Crimson Way

From Traykon Campaign Setting - Pathfinder
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Monk Archetypes
Blue Rose Disciples Crimson Way
Guardians of the Grave The Silver Palm
The power of the gods reside in all of us. It is ours for the taking. Those who gain this power find that it is both light and dark. Not many are willingly walk the path of darkness, but those that do, do so out of duty and necessity. For, without darkness, there can be no light.
We Know this.
We Accept this.
We Embrace it.


These words are known by all the practitioners of the Crimson Way. They were spoken by the first Monk to learn the secret technique of the Death Touch and they have been spoken to each disciple who has come to learn the power of the Way. The Crimson Way stands for the furtherance of evil in Traykon. The most fearsome aspect about the Crimson Way is the fact that evil is not so much a turn of the heart, but a philosophical choice. Unlike evil priests, the members of the Crimson Way do not follow the word of a deity. They instead follow the dark voice of nature that begs them to commit acts of evil. Nicknamed "Wayists", they travel the land searching for areas that the aura of evil has weakened. In these unfortunate places, a Wayist resides and spends most of his time furthering the cause of evil.

Membership: Monks can become Wayists at any time and this Archetype does not need to be chosen at character creation. 1st level Monks can begin play already having spent a portion of their pre-adventuring live within the order.

Requirements: Anyone may become a Wayist. After spending a year with the Wayists in study, a new member can now advance a level as a Wayist. Also, no matter a characters original alignment, their alignment immediately shifts to Evil. This change is not made in the character's heart but rather in their mind. A Wayist can never loose the Evil alignment due to magical influence, but a Wayist can decide to abandon the Order after which their alignment can shift naturally. When the Crimson Way is abandoned, the Wayist looses all benefits of the Order. Abilities or losses due to levels gained as a Wayist never return.

Dark Sympathy

All Wayists gain immunity to negative energy effects including level draining effects.

This ability replaces Purity of Body.

Know Thy Self

A Wayist adds their Wisdom Modifier to all saves.

This ability replaces Wholeness of Body

Hidden Nature

Abilities or spells that detect alignment no longer function against a Wayist. All such spells and abilities detect the Wayist as Neutral in all aspects. Spells and abilities that have enhanced effects on Evil beings do not gain those bonuses against Wayist. For instance, a Paladin's Smite Evil ability does damage as if the Wayist were simply Neutral.

This ability replaces Diamond Body

Death Touch

A Wayist's most feared ability is their Death Touch. This is a supernatural ability that can be used only once per day. This attack disrupts the living fabric of nature and can strike an opponent dead. To use the Death Touch, a Wayist must succeed at a normal unarmed attack. The Wayist rolls for damage normally but then rolls 2d6 per level gained in the Crimson Way. If the total of the d6 roll is at least equal to the creature's current (after the normal damage is applied) hit points, it dies. A Wayist who is the subject of another creatures Death Touch ability is treated as if they have 10% more hit points (rounded up) than usual for calculating the Death Touch results. (i.e. Keali, a 5th level cleric of Ina Po attacks Jok, a Wayist, with his death touch attack. Jok has 23 hit points remaining. Keali must add up to a 26 on the Death Touch roll to be able to affect Jok with his Death Touch attack.)

This ability replaces Quivering Palm

Ex Wayist: Wayists who have gained one or more of the replaced abilities before following the Way forever loose the benefits of the ability. Also, even if a Wayist abandons the Way, these abilities never return and can never be gained.

Special: Wayists have only one formal monastery. The location of this Wayist stronghold is a closely guarded secret. None outside of the Order have ever visited this fabled training ground and lived. Even ex-wayists will never reveal the location. Such is the discipline of the Monks that many have died before revealing the secrets of the order to outsiders. Many people believe that those breaking the code of silence about their training ground will die a horrible, instantaneous death.

Solitary Wayists can be found roaming the countryside. They are indistinguishable from normal Monks until they use their Death Touch attack. One of these traveling Wayists may encounter a youngster who has talent or someone who hears the dark voice of nature and "remove" them for training in the Crimson Way. Also, some people seek out these philosophers in hopes of joining their order. Normally, the Wayist will travel with the prospective member for many months before sponsoring them in the Way. During this time, they initiate normally undergoes intense lessons in philosophy and the nature of good and evil. Often, these lessons take the form of dangerous encounters with creatures of nature or even a "show and tell" session to the local town.

Some initiates never return from their training. Weather this is because they simply do not survive the training or if they are discovered as being unfaithful to the Way is unknown. Some organizations have tried to infiltrate the Way but none have been successful to date. Ex-Wayists are just as secretive about their abilities as the most devout initiate. A Wayist who imparts the knowledge of the Death Touch to an unbeliever or the location of the Wayist stronghold will undoubtedly bring destruction down on themselves. A DM is encouraged to think of any level of supernatural punishment that fits against the offending Wayist and the unfortunates that he imparted the knowledge to.

Speculation: Some believe that Wayists are actually follow Keragu. Although they profess to not follow any deity, it is possibly that the Lord of Destruction and Tyranny secretly grants them their Death Touch abilities.