General Susumu writeup


Homebrew and House Rules


I saw a thread noting General Susumu can't actually grant most of the spells or abilities of the Glory domain and the subdomains don't entirely help. Started writing out a way it could be justified to let him do it, as the deity articles in AP have long had special rules for each deity (and Susumu's flavor is largely blank).
(start)

It is widely known Shizuru and General Susumu are siblings, yet not particularly fond of each other. While those of the Inner Sea may initially believe this means the two are locked in a war which their mortal followers act out as proxy combatants, this simply is not true. While the two rarely speak and suffer serious disagreements, the two do not actively come to blows, though their clergy has no special rules for dealing with the other. It is believed if serious harm were to befall his sister, Susumu would be the first seeking to avenge her.

An incident involving a skinned horse, the details of which are not known to mortals, has earned General Susumu an effective banishment from the celestial bureaucracy. The remaining members begrudgingly admit his skill in combat, both personal and the command of men, has few equals and will run for his aid should his skills be required. General Susumu found little glory to be had in the has taken his banishment as an opportunity to seek glory and worship beyond the Dragon Empires, though this quest has largely been fruitless.

General Susumu's evil is firmly rooted in "everyday villainy", he cares primarily about his own power/glory and doesn't care about who he has to step on to get it (except maybe his sister). General Susumu views pain, suffering, death and the like as side effects of his pursuit of power and recognition, not something to seek for its own sake. He is unable to ignore affronts to his honor and quick to come to blows with those who insult it.

Obedience:
Proclaim the greatness of yourself and General Susumu before an audience of at least 5 creatures who share a language with you (the audience need not be non-hostile) and narrate to them true tales of your glory. While bragging demonstrate skill (such as lifting heavy objects, preforming acrobatics, shooting accurately or casting spells with visible effects) to show your words are not empty. If your prowess is contested, you must either slay the heckler or best them in a challenge measuring the contested ability (a refusal is considered a victory for you). You gain a +2 profane bonus to strength for the purposes of carrying capacity, strength checks and using a compound bow.

Evangelist:
1: Master and Commander (Sp) Clarion Call 3/day, Tactical Acumen 2/day or Perfect Placement 1/day
2: Not-So-Well-Kept Ship (Su) You may cause a number of contiguous squares equal to your hit die within 30 feet to be filled with disrepair and area appropriate rubble/junk, turning it into difficult terrain. This difficult terrain lasts until you use this ability again or an adjacent creature works on the terrain (a move action).
3: Tactical Training (Su) You gain a teamwork feat you meet the requirements for as a bonus feat, chosen the first time you gain this boon. All allies within 30 feet that can see and hear you and meet the prerequisites are considered to have that feat.

(I'll do Sentinel and Exalted latter. Plan on Sentinel to be archery focused and Exalted to be glory focused)

Spells:
Clerics of General Susumu may cast [good] spells if they are granted by domains. General Susumu recognizes the force multiplier of magical healing and his neutral Clerics may choose to channel positive or negative energy.

Clerics and Rangers may prepare Mount as a first level spell
Clerics and Rangers may prepare Flame Arrow as a third level spell
Clerics and Rangers may prepare Control Winds [to reduce wind speed and/or change its direction only] as a fourth level spell

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