Claws of the Opal Tiger.
Imperial Roadside Cult.

The well-constructed roads of the Empire of Splendour are lined with many wayside shrines to countless Lesser Immortas. They are also waymarked with elephant stones, small statues of the elephant-headed Immortal Banarjahab, who oversees public works and architecture. These serve as mile markers, signposts and as charms to protect travellers. It is considered rude and offensive to damage these in any way, but one group has taken offence a step further.

It is written in the Rolls of Heaven that Banarjahab is served by an Immortal called The Opal Tiger, who acts as emmisary, mount and bodyguard in equal measure. Widespread throughout the Empire is a cult known as the Claws of the Opal Tiger who see it as their sacred duty to watch the roads and punish anyone who does not treat the works of Banarjahab with respect.

In some places, the Claws act as a very useful watch, fending off bandits who would otherwise prey upon travellers. In other areas the cell of the Cult has become overzealous, attacking anyone who does not spend long enough (in their opinion) at a wayside shrine, or performs some minor infraction of Imperial traffic law, or breaches travel etiquette in some way.

The Cult is not a coherent whole - each regional cell is semi-autonomous but they all know certain fighting techniques involving fighting claws, and certain combat rituals to call up celestial help. They generally dress in subdued colours in order to blend in with the fields and forests that border the roads, although a pale blue sash is commonly worn.


Opal Tiger Goon
Human Mnk1: CR 1; Medium Humanoid; AL LN
Abilities Str 10 (+0), Dex 13 (+1), Con 11 (+0), Int 9 (-1), Wis 12 (+1), Cha 8 (-1).

Initiative +1; Speed 30 ft.
Armour Class 12 (+1 Dex, +1 Wis) touch 12, flat-footed 10; Dodge AC 13, touch 13; Mobility AC 16, touch 16
Saves Fortitude +2, Refles +3, Will +3
Hit Dice 1d8; hit points 4

Base Attack Bonus/Grapple +0/+0
Melee Unarmed +0 (1d6)
Melee Fighting claw +0 (1d6)
Full attack Unarmed flurry -2/-2 (1d6)
Full Attack Fighting claw flurry -2/-2 (1d6)
Special Attacks Flurry of blows, unarmed strike
Special Qualities None

Skills: Hide +5, Jump +2, Move Silently +5, Sense Motive +3, Spot +3
Feats: Dodge, Exotic Weapon Proficiency (fighting claw)*, Mobility*
Languages: Low Imperial.
Possessions: Fighting claws (pair), blue sash.


Opal Tiger Soldier
Human Mnk2: CR 2; Medium Humanoid; AL LN
Abilities Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1).


Initiative +2; Speed 30 ft.
Armour Class 14 (+2 Dex, +2 Wis) touch 14, flat-footed 10; Dodge AC 15, touch 15; Mobility AC 18, touch 18
Saves Fortitude +4, Reflex +5, Will +5
Hit Dice 2d8+2; hit points 11

Base Attack Bonus/Grapple +1/+2
Melee Unarmed +2 (1d6+1)
Melee Fighting claw +2 (1d6+1)
Full attack Unarmed flurry +0/+0 (1d6+1)
Full Attack Fighting claw flurry +0/+0 (1d6+1)
Special Attacks Flurry of blows, unarmed strike
Special Qualities Evasion

Skills: Hide +6, Jump +7, Move Silently +6, Sense Motive +6, Spot +6
Feats: Dance of the Opal Tiger*, Dodge, Exotic Weapon Proficiency (fighting claw)*, Mobility*
Languages: Low Imperial.
Possessions: Fighting claws (pair), blue sash.


Opal Tiger Leader
Human Mnk6: CR 6; Medium Humanoid; AL LN
Abilities Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 9 (-1).


Initiative +2; Speedd 50 ft.
Armour Class 15 (+1 monk, +2 Dex, +2 Wis) touch 15, flat-footed 11; Dodge AC 16, touch 16; Mobility AC 19, touch 19
Saves Fortitude +6, Reflex +7, Will +7
Hit Dice 6d8+6; hit points 33

Base Attack Bonus/Grapple +4/+5; Leap of the Opal Tiger, Spring Attack
Melee Unarmed +5 (1d8+1)
Melee Fighting claw +6 (1d6+1)
Full attack Unarmed flurry +4/+4 (1d8+1)
Full Attack Fighting claw flurry +5/+5 (1d6+1)
Special Attacks Flurry of blows, unarmed strike
Special Qualities Evasion, ki strike (magic), purity of body, slow fall (30 ft.), still mind

Skills: Climb +7, Hide +9, Jump +8, Move Silently +9, Sense Motive +7, Spot +8
Feats: Dance of the Opal Tiger*, Dodge, Exotic Weapon Proficiency (fighting claw)*, Leap of the Opal Tiger*, Mobility*, Spring Attack, Weapon Focus (fighting claw)
Languages: Low Imperial.
Possessions: Fighting claws (pair), blue sash.


Opal Tiger Servitor (Celestial Tiger)
CR 4; Large Magical Beast (Concordant, Extraplanar, Spirit); AL LN
Abilities Str 23 (+6), Dex 15 (+2), Con 17 (+3), Int 3 (-4), Wis 12 (+1), Cha 6 (-2).


Initiative +2; Speed 40 ft.
Armour Class 14 (-1 size, +2 Dex, +3 natural) touch 11, flat-footed 11
Saves Fortitude +2, Reflex +3, Will +3; Resistance Acid/Cold/Electricity 10
Hit Dice 6d8+18; hit points 45; Damage Reduction 5/magic

Base Attack Bonus/Grapple +4/+14; Pounce
Melee Claw +9 (1d8+6)
Full attack 2 Claws +9 (1d8+6) and bite +4 (2d6+3 plus grapple)
Special Attacks Improved grab, pounce, rake 1d8+3, smite chaos 1/day +6 damage
Special Qualities Low-light vision, darkvision 60 ft., scent; Spell Resistance 11

Skills: Balance +6, Hide +3, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)
Languages: Celestial, High Imperial, Low Imperial.

This creature uses a tiger and the celestial template, but it is a creature of law, not goodness. As such its smite attack affects creatures of chaos and, at the GM's discretion, this includes anyone who has broken a law of the Empire of Splendour. It resembles a large tiger charged with a blue-green energy.


Opal Tiger Style
This style follows the ways of the Opal Tiger and is only taught to cultists of the Claws of the Opal Tiger. It teaches how to fight like the Opal Tiger, and the mystic combat-dance used to summon a servitor of the Opal Tiger.

1st level skill bonus: Jump +2
1st level bonus feat: Exotic Weapon Proficiency (fighting claw)
2nd level bonus feat: Dance of the Opal Tiger
6th level bonus feat: Leap of the Opal Tiger

Dance of the Opal Tiger
Prerequisites: Exotic Weapon Proficiency (fighting claw), member of Claws of Opal Tiger
By means of this feat, a group of Opal Tiger cultists may summon up a servitor of the Opal Tiger. At least six cultists must perform an intricate series of combat maneuvres in unison. This takes a full round action during which time the cultists may not attack. Since the moves that form the ritual are combat based, the cultists are not considered helpless or flat-footed, although they may not perform any further actions in order to increase their armour class, such as using the Dodge feat or fighting defensively. At least three of the participants must be actively engaged in fighting an opponent and the rest must be within 20 ft. of at least one other participant. If fewer than six participants remain before the ritual is complete it fails. If successful, the ritual summons a celestial tiger to fight for the cultists. Because of the likelihood of attrition, as many cultists as possible usually perform this ritual as early as possible. Dance of the Opal Tiger is a supernatural ability.

Leap of the Opal Tiger
Prerequisites: Dance of the Opal Tiger, Exotic Weapon Proficiency (fighting claw), member of Claws of Opal Tiger
Taught only to members of the Claws of the Opal Tiger, this feat allows a character to make a full attack at the end of a charge. This includes a 'charge' that uses the Jump skill.


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Descriptors
Empire of Splendour
Imperial Culture Part Two
Law and order, magic, Imperial Couriers, travel.
Imperial Religion
Wayside Shrines (32KB PDF)