Wyrre
Gender: Male
Appearance: Grizzled old warrior with wolfish looks. Gray hair and eyes. Very scarred body. There is a strange hardness in his eyes as if he was once a gentle soul, but was irreperably hurt mentally or spiritually some time during his life and he covers up the pain and loss through that hardness.
Special Equipment/Weapons: He uses a two-head flair he carries at his belt at all times, even when he has not yet donned his armor.
Manifestations: Euphoria during battle. Scarred wolf.
Symbol: A wolf from the front, right half white, left half black and eyes reverse.
Allies: None. His wars tend to hurt all others and he believes himself strong enough that he doesn't need any allies. Even when peace arrives, he views this time not as a time of peace, but as a time to work on a war even greater than the previous one.
Enemies: While he has no allies, only several deities are considered as true enemies. The first is Webyrd, the protector of life. While he holds no negative feelings towards Civitatem, that deities has begun a defensive campaign against him because of the loss of too many civilizations.
Clergy Restrictions/Expectations: Clerics of Wyrre are expected to start wars and attempt to prolong this. Sometimes this causes his own clergy to fight against each other as some work on one side and others work on the other. Good and evil mean little to Wyrre and in truth, he doesn't care if people start wars to fight against tyrants or if the wars are caused by that same tyrant attempting to take control. Clerics tend to work behind the scenes, while only occasionally going into battle, while Paladins tend to be the champions within the battles.
Day-to-Day Activities:
Followers: The best way for most of the followers to continue living the word of Wyrre is to become soldiers. Most of the time, this is by joining the militia or city guard or being taken on as mercenaries. The higher skilled ones tend to become bodyguards, though only in cases where they believe they might have a chance to use their abilities.
Clergy: As for the main clergy, they tend to guard their temples as well as complete dangerous missions. They look for battle in any way they can. Frequently, this means working on starting one, though unfortunately, they occasionally do end up fighting each other in the attempts to perpetuate battle.
Holy Days/Ceremonies: While most others tend to celebrate the ends of disastrous wars and praise the peace which has arrived, Wyrre celebrates the beginnings of those wars. As their clergy have started virtually every war, they have precise records of when the physical war has started and are able to accurately celebrate the first day of the war.
Day of Remembrance: On this day, the clergy of Wyrre remember their fallen comrades and their fallen commanders, both those they knew personally and those spoken of as respected figures in history.
Dress Code: Besides wearing the symbol of Wyrre somewhere obvious, they have no normal dress code during calm times. However, when preparing for battle, they dress in their ceremonial armor, specified for authority within the church, the fancier the armor, the more authority, though soldiers of Wyrre will never give up functionality and practicality for appearance. During ceremonies, they wear armor according to rank; the higher the rank, the more protective the armor.
Affiliated Orders: Order of Zevstoven
Domains: Army, Competition, Endurance, Glory, Inquisition, Liberation, Pestilence, Planning, Protection, Retribution, Strength, War, Warrior
Weapon of Choice: 2-headed flail [black head head named Zevstoven - destroy - and white head named Schutzen - protect]
Initiate Feat:
Initiate of Wyrre:
Benefit: You gain a +1 insight bonus to damage rolls when wielding a flail. You also add the following spells to your spell list:
1st - True Strike
3rd - Haste
4th - Stoneskin
Blessing Feat:
Blessing of Wyrre
Benefit: Gain Knowledge (Architecture and Engineering) as a Class skill. You gain a +1 insight bonus to Knowledge (Architecture and Engineering) skill checks. You also gain a +1 divine bonus to Armor Class.
Cleric Ability Substitutions:
Paladin Ability Substitutions:
1st - Detect Greatest Foe, Smite Greatest Foe
3rd - Divine Movement
4th - Push Aside the Weak
5th - Spirits of the Fallen
6th - Remove Incapacitation
Divine Movement: +4 circumstance bonus against effects which slow or prevent movement, such as Slow, Hold Person, Paralyzation, etc.
Remove Incapacitation: Remove all such effects on a target once per week.
Spirits of the Fallen:
On their command, large numbers of fallen warriors rise up from the ground to help the Paladin. They not only are able to fight, but they have knowledge the Paladin may also be able to use. They are treated as a Mob with the appearance of spiritual knights in full battle gear and weaponry.
Code:
Levels HD Att Size Int/Str/Con Special
5th-7th 8 1d10 M 10 Empathic link, improved evasion, share spells, share saving throws, Knowledge
8th-10th 16 2d10 L 12
11th-14th 24 3d10 H 14
15th-20th 32 4d10 G 16 Spell resistance
Speed: 10 feet
Space/Reach: Varies depending on size
Mob Anatomy
Feats: Blessing of Wyrre and one the Paladin chooses which can be updated, if the Paladin chooses, at levels 8, 11, and 15th.
Knowledge: Spirits of the Fallen of a number of ranks in the following skills equal to 1/2 their HD: Architecture and Engineering, History, and Nobility and Royalty.
Spells
1st - Bless, Cure Light Wounds, Divine Favor, Divine Protection, Magic Weapon, Shield of Faith
2nd - Aid, Resist Energy, Shield Other, Spiritual Weapon, Status
3rd - Aid [Mass], Conviction [Mass], Cure Moderate Wounds, Fell the Greatest Foe, Haste, Heal Mount, Keen Edge, Know Opponent, Magic Vestment, Greater Magic Weapon, Prayer, Protection From Energy, Vigor [Mass, Lesser], Weapon of Impact
4th - Cure Serious Wounds, Freedom of Movement, Recitation, Shield of Faith [Mass]