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ARTORIUS, god of Strength and Valor
Artorius is the Great
Warrior. He is the patron of soldiers, mercenaries, guardsmen and
warriors.
Associations
Artorius is the god of the body, physical struggle and
protection of the weak. He is a popular deity, worshipped by
most of the good mortal races, but especially beloved of the
dwarves.
Alignment
Artorius is Neutral Good. He represents both the order of
armies and the chaos of battle. He is revered both by
organized soldiers and by individual warriors.
Representations
There are as many images of Artorius as there are societies to
understand him. He is pictured as a shirtless blond Skane
giant or an armored Conorrian general, as a dwarven shieldman or
an elven blademaster. However, in all of these
representations, he is shown as a perfect specimen of the race
depicted.
His symbol is a long-hafted double-bladed axe. Among
animals, he is represented by the lion.
Purpose
Artorius promotes the struggle to perfect one's body and to use
it in defense of the weak and the righteous. He values
personal bravery and development in his followers. Any who
die in battle for a cause are held in high esteem by Artorius, but
not those who simply die seeking glory.
Servants
The Valorguard - The once-mortal
daughters of Artorius and mortal women from across Theeurth, these
valorous women became their father's instruments on death.
They ride across Theeurth, invisible to the living, seeking out
battles and acts of valor. Those who die a valorous death
are said to be brought before the throne of Artorius by one of the
Valorguard, who speaks of the mortal's actions before the Final
Judge.
Barathor, the Great Lion - Greatest
of Artorius' servants is Barathor, father of lions, who sits at
the foot of the god's throne. When Artorius is particularly
interested in mortal events, and cannot attend to them himself
because of the Ban, it Barathor who travels to the mortal sphere
in his master's stead.
THE CHURCH - The Halls of Artorius
Church Description
The Halls of Artorius, as his churches are called, are found in
any place were soldiers, mercenaries, guardsmen or warriors
congregate. It is one of the most zealous of churches on the
subject of opposing the evils of Malbor and the duty to protect
the weak.
Church Structure
The Halls of Artorius are spread widely
throughout mortal lands, but there is no central Artorian
authority. Rather, each city or region has its own local
organization, and the heads of each of these organizations both
cooperate and compete with each other on matters of dogma and
authority. However, each recognizes the others as legitimate
and equal. Various synods and councils held over the
centuries keep the faith in various regions remarkably similar.
There are three main orders within the
church: the priests, the Crusaders and the Weapons
Masters. Each is independent of the others, but cooperate
closely at the local level.
Doctrine
Protect the Weak. Strength is a gift. Those
who have more must honor the gods by using it to protect those who
have less. The faithful must constantly train their bodies
to be ready when adversity comes.
Honor Your Brothers and Sisters. The Artorians believe
that all the descendants of Shorral are equal, regardless of
strength, size or station. They therefore shun all signs of
social elitism, rank or privilege. This is, of course, an
ideal. Many Artorians fail to live up it.
This belief occasionally puts the Artorian faithful in conflict
with notions of aristocracy and kingship, but more commonly, the
philosophy is taken to mean simply that those of superior social
standing must be generous to those of inferior standing.
Honor Your Body. The faithful avoid tattoos,
piercings, or other permanent markings, as well as the ingestion
of alcohol, tobacco, or other intoxicants. This last is
routinely ignored by soldiers of all rank and nation.
Holy Days
The 11th day of Northhale is the only day universally
recognized by all Artorian churches as holy. Known as The
Day of Remembrance, it is a day to honor the fallen heroes from
all wars. In addition, each church commemorates local heroes
and battles on the anniversary of their occurrence or death.
Preferred Weapon
Artorius' own weapon is a great two-headed battle axe.
However, his faithful only marginally prefer the battle-axe over
other weapons. Artorians use whichever weapon is available
and appropriate to their place and culture.
CLERICS - The Chaplains of
Artorius
The Order
The chaplains are the clergy of the Halls of Artorius.
They can be found serving in armies, hordes, garrisons and
military units across Theeurth. In smaller towns or villages
threatened by attack, they are often in charge. Many other
chaplains can be found wandering the byways of Theeurth,
protecting the weak or joining adventuring groups as spiritual
advisor, particularly where a quest is at stake.
Many of the chaplains are soldiers or warriors first, and come
to the order later in lives. The order therefore places
little emphasis on lengthy religious training, and multiclassing
into a chaplain is relatively easy.
Titles
Titles among the faithful vary by culture, in most places, they
are as follows. Junior soldiers (1st and 2nd level) are
known as "ensigns". They are expected to serve in
a military unit or to adventure. They typically use their
spells and powers to augment their own battle prowess.
At 3rd level, an ensign is promoted to "lieutenant"
and is expected to begin to support his troops more often, rather
than always being on the front line himself.
At 7th level, a lieutenant is promoted to
"captain". They most often command their own
military unit, or serve in well-known adventuring bands. They
begin to be well-known to the local clergy and soldiers.
At 13th level, a captain may take over the leadership of a
church, if there is an opening, or found his own. When he
does so, he is titled "commander". If he does not,
he continues to be a captain. In either case, his services
are now frequently in demand as a general or military advisor to
the highest nobility.
At 18th level, a captain or commander becomes a "lord
commander". Lords commander are legendary figures,
revered for their experience and leadership.
Domains
A chaplain of Artorius may choose any two of the following
spell domains: Good, Protection, Strength and War.
Spells
The divine spells of the Chaplains deal with
the body, protection, war and battle, and are laid out on this
page.
Alignments
Chaplains may be of any good alignment or lawful neutral.
This is an exception to the rule that requires clerics to be no
more than one step apart from their god.
HOLY WARRIORS* - The Crusaders
of Artorius
The Order
Although the Chaplains are quite common, the Artorian crusader
is rare. Few are called to this life of hardship and duty,
perhaps because of the Artorian dislike of elitism. It is
extremely rare that crusaders band together, and they have little
structure to their order. In times of war, when several
crusaders may work together, the more senior commands the less
senior with little need for organized structure.
Titles
Unlike the chaplains, the crusaders have little use for
titles. At any level, they insist on being called simply
'crusader'.
Races - Any race may choose to
be a Crusader, though halflings and gnomes seldom do.
Hit Die - d10
Class Skills - The Vigil's
class skills (and the key ability for each skill) are: ,
Concentration (Con), Craft (Int), Jump (Str), Handle Animal (Cha),
Knowledge (Religion) (Int), Profession (Wis), Ride (Dex) and Swim
(Str).
Weapon and Armor - Crusaders
are proficient with all simple and martial weapons and with light,
medium and heavy armors, and with shields.
| Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
Per Level |
| 1 |
2 |
3 |
4 |
| 1st |
+1 |
+2 |
+0 |
+0 |
Divine
Health, Feat of Strength 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Unyielding,
Towering Stature |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Aura
of Courage, Temple of Flesh |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Feat of Strength
2/day,
Special Mount |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of Artorius 1/week |
1 |
- |
- |
- |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
Gift
of Artorius 2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Feat of Strength
3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of Artorius 3/week |
1 |
1 |
1 |
- |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Feat of Strength
4/day,
Gift of Artorius 4/week |
2 |
1 |
1 |
1 |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
| 17th |
+17/+12/+7+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Gift
of Artorius 5/week |
3 |
2 |
2 |
1 |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
| 20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Feat of Strength
5/day |
3 |
3 |
3 |
3 |
Divine Health - A crusader with this
Domain ability is immune to all diseases, including magical diseases.
Feat of Strength - Once per day, the
crusader can call upon Artorius for strength, enabling him to
commit a feat of strength that lasts for one round. A feat
of strength of this sort has one of two effects (whichever is more
beneficial): either the Crusader's total strength modifier
becomes +6 or the crusader receives a bonus to his Strength
statistic equal to his level plus his Charisma modifier.
Activating this power is a free action.
At 5th level and at every five levels beyond
that, the Crusader may use Feat of Strength one additional time
per day, to a maximum of 5/day at 20th level. Feat of Strength is
a supernatural ability.
Unyielding - The crusader's body does
not easily yield to damage. He receives a bonus to all
Fortitude saves equal to his Charisma modifier. In addition,
he may continue to function at negative hit points equal to his
Charisma modifier. Finally, the Crusader will only die at a
negative hit point total that is lower than usual by a number
equal to his level.
Towering Stature - When the crusader
gains this ability (at 2nd level), he mysteriously increases in size after each
night's sleep over the following month until, at the end of that
time, he is the maximum height for his species and comes to be of
imposing and impressive stature. He gains a bonus to all
future Fortitude saves equal to his Charisma modifier. He
also gains the Toughness feat and a +1 size modifier to the
Intimidate skill. Should the crusader ever lose his class
abilities, he loses the Toughness feat, and the bonuses to
Fortitude and Intimidate, but not his size. Instead, he
loses the imposing appearance and becomes gaunt and drawn.
Aura of Courage - Beginning at 3rd level, a
crusader is immune to fear (magical or otherwise). Allies within 10 feet of the
crusader gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
Temple of Flesh - Beginning at 3rd
level, the crusader's body is pure and protected by Artorius as if
a living temple. As he gains in power and becomes more and
more of an instrument to his god, his body is protected from
certain deleterious effects delivered by any force short of the
most powerful magic (a wish spell) or divine/diabolical
will. To determine his protections, consult this
table. He receives all protections at and below the total of
his crusader level and his Charisma modifier:
| Temple of
Flesh Protections |
| Level +Cha mod |
Protection |
| 3 |
Immune to scarring, even that
caused by acid |
| 5 |
Immune to intoxication |
| 8 |
Immune to natural poisons |
| 11 |
Immune to mineral poisons |
| 14 |
Immune to poison gas |
| 16 |
No need for food |
| 18 |
Immune to polymorph
and shapechange (either by or against crusader's
will) |
| 20 |
Immune to petrification and
disintigration |
| 22 |
No need for drink |
| 24 |
Immune to death from massive
damage |
| 26 |
No need to breathe |
Turn Undead: Beginning at 4th level,
Crusaders gain the supernatural ability to turn undead. He
may use this ability a number of times per day equal to 3 + his
Charisma modifier. He turns undead as a cleric of three
levels lower would (See Turn or Rebuke Undead, PHB, p. 159)
Gifts of Artorius
Beginning at 6th level, the crusader can
cast bear's endurance as per the spell, once per week, on a
number of people up to his level. . He can use this
ability twice per week at 9th level , three times per week at 12th
level, four times per week at 15th level, and five times per week at
18th level. Bear's Endurance is a spell-like ability for crusaders.
Spells - Beginning at 4th
level, the crusader gains the ability to cast a few divine spells,
listed here.
Mount
At 5th level, a crusader may call a special heavy
warhorse. The steeds of Artorius are legendary for their
intelligence, bravery and preternatural awareness.
Code of Conduct
The doctrines of the church are strictly followed by all
crusaders. They never indulge in drink or other intoxicants,
and treat their bodies as temples of the god. They treat all
persons as brothers, regardless of rank or class. Finally,
they are tireless in their protection of the weak and downtrodden,
never resting until death comes for them. Crusaders of
Artorius never retire.
Associates
Crusaders will associate with any who seek to oppose evil and
aid the weak. They will not tolerate the company of those
prejudiced against any of the divine races (the races created from
the fire of Shorral), and will quickly leave the company of
elitists or bigots.
Alignments
Crusaders of Artorius must be neutral good.
PRESTIGE CLASSES
* The Holy Warrior Class is derived from The Book of the
Righteous by Green
Ronin Publishing. Details can be found here.
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