Criterion Affiliation Score Modifier One-Time Character level +1/2 levels Lawful alignment +1 Knowledge (religion) 5 or more ranks +1 Base attack bonus +5 or higher +1 Proficient with all martial weapons +1 Multiple Use Brings a lawbreaker to justice +1 Converts a new member +1 Slays a CR 8 or higher evil creature +1/4 creature's CR Slays a CR 8 or higher evil minion of Hextor +1/2 creature's CR Thwarts a plot of Hextor's church or minions +3 Razes a stronghold of Hextor +8 Overthrows an evil government +8 Overthrows an evil government run by the Church of Hextor +10 Spearheads the revision of an unjust law (if character is good) +1 Commands a unit within an army during a major war +2 Commands an army during a major war +6 Fails in combat against Hextorites -4 Breaks a law -2 Associates with known evil creatures -4 Associates with known evil minions of Hextor -10
Titles, Benefits, and Duties: To gain a new rank and its associated benefit, a member must spend 24 hours fasting and praying in a structure sacred to Heironeous, under the supervision of one of his clerics or paladins. The required tithe must be paid at the end of this time. Affiliation Rank 0 1
2
3 4
Score 3 or lower 4-13
Title: Benefits and Duties None. Soldier-at-Arms: Cain a +2 bonus on Diplomacy checks made while enforcing the law. 14-23 Hand of Might: Once per day, ignore the effects of difficult terrain on your movement f o r i round. 24-29 Bolt of Glory: Cain a +1 bonus on attack rolls made against evil enemies. 30 or higher Righteous Blade of Justice: Once per day, any melee weapon you wield deals +ld6 points of electricity damage, or each damaging spell you cast deals +ld6 points of electricity damage, for 1 round/character level.
ROLEPLAYING APPLICATIONS Favored Feats: Followers of Heironeous prefer feats that improve their martial prowess (such as Power Attack or Weap on Focus) or their ability to destroy evil. Paladins and clerics frequently select divine feats that empower their spellcasting at the cost of their ability to turn undead, since such crea tures can just as easily be crushed to dust with a blow from a mace. Favored Combat Tactics: Fond of intricate tactics, follow ers of Heironeous seek any advantage in a battle, watching for ways to split enemy forces and use terrain cleverly. Once combat begins, they pursue their enemies with dogged
determination. Members of the Fist of Valor maneuver with their allies to guard lightly armored spellcasters and flank targets, and they rarely give ground in battle. Minions of Hextor are their favored targets, followed by any other known servants of evil. Members of the Fist of Valor can be frustrating comrades for groups facing non-evil foes. They are likely to seek a diplomatic solution to such a conflict and might refuse to fight unless forced by cir cumstance to do so. Favored Adventure Types: Worship ers of Heironeous are always eager for any adventure that allows them to smash the heavy fist of their deity Holy symbol against agents of evil. They prefer of Heironeous missions to battle the forces of Hextor above all others. Favored Oaths: In combat, Heironeans might shout imprecations such as "By the fist of thunder and lightning!" or "May his mailed fist strike you down!" While battling min ions of Hextor, they curse, "Hextor's treacherous beard!"
THE MIGHTY ARMS OF KORD Battle brings violence, bloodshed, and loss, but also glory. Full of bold and beautiful chaos, combat claims even the most careful or craven in the end. So what do you have to lose by making a bold stand? Indeed, battle is the surest way to determine who is most worthy of life. If you conduct yourself bravely on the battlefield during life, you earn a place of honor at your deity's table after death. And if you fall short of that goal, you can always return to the Material Plane in a new form to try your luck once more. To the members of Kord's church, the Mighty Arms of Kord, battle represents the best way to revel in physical prow ess and approach the perfection of the Brawler. Just like the multiverse itself, a fight is unpredictable, wild, and deadly. No outcome is sure, even for the most powerful of warriors. Thus, the struggle between two combatants is a microcosm of all creation. But although the members of this church worship physical perfection, strength of mind is nearly as important to them. A fighter might be able to cleave a mighty giant with a single blow of his greatsword, but if the spell of the least wizard can make him a bumbling fool, he has no place on the battlefield. Given a choice between magic and brute force, however, a member of the Mighty Arms of Kord relies on physical prowess once battle is joined. He isn't averse to using the best tools to defeat any given foe, swinging a silvered sword at a lycanthrope or hacking with an adamantine axe at an iron golem. A temple to Kord typically resembles an arena. Areas where members can practice the fighting arts fill the interior, sur rounded by galleries where others can observe their favorite combatants. Battles within the temple are rarely to the death. Differences between members of the church are always resolved here in some sort of athletic competition, game, or duel. Services often consist of members' recitations of their