Pyremius (Greyhawk Action)

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Lawful Evil

Pyremius is the Suel god of fire and assassins and a patron of the Scarlett Brotherhood.

Pyremius (pie-REH-mee-us) was once a demigod of poison and murder, but he poisoned Ranet, the Suel goddess of fire, and assumed her portfolio. He is now the patron of assassins, and he carries a longsword called Red Light and a whip called Viper. He is friendly with fiends; jermlaine worship him, as do many nonhuman tribes. He keeps other gods at arm's length, except for Syrul, a fellow patron of the Scarlet Brotherhood. His holy symbol is a demonic face with ears like a bat's wings.

The world will perish in fire. Anything that threatens you must be burned, and those who would keep you from doing this must be killed. The greatest enemy must sleep sometime. Those who fall to such tactics deserve their fate, and those who exploit these weaknesses are the most crafty of all.

This doctrine means ranking clerics tend to prey upon each other, and smarter ones sometimes leave a temple to found their own order of the church. His clerics watch other people for weaknesses or openings in their defenses. They expose themselves to great heat to test their strength, plot against those who hold things they want, build superior forges, and explore exotic locations to find rare plants and other substances from which poisons can be made. Assassins can be hired at their temples; turnover among the clerics is high because of internal feuds,

Alignment: Lawful Evil.

Weapon: Longsword, whip, poi, unarmed attack.

Symbol: Demonic face with ears like a bat's wings.

Action Domains

Darkness, Fire, Life, Plant, Spiritual.

Pathfinder Domains

Darkness (Night), Death (Murder), Destruction, Evil (Fear), Fire (any subdomain).

Pathfinder Traits

Pathfinder Obedience

Strike a practice dummy with every melee attack you are capable of until the dummy smolders from profane fire. If no dummy is available, you can do with a wooden pillar or even a tree. When you score a critical hit, you inflict an additional 1d6 points of fire damage for every four hit dice you have.

Boons

  1. Martial Excellence (Sp) divine favor 3/day, spiritual weapon 2/day, or greater magic weapon 1/day
  2. Strong Arm (Su) As a swift action, you can increase the damage die of your weapon by one step for a number of rounds per day equal to your HD. These rounds need not be consecutive.
  3. Ranet's Rings (Su) Once per day, you can summon a floating array of giant iron rings that provide cover or attack foes, as if you had cast crushing hand, except that it has the [fire] subtype and any damage the hand inflicts is fire damage..