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Warmonger

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WARMONGER

Warmongers are servants of the powers of war and conflict. Their mere presence incites others to murderous passions, sowing the seeds of violence and strife. Most warmongers are bloodthirsty and violent themselves, and willing become heralds of conflict, but a few consider themselves cursed by the gods, and seek isolation and seclusion for the safety of others.

 

Warmongers are stronger and tougher than most of their race, with prominent muscles and toughened skin.

 

Creating a Warmonger

“Warmonger” is an acquired template that can be applied to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or undead (referred to hereafter as the base creature).

A warmonger uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s size and type are unchanged. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves except as directed below.

Armor Class: Natural armor improves by +3.

Base Attack: Recalculate the base creature’s base attack bonus using the good attack progression (base attack bonus equals Hit Dice). Do not include Hit Dice gained from class levels.

Special Attacks: A warmonger retains all the base creature’s special attacks and gains those described below.

Eyes of War (Su): Warmongers can invoke violence and mayhem in anyone that looks into their eyes. Any creature in a 30–foot radius that meets the warmonger’s gaze must succeed on a Will save (DC 10 + ½ warmonger’s HD + warmonger’s Cha modifier) or be overwhelmed by violent and murderous impulses identical to those created by a confusion spell. A creature that fails its save immediately attacks the nearest creature, and gains the effects of a rage spell while doing so (+2 morale bonus to Strength and Constitution; +1 morale bonus on Will saves; -2 penalty to AC; subject is not fatigued when the rage ends). The effect lasts as long as the subject is within 100 feet of the warmonger; once beyond that range the creature gets a second save to overcome the effect. If the second save fails, the effect lasts for a number of rounds equal to the warmonger’s Hit Dice.

A creature that succeeds on the initial Will save cannot be affected again by the same warmonger’s aura for 24 hours.

Special Qualities: A warmonger retains all the base creature’s special qualities and gains those described below.

Immunities (Ex): Warmongers are immune to mind-affecting attacks.

Strife Aura (Su): The warmonger’s presence hinders peaceful communication. All charisma-related skill checks suffer a –6 penalty when one or more of the participants are within a 100-foot radius of the warmonger.

Abilities: Increase from the base creature as follows: Str +4, Constitution +4, Dexterity +2. If the base creature has an intelligence of 2 or less, increase Intelligence to 3.

Skills: Warmongers have a +2 racial bonus on Intimidate checks and any charisma-related skill checks made to create strife or violence. They have a –2 racial penalty on all other charisma-related skill checks.

Feats: Warmongers gain Improved Unarmed Strike as a bonus feat if the base creature has no natural attacks.

Challenge Rating: As base creature +2.

Level Adjustment: As base creature +3.

 

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