Trojan War: Roleplaying in the Age of Homeric Adventure
A Mythic Vistas Sourcebook for the d20 System
Written by Aaron Rosenberg
Used with permissiom from Palindrome
The war god, famed for his red hair and hot temper, Ares is a pure fighterbold, brash, a bit crude, and not terribly bright.
Ares is the god of battle, killing, and fighting. As the personification of the savage side of war, he is fond of strife, anger, and unrestrained bloodletting. He and Athena are rivals, but where she is careful and precise, he is rash and rough. Ares loves battle, and favors warriors who show strength and courage. He wanders battlefields, watching the fighters and encouraging them toward acts of reckless. As such, he is not a very popular god, and is only worshipped by military nations. He has the power to inspire terror, hatred, and fear in the heart of any intelligent being daring, and then wades in himself to crush entire armies with a single blow.
Although he can change shapes at will, in his true form Ares is a large man with burning, hateful eyes and a permanent scowl etched across his mouth. Although fierce and warlike, Ares was not invincible, even against mortals. Ares is obstinate, hateful, quarrelsome, wicked, untrustworthy, jealous of his fellow gods, and easily offended. Because he has so few worshipers, Ares is always looking for more. If called upon in battle, there is a 5% per level chance that he will send aid the beseecher. His help does not come without a price, however. After the battle, the individual that asked for help must become a worshiper of Ares. Transgressions against Ares are generally punished by swift death.
Ares and Aphrodite are lovers.
AresThe Bloodstained, The Treacherous, God of War
Symbol A red-tipped spear.
Home Plane Olympus
Alignment Chaotic evil
Portfolio Bloodshed, Combat, War, Destruction, Strength.
Worshipers Warriors, Fighters, Amazons
Cleric Alignments NE, CE, LE
Domains Chaos, Evil, Destruction, War
Favored Weapon Spear.
Duties of the Priesthood Strictly speaking, Ares has no priests, for his worshipers must be soldiers and fighters. However, he grants his most devoted followers the ability to use cleric spells and advance as multi-class characters. Although humans are normally not allowed to become multi-classed characters, Ares bestows this ability upon those who worship him. In return, they are expected to do all they can to create strife and warfare. There is also a great rivalry between Ares and Athena. Whenever his worshipers meet hers, he expects bloodshed to follow.
Major Temple Sites Ares enjoys his strongest worship on the battlefield.
Clerical Training: Ares’ priests train extensively for combat, and are rough and blunt. They rarely train warriors, but they do encourage them to compete against each other. His priests may become commanders of the local forces, and if so, they attack their neighbors frequently. They also spend time drinking and performing feats of strength, or participating in sports like boxing and wrestling. Ares priests attack Athena’s on sight.
Quests: Ares sends his priests out to demonstrate their strength and to encourage conflict. Whenever two cities, towns, or nations think about fighting, one of his priests arrive on each side to ensure tempers fl are. When a war occurs, Ares’ priests flock to it, cheering on those men who show strength, daring, and recklessness. They insult anyone who hesitates in battle, and taunt those who flee.
Prayers: Ares presides over any act of brute strength or destruction and over the more violent aspects of combat. People pray to him before battle and participating in aggressive sports.
Shrines: Ares few temples look more like fortresses than they look like religious sanctuaries. Most armies have a shrine to the war god and erect trophies before it to demonstrate their strength.
Rites: Rituals for Ares are short, blunt, and filled with dark liquid, sometimes wine and sometimes blood.
Herald and Allies: Ares’ major ally is his lover Aphrodite. The dog is his creature, and it obeys his commands, as do great vultures.
Trojan War Attitude: Ares promised Athena and Hera he would aid the Achaeans, but instead, he supports the Trojans. It is unclear why beyond the fact that he and Athena never get along and because his lover Aphrodite favors the Trojans. Ares enjoys wading into battle at the head of the Trojan forces scattering Achaeans everywhere.
|fighter 35/Cleric 15/Warpriest 10|
|Medium outsider (chaotic, evil, extraplanar)|
|Hit Dice||35d10 (fighter) plus 15d8 (cleric) plus 10d8 (warpriest) plus 840 (1390 hp)|
|Initiative||+21, always first (+13 Dexterity, +8 Superior Initiative)|
|Speed||90 ft., 450 ft. (run)|
|84 (+29 natural, +14 divine, +13 deflection, +13 Dexterity, +5 armor), touch 50, flat-footed 84|
|Attack||Areoalgia +97 melee touch (1d6+39 plus +2d6 (unholy) and Fort save DC 40 or die and Fort DC 48 or 1d10 round stun/19-20/plus 1d6 (Overwhelming Critical) and Fort save DC 56 or die); or unarmed strike +75 melee (1d4+34/19-20); or spell +56 melee touch or +53 ranged touch|
|Full Attack||Areoalgia +97/+92/+87/+82 melee touch (1d6+39 plus +2d6 (unholy) and Fort save DC 40 or die and Fort DC 48 or 1d10 round stun/19-20/ plus 1d6 (Overwhelming Critical) and Fort save DC 56 or die); or unarmed strike +75/+70/+65/+60 melee (1d4+34/19-20); or spell +56 melee touch or +53 ranged touch|
|Space/Reach||5 ft./5 ft.|
|Domain powers, fear aura 1/day, implacable foe, inflame +8, rally, salient divine
abilities, spells, spell-like abilities
|Divine aura (1400 feet, DC 34), divine immunities, DR 25/epic and adamantine, godly realm (10 miles outer plane, 1400 ft. Material Plane), greater teleport at will, Heroes’ Feast 1/day, mass heal 1/day, plane shift at will, remote communication, resistance (acid) 19, speak, and read all languages and speak directly to all beings with 14 miles, SR 76|
|Saves||Fort +60 Ref +53 Will +53|
|Abilities||Strength 43, Dexterity 36, Constitution 38, Intelligence 27, Wisdom 29, Charisma 31|
|Skills||Balance +47, Bluff+57, Climb +36, Concentration +74, Diplomacy +37 (+39 against evil creatures), Handle Animal +43, Knowledge (arcana) +33, Knowledge (history)+33, Knowledge (the planes) +48, Intimidate +94 (+96 against evil creatures), Ride +90, Search +42, Sense Motive +33, Spellcraft +42, Spot +52, Survival +57 (+59 find/follow tracks, extraplanar), Tumble +51|
|Feats||Chariot Charge, Chariot Combat, Chariot Sideswipe, Cleave (B), Combat Casting, Combat Expertise (B), Dodge, Empower Spell, Enlarge Spell, Extend Spell, Evil Brand, Extra Smiting, Extra Turning, Great Cleave (B), Greater Weapon
Focus (B), Greater Weapon Specialization (B), Improved Initiative (B), Improved Overrun (B), Improved Sunder (B), Improved Unarmed Strike (B), Leadership, Mobility (B), Persistent spell, Power Attack (B), Run, Spell Penetration, Spring
Attack (B), Weapon Focus (spear) (B), Weapon Specialization (spear) (B), Whirlwind Attack (B)
|Epic Feats||Blinding Speed, Devastating Critical (B), Dire Charge (B), Epic Speed, Expeditious Metamagic, Improved Combat Casting, Improved Metamagic, Invoke Divine Wrath, Overwhelming Critical (B), Superior Initiative (B)|
|Annihilating Strike (DC 40), Battlesense, Call Creatures (Fiendish Dogs), Call
Creatures (Vultures), Control Creatures (Vultures), Divine Battle Mastery, Divine Blast (13/day, 24d12 damage), Divine Weapon Focus (spear), Divine Weapon Focus (unarmed strike), Divine Weapon Specialization (spear), Divine Weapon Specialization (unarmed strike), Divine Weapon Mastery, Irresistible Blows (spear), Mass Divine Blast (70 targets, or 1400 ft. cone, or 700 ft. burst/spread, or 700 ft. radius/140 ft. tall cylinder), Sunder and Disjoin (DC 29), Supreme Initiative, Tides of War (Unique Salient Divine Ability)
|Environment||Olympus or Prime Material Planes|
|Organization||Solitary (unique) or Solitary and Hounds of Ares (Fiendish Dogs) or Ares and Eris|
|Treasure||Areoalgia, Ares’ Helm, Blood Plate|
Alter Reality (Su) Ares exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Ares can use wish when doing so could help augment his combat potential, triumph in war, or cause bloodshed. Note that in the situation where Ares and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.
– Ares can use Alter Reality to cast any inflict spell at will as a standard action; Ares can apply metamagic feats to the spells if desired, but doing so requires him to forego using Alter Reality for 1 round for each level the feat would normally add to the equivalent spell.
– As a free action, Ares can assume any size from Fine to Colossal. Ares can also change the size of up to 100 pounds of objects he touches. This ability allows Ares to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on Ares combat ability. Ares’ Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. Ares’ Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all of Ares’ characteristics.
Divine Immunities Ability damage, ability drain, banishment, binding, death effects, dimensional anchor, disease, disintegration, dismissal, energy drain, fire, imprisonment, mind-affecting effects, Paralysis, poison, repulsion, sleep, sonic, soul bind, stunning, Temporal Stasis, transmutation, Trap the soul, and turning and rebuking.
Divine Power Ares is a living embodiment of power, and ancient divine magic flows through his veins. As such, mortal items are of virtually no use to him, being so much weaker than his own innate powers. Ares reduces the benefit of a deflection, enhancement, resistance, insight, sacred or profane bonus granted by a spell or item by 14.
Spell-Like Abilities At will: animate objects, blade barrier, blasphemy, chaos hammer, cloak of chaos, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine power, earthquake, flame strike, harm, implosion, inflict critical wounds, inflict light wounds, inflict light wounds (mass), magic circle against good, magic circle against law, magic vestment, magic weapon, power word (blind), power word (kill), power word (stun), protection from good, protection from law, shatter, spiritual weapon, summon monster IX (chaotic and evil creatures only), unholy aura, unholy blight, word of chaos.
Ares uses these abilities as a 74rd level caster, except for chaotic and evil spells, which he uses as a 75th-level caster. The save DCs are 44 + spell level.
Tides of War (Unique Salient Divine Ability) Everyone who is currently engaged in fighting or conflict and on the same side that Ares has selected recieves a +7 morale bonus to all attack and damage rolls if they are within 700 feet of him. As an expression of Ares fickleness, however, should he change sides in the middle of battle, all of his former allies are penalized by an equivalent amount whenever fighting for the rest of the day unless they succeed at a Will save 34.
– Possessions Ares wields the Areoalgia, a +5 unholy cold iron shortspear. In addition to the Areoalgia, Ares also possesses two items forged for him specifically by Hephaestus before Ares was caught in bed with Aphrodite by the God of Blacksmiths. The first is an elaborately designed breastplate made of a unique red alloy that allows him a Ref save DC 20 + enhancement bonus to ammunition in order to Dodge ranged and thrown weapons (treat as +5 armor of infinite arrow deflection), while the second is Ares Helmet. As long as Ares wears his helmet, his eyes glow a baleful red and all who gaze upon his face must make a Will save DC 42 or else be affected by the spell confusion (cast at 35th level).
Other Divine Powers
As an intermediate deity, Ares may take 10 on any check, provided he needs to make a check at all. He is immortal.
– Senses Ares can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of 14 miles. As a standard action, he can perceive anything within 14 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 8 hours.
– Portfolio Sense Ares senses any warfare or act of fighting that occurs up to 14 weeks into the past.
– Automatic Actions Ares can use any skill that aids him in combat or battle as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.
– Create Magic Items Ares can create any kind of weapon or magic item worth less than 200,000 gp if it can be used in battle, spreads chaos, or causes destruction.
Clerical Spells (Sp) 6/8+1/7+1/7+1/7+1/7+1/5+1/5+1/5+1/5+1. Ares casts his clerical spells at 20th level and at 36th level for the purposes of Spell Penetration. Saving throws against Ares spells is 28 + spell level. The saving throw DCs are Wisdom-based. Ares may also choose to use one of his daily turning attempt in order to invoke his wrath, doing 12d8 divine damage. Ares may also rebuke or command undead 17/day.
Rally (Ex) If Ares is not suffering from a fear effect he can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and car hear his voice are allowed an immediate Will save at the DC of the fear effect with a +10 morale bonus.
Inflame (Ex) As a full round action, Ares can inflame the passions of his allies, providing them who Listen a morale bonus of +8 on saving throw against charm or fear effects. The effect lasts for 15 minutes after the speech ends, and Ares also gains the bonus.
Mass Cure Light Wounds (Sp) Once a day, Ares may use mass cure light wounds as a spell-like ability cast at 20th level.
Fear Aura (Su) Once per day Ares can project a fear aura to a radius of 20 feet for 10 rounds. Foes must make a Will save (DC 30) or be affected as if by a fear spell.
Mass Heal (Sp) Once per day Ares can use mass heal as a spell-like ability cast at 20th level.
Implacable Foe (Su) Ares channels enough energy to allies within a 100 foot radius that they will continue to fight even after suffering mortal wounds. Using this ability is a move equivalent action and requires Concentration . While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -20 hit points. When the ability ends, either because Ares stops concentrating, fails a Concentration check, or becomes disabled or worse, then the full effects of all damage take effect immediately.
Ares has no real pattern in terms of where and when he sends his Avatar. Instead, he looks for the largest fight that he can detect with his portfolio sensing abilities and sends an Avatar there in order to fight for a side at random; then, once the other side has been weakened, he switches in mid-battle to fighting against the original side he was on until as many people are dead as possible. If it looks like a battle may be winding down, he will send a message using one of his spells to Eris so she can restart the conflict. Similarly, he will often arrive right before a battle starts and then send a message to Eris so that way she can start a battle with maximal carnage. Ares will never send an Avatar to help out any of his rare worshippers, regardless of whatever dire situation they may find themselves in. As far as he is concerned their deaths are their own problems. Avatars of Ares are always fully armed and armored with red glowing eyes due to the power of Ares’ Helm
|fighter 20/Cleric 5/Warpriest 5|
|Medium outsider (chaotic, evil, extraplanar)|
|Hit Dice||20d10 (fighter) plus 5d8 (cleric) plus 5d8 (warpriest) plus 270 (550 hp)|
|Initiative||+17 (+9 Dexterity, +8 Superior Initiative)|
|Speed||90 ft.,run 450 ft.|
|Armor Class||47 (+15 natural, +9 Dexterity, +8 deflection +5 armor), touch 27, flat-footed 38|
|Attack||Areoalgia +50 melee (1d6+26 plus 2d6 (unholy)/19-20); or unarmed strike +44 melee (1d4+15/19-20); or spell +43 melee touch or +39 ranged touch|
|Full Attack||Areoalgia +50/+45/+40/+35 melee (1d6+26 plus 2d6 (unholy)/19-20); or unarmed strike +44/+39/+34/+29 melee (1d4+15/19-20); or spell +43 melee
touch or +39 ranged touch
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Domain powers, fear aura, inflame, rally, salient divine abilities, spells, spell-like
|Special Qualities||divine aura (1400 feet, DC 18), divine immunities, DR 10/epic, greater teleport at will, mass cure light wounds 1/day, plane shift at will, resistance (acid) 5, SR 47|
|Saves||Fort +26 Ref +20 Will +16|
|Abilities||Strength 36, Dexterity 29, Constitution 29, Intelligence 18, Wisdom 20, Charisma 27|
|Skills||Balance +19, Bluff+23, Climb +16, Concentration +39, Diplomacy +20 (+22 against evil creatures), Handle Animal +23, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (the planes) +14, Intimidate +43 (+45 against evil creatures), Ride +42, Search +10, Sense Motive +10, Spellcraft +14, Spot +20, Survival +20 (+22 find/follow tracks, extraplanar), Tumble +29|
|Feats||Chariot Charge, Chariot Combat, Chariot Sideswipe, Combat Casting, Combat Expertise (B), Dodge, Enlarge Spell, Evil Brand, Extend Spell, Greater Weapon
Focus (B), greater weapon specialization (B), Improved Initiative (B), Improved Unarmed Strike (B), Leadership, Mobility (B), Power Attack (B), Run, Spring Attack (B), Weapon Focus (spear) (B), Weapon Specialization (spear) (B), Whirlwind Attack (B)
|Epic Feats||Blinding Speed, Epic Speed, Superior Initiative|
|Divine Battle Mastery, Divine Weapon Mastery, Tides of War (Will save DC 18)|
|Treasure||Areoalgia, Ares’ Helm, Blood Plate|
Divine Immunities: Ability damage, ability drain, mind-affecting effects.
Domain Powers Casts chaotic and evil spells at +1 level; may smite 1/day with a +4 bonus and +10 damage bonus; gains Weapon Focus (spear) as a free feat.
Spell-Like Abilities 3/day: animate objects, blade barrier, blasphemy, chaos hammer, cloak of chaos, contagion, create undead, desecrate, disintegrate, dispel good, dispel law, divine power, earthquake, flame strike, harm, implosion, inflict critical wounds, inflict light wounds, inflict light wounds (mass), magic circle against good, magic circle against law, magic vestment, magic weapon, power word (blind), power word (kill), power word (stun), protection from good, protection from law, shatter, spiritual weapon, summon monster IX (chaotic and evil creatures only), unholy aura, unholy blight, word of chaos.
Ares Avatar uses these abilities as a 30th level caster, except for chaotic and evil spells, which he uses as a 31st-level caster. The save DCs are 18 + spell level.
Clerical Spells (0th-4th level) (Sp) 6/6+1/5+1/3+1/2+1 Saving throws against Ares’ Avatar’s clerical spells is DC 15 + spell level. Ares’ Avatar casts his spells at 7th level. The saving throw DC’s are Wisdom-based. Ares may rebuke or command undead 11/day.
Rally (Ex) If Ares is not suffering from a fear effect he can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and car hear his voice are allowed an immediate Will save at the DC of the fear effect with a +5 morale bonus.
Inflame (Ex) As a full round action, Ares can inflame the passions of his allies, providing them who Listen a morale bonus of +4 on saving throw against charm or fear effects. The effect lasts for 10 minutes after the speech ends, and Ares also gains the bonus.
Mass Cure Light Wounds (Sp) Once a day, Ares may use mass cure light wounds as a spell-like ability cast at 7th level.
Fear Aura (Su) Once per day Ares can project a fear aura to a radius of 20 feet for 5 rounds. Foes must make a Will save (DC 23) or be affected as if by a fear spell.