The Vigilants Hallotak

Faction written by - Sithums
The Vigilants Hallotak, are a small faction of monster hunters within Berusia. They were originally a group of war heroes known for their deeds in slaying vampires but in the modern day serve as defenders for towns and settlements against the remaining monstrosities left by the vampire lords. Their common foes tend to be those cursed by lycanthropy and have steeled themselves against such beasts.

Prerequisite

To join the faction, interested individuals must undertake a mission to acquire a lycanthropes head and show evidence of their devotion and purity.
  • Return the head of a lycanthrope to a Night Hunter or someone of higher rank.
  • Swear to follow the tenets of the Vigiliants
  • A test of blood to prove one is not a lycanthrope or vampire.

Faction Equipment Package

  • A set of faction armor [see below]
  • An alchemical silver weapon of your choice (Simple or Martial that you can use)
  • Silver-Cast Tooth.

Faction Benefits

  • 1 Initiate: You gain the Warden's Light feature, as given below. You can gain the effects of up to a Modest lifestyle for free so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Berusia. Additionally, you gain Proficiency with one Tool Kit, Instrument, Vehicle, or Game of your choice.
  • 2 Hunter: You gain the Blessing of True Faith feature, as given below. Your factional armor improves to Excellent quality.
  • 3 Ascendant: You gain a +2 Factional bonus to one ability score cap of your choice; This boosts the maximum of an ability score, but not the score itself. Additionally, your Silver-Cast Tooth and Wardens Light feature improves, granting you their Ascendant features. Your factional armor improves to Exceptional quality.
  • 4 Vigilant: You gain one Combat or Spellcasting feat of your choice. Additionally, your Blessing of True Faith feature improves, granting you its Vigilant benefit. Your factional armor improves to Superior quality. Finally, you can gain the effects of up to a Comfortable lifestyle for free so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Berusia.
  • 5 Warden: You gain a +2 Factional bonus to one ability score cap of your choice; This boosts the maximum of an ability score, but not the score itself. Additionally, your Silver-Cast Tooth and Wardens Light feature improves, granting you their Warden features. Your factional armor improves to Masterpiece quality.
  • 6 Master: You gain the Keeper of True Faith feature, as given below. Your factional armor improves to Legacy quality.

Warden's Light

You are given a magical tattoo that, while part of the Vigilants Hallotak, wards you against death. You gain the ability to cast the Light cantrip.   If you enter the dying state at 0 HP, you can choose to activate this tattoo to immediately gain the effects of the Spare the Dying spell, this ability can be triggered a number of times equal to half of your Proficiency bonus, regaining spent uses after completing a Long Rest.   Upon reaching Ascendant rank, you can use a charge of this ability to instead cast the Daylight or Scorching Ray spell.   Upon reaching Warden rank. you can use all remaining charges of this ability to instead cast the Death Ward or Dawn spell. This tattoo can only produce a single instance of Death Ward at a time, all previous instances fade while the newest casting remains.

Blessing of True Faith

The weapons of the Vigilants have been blessed by Napalis and burn foes with their radiant heat. You can choose one weapon to receive this blessing in an hour long ritual that requires the use 1 Annointing Oil, which is expended, and a weapon to be blessed in this way. You can change the weapon this blessing is applied to at any time so long as you are able to perform this ritual.   A weapon that has this blessing counts as a symbol of True Faith and deals an additional 1d4 points of damage to Aberrations, Monstrosities, Shapechangers, and Undead creatures.   At Vigilant rank this feature improves, increasing the bonus damage to an additional 2d4 points of damage instead of 1d4.

Keeper of True Faith

You gain Advantage on any check or save made to resist Corruption as well as magical Diseases and Curses. Additionally, so long as you have at least 1 point of Stamina, you gain Fast Healing equal to your Proficiency bonus.

Faction Signifier

Silver-Cast Tooth: The incisor of the were-beast offered by the member upon their initiation, cast in a silver coating and enchanted with a simple ward. On the bottom of the large tooth is inscribed the emblem of the Vigiliants, a depiction of a shattered skull carefully carved into the metal.   Upon initiation to the vigilants, the initiate can select one of the following benefits, gaining the chosen benefit for as long as the initiate remains attuned and wearng the silver-cast tooth. The benefit can only be changed when ascending to a new rank within the organisation.
  • Sought Through Silver: You can as an Action activate the ward on the tooth to detect shape-changers within 5 miles. This does not detect those in humanoid form, and otherwise functions like the Inquisitor's Sense Heretic ability.
  • Hunter’s Mask: You impose a -5 penalty to Passive Perception checks or Disadvantage on active Perception checks made against creatures attempting to locate you via scent.
  • Vigil of the Curse: You receive a +2 bonus to Saves made to resist the effects of lycanthropy and any saves made to remove a curse of the same type from yourself.
  • Hunter's Knowledge: Whenever you roll initiative against creatures you know are either Aberrations, Monstrosities, Shapechangers, or Undead, you can make a free Tactics (or other relevant knowledge) check to identify the creature. You receive a +1 Factional bonus to this check, this bonus improves by +1 at Ascendant and Warden rank. You can additionally aid those afflicted by dark diseases, you can take 1 hour to aid a creature against an affliction. Make a Medicine (Wisdom) check against the DC of the affliction, on success the creature gains Advantage on the next saving throw they make against the affliction.
  • Deathguard: You are trained to resist necromantic magics and curses, gaining +1 to saving throws against necromancy spells or curse effects and gain DR equal to half your level (rounding down) versus Necrotic damage (max 5).
When you reach Ascendant rank in this guild, your silver-cast tooth pendant improves granting the attuned with one of the following benefits. The benefit can only be changed when ascending to a new rank within the organisation.
  • Show The Afflicted: You can as an Action cast the Moonbeam spell by expending a point of Stamina. This spell is cast at a level equal to your Proficiency bonus.
  • Hidden Power: You gain an additional use of a single limited use feature of your choice, such as Channel Divinity or Bardic Inspiration.
  • Hunter's Toolbelt: You are able to bless weapons around you to pierce the resistances of certain creatures. When taking a Long Rest you can temporarily imbue up to your Proficiency bonus in weapons with the Ghost Touch enchantment or with the benefits of a precious material: cold iron, fever iron or Alchemical silver. These imbuements last up to 8 hours.
  • Sojourned Blood: You gain an additional 2 HP per HD that you have attained.
When you reach Warden rank in this guild, your silver-cast tooth pendant improves granting the attuned with one of the following benefits. The benefit can only be changed when ascending to a new rank within the organisation.
  • You gain a +2 Factional bonus to one ability score of your choice.
  • Hunter's Endurance: You gain your Rank within this Faction as a bonus to your Stamina pool.
  • Hunter's Improved Toolbelt: You are able to bless armor and weapons around you to pierce the resistances of certain creatures and protect your companions. When taking a Long Rest you can temporarily imbue up to your Proficiency bonus in armor or weapons with the Ghost Touch enchantment or with the benefits of a precious material: adamantine, angelic silver, celestial bronze, eternal platinum, or fever iron. These imbuements last up to 8 hours. (This replaces the base Hunter's Toolbelt ability).

Ranks

Rank Structure from lowest to highest
  1. Initiate
  2. Hunter
  3. Ascendant
  4. Vigilant
  5. Warden
  6. Master

Goals

  • To eradicate all kindred and the monsters they have created
  • To protect the people of Berusia from threats external and internal
  • To purify the desecrated lands of Berusia
  • To stop the practice of necromancy

Tenets

  • Defend the people of Berusia from the threats of vampires and their monsters
  • Never practice the dark art of necromancy
  • It is better to die by your enemy’s blade than to take his corruption and live as a monster
  • Spare no knowledge of the dark arts, for its destruction is preferable to all else

Fees

  • Membership within The Vigilants is payed for by the guild itself. You receive free lodging within factional Locations for so long that you maintain an active membership within the guild. However, the guild does require active participation within its halls, as such, every Upkeep period, you are expected to pay 5 x your Rank in Vigilant Hallotak Influence towards the guild to maintain membership. This can be waived by completing Vigilant contracts that generate an equal or greater amount of Vigilant Hallotak Influence.

Taboos

  • Practicing necromancy to return an individual from the dead The use of magic to curse or subjugate the living or the dead
 

Faction Armor

Light Armor

Wolf Cuirass: AC (12 + Dex modifier Adaptable, Comfort; T2 Light Lamellar, 10lb Fine Fur, 7lb. Alchemical Silver; DC 22; 256wh / 256mh; 588gp.)
  • Fine Quality (Supple I): Tier I: While wearing this armor, you gain +5-foot enhancement bonus to your combat walking speed, which stacks with other Enhancement bonuses to Movement speed.
  • Tier II Light Armor: Light Armor at tier two provides a +1 bonus to Dexterity saving throws made against a danger you can see.
  • Tier II lamellar armor: Lamellar armor is flexible and handled with ease. It provides the wearer with a +5 foot increase to their base walking speed, and it can be donned in half the usual time; in addition, it is especially protective against bludgeoning and slashing attacks, but weak against piercing. The wearer gains DR 1 against Bludgeoning and Slashing damage, but any DR they possess against Piercing damage is reduced by one.

Medium Armor

Bear Cuirass: AC (14 + Dex modifier (max 2) Bulk (10), Cumbersome, Dense; T2 Medium Laminar, 10lb Fine Fur, 23lb. Alchemical Silver; DC 26; 256wh / 296mh; 861gp.)
  • Fine Quality (Mastercraft I): Tier I: This armor increases its maximum dexterity allowed by one; in the case of light armor, it provides a +1 bonus on Athletics and Acrobatics checks.
  • Tier II Medium Armor: Medium Armor at tier two provides a +1 bonus to Dexterity saving throws made against a danger you can see, and to Constitution saving throws made when in response to being injured, such as a stunned-on hit, or injury poison.
  • Tier II laminar armor: Laminar armor is rigid and defensible as a whole, while allowing agile motion and flexibility at the cost of greater weak points in the armor. It provides the wearer with a +1 to their Armor Class on reactionary attacks made against them, and it can be donned in half the usual time; in addition, it is especially protective against slashing attacks, but weak against piercing. The wearer gains +1 AC and 2 DR against Slashing damage, but any attack that deals Piercing damage treats the armor as 1 lower than normal and reduces any Piercing DR by 2, this penalty is doubled on critical hits.

Heavy Armor

Bone Plate: AC (18 Bulk (15), Burdening, Cumbersome, Custom-Fitted; T2 Heavy Plate, 14lb Fine Fur, 22lb. Fine Bone, 26lb. Alchemical Silver; DC 27; 280wh / 608mh; 1129gp.)
  • Fine Quality (Fortified I): Tier I: Your AC is increased by two when determining if a critical hit confirms against you.
  • Tier II Heavy Armor: Heavy Armor at tier two provides a +1 bonus to Strength saving throws made against a danger you can see, and to Constitution saving throws made when in response to being injured, such as a stunned-on hit, or injury poison.
  • Tier II plate armor: Plate armor is rigid and highly defensible, while allowing some, albeit limited forms of motion and flexibility. It provides the wearer with a 10% chance that a confirmed critical hit made against them fails to critically hit and is instead treated as a normal hit; in addition, it is especially protective all forms of attack, granting DR 2 Physical to its bearer. The wearer suffers a 5 foot penalty to their Walking speed while wearing this armor.

Fear Not The Beast, But The Blades We Bring

Type
Guild, Fighter / Mercenary

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