Requirements:
Alignment: | Lawful Good | |||
Ability Scores: | STR 12, | CON 11, | WIS 13 | CHR 16 |
Prime Requisites: | STR 16, | WIS 16 |
Ministrations:
Any Lawful Good dwarven government or religion... preferably a theocracy.
Symbol:
Any appropriate symbol of dwarven kind or dead enemies (ie. a orc head cabossed).
Role:
The Forgelighter searches out old dwarven homelands and strongholds that were
taken by force or treachery, and attempts to reestablish a colony and defends
it until it is self sufficient from invaders. A Forgelighter will also attempt
to create allies with other good races to create and establish armies to defend
the current strongholds and newly regained ones. They will only bargain from a
position of strength and not give away the dwarven secrets of the homelands
unless all other attempts at negotiating treaties fails. It is the Forgelighters
main goal to exterminate the presence of those races that took over the
stronghold/homelands in the taking back of the ancient dwarven home.
Secondary Skills:
Any appropriate for a paladin.
Weapon Proficiencies:
Bonus: Specialization with either battle axe or warhammer, proficiency with the
other if allowed by clerical mythos which ever is selected for specialization
that is Weapon of Preference.
Recommended: warhammer, horseman's mace, footman's mace, battle axe, morning star,
footman's flail, horseman's flail, light crossbow.
Prohibited: any other missile weapons other than light crossbow and any weapon
not normally allowed to dwarves because of their short stature(any large weapon).
Nonweapon Proficiencies:
Bonus: Religion, Endurance, Alertness, Diplomacy.
Recommended: Blind-fighting, Dwarf Runes, Intimidation, Etiquette, Modern
Languages, Armorer, Weaponsmithing.
Equipment:
No less than chain and shield for armor and must purchase at least one warhammer
and battle axe (whichever is weapon of choice) otherwise as fighter.
Bonded Mount:
Not allowed.
Special Benefits:
Special Hindrances:
Regular Training: Must spend at least 1 hour per day in training to
retain benefits of combat if fails to train that day the next day he does not
have the ability to fight at two levels higher when defending or retrieving
dwarven strongholds. If the Forgelighter fails to train for a week he must spend
one month in retraining and atone for this transgression by a special minor quest.
Loss/Sale of Special Weapon: If the Forgelighter looses his special weapon
he must recover it or die trying, if the Forgelighter's weapon of choice is
destroyed beyond a reasonable doubt he may not gain another special weapon until
he/she gains another level, unless there are extenuating circumstances, the
Forgelighter must at the least slay that creature/destroy that object which caused
the destruction of the weapon of choice. If he willingly, not charmed or under
another's influence, sells special weapon, he looses the Forgelighter benefits
forever as this is a major transgression to his/her ethos. If the Forgelighter
sells the item under a the influence of another person he may attempt to make a
saving throw versus spells at +2 to attempt to break the influence, if the saving
throw fails and sells the item he must attempt to recover as soon as possible
after the influence is lifted or suffer a major ethos violation and loose all
abilities of a Forgelighter
Command of Strongholds Army: Forgelighter may never establish a separate
stronghold of his own as long as there is a rumor of a dwarven stronghold that is
not cleared of an invading race. He may however command a stronghold/homelands
army in the defense or retrieval of a dwarven stronghold/homeland. This is of
course with the stronghold leaders permission
Regular Reporting: The Forgelighter must in the least make annual reports
back to his superiors about his travels, discoveries, and alliances made during
his time away from the stronghold, he must send monthly either written or magical
reports back to his superiors, if the Forgelighter is unable to send reports back
it is, depending on the circumstances a major ethos violation and could forever
loose the abilities of a Forgelighter.
Can't Flee from Combat: A Forgelighter can't flee from combat in an enemy
occupied stronghold unless it's 3:1 HD odds against or greater.
Must Follow Superiors Orders: A Forgelighter must follow the orders of
the superiors over him, if he fails to do this it is considered to be a major
ethos violation
Loathing of Species Enemy: The Forgelighter gets a negative charisma
modifier when dealing with a racial enemy (example: Rath with a 18 Charisma
encounters a groups of Orcs and a Evil Elf, Rath gets a -9 (bonus of +7 for 18
Chr and the +2 for Forgelighter inverted) when dealing with the Orcs and Rath
deals with the Elf normally until the alignment of the Elf is known)
Titheing: A full 25% of all monies acquired must be turned in to superiors
or service equally the monetary value must be performed, any and all magic items
that the Forgelighter owns must be approved by his/her superiors and he must not
have more than 10 items in Possession(use the standard paladin requirements)
Appearance: A Forgelighter must maintain his weapons and armor in the best
condition possible (i.e. armor must be highly polished [unless currently in an
attempt to retake dwarven homeland] weapons must be cleaned and sharpened for a
complete hour every night [this can be built into part of the characters nightly
prayers]).
Distinctive appearance:
Very militaristic in nature, must have armor, weapons and equipment in the best
condition (see hindrances).
Wealth Options:
A Forgelighter starts with 5d6 x 20 for starting wealth and must spend every
bit except for that which would be needed to survive on a modest living all
other monies must be donated to a dwarven foundation.