It is the practice for all entering manhood to be trained in warrior lodges so they might contribute to the common defense. These lodges are organized by calpulli or fraternal orders, and dedicated to animal spirits which come to inhabit warriors and enhance their abilities. Those who distinguish themselves in service discover a rare pathway to social mobility in martial and religious honors.
THE HONORSEEKER
+1 to to-hit or +1 hp, +1 Weapon Specialization per Template.
Starting skills: 1. Wrestling 2. Drinking 3. Bushwhacking 4. Climbing 5. Logistics 6. Cooking
Starting equipment: Any 2 weapons/shields of your choice, Ichcahuipilli or Gambeson, Helmet,
A - Companion Honors, Captive-Taker,
B - Initiate Honors, Allowed to lead troops in battle
C - Grand Honors, Become noble
D - Master Honors, Founder
Weapon Specialization
From immense practice and skill, gain a bonus when using a particular class of weapon.
Sword 1: You get +1 to hit versus enemies with less than 16 unshielded AC.
Sword 2: If you hit with a modified roll of 20 or greater, you cut off one of the enemy's body parts (if applicable), 1d10: 1-2 left hand, 3-4 right hand, 5 left arm, 6 right arm, 7 left leg, 8 right leg, 9 head, 10 reroll.
Spear 1: You can attack an enemy entering your range once per round.
Spear 2: You deal 1d4 additional damage when you hit an enemy who you attack with your Spear 1 feature.
Spear 2 alternate: When mounted and charging with a Lance, double weapon damage.
Axe 1: You get +2 to hit versus enemies using shields and each successful attack notches the shield
Axe 2: You deal x3 instead of x2 damage on a critical hit.
Macuahuitl 1: If you miss an enemy by 2 or less, you still deal 1d4 damage to them.
Macuahuitl 2: If you hit with a modified roll of 20 or greater, your target must make a HRTS save or be stunned until the end of your next turn.
Bow 1: If an enemy charges you from 20 ft away or more, you may make a free attack against them [limit 1/round]
Bow 2: You deal x3 instead of x2 damage on a critical hit.
Dagger 1: You may throw daggers with double the range increment. You may stow daggers such that they cannot be found on your person.
Dagger 2: If you damage an unaware foe with a dagger, +1d12 damage.
Blowgun 1: Against lightly or unarmored foes, +2 to hit.
Blowgun 2: The save against your poison darts is 2 higher.
Atlatl 1: If you've moved at least 5 feet towards your target this round, you deal an additional 1d4 damage to them with your darts.
Atlatl 2: If you hit with a modified roll of 20 or greater, your dart sticks into the foe, giving them -1 to all rolls until (painfully) removed.
Pistol 1: Against foes within 30 ft, +1 to hit
Pistol 2: You may fire off-handed, giving -2 to hit but gaining a free melee attack.
Captive-Taker
When making an attack roll, you may choose to deal non-lethal damage.
Founder
Your renown has advanced to the point that you may found your own lodge based on your own school of martial thought. Immediately gain a level 1 law holding, or convert one you control to your new school.
Honors
For ambitious warriors, advancement in the lodges is won through achieving honors, entering closer communion with the animal spirits of war. At each template, further tiers of honors become available.
-Tier 1, Companion Honors-
Instrument of God
-Be amongst the soldiers that win a war by burning the temples of your foes.
+1 SAVE
Warrior of the South
-Train with a left-handed swordsman for a year.
You may become left-handed at will.
Honorbearer
-Take an apparently suicidal risk to retrieve a comrade (or their body) from a hostile force.
+1 hp
Foebane
-Fell a foe by doing 20 damage or more in one round
+1 to hit.
Solar Heart
-Through your actions, save an entire army.
+1 fire damage with weapons
True Cavalier
-Have your mount cut down beneath you and survive the consequences.
+1 to hit when you are mounted against foes afoot
Wall-crester
-Be the first to breach the enemy’s defenses in an assault, breaking through the gate or climbing over the wall.
3-in-6 chance to bend bars/open gates. You may climb sheer surfaces.
-Tier 2, Initiate Honors-
Butterfly Warrior
-Capture at least 5 captives, including at least one of HD 2 or greater.
Gain an extra attack when wearing a pamitl. You are entitled to stay at Butterfly Warrior lodges as though they were hostels.
Coyote Warrior
-While leading troops in battle, defeat a superior force.
Troops you personally lead gain +1 discipline. Coyote Warriors rarely congregate in sufficient numbers to build lodges, but they’ll buy you a drink if you cross paths. You may keep one of their decorative purple arrows.
Scorpion Warrior
-Roll on the Table of Consequences thrice in one combat and survive.
Whenever you roll on the ToC, you may make a free attack. You are welcome at Scorpion Warrior lodges. You may wear their legendary cactus belts.
Dragon Brother
-In a deadly struggle, charge a mounted opponent charging at you and slay them.
+1 defense when you have moved at least 40 ft. You are welcome at Dragon Brother lodges. You may wear their painted, scaled armor and signature helmets resembling the drakes.
Rainbow Warrior
-In battle, capture or kill an enemy captain.
Units you command get +1 morale +2 discipline.
Youth Leader
-Lead someone in a battle where they gain enough experience to level up.
People who face battle under your command gain +15 XP after every battle until they reach level 2.
-Tier 3, Grand Honors-
Jaguar Knight
-Capture at least 9 captives, including at least one of HD 3.
When charging to meet a foe, they must roll morale or be terrified of you. You are welcome at all Jaguar Knight lodges. You may wear jaguar pelts and their signature helmets fashioned to resemble the felines.
Eagle Warrior
-Hit a foe of equal or greater HD 4 times without being hit in return.
Foes wither under your intense onslaught. Each time you hit a foe, they get -1 to rolls until your next turn. You are welcome at Eagle Warrior lodges. You may wear eagle feathers and their signature helmets fashioned to resemble the raptors.
Otontin
-Take captive a foe with 8 HD or more
When unarmored, you count as having medium armor. Stones you throw deal 1d6 damage. You are welcome amongst the Otoni people and are considered one of them.
-Tier 4, Master Honors-
-Capture at least 15 captives, including at least one of HD 4.
By performing an all day ritual at a royal palace, assume the physical form of someone you have taken captive. You are welcome at all Shorn One lodges. Shorn Ones cut off all the hair on their heads except one lock on the left side, which they keep long. You may wear their gold-feathered battle dress.
Master of the House of Darts
-In war, fight a masterpiece battle, crushing the enemy at minimal cost to your troops.
If a unit under your command rolls a critical hit, it may also move the enemy unit one space
Cutter of Men
-Kill three humans in combat in one round.
Instead of your normal attacks, you may attack every foe within melee reach once.
Restorer
-Defeat or have defeated one of the Diez Diablos.
For each Diablo you’ve defeated, the lodge you found gains +1 level for free.
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