Thorium Brotherhood Forces

As a craft guild the Thorium Brotherhood has no need for a permanent military arm. On the other hand the Searing Gorge is a dangerous region and the Brotherhood is well aware of the threat presented by wild beasts, elementals and even their fellow Dark Iron dwarves. All members of the guild are required to spend at least some time on the walls as lookouts. The skill-based ranking system of the guild extends even into defense of Thorium Point. Master smiths serve as watch commanders, while journeymen and apprentices do the actual patrolling of the walls.

Nearly all members of the Thorium Brotherhood start as experts, rogues or warriors. In order to rise above the level of apprentice, a guild member must have at least one level in the martial enchanter prestige class (see Chapter 2: Class Options). Dwarves of the Thorium Brotherhood maximize their ranks in one or more Craft skills, usually armor- or weaponsmithing. Though their focus is on making arms, members of the Thorium Brotherhood are no slouches when it comes to using them, either. Naturally, they have many quality weapons and armors on hand.

If the Thorium Brotherhood has need of additional troops — especially for missions outside their holdings — their solution is the same as for any other problem: They contract out. Like suppliers, most of these mercenaries work for finished goods rather than cash; indeed, many of them have previous experience as suppliers for the Brotherhood. Generally these missions are defensive in nature — culling a herd of salamanders in the Searing Gorge or routing bandits who interfere with trade. On occasion, though, these dwarves reveal their vindictive streaks and hire mercenaries to strike against their "competitors" through sabotage and even slaughter. At the moment this enmity is focused on the Dark Iron dwarves still in Blackrock Depths; but as their operations expand the Thorium Brotherhood is likely to find new competitors to torment, and this might bring their mercenaries in conflict with the heroes. The Brotherhood's use of mercenaries allows them to distance themselves from such underhanded tactics, and victims may have a hard time linking the Brotherhood to these attacks.

ThoRium BRotheRhood CRaftsman, 5th-Level WaRRioR/4th-Level MaRtial EnchanteR*Vlst-Level DaRk iRon DwaRf Male Dark Iron Dwarf: CR 10; Medium humanoid (Dark Iron dwarf); HD 5d8+5d10+22, hp 75; Init +4; Spd 20 ft.; AC 22, touch 10, flat-footed 22; Base Atk +9; Grp +11; Atk +13 melee (2d6+7/x3, greathammer); Full Atk +13/+8 melee (2d6+7/x3, greathammer); SQ darkvision 60 ft., disenchanting, enchanting, fire magic affinity, identify enchantment, fire resistance 3, Dark Iron dwarf traits; AL NE; SV Fort +11, Ref +4, Will +7; Str 15, Agy 11, Sta 14, Int 15, Spt 8, Cha 10.

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

Skills: Appraise +10, Craft (amorsmithing) +15, Craft (weaponsmithing) +15, Diplomacy + 6, Knowledge (arcana) +6, Spellcraft +6, Sense Motive +4.

Feats: Endurance, Exotic Weapon Proficiency (thorium weapons), Improved Initiative, Power Attack B, Spellbreaker*, Weapon Focus (greathammer)B, Weapon Specialization (greathammer) B.

Enchantments: The Thorium Brotherhood Craftsman knows 8 journeyman enchantments, 5 expert enchantments, and 1 artisan enchantment.

Possessions: Thorium +1 greathammer with flaming blast enchantment*, full plate with superior defense enchantment*, cloak of resistance +2.

* See More Magic & Mayhem t See Chapter 2: Class options

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