Tempus, the Foehammer

Alignment: CN
Domains: Chaos, Pride, Protection [Guardian], Strength [Competition], War, Wrath.
Favored Weapon: Battleaxe

From astride his twin steeds — Veiros the white mare and Deiros the black stallion — Tempus governs the tide of war and dispenses his favors at random, his chaotic nature favoring all sides equally in time. The deity of war is liable to back one army one day and another one the next. Soldiers of all alignments pray to him for help in coming battles. Mighty and honorable in battle and a strong and robust deity, Tempus answers only to his own warrior’s code and pursues no long-lasting alliances. He is known to love food, drink, and the hunt, though he loves battle best.

Dogma: Tempus does not win battles, he helps the deserving warrior win battles. War is fair in that it oppresses and aids all equally and that in any given battle, a mortal may be slain or become a great leader among his or her companions. It should not be feared, but seen as a natural force, a human force, the storm that civilization brings by its very existence. Arm all for whom battle is needful, even foes. Retreat from hopeless fights but never avoid battle. Slay one foe decisively and halt a battle quickly rather than rely upon slow attrition or the senseless dragging on of hostilities. Remember the dead that fell before you. Defend what you believe in, lest it be swept away. Disparage no foe and respect all, for valor blazes in all regardless of age, sex, or race. Tempus looks with favor upon those that acquit themselves honorably in battle without resorting to such craven tricks as destroying homes, family, or livestock when a foe is away or attacking from the rear (except when such an attack is launched by a small band against foes of vastly superior numbers). Consider the consequences of the violence of war, and do not wage war recklessly. The smooth-tongue and fleet of feet that avoid all strife and never defend their beliefs wreak more harm than the most energetic tyrant, raider, or horde leader.

For Deific Obedience

Obedience: Dress yourself in the heaviest set of armor you own. Shout your oath of loyalty to Tempus at the top of your lungs, punctuating each pause for breath by smashing your weapon against a shield or against your armor-clad body. After your oath is done, kneel on one knee with your weapon resting against your shoulder. Recite your victories in battle in a sonorous voice until the time for your obedience is done. As you find yourself in battle, always fight honorably — never strike an opponent who is unprepared or unarmed. Gain a +4 sacred or profane bonus on Strength checks and Strength-based skill checks. The type of bonus depends on your alignment — if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

Boons
1: Mighty Warrior (Sp) enlarge person 3/day, bladed dash 2/day, or deadly juggernaut I 1/day
2: Two-Handed Smash (Ex) If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
3: Devout Rage (Ex) You enter a holy or unholy frenzy whenever you rage, depending on your alignment. You gain a +2 bonus on your attack and damage rolls while raging. If you don’t have the rage class feature, you can fly into a rage once per day as the UnBarbarian ability; this rage lasts for a number of rounds equal to your Hit Dice + your Constitution modifier or until you choose to end it, whichever comes first.

For Followers of Tempus

Archetypes: Arsenal Chaplain (Warpriest), Armored Hulk (Barbarian), Viking (Fighter), Weapon Expert (Rogue)

Specialty Priest: Battleguard (Cleric) Using Ragepriest from Multiclass Archetypes

Divine Fighting Technique: Tempus’ Haymaker

Feats: Intrepid Rescuer, Ironbound Master, Merciless Rush, Sword Oath (applies to favored weapon; treat BAB as fighter level)

Magic Items: Eternal Iron Breastplate, Sword of the Mighty Thews

Prestige Classes: Divine ChampionDivine Disciple, Divine Scion (Unchained), Rage Prophet

Spells: Black Sword of War, Mighty Strength, Swallow Your Fear, Tempus’ Armor.

Traits: Avowed Inspiration, Battlefield Caster, Divine WarriorIron Grip, Mighty Protector, Protective Faith, Shield-TrainedSplit-Second Defense, Steady Strength, Strength’s Fanfare, Strong HeartStrong Willed, The Flexing Arm, Veteran of Battle

Unique Spell Rules

  • Rage can be prepared as a 3rd-level Cleric or Inquisitor spell
  • Lead Blades can be prepared as a 3rd-level Cleric or Inquisitor spell

Unique Summons

  • Summon Monster VI: Bulette – N
  • Summon Monster VII: Behir – N
  • Summon Monster VIII: Gorgon – N

Clergy and Temples

The church of Tempus is perhaps the most widely known in battle-stricken Faerun. Countless centuries of warfare have unfolded on the battlefields of the world, and followers of the Foehammer have fought ably and honorably for all sides in nearly every such conflict. The independence of the Lord of Battles and his followers has ensured that his church is widely respected by members of all faiths, and none doubt that they too might prevail in the next battle if only the Foehammer’s fickle nature smiles their way again. Nearly every combatant has fought alongside a cleric of Tempus at some point or the other, and just as many have also fought against a cleric of Tempus. Only the church of Eldath truly wishes there were another way.

Temples of Tempus are usually what are more commonly thought of as walled military compounds than what most picture as temples. Aside from a central shrine to honor fallen decorated with the battered shields and rusted blades of the dead, most temples of Tempus are given over to the necessities of warfare, including armories, barracks, and training grounds. The wealthiest fortified abbeys sometimes contain libraries, but such contain only a history of warfare and an accounting of the fallen.