Members of lower echelons of the Twilight Hammer (which is most of them) are predominately of the nonmagical classes, mostly barbarians, rogues and warriors. Other nonmagical classes are known, but less common. As one ascends through the ranks of the organization spellcasters become more common. The twilight overlords, are almost exclusively spellcasters. Most of the spellcasters are arcanists, specifically elementalists (a variant class that appears in Chapter 2: Class Options).

This hierarchal pyramid is also indicative ofhow Twilight's Hammer cults approach defense. The first cultists the heroes encounter are likely to be low-level initiates. Only if that fails to deter them do the heroes face higher-ranking members, increasing in rank and power as they plunge into the depths of the temple. To catch sight of the inner circle, the heroes must breach the inner sanctum. The twilight lord deigns to fight only if the sect as a whole is threatened (in other words, to preserve his own life or goals). By that point, of course, the heroes are depleted from fighting the cultists, in theory making them easy prey for the twilight lord (which makes him look even more impressive to his followers).

Should a Twilight's Hammer sect be incited to attack another group, their offensive tactics differ little from their defense. Low-level members act as scouts, while the main force attacks in waves of incrementally increasing power, until they subdue their foe, and the twilight lord — or one of his representatives — can swoop in and claim victory. The Twilight's Hammer rarely uses such overt measures, however, preferring instead to scare off those who stand in its way. Accompanying each act of sabotage, kidnapping, or assassination is always an unambiguous — and gruesome — sign that the Twilight's Hammer is responsible.

Twilight's Hammer Elementalist, 9th-Level Glementalist*/lst-Level konforge Dwarf Male Ironforge Dwarf: CR 10; Medium humanoid (Ironforge dwarf); HD 9d6+1d8+30, hp 69; Init +5; Spd 20 ft.; AC 18, touch 13, flat-footed 17; Base Atk +4; Grp +5; Atk/Full Atk +7 ranged (3d6+2/x3, flintlock pistol); SA call elemental 1/day, spells; SQ darkvision 60 ft., elementalist spell list, enhanced counterspell, familiar (weasel), stoneflesh 1/day (+2 AC, 4 rounds), Ironforge dwarf traits; AL CE; SV Fort +8, Ref +4, Will +6; Str 12, Agy 13, Sta 16, Int 17, Spt 11, Cha 6.

Languages Spoken: Dwarven, Common, Goblin, Low Common and Orcish.

Skills: Concentration +16, Craft (alchemy) +7, Knowledge (arcana) +12, Knowledge (religion) +12, Knowledge (the planes) +12, Listen +6, Sense Motive +4, Spellcraft +14, Spot +6.

Feats: Enlarge SpellB, Exotic Weapon Proficiency (flintlock pistol) B, Improved Initiative, Point Blank Shot, Scribe ScrollB, Skilled (Listen and Spot)Bt, Spell Focus (conjuration), Spell Focus (evocation).

Elementalist Spells (5/6/6/5/3/2; save DC 13 + spell level): The Twilight's Hammer elementalist's high Intellect score and ranks in Spellcraft allow him to prepare 11 spells per level; he can prepare most of the spells on the elementalist spell list. He favors the following spells:

1st—earth shockf; 2nd—earth bond**; 3rd—earthbind totemf; summon monster III; 5th—earth strikef, summon monster V.

Possessions: +2 flintlock pistol of distance, bracers of armor +3, amulet of natural armortt +2, cloak of resistance + 1, earth elemental gem, ring of protection +2, spell component pouch.

* See Chapter 2: Class Options.

t As long as his familiar is within arm's reach.

$ See More Magic & Mayhem.

** See the Alliance Players Guide.

tt See the Monster Guide.

Twilight's Hammer Priest, 12th-Level Priest Female Orc: CR 12; Medium humanoid (orc); HD 12d8+24, hp 81; Init +1; Spd 30 ft; AC 17, touch 11, flat-footed 16; Base Atk +9; Grp +13; Atk +16 melee (1d6+9, rod of the sleepwalker*); Full Atk +14/+9 melee (1d6+7, rod of the sleepwalker*) and +12 melee (1d6+5, rod of the sleepwalker*); SA smite, spells; SQ low-light vision, aegis, compel, Destruction domain (lesser), greater aegis, Madness domain* (greater), rebuke undead, orc traits; AL CE; SV Fort +10; Ref +5, Will +15; Str 18 (16), Agy 13, Sta 14 (12), Int 10, Spt 22 (18), Cha 8.

Languages Spoken: Common and Orcish.

Skills: Concentration +17, Craft (weaponsmithing) + 15, Knowledge (religion) +15, Spellcraft +15.

Feats: Brew PotionB, Craft Staff, Dodge, Magic Energy Control, Maximize SpellB, Quicken Spell, Two Weapon Fighting.

Priest Spells (4/6/6/5/4/4/3; save DC 16 + spell level): The Twilight's Hammer priest's high Spirit score and ranks in Spellcraft allow her to prepare 16 spells per level; she can prepare most of the spells on the priest spell list. She favors the following spells:

3rd—death coil, shadow word pain; 4th—greater death coil, summon undead IV; 5th—greater inner fire, nightmaret; 6th—greater shadow word pain.

Domain Spells: 1st—cause fear; 2nd—mana burn; 3rd—psychic screamf; 4th—rain of fire; 5th—mental blastf; 6th—harm.

Domains: Destruction domain (the priest casts Destruction spells as a 13th-level caster), Madness domain (+4 on saves against illusions; share vision 1/ day DC 21, 6 rounds).

Possessions: Rod of the sleepwalker*, silvered +2 scale mail of the bear, periapt of Spirit +4, potion of cure serious wounds.

* See Chapter 4: Magic and Faith.

t See the Horde Player's Guide.

f See More Magic & Mayhem.

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