Description: Jomsvikings are the essence of destruction. The children of Armagg-Odhinn, they are ever driven by the knowledge that the release of their deity will come about only when they are truly dead, and only then will a titanic battle between immortals and gods freem them all from the prison known as the Retroverse. With this knowledge, what has a Jomsviking to fear from death when he knows his soul will eventually be destroyed anyway? Jomsviking culture revolves around the ability to take by force from the weak. Their society has no allowances for mercy, and every Jomsviking, even those who are only initiates, are fully versed in the ways of combat. Despite this seeming brutality, Jomsvikings are loyal to each other unto death. They are the keepers of rune- keys to the sacred knowledge of the universe - this is why only Armagg-Odhin can unmake it. With such ancient magics at their disposal, more traditional spell-casting foes are startled when they find that the supposedly primitve Jomsvikings are deadly efficient killers. As one Templar was once quoted, 'Sikkar, save us from the Jomsvikings!'
Leader bonus: 5 Con
Champion bonus: 5 Con. The Jomsviking Champion gains a small chance of ignoring stuns.
Guild choices for: Jomsviking
Primary Guilds: Bard, Cultist, Druid, Fallen, Fighter, Ranger
Secondary Guilds: Bandit, Barbarian, Berserker, Dakini, Gladiator, Shaman, Tani-rahl, Tohunga
Potentials:
Stat | Str: little (2/7) |
Agi: little (2/7) |
Con: little (2/7) |
Dex: little (2/7) |
Int: none (0/7) |
Wis: little (2/7) |
Per: none (0/7) |
Cha: none (0/7) |
---|---|---|---|---|---|---|---|---|
Point | HP: small (3/7) HPR: small (3/7) |
SP: small (3/7) SPR: small (3/7) |
EP: small (3/7) EPR: small (3/7)) |
Category | Religious: small (3/7) |
Harm spiritual spell: small (3/7) |
Armed combat skill: small (3/7) |