Sacred Slayer

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The temples of Thule are not places where faithful priests minister to the poor and needy. Behind the public traditions of religious festivals and public alms, they are secretive cabals that jealously protect their power and privileges. Some of this protection is obvious: Fortress-like temple compounds, influential friends at court, and armies of temple soldiers. But most temples also employ agents who are less obvious, and you are one of these. Dedicated to the service of your god, you are a bodyguard, inquisitor, spy, and— when the situation requires it—assassin who kills the enemies of your temple.

The tradition of the sacred slayer only exists in devout societies, such as the cities of Akal-Amo, Ikath, Lomar, or Kal-Zinan. Most barbarian tribes do not possess the sheer religious fanaticism to develop any sort of similar institution, but there are exceptions. For example, some tribes especially devoted to the spirits initiate their warriors into a sacred brotherhood dedicated to protecting the holy places and relics of the tribe.

Key Identity: Human (Dhari, Kalay, Lomari), dwarf, cleric, rogue, ranger.

Sacred Slayer Benefits

Your training begins with a thorough indoctrination in the dogma and precepts of your faith, followed by years of study in the arts of stealth and observation. You are deadly when you have the opportunity to strike with surprise—your god demands you strike true when you face an enemy of the faith. Because you seek to do your work in secrecy, you do not gain any widespread reputation as you advance, but your standing and authority in your temple increase throughout your career.

Sacred Slayers in the World

To most outsiders, you appear to be one more priest or temple guard. How people react to you is based primarily on how they would react to any mid-rank- ing priest or templar in the temple you serve. If someone regards the priests of Set with suspicion, he or she usually sees the sacred slayers in Set’s service in the same light. As long as you remain in the favor of your temple masters, you can call upon the resources of the temple for shelter, assistance, and the resources necessary for your work.

Personalising the Sacred Slayer

The most important step in creating your sacred slayer character is simple: Which god do you serve?

Bolotanga Ghost Warrior

The Bolotanga tribe of Dhar Mesh is deeply religious. You are one of the tribe’s “ghost warriors,” sworn to serve the tribe’s shamans and protect the things and places sacred to the spirits of nature. If someone defiles one of these places or murders a shaman, it falls to you and your brothers to pursue the defiler to the ends of the Earth if necessary to see justice done. Who is it that you pursue, and what crime did they commit?

Fang of Set

You were raised to be a holy assassin of Set. From your childhood you studied the arts of stealth, combat, and poisoning. You were trained to follow the orders of the priests of Set without hesitation, slaying whomever they told you to slay, and standing ready to surrender your life if it should prove necessary to strike down Set’s foes. While the Fangs of Set are intended to be used against those who have offended the faith, you have learned that the priests you obey often employ the Fangs as common mercenary killers, hiring you out to anyone in need of an assassin and pocketing the rich fees they can charge for your services. Perhaps you are still a faithful servant of the Father of Night ... or perhaps you have turned apostate, and use the skills the priests taught you to enrich yourself.

Mithran Inquisitor

Mithra’s temples are among the richest and most powerful in most of Thule’s cities, but with wealth and power, corruption is sure to follow. Your sacred task is to protect Mithra’s priesthood from the insidious dangers that threaten the faith, both from within and without. You keep a vigilant watch for any signs of cult activity and move to stamp it out whenever it appears; you search out the agents of enemy faiths and stop their plots against Mithra’s temple; and you observe your fellow priests for signs of venality or corrupt influences. It is a thankless task, but it must be done.

Role Benefits

You are an agent trained by one of the secretive priest- hoods of Thule. You might serve as an inquisitor or monitor who guards the faith, you might be a hunter of heretics and monsters, or you might be a zealous assassin who kills to further the priesthood’s secular power and goals.

D&D 5th Edition

Slayer’s Strike (1st level): When you attack a target you have tactical advantage against, you can choose to perform a slayer’s strike. If you hit, you deal maxi- mum damage with your weapon. In addition, if the target is a special enemy of your god (see the sidebar), it must attempt a Constitution save (DC 8 + your Wisdom modi er + your level bonus). On a failed save, you double the damage of your attack against the target.

You can use Slayer’s Strike once, and then you must rest to regain it.

Sacred Relic (6th level): In recognition for your service to the temple, you are granted custody of a holy relic that can aid you in your duties. Choose one of the following: +1 weapon, +1 armor, bracers of defense, cloak of protection, ring of mind shielding, ring of protection, or an item of the GM’s discretion of similar power.

While magic items are rare in Thule, temples often hoard mysterious treasures acquired down through the centuries. e sacred relic is not yours to dispose of, and if you no longer need it, you are expected to return it to your temple.

Planar Ally (10th level): Once during each character level at 10th level and above, you can conjure a celestial being, elemental, or end even if you are not normally able to cast a conjuring spell. is is equivalent to planar ally, but the maximum CR of the creature you conjure is equal to one-half your character level. ( e GM may allow higher-level monsters or longer duration if the scenario warrants the special attention of your deity.) In general, your deity only provides allies that are close to his or her alignment

Pathfinder

Skill Bonuses (1st level): You gain a +2 bonus on Stealth and Knowledge (Religion) skill checks.

Slayer’s Strike (1st level): When you spend a hero point to gain a bonus before an attack roll, you can make a slayer’s strike instead. You gain a +2 luck bonus to the attack roll, and your attack deals 2d6 extra damage if you hit. In addition, if the target is a special enemy of your god (see the sidebar), the target must succeed on a Fortitude save (DC 10 + 1⁄2 your level + your Wis modifier) or die.

Hero points you spend to perform a slayer’s strike are not permanently expended, and are regained at the end of the day.

Sacred Relic (6th level): In recognition for your service to the temple, you are granted custody of a holy relic that can aid you in your duties. Choose one of the following: +2 weapon, +3 armor, +3 bracers of armor, +3 cloak of resistance, ring of mind shielding, ring of protection +2, or an item of the GM’s discretion of similar power. While magic items are rare in Thule, temples often hoard mysterious treasures acquired down through the centuries. The sacred relic is not yours to dispose of, and if you no longer need it, you are expected to return it to your temple.

Planar Ally (10th level): Once during each character level at 10th level and above, you can call upon a lesser planar ally (level 10), planar ally (level 11 to 14), or greater planar ally (level 15 to 20) even if you are not normally able to cast the appropriate spell. You need not provide the ally with any payment, since it serves out of loyalty to your temple. Calling upon your planar ally only requires one full-round action instead of the normal 10-minute casting time (you can assume that priests of your temple cast the spell on your behalf be- tween your adventures, and made arrangements for the ally to answer when you called).