Wednesday, June 21, 2017

Clerics of Fenrir (Part I)

Fenrir
Chaotic Demon Lord of Evil Wolf-kind, Terror, & Destruction
Tenets of Fenrir
* Let nothing chain you, even Gods
* Be a ferocious hunter, grow strong
* Consume all that get in your way
* Destroy the world

Clerics of Fenrir
Special: Clerics of Fenrir are also known as shamans.
Allowed Weapons: Dagger, wolf bite (see below)
Allowed Armor: None
Holy Symbol: Large Wolf, Hand Bitten Off
Can Turn: Clerics of the Gods (especially Norse ones: +2 bonus; -2 penalty vs. others)
Fenris Curse: Clerics of Fenrir can make a wolfish bite attack every round of combat, causing 1d3 damage at 1st level and increasing the damage die for every odd level thereafter (i.e. 1d4 at 3rd level, 1d6 at 5th level, etc.)

What is more, clerics of Fenrir must Save vs. Spell to not immediately devour any victims that they have slain, a process that takes 1d6 rounds for every HD the victim has. They suffer an AC penalty of 6 while eating (unless they drag their prey to a safe place), but also gain 2 bonus hit points, as well as a +1 Strength bonus per HD of wolf-chow consumed afterwards. The bonuses last for the next 24 hours, but the lamentations for the fallen can last far longer.


Next week: Clerics of Fenrir (Part II)!

No comments:

Post a Comment