Armok

Armok is the fiery dwarf. A glowing short sturdy humanoid composed of fiery hot material. He is the first one of his kind. He was present at the creation of the world. He is associated with passion, blood, metal and fire.

Armok’s servants are Red Dragons and Primordial dwarves (born from fire)

Dwarves are said to be descendants of Armok. Ancient engravings support this theory.

When you call for his aid, Armok might incinerate your enemies or an obstacle with a Flame Strike, invigorate your inner fire or send a Primordial Dwarf named Bloodletter, Burn or Blade (9HD, AC3, MV9, ML10, F9, 2d8 fire, Heat Aura) to help you in a battle.

Paladin: The Berserker

Berserker

Score Final Journey
0You can communicate with Red Dragons, Firemen, Fire Imps and dwarves
2to be determined
4to be determined
6to be determined
7to be determined
8to be determined

Cleric: The Firecaller

Specializes in Blood, Metal and Fire

Armor: Any, Weapons: Battleaxe, Handaxe, Crossbow

To-Hit: Cleric, Saves: Cleric

The Book of Flames

“All burn”

CircleSpell NameTraditional Name
1Touch of Heat1d6+1 heal or pain
1Blade FistsYour hands become blades, unable to wield objects, 2 attacks, 1d6, 1d6
1Firecall2d8 Fire damage to target, save negates
2The Riddle of Steelnew spell
2Martial Trancenew spell
2Fire-Flood1d6/2 levels (round up) fire damage to up to 3 nearby targets
3Burning Bloodnew spell
3Fire WardImmunity to fire, lasts 1h/level
3Armok’s teardropFireball
4Molten ScourgeNew spell
4Skin of SteelStone Skin (self only)
4Conflagration20 fire damage (no save) + cause fear (save negates)
5Red Dragon StompFlame Strike
5Burning Adrenalinenew spell

The Riddle of Steel: Allows the targeted weapon to overcome physical damage resistance as well as physical damage immunity. The targeted weapon must have a metal tip or be entirely made out of metal.

Martial Trance: All creatures affected gain +1 to hit, +2 to damage and 3 hit points. After 10 of activity they will be fatigued and take -2 to hit and -2 to damage (minimum 1) until they rest for 10 minutes. (10 minutes duration). Spell affects the entire party.

Molten Scourge: Transforms any piece of metal into a molten scourge, which can be used as a weapon from the second rank. Priests of Armok and Berserkers can wield this scourge with ease. Anyone else takes 4 fire damage every round as long as they wield it. The scourge grants an attack bonus of +2 and deals an additional 1d8 of fire damage. The scourge persists for 1 turn per level.

Burning Adrenaline: Target creature can resist and save vs. spell. A failed save indicates that the target is affected. Affected creatures gain advantage on attacks, deal double damage, gains an extra attack with it’s strongest weapon, move at triple speed, become immune to: Fire damage, paralysis, fear, stun, and immediately shrug off all stun, paralysis and fear effects and regain conciousness if unconcious (unconcious targets are not entitled to a saving throw). At the end of the 3rd round, the affected creature perishes in a violent explosion with a 10m diameter (6d8 damage, save for half).

Level Progression

LevelTitleExperienceHit Dice
Level 1Acolyte01d6
Level 2Adept1’5652d6
Level 3Priest/Priestess3’1253d6
Level 4Prist/Priestess6’2514d6
Level 5Curate12’5015d6
Level 6Elder25’0016d6
Level 7Elder50’0017d6
Level 8Patriarch/Matriarch100’0018d6
Level 9Patriarch/Matriarch200’0019d6
Level 10Patriarch/Matriarch300’0019d6+1

Spell Progression

Level1st circle2nd circle3rd circle4th circle5th circle6th Circle*7th Circle* *
11------
22------
321-----
432-----
5321----
6332----
74321---
84332---
944321--
1054332--
11544321-
12554332-
136434221

To-Hit Progression

to Hit AC0123456789
Level 1-319181716151413121110
Level 4-51817161514131211109
Level 6-8171615141312111098
Level 9-1016151413121110987

Saving Throw Progression

LevelBreath, ExplosionPoison, DeathParalyze, StoneWand, DeviceSpell
1-41611141215
5-8149121012
9-101271089