Descendants Of Thunder
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The City of 7 Seraphs
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The Descendants of Thunder

CN preeminent organization
Leaders the Fists
Values precise violence, focused martial discipline, focused perfection
Public Goals to supply the city's treasuries with coins, to train martial artists to be ready to act, to manage the city's elemental vacuole and vesicle mines, to forge the city's weapons and metalworks, to exert perfect force
Private Goals to destroy any organization or force that wishes to use the city to the exclusion of others, to become the perfect momentary vessels of the Occlusion and Radia’s power and might
Allies Ashlords, Church of Coin, Everlasting Dawn, Blackswords
Enemies the Steamstriders and the House of Prominence
Membership Requirements trained in Acrobatics, Craft (any), Knowledge (martial or history)
Influence Limitations Each time the adventurers wish to reach a new rank, they must make a perfect finishing blow or unearth material or martial lore of value to the organization significantly more noteworthy than the last. Succeeding at a special task more frequently than described below still gains you 1 favor (2 PP) but does not advance you toward the next rank of influence (or increase your Fame).

Special Tasks

Perfect Blow (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Descendants of Thunder by making a perfect finishing blow against a foe or object of great power. Defeating a foe with the final blow (driving it to 0 or lower HP) or destroying a dangerous object with CR higher than your level satisfies this special task.
Battle Lore (1 Favor/2 Fame) Once every two months, you can increase your Fame score or take a step toward raising your influence with the Descendants of Thunder by locating or creating a valuable piece of martial or crafting lore. This requires a successful Craft or Knowledge (martial or history) check against DC 10 + twice your level.

Benefits

Passive Benefits (Fame Awards)

“Finger”—Rank 1 (5 Fame): You are trained in the martial ways of the Descendants of Thunder. Select a bonus feat from: Improved Unarmed Strike, Weapon Focus, or any feat that has one of those feats as a prerequisite. When within 100 miles of the city, you earn twice as much as normal from Profession (soldier) checks. You may sell crafted arms and armor for 5% more of their base value.
“Palm”—Rank 2 (20 Fame): You are respected and feared due to your association with the Descendants of Thunder’s warriors. When within 100 miles of the city, you gain a +2 circumstance bonus on Intimidate and Diplomacy checks to sell items you created.
“Hand”—Rank 3 (35 Fame): You are practiced at using the Descendants of Thunder’s devastating Strike. You may have a confirmed critical hit ignore damage reduction and energy resistance three times per day as a free action.
“Fist”—Rank 4 (50 Fame): You become an influential leader of the organization and gain a +4 circumstance bonus on Diplomacy and Intimidate checks against those familiar with the Descendants of Thunder. In addition, you can retrain without expending money or favors (or PP).

Favors (Prestige Awards)

New benefits are marked with an asterisk (*). All other benefits are described in the Mastering Intrigue chapter of Pathfinder Roleplaying Game Ultimate Intrigue or the campaign setting intrigue guide.
Rank 1 (5 Fame, 1 PP): borrow resources (100 gp), case (+15), gather information, sage (history, local, or martial lore +15)
Rank 1 (10 Fame, 2 PP): awaken ki*, skill specialization (Craft [any], Knowledge [martial lore], Perception)
Rank 2 (20, 5 PP): awaken ki II*, borrow resources (1,000 gp), command team (1 1stlevel brawlerACG or monk) , stormfist*, put in a good word, retrain (locate trainer)
Rank 3 (35 Fame, 2 PP): flesh of earth*
Rank 3 (35 Fame, 5 PP): awaken ki III*, borrow resources (5,000 gp), command team (1 4thlevel bard, 1d4 3rd-level brawlersACG, or 3d4 1st-level monks), reciprocal benefits
Rank 3 (35 Fame, 15 PP): retrain (no gp cost)
Rank 4 (50 Fame, 25 PP): borrow resources (15,000 gp), command team (1d4 6th-level brawlersACG or monks; or 5d4 3rd-level brawlersACG or monks), heart of true earth, mind of lightning*

New Benefits

Awaken ki (10, 20, or 35 Fame, 5 PP): The organization trains the PC in meditative focus and enlightened combat. At Rank 1 (5 Fame), the PC gains either 2 ki if they already have a ki pool or gains a ki pool of 1 plus their choice of Wisdom or Charisma modifier. At Rank 2 they may select a ki power or ninja trick requiring ki as though they were a qinggong monk or ninja of a level equaling their Rank. You may take feats as though you were a qingong monk of the same level. At Rank 3 (Fame 35), may select a ki power or ninja trick requiring ki as though they were a qinggong monk or ninja of a level of twice their Rank.

Heart of True Earth, Mind of Lightning (50 Fame, 25 PP): The exposure to the power of True Earth and True Air combined with the rigorous training of the organization give you a +2 racial bonus to Constitution and Intelligence.

Flesh of Earth (35 Fame, 2 PP): You gain DR x/- equal to twice your rank in the Descendants of Thunder. You gain 5 points of acid resistance per rank in the Descendants of Thunder.

Stormfist (20 Fame, 5 PP): The member of the Descendants of Thunder undergoes extensive martial training. The character gains the unarmed damage abilities of a monk of a level equal to their current Fame divided by 5 minimum of 1st. If the character already has unarmed attack class abilities they may instead increase their effective level by the same amount. They may use Intelligence in place of Wisdom or Charisma to qualify for feats or calculate ki pools and effects.

Sage (5 Fame, 1 PP): You consult a sage, who makes one Knowledge check on your behalf.

Descendants of Thunder Views & Beliefs

The Descendants of Thunder find beauty in each single sound–the anvil’s clang, the crumble of breaking stone, and the crunch of their enemy’s bones. Focusing on the Fall and Crash, they study the nature of impact–its prelude, contact, and effects–with a single minded obsession. A single moment of force at the right strength, right moment, and right place can accomplish all things. They envision a moment of perfect contact they allude to as the Strike. Many believe they will only know this moment once, if ever.

Try to force them to acknowledge that a single moment won’t solve a problem, they will most often explain your refusal to see the appropriate scale or progress of actions.

Each member finds their appropriate expression of the Strike be it with fist or steel (the most common methods), or even spell. Martial masters seek to master a perfect skill with a single combat form. While, magic users specialize in augmentations or focus on a single magic to hone into a perfected attack.

Fall, Crash, Strike, Repeat–an endless rhythm–some of the Descendants of Thunder call the Song.

This suggested tempo is constantly being used to base new forms of martial arts and mystical exercises of body. Rumors of these skills and techniques make the Descendants of Thunder one of the few organizations with supplicants approaching them as often as they recruit. Years of rare martial masters adding their wisdom to the body of the Parity have resulted in an array of deadly arts in the scrolls of their teachers.


Descendants of Thunder Game Mechanics

Descendants of Thunder Feats


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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