Craft (Effigy)

Key Attribute: Wisdom

Effigies are horrifying constructions designed to strike fear into or break the morale of a defeated enemy’s kin, or to force obedience from an unruly mob. Some are sacrifices, while others are merely elaborate forms of execution. You are skilled in constructing effigies to evoke their maximum effect.

Rank 1 Ability

You can construct the simplest effigies, such as heads mounted on spikes or bodies hanging from trees. They are easy to build, but generally don’t leave much of an impression on any but the victim’s closest allies and friends. It takes 10 minutes to construct.

Base DC: 10

Success: Any non-allied intelligent creatures that encounter the effigy must make a Will saving throw (DC 10), or become shaken for as long as they can see the effigy. If the creature succeeds in his saving throw, he cannot be affected by the effigy again. If your skill check exceeds the DC by 5, increase the DC of the saving throw to 12. If the skill check exceeds the DC by 10 or more, increase the saving throw DC to 14.

Failure: The display is gruesome, but had no other effects. If you fail the skill check by more than 5, the creatures are angered instead of afraid, and gain a +1 bonus to hit you and all your allies for the next hour.

Rank 3 Ability

You have learned to craft the Blood Eagle. It requires a hostage, strong assistants to hold him immobile, and a place for the captors to pin their victim flat on his stomach. The torturer carves the likeness of an eagle on the victim’s back, deep under the skin, and then slices the skin along his spine. The victim’s exposed ribs are wrenched outward from the spine, and his lungs are extracted and stretched across his opened back so that they spread to either side like bloody wings. It takes 20 minutes to construct.

Base DC: 15

Success: Any non-allied intelligent creatures that encounter the effigy must make a Will saving throw (DC 15), or become shaken for as long as they can see the effigy. If the creature succeeds in his saving throw, he cannot be affected by the effigy again. If your skill check exceeds the DC by 5 or more, the affected creatures are sickened as well.

Failure: The display is gruesome, but had no other effects. If you fail the skill check by more than 5, the creatures are angered instead of afraid, and gain a +2 bonus to hit you and all your allies for the next hour.

Rank 5 Ability

You have learned to construct a Nithing Pole. It requires the carcass of a horse and a long wooden pole. A severed horse’s head is impaled at one end of the pole, which is aimed at the enemy. The pole’s shaft is then carved with runes that describe a particularly horrific curse or doom the crafter wishes to inflict upon the targets. This sort of effigy plays on an opponent's superstitions, awakening the fear of the supernatural in their hearts. It takes 15 minutes to construct.

Base DC: 20

Success: Any non-allied intelligent creatures that encounter the effigy must make a Will saving throw (DC 10), or become frightened for 1 minute. If the creature succeeds in his saving throw, he cannot be affected by the effigy again. If your skill check exceeds the DC by 5 or more, the DC for the saving throw becomes 13. If your skill check exceeds the DC by 10, the DC for the saving throw becomes 16.

Failure: The display is gruesome, but had no other effects. If you fail the skill check by more than 5, the creatures are angered instead of afraid, and gain a +3 bonus to hit you and all your allies for the next hour.

Rank 6 Ability

You have mastered the craft of the Tree of Souls. Rather than simply hanging prisoners and criminals from a tree, the tree itself is constructed from the bodies of the slain. These effigies often incorporate the bodies of dozens of unfortunates nailed or bound or impaled on a wooden frame that can stand 20 to 30 feet in height. It takes 1d3 days to construct.

Base DC: 25

Success: Any non-allied intelligent creatures that encounter the effigy must make a Will saving throw (DC 25), or become nauseated for as long as they can see the effigy. If the creature succeeds in his saving throw, he cannot be affected by the effigy again. If your skill check exceeds the DC by 5 or more, the creature is panicked for 1d4 rounds as well.

Failure: The display is gruesome, but had no other effects. If you fail the skill check by more than 5, the creatures are angered instead of afraid, and gain a +4 bonus to hit you and all your allies for the next hour.

Rank 7 Ability

You have learned the art of constructing a Wicker Man. This effigy is a gigantic prison of wood, soaked in pitch and built in the shape of a humanoid. The cage-like interior can contain up to five victims, who are typically bound hand and foot to the timbers themselves. The wicker man itself stands amid a pyre of equally flammable material, and when the time is right, the entire structure is set aflame. It takes 2d6+4 days to construct.

Base DC: 30

Success: Any non-allied intelligent creatures that encounter the effigy must make a Will saving throw (DC 30), or become panicked for 1d4 minutes. If the creature succeeds in his saving throw, he cannot be affected by the effigy again. For every 5 points that your skill check exceeds the DC, the DC of the saving throw increases by 2.

Failure: The display is gruesome, but had no other effects. If you fail the skill check by more than 5, the creatures are angered instead of afraid, and gain a +5 bonus to hit you and all your allies for the next hour.

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