The gothi are the exalted servants of the Dark Gods. Fierce, violent, and savage, they lead the fight against weaker peoples, plundering distant lands for riches, slaves, and whatever else they can carry. Though all followers of the Dark Gods believe in the wyrd, the gothi are unique for having seen their doom and knowing the day of their deaths.
Rather than shrink in fear from the end, they move toward it with confidence, eager to wet their blades with the blood of their enemies. Of course, the gods sometimes lie, but when death comes before the expected time, the gothi greet their doom with laughter.
Gothi enjoy high standing among their people, valued for their mystic connections to the gods of Blood and Iron, and feared for their almost insane bravado.
Level 3 Gothi
Attributes. Increase two by 1
Characteristics. Health +4, Power +1
Languages and Profession. You can speak another language or add a profession to your list of professions.
Magic You discover a tradition associated with your religion or you learn one spell.
Cowards Wear Armor If you wear armor, you take a penalty to Power equal to your Power score, and you make attack rolls and challenge rolls with 1 bane.
Spill the Blood While you are injured, you make Strength attack rolls and challenge rolls with 1 boon.
Warpriest When you get a success on an attack roll, you grant 1 boon on the next attack roll made by a creature of your choice within short range.
Level 6 Gothi
Characteristics. Health +4
Magic You learn one spell.
Awaken Savagery When a creature within short range deals damage with a weapon attack, you can use a triggered action to expend a casting of a spell. The triggering creature gains 1 Insanity and its attack deals 1d6 extra damage per rank of the spell expended (minimum 1d6 extra damage). Once you use this talent you cannot use it again for 1 minute.
Level 9 Master Gothi
Characteristics. Health +4, Power +1
Magic You learn one spell.
Hatred of the Dark Gods You can use an action or a triggered action on your turn to expend a casting of a spell. You heal damage equal to your healing rate and gain an amount of Insanity equal to the rank of the spell whose casting you expended. You do not become frightened from gaining Insanity in this way. Instead, you make attack rolls with 1 boon and your weapon attacks deal 1d6 extra damage for a number of rounds equal to your Insanity total. Once you use this talent, you cannot use it again until you complete a rest.