Priests of the Flying Fist


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Priests of the Flying Fist

   

Flying Fist Sect

Ahira Strongarm   ' The Battle Master '

Portfolio:    Warriors and Battles

Rank:           Intermediate

Patron:        Tempus & Tyr

Alignment:  True Neutral    (Followers may be any alignment)

 

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Specialty Priests called:  Priests of Ahira's Flying Fist

Requirements:  Strength 16, Intelligence 15, and Wisdom 12

Major Spheres: All, Combat, Healing, War

Minor spheres: Protection, Divination

Weapons:    All Blades 

Armor: Light only and spiked gauntlets

Holy Symbol:  Gauntleted fist with silver wings on either side

 

Priests of Ahira's Flying Fist are students of Religious and Military History, and skill at arms gaining a bonus proficiency in Religion and History-(Military)  at no cost.

They are from a rare sect formed when Ahira was a very young God. He and a long forgotten God of Dance were worshiped together by the ancestors of this group of elves and created this rare sect of specialty priest. The mix of styles that were melded into one by Ahira and Kierien, and what emerged was balance, agility in dance and weapon skills known as the Blade dance, named for the greatest elven warrior priest called Tyrial Bladedancer. When fighting these priests display a beautiful but lethal dance of death. These priests are seldom encountered mostly preferring their private lands and existence. During times of peace however, occasionally one may be found traveling, sharing their knowledge of battle skills and knowledge to others, green troops and veterans alike.

 **During times of war however, Priests of the Flying Fist can cast all spells from the sphere of war as a priest of 2 levels higher than himself. **

**Note: This ONLY applies during a war.**

 It is customary for 8th level priests of Ahira to attract younger priests and mentor them in the arts of battle skills. At higher levels, Flying Priests of Ahira are venerated, in their sects and often find themselves in positions of leadership. They are expected to maintain their prowess in combat even after attaining the highest level of command.

Special features:

 Blade Dancers cannot Turn Undead.

 The Blade Dancers gain the following benefits:

All Blade Dancers may fight with 2 weapons at no penalty, however the off-hand weapon may only serve as a parry.

 Special Attack Patterns: Gained in order at, 4th, 6th, 8th, 10th  

·          Fake: The dancer fakes one attack with the parrying weapon, following up quickly with their next attack gaining +2 bonus to hit. If the attack is successful the damage is rolled with the next higher die.  i.e. a long sword would do 1d10 damage instead of 1d8

·          Swan:  The dancer, through a series of feints and jabs sweeps in low and trips her opponent (save vs. dex – 1 /per Dancers Level)

·          Wolf: The Bladedancer uses his skill to shield a companion from harm, gaining an opportunity to block each attack directed at the chosen companion.

·          Sleep: The Blade Dancer weaves a complex pattern, and upon completion the dancer enters a deep, healing sleep lasting 1d4 hrs. The dancer recovers 1d10 HPs for each round they spend in this state, but may be woken by shaking or an attack. If the dancer be awoken prematurely no damage is healed.

 

Followers: Ahira’s priests attract younger priests and warriors at 8th level and are expected to mentor them in the arts of war in return for service. All priests at one time have had a mentor (may be useful NPCs)

(DM Discretion due to their rarity of this sect)

 

Meditation is taught to EVERY recruit whether they be fighters, mages, or priests, at 1stevel This ability allows the student to enter a mental state in which he can focus and regain his energies. For each hour the character spends in uninterrupted meditation, he gets as much rest as two hours of sleep. While meditating, the character is oblivious to hunger, thirst, heat, and cold.

 

2nd level Skill: Dancers Grace: At Level 2 the Blade Dancer receives a +1 to his initiative, and at Level 3 they cannot be caught flat footed, at Level 5 they cannot be flanked and at Level 7 he gains a +1 to AC.

 3rd level Skill: Flying Dance: This Dance is one of the most fearsome abilities of the Flying Fists, as it increases their danger in combat.  This ability lasts for only 5 rounds +1 rnd per caster over 5th level, but for it's duration, the Blade Dancer, is still able however to defend a single attack against the party directly next to him with their off-hand for the duration of the pattern such as a pommel strike or guard punch or both at 1d6 dam.

 The Dance lowers the priest's AC according to the table below.

            Level            AC            Frequency                  Duration

            3rd                  -1               1/week                        1/week for 5+ 0 rnds

            6th                  -2                1/day                          1/day for 5 + 1 rnds

            9th                  -3                1/day                          1/day for 5 + 4 rnds

            12th                -4               1/day                           1/day for 5 + 8 rnds

 

 7th Level Skill - Identify: The priest has an excellent feel for weapons; he can discern the workmanship and potential magical ability of a weapon merely by handling it.  The priest can determine the magical pluses of any weapon, though not any other special or magical abilities.

 12th Level Skill: Whirlwind: The Priest gains the ability to enter a beautiful but deadly circular dance of death in which they may make one attack at +2 to hit only, to every opponent within their threat range no matter what their normal APR is.

 Warrior Bonus: Str bonus as fighter (but not Con)

Weapon specialization: The priest can specialize in a particular weapon as a fighter, but only one weapon.

 Penalties: A priest of Ahira may not use any type of bow. Priests of the Fist must also spend at minimum 3 weeks each year instructing or participating in a military training complex of some sort (preferably one endorsed by Ahira) (This also applies to adventuring priests)

 A Brief History

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 Many years ago, when the Followers of Ahira were new to this prime, having come here in a rift that was rent by warring wizards that began enveloping their Prime Material Plane was growing, they came to Faerun and were welcomed by members of the court of a particularly isolated group of tribal Elvin lands. There they encountered and were welcomed by the native Forest Elves who worshipped a God of dance and nature, now long forgotten. When the elves Mistress of the Dance had faded, Ahira enveloped the elves under his guidance out of his gratefulness of the elves’ kindness to his people. The two groups lived together and shared their knowledge freely, and the two religions had melded seamlessly into one, with Ahira now being the primary deity, although his warlike attributes had been given a more whimsical twist.  Oddly, Ahira accepted these worshipers into his fold, mixing dance and swordplay, their form of combat, while not as war oriented, made them extremely deadly fighters.  As more of Ahira’s followers eventually moved on to other frontier land to form a more technologically advanced state through their powerful skills, a few liked the anonymity and relaxed environment offered by the elves and stayed, working to further the elves swordplay into an evermore beautiful but deadly dance of death. Ahira never forgot the woodland elves that still worshiped him in their isolated communities, and marks their skill with the sword as a deadly trap for those not familiar with them. Most of Ahira’s followers, and even some of the scholars wonder now whether the tale of such elves is myth or true history.

Most certainly the large troop oriented sects, hardened by battle and accustomed to war, would have a hard time believing in such tales of Ahira and a long lost love of a goddess of dance.

 

 

 

 

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SECTION 2
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SECTION 4
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Title 6

SECTION 4
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Title 6