Miskoa

Alignment

Miskoa is said to be the one who created the very laws of combat and the struggle to survive in all beings. His followers firmly believe that struggle and adversaries are the key to greatness and that competition drives excellence. It is considered bad luck to bring a symbol of Miskoa into any meeting to discuss battlefield tactics, as it’s said that he will unravel even the most clever planning. Many forms of festive combat exist, but competitions held in his honor are well known to be fierce yet light hearted. At these events, consuming massive quantities of food is about as important as any fighting. Miskoa does not have a central place of worship though many cities will have the two-thumbed hand graffitied in odd places which are considered a test of strength to find and slap, such as above gateways or the back end of a large cow.

**Paladins** of Miskoa must vow to topple tyranny and stand for the weak to help strengthen them. Paladins are discouraged from using lethal means, and they may not slay an enemy if it is possible to subdue them.

**Oath of Worship** Worship Challenge somebody to a test of strength. The victor receives a +4 to Power resistances for the day. If you are not the victor, you must continue to exert yourself physically and train rigorously for at least an hour.

1st Boon: Once per long rest, gain +4 P and +4 S as a free action for 1 round per level

2nd Boon: When attempting a Tactical Exploit, a number of times per long rest equal to you Resolve modifier you may choose to not add your stature modifier to the exploit to gain advantage on the exploit check. The target does not add their stature modifier to their TED for this exploit either.

3rd Boon: Once per day you can cast Righteous Might as a swift action. For every enemy you knock unconscious due to nonlethal damage while in this form, you gain 10 temporary HP.

**Invoke**

**0 - Boost**

Components: V

Duration: 1 round

Target touched gains +2 Power.

**4 - Martial Training**

Components: V, S

Duration: 1 min/lvl

Creature touched gains +4 to Power and Stature and gains a Combat Feat they qualify for.

**7 - Juggernaut**

Components: V, S

Duration: 1 round per level

Gain DR 10/-. At the end of each round in which you reduce a creature below 0 health, gain a +2 to melee attacks, damage rolls, and 5 temporary HP. These bonuses stack with themselves. Self.

**10 - Hold**

Components: V, S

Duration: Concentration

Resistance: P

A spectral hand grabs a creature within 40ft, which takes 10d12 bludgeoning damage and is paralyzed. A successful resistance negates paralyzed, but the target is grappled unless they succeed their resistance by 10 or more. At the start of a grappled target’s turn, they can attempt a PR as a standard action to end the spell. On a failure, they take an additional 5d12 bludgeoning damage and remain grappled.

**Essence**

Harm: This channel deals bludgeoning damage, and this cannot be halved. At 7th level, it counts as slashing and bludgeoning. At 11th, it counts as bludgeoning, slashing, and piercing. At 15th, it does d10s when dealing physical damage.

Heal: Creatures healed gain +1 P and +1 S for one round. This increases by 1 at 6th, 12th, and 18th levels.