+4)
Full Attack: 2 hooves +8 melee (1d8+4) and bite +2 melee (1d8+2)
Face/Reach: 10 ft/5 ft.
Special Attacks: -
Special Qualities: Choose rider, clever beast, darkvision 60 ft, nightmarish will, scent.
Saves: Fort +6, Ref +5, Will +4.
Abilities: Str 18, Dex 15, Con 17, Int 2, Wis 13, Cha 10.
Skills: Listen +5, Spot +5.
Feats: Endurance, Run.
Environment: Temperate plains.
Organization: Domesticated.
Challenge Rating: 3.
Treasure: None.
Alignment: Always True Neutral.
Advancement: 5-8 HD (Large), 9-10 HD (Huge).
Level Adjustment: –

A large, powerful looking black horse stands before you, flesh stretched taunt over tight muscles. Its eyes are an eerie color of red, its heavy hooves scraping the ground kicking up small sparks.

Hextorite warhorses are the creation of a Hextorite breeding program from generations long which bred nightmares with common steeds past even fiendish horses into an almost all horse biddable breed. As such Hextorite warhorses are powerful warhorses with only the smallest hint of magic. They lack their nightmarish ancestors’ magical puissance, unable to run between the planes, nor do they bear flaming hooves or a nightmare’s concealing smoke although they do possess flint-like hooves which set sparks when struck to iron or stone and the occasional small snort of smoke from their muzzles.