Dieties

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Marullus
Rider of Rohan
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Dieties

#1 Post by Marullus »

There are three southern deities who reign in the southern realms. They each have a following and each conflict with the others -- the legends and tales tell of the conflicts between them for supremacy, however, which resulted in détente. Throughout the lands of Men, the worship of all three co-exist fitfully.

Baudh
The Sun Father.

Domains: Sun, Strength, Lightening, Gold, Justice
Alignment: Law
Symbols: A six pointed sun. A balanced set of golden scales.

Baudh is the dominant deity of every city and of the nobles who rule them. His priests brought down the laws and set the passage of time over two thousand years ago, and each ruler of the southern kingdoms is invested by Baudh and divine right. His followers believe in strength, and the providence of strength as the right to rule. His laws are firm and justice must be blind to ensure fairness to all. His strength is the power of will and hope, the need to face evil in the face of insurmountable odds. Baudh is wrathful against the forces of evil, corruption, and darkness, and is especially opposed to the undead.

He draws large crowds of people to grand cathedrals which inspire devotion and fealty in the cities and towns. They are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. His rules are clear and unmistakable, and his followers take comfort in this clarity. The strong rule, and paternally care for the weak. As the god Baudh governs, so do ranks of nobility and ranks of clergy. He blesses and empowers the strong and is favored among warriors. His clergy often serving as circuit judges as the bring justice from town to town, hearing matters put before them.

Relationships: Followers of Gwanwen are acknowledged for their devotion to natural law, but with knowledge that such rules are savage and imperfect, fluxuating needlessly by season. This acceptance of variability is seen as a flaw and fundamentally unjust. The ways of Eruanna are anathema to the Baudh; but legends tell of Eruanna’s overcoming of Baudh and he is bound to honor that strength, even if begrudgingly.

Foundational Tenets:
  • Decretum of Dominion: The strong bear responsibility for protection over all weaker than they, ensuring the care and well-being of the community.
  • Decretum of the Just: Those who break the laws must pay the price. Penance forges strength and ensures justice, and justice applies to all from peasant to king.
  • Decretum of the Light: To remain in light, a follower must ever move against darkness. Dispelling evil, injustice, undeath, and bringing the law to the uncultured all are compelling needs for a follower of Baudh.
Prohibition:
Works and Tribute: To receive blessings, Baudh requires that the faithful provide tribute in gold. As gold never tarnishes it is incorruptible and is sacred to the God. It also is held by those with strength and in the hands of those who rule, this creates a symbiotic relationship between the two. Clerics of Baudh always require payment, but have discretion to ensure the amount always remains just.

The Order of Knights:
Any Lawful character can petition the Cathedral of Baudh for the Trials of Knighthood. If successful, vows are made to both the divine and divinely-appointed (i.e. the ArchDuke) authorities and the individual is allowed to be Knighted. This includes a vigil in the chapel and a ceremony performed on one of the High Holidays. Becoming a Knight and pledging to the civilized order is often seen as a stepping stone to further titles or nobility.

Knights are expected to uphold the values of civilization, remain faithful to the nobility as long as divinely-sanctioned, and fight to eliminate the uncivilized (evil, chaotic) forces that threaten them.

Benefits:
3rd Level - All clerics of Baudh and all sworn Knights of other classes receive a blessing of spiritual strength as long as they remain faithful to Baudh. This grants a +1 to hit and damage in addition to other bonuses.

5th Level - All humans following the leadership of a Knight or Cleric in battle are immune to non-magical fear and morale checks.

Spells:
Baudh grants access to all Cleric spells in the main rulebook, plus those below.
Command
Level: 1
Duration: 1 round
Range: 10'
When a cleric casts this spell, he may give the subject a single word command, which it obeys to the best of its ability. The single word must make sense as a single command, such as approach, drop, fall, flee, halt, surrender, sleep, etc. Although a target could be instructed to "die," this will only make the target take on a comatose state for a single round. Note that the caster must be able to speak the language of the target. Any intended target who has more than 5 HD or an INT of over 12 is entitled to a saving throw versus spells. This spell is ineffective against undead.

Holy Chant
Level: 2
Duration: See Below
Range: 0
This spell is intoned continuously, bringing about supernatural intervention on behalf of the cleric and party members within a 30' radius. All attacks, damage, and saving throws are made with a +1 bonus. Likewise, all of the rolls attempted by enemies suffer a -1 penalty. This effect continues so long as the cleric does not move and focuses only on chanting. However, if he is successfully attacked and dealt damage, or otherwise physically distracted, the spell ends. The spell silence also negates the spell.

Spiritual Weapon
Level: 2
Duration: 1 round per level
Range: 30'
A weapon made of pure force springs into existence and attacks opponents in range, dealing 1d6 damage per hit, with +1 to hit per three caster levels. The weapon is considered "magical" for the purposes of dealing damage or striking foes that can only be hit by magical weapons. The weapon takes a shape favored by the caster's deity or a weapon with some spiritual significance or symbolism (a mace, hammer, etc.) It strikes at the opponent designated, with one attack per round
the spell is in effect. It uses the caster's base attack value, just as any melee weapon wielded by the caster. The weapon manifests only as long as the caster concentrates, to the maximum duration allowed for the caster's level.

Glyph of Warding
Level: 3
Duration: See below
Range: Touch
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. The area of effect is up to 5’ squared per caster level, and a maximum of 10’ squared can be inscribed per round. Any creature entering or touching the warded area or opening the warded object without speaking a password (which is set when casting the spell) is subject to the magic it stores. When casting the spell, the cleric weaves a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of the total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 2 points of damage per caster level to the intruder. This damage is fire or electricity, caster's choice at the time of casting. Each creature affected can attempt a saving throw versus spell to take half damage.
Spell Glyph: The caster can store a harmful spell effect to be triggered. Effects may include blindness, paralyzation, and energy drain, or similar effects. The cleric must be of a high enough level to cast these spells. A saving throw versus spells is allowed to avoid the effects of this kind of glyph.

Gwanwen
Keeper of Life and Death

Domains: Birth, Death, Afterlife, Nature, Seasons, Agriculture, Livestock
Alignment: Neutral
Symbols: A crescent moon. A sickle.

Gwanwen is the ruler of the dead and the underworld, but is not an evil being. He governs the full cycle of life, from birth to natural death. Gwanwen is the primary god of farms, fields, and the rural realms of Men. Open temples supported by columns dot the rural landscape where offerings to Gwanwen ensure the health of fields and flocks, the passage of generations, and the peaceful rest for all the beloved and departed ancestors of each familial line. A black sheep is seen as a particularly direct sign of his intervention, and is another symbol associated with him. The birth of a black sheep is seen as a harbringer of good fortune. Most powerful priests of Gwanwen wear tunics made of black wool.

There is no single authoritative text as to the precepts of his worship, and most of his teaching have been passed down orally. As a consequence, significant regional differences exist amongst his worshipers. Followers of Gwanwen are steadfast foes to the undead, as they are a direct affront to natural law. Evil creatures which are seen as birthed from magic are likewise opposed. Followers of Gwanwen believe in living in and accepting the hardships of the cycles of nature, the passing of seasons, the hardships of winter. Sorcery and urbanization both are tools to subdue natural law and superimpose the will of Man, which is seen as a negative process. When sickness or the weakness of old age have overtaken someone, it is common for them to seek solace in the temples of Gwanwen as a form of hospice care.

Foundational Tenets:
  • Everything lives and everything must die in time. Seek a worthy life, not the avoidance of death.
  • Times of plenty and times of want are seasons which continually pass, to flourish and to winnow. Embrace each in its time for the good it brings.
  • To give life for another is an honor and deeply respected when bestowed.
Prohibition:
Sacrifice: To receive blessings, Gwanwen requires life for life and that his kingdom not be reduced. The sacrifice of livestock is a mainstay for rural followers of Gwanwen, and this tenet carries forward to his wandering clerics as well. Blood is the essence of life, and either blood or a whole creature’s life must be given. For example, to heal the injured requires a simple shedding of blood of another (willingly, in most cases). To save someone from death, however, costs a life.
(It is generally understood that casting a healing spell requires -1hp (spilt blood) from the caster or another character. Taking it from the unwilling is an Evil act. When this is done, however, the spell heals +2hp more. So, cure light wounds heals [1d6+3].)

Modification to the prohibition on weapons: Clerics of Gwanwen may wield a sickle (one-handed, 1d4, 1lb, as a dagger) among their weapons. This is both an agricultural tool and also used for their ritual blood-letting.

The Reapers of the Harvest, or Reapers:
Any character who is not a magic-user can petition the Temple of Gwanwen to dedicate themselves to the god of life, death and harvest. The trial that follows is performed in secret, but rumored to include the death and judgment of the applicant, from which not all return. There is no public ceremony, but all sworn reapers are tattooed with a blue crescent moon upon their chest, sealing their hearts for the God of the underworld.

Reapers are expected to uphold the natural passage of the cycles of life -- protecting the faithful and rising to eliminate any threat to their regular passage that becomes known. This includes fighting to eliminate anything that is unnatural (undead, magical creations, immortal beings).

3rd Level: All clerics of Gwanwen and all sworn Reapers of other classes receive a blessing against unnatural death as long as they remain faithful to Gwanwen. This grants a +5 bonus to savings throws versus Death, helping them remain in service until their natural lifespan has been concluded.

5th Level: All clerics of Gwanwen and all sworn Reapers of other classes can Cure Poison once per day (resetting at dawn).

5th Level: Reapers gain the ability to also safely use poisons. They may adulterate a victim's food or drink, causing a save vs. poison with failure leading to death (according to normal poison rules).

The Order of Black and White, or the Monks:
A monastic order of the Southlands, the Order operates in seclusion to study and master deep knowledge of the nature of life and death. Philosophically inclined, their deep study also allows them to have deeper control of the life energy within their bodies as long as they obey the ascetic restrictions of their monastic faith.

Monks tithe 50% of their income to their Order. Monks of the order only gain the benefits below if they are unencumbered (carrying less than 40 lbs).

1st Level: Unarmed damage (normally 1d2) has a +1 to die-size for every two levels (1d3 at level 1, 1d4 at level 3, 1d5 at level 5, 1d6 at level 7, etc.)

2nd Level: Monks may Cure or Cause Light Wounds as a special ability once per day per two levels (once at 2nd, twice at 4th, etc.)

2nd Level: If not wearing metal armors, the Monk gains a -1 AC bonus per two levels (once at 2nd, twice at 4th, etc.)

3rd Level: Monks can dodge non-magical missiles with a successful Save vs Breath Weapon (made separately against each successful attack).

5th Level: Monks can dodge magical missiles with a successful Save vs Breath Weapon (made separately against each successful attack).



Spells:
Gwanwen grants access to all Cleric spells in the main rulebook, plus those below.
Create Water (reversible)
Level: 1
Duration: Permanent
Range: 10'
This spell generates wholesome, drinkable water, in a quantity of 4 gallons per caster level. Water can be created in an area as small as will actually contain the liquid, or in an area of a 3' cube. Destroy water is the reverse of this spell, and destroys a likewise amount of water. No steam, water droplets, or any other trace of destroyed water remains. This spell can not create water within a creature.

Delay Poison
Level: 2
Duration: 4 hours per level
Range: Touch
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Unless cured, saving throws and damage as appropriate are rolled once the spell ends, except that the subject makes the savings throw with a +3 bonus. Delay poison does not cure any damage that poison may have already done. However, if the spell is cast on a subject who has recently died from poison, within 1 turn per caster level, life is restored until the spell duration ends. A revived character will have 1 hp for the duration of the spell, but if the spell ends prior to the poison being cured, the subject dies.

Holy Chant
Level: 2
Duration: See Below
Range: 0
This spell is intoned continuously, bringing about supernatural intervention on behalf of the cleric and party members within a 30' radius. All attacks, damage, and saving throws are made with a +1 bonus. Likewise, all of the rolls attempted by enemies suffer a -1 penalty. This effect continues so long as the cleric does not move and focuses only on chanting. However, if he is successfully attacked and dealt damage, or otherwise physically distracted, the spell ends. The spell silence also negates the spell.

Speak with Dead
Level: 3
Duration: See below
Range: 1’
The caster grants the semblance of life and intellect to a corpse, allowing it to answer several questions put to it. The corpse may answer no matter what state of decay it is in. Regardless of the number of questions asked, the spell has a limited duration based on caster level. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). The cleric may cast this spell on a corpse that has been dead for a period of time dependent on the caster’s level. Refer to the table below.

Code: Select all

Caster Level	Duration	Time Deceased	Questions
6th or fewer	6 rounds	7 days	2
7th to 8th	18 rounds	7 weeks	3
9th to 11th	36 rounds	7 months	4
12th to14th	1 turn	7 years	5
15th to 18th	2 turns	70 years	6
19th to 20th	3 turns	140 years	7
21st +	6 turns	1,000 years+	8
Eruanna
God of Truth and Mercy

Domains: Truth, Mercy, Light, Sorrow, Grief, Forgiveness, Relief
Alignment: Chaos
Symbols: Three bloody nails, a shining dove

Eruanna came after the establishment of Baudh and Gwanwen, with so many tales as to how that the truth cannot be certain. What is known is that she walked on the earth among men, overcoming the prohibition that keeps the Gods in heaven and bringing relief directly to the suffering on this plane. Breaking the laws of the heavens and nature angered both Baudh and Gwanwen, who conspired together. They confronted and captured her – Baudh put her to trial and pronounced a sentence of death for subverting justice and she was taken away by Gwanwen to the underworld never to return to heaven or earth again. She waited until their acts were complete and all their worst was done, then stood and walked free. The stories around this differ, but the end remains the same – she overcame both Baudh and Gwanwen in this act and remains free to subvert their law ever since. Her believers maintain that she appears on this plane still, always in disguise that her divinity remain unknown.

Eruanna maintains no temples and no permanent structures for worship, instead investing solely in infirmaries, alms houses, and places of service to the poor and dispossessed. Their doctrine espouses hope to those disenfranchised by the other gods and a hope of redemption through humility. Hope is offered to any who are willing to bear their souls, give all they have, and start over anew – an easy prospect for a peasant and a frightening one for a king. The least marshal of the priesthoods, the clerics of Eruanna still steadfastly stand against the undead and particularly against the infernal. Those creatures who are innately evil, and thus spiritually corrupt, are unable to achieve spiritual redemption and thus beyond its reach.


Foundational Tenets:
  • The grace of Eruanna overcomes - nothing is beyond redemption within the souls of men.
  • Only by revelation of truth at all times can evil and darkness be expunged.
  • Humility of self is the core of service.
Prohibition:
Contrition: To receive blessings, Eruanna requires the sincere and public confession of wrongs committed. No other gift is required for the blessings of Eruanna but the honest opening of the soul to truth and service. This is shown by hiding nothing within, confessing wrongs honestly and forthrightly to become right with the Goddess of Truth, promising to strive for better. Once the cleric and all others present have received these confessions, the blessings may be granted. This is a continual process of self-discovery, digging deeper into one’s life each time they come before a cleric for renewal. Consequently, Eruanna's blessings and magic fail if used on a person of evil alignment; their contrition must result result in a shift to neutral or good alignment before it is received as sincere in Eruanna's ears.

The Poor Fellows of the Temple, or Templars:
Any character of Good alignment can undergo an act of Contrition in petition to the God Eruanna. They undergo a trial of poverty and make vows of asceticism - never owning any property or deed which is greater than they can personally carry with them again in addition to their vows to protect and uphold the values of Eruanna.

Templars are expected to crusade tirelessly against the forces of evil, particularly the infernal and otherworldly, without regard to personal status, wealth, or gain.

Benefits:
3rd level - All clerics of Eruanna and all sworn Templars of other classes receive a blessing against the infernal as long as they remain faithful to Eruanna. They are blessed with a permanent effect of Protection from Evil upon themselves (-1 AC, +1 to all saves, cannot be touched by extraplanar beings).

5th level - Prayer of Sanctuary: once per day, all clerics of Eruanna and all sworn Templars of other classes can issue a prayer to protect a location. Foes coming upon the location must pass a Save vs Charm or pass it by.

Spells:
Eruanna grants access to all Cleric spells in the main rulebook, plus those below.
Sanctuary
Level: 1
Duration: 2 rounds, +1 round per level
Range: Touch (or self)
Any opponent attempting to strike or otherwise directly attack the warded creature must attempt a saving throw versus spells. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the
opponent will not attack the caster and will attack another creature instead. However, area effects may still affect the beneficiary. The beneficiary must not make offensive actions while this spell is in effect, but may cast non-offensive spells to help companions.

Augury
Level: 2
Duration: See Below
Range: 0
An augury can tell the caster whether a particular action will bring good or bad results in the immediate future. The base chance for receiving a true reply is 70% + 1% per caster level; this roll is made secretly. The augury can see into the future only 3 turns, so anything that might happen after that does not affect the result. Thus, the result will not take into account the long-term consequences of a contemplated action.

Holy Chant
Level: 2
Duration: See Below
Range: 0
This spell is intoned continuously, bringing about supernatural intervention on behalf of the cleric and party members within a 30' radius. All attacks, damage, and saving throws are made with a +1 bonus. Likewise, all of the rolls attempted by enemies suffer a -1 penalty. This effect continues so long as the cleric does not move and focuses only on chanting. However, if he is successfully attacked and dealt damage, or otherwise physically distracted, the spell ends. The spell silence also negates the spell.

Prayer
Level: 3
Duration: 6 turns
Range: 0
Prayer is a more advanced form of the spell holy chant. The function is identical, except that the area of effect is a 60’ radius. All attacks, damage, and saving throws are made with a +2 bonus. Likewise, all of the rolls attempted by enemies suffer a -2 penalty. In addition, it is unnecessary for the cleric to remain chanting. Once the spell is cast it lasts for its duration, while the cleric may cast other spells, attack, or take other actions.

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Marullus
Rider of Rohan
Rider of Rohan
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Re: Dieties

#2 Post by Marullus »

Beith, "The Mother"
God of Wilderness

Domains: Nature, Water, Forests, Silver, Wild Animals
Alignment: Neutral
Symbols: Birch Leaf. The Circle.

The primary tenant of Beith is that the maintenance of nature's balance supersedes the desires of any individual or people. This belief does not hold much of a carrot for humans and demihumans, who focus on their own self-interests, believing they are inherently superior to insects, birds, fish, etc. The maintenance of biodiversity and the co-existence of all varieties of life is the greatest good, and their life-and-death struggles are the way of nature. As such, the Order of Beith is small and often located on the edges of society. The largest collection of these priests resides on the edge of the Midnight Forest.

All sworn devotees of Beith (members of any order) can be identified by the brand upon their left shoulder blade of a birch leaf within a circle.

Relationships:
Some believe Beith is merely an aspect of Gwanwen, but Gwanwen’s focus is on mankind’s utility and mastery of nature (i.e harvest). Beith, perhaps the oldest of all the gods, focuses on the true, amoral, impartial character of the natural world, which is in direct opposition to Baudh’s focus on order and Eruanna’s concern over redemption and treating the ill.

Foundational Tenets:
• Beith supports subsistence farming only and disapproves of the clearance of wide swaths of forest to sell the lumber for profit and/or growing a huge cash crop, which is just greedy and short sighted.
• Magic is woven into the world, so it cannot be good or bad; it is just a tool to be used correctly in the name of Beith.
• Beith governs cycles of life, death and rebirth. The undead are an affront to this cycle and are therefore an abomination that should be routed out and destroyed.
• All creatures, regardless of alignment, are integral to the world's balance. While the loss of individuals is tolerable, the loss of an entire group is not.

'The Druids':
The 'normal' Clerics of Beith, these practitioners wander both wild and civilized lands, seeing to the balancing-hand of nature. Other classes who wish to devote themselves to the pursuit of harmony over self-interest may also join this order.

Prohibition: Offer violence only to those who oppose and harm the flourishing and balance of natural flora and fauna. Offer healing to those who protect or live within that balance.

Benefits:
3rd Level: All Druids of Beith move their result on Monster Reaction Table (page 52) one category better (thus, they never get "hostile, attacks" and get "friendly, helpful" on a 2-5).

5th Level: Druids gain the ability to pass through thick vegetation with neither a penalty to movement rate nor any evidence of their passing.

The Rangers:
Rangers are militant keepers of Beith's ways - they protect wild places from the incursions of civilization and they work to prevent the genocide or extinction of any species. Any Neutral (Lawful Neutral, Neutral Good, Neutral, Neutral Evil, Chaotic Neutral) character can petition a priest of Beith (level 5 or higher) to accept them into the Circle of Beith. The petitioner is taken to the wilderness under a full moon or new moon and vows to work actively to maintain balance in the natural world. The candidate is then washed by the priest before being branded.

Prohibition: Rangers must actively protect the balance of nature (usually protecting natural areas from civilized encroachment) and prevent the extinction of any group in an ecosystem. Also, Rangers wander in service to Beith: they may not accept land, title, or civilized hirelings (this negates 9th level followers). They don't store personal property, keeping only what they (or mount) can carry and donating all extra wealth to charity.

Benefit:
1st: All Rangers are surprised only on 1 on 1d6; they may surprise others on 1-3 on 1d6 when in an outdoor wilderness setting. They may track creatures with success 50% +5% per level.

3rd level: Rangers receive +1 per level to damage against goblinoids and giants (bugbears, orcs, kobolds, goblins, hobgoblins, ogres, ettins, all giants, and trolls). They receive a +1 to foraging rolls.

5th level: All Rangers of Beith attract a nearby medium or large wilderness animal which bonds itself to them as a companion. (This creature will be encountered and handled through roleplay.) The creature will count as Attack, Defend, and Fearless training and will have an empathic bond with the Ranger. They may Cure Poison 1/day.

Coven of the Twilight Eyes, aka 'Wood-witches':
The Wood-Witches are a coven of Beith's devotees dedicated to the principles of Beith and the use of her raw magical forces for the fulfillment of Her will. Any magic practitioner (magic user, elf, cleric) with a Neutral alignment (including Neutral good/evil) may join this coven of witches. The initiation ceremony, which takes place at night in a sacred grove, includes having the initiate's sister-witches paint the her body with runes. Later, the initiate is presented a staff and channels her energies to light a bonfire.

Prohibition: Witches of the Sisterhood may not kill natural, wild creatures except in self defense. (This does not include undead or magical constructs as they aren't natural, and doesn't include domesticated stock.)

Benefits:
At 1st level: Witches of the Sisterhood can create water or produce flame once per day as a spell-like ability.
At 3rd level: Witches of the Sisterhood gain the ability to pass through thick vegetation with neither a penalty to movement rate nor any evidence of their passing.
At 5th level: Nature-idiom spells have 150% of any listed effect.

Wyldings:
Wyldings commune with the goddess directly and experientially, clerical devotees living an ascetic lifestyle deep in the wilderness more often than not. While the druid is the balancer, managing harmony, the Wyldings consider themselves to have a deeper faith by becoming one with nature itself rather than standing above it. They are held with deep suspicion by human civilizations with whom they often conflict in their views and are considered little better than Lycanthropes.

Restrictions:
  • Must be a cleric; Cannot turn undead.
  • Only non-metal items change with them; to change must be unencumbered (Armor: Robes, padded, or leather only. Can use a wooden shield.)
  • All shapechanging is into normal (non-fantastic) animals with HD equal to Level-1. Shapechanger retains his/her own hit points but use AC and attacks of the creature assumed.
  • -1 penalty to reaction rolls from humans (but not demihumans) who are not followers of Beith
Benefits:
  • Level 1: Speak with Animals at will, +1 bonus to reaction roll from animals
  • Level 2: Take form of a land-based animal 1/day
  • Level 3: Can automatically forage one day's food daily in a wilderness setting.
  • Level 4: Take form of land-based, flying, or swimming animal 1/day
  • Level 5: Pass without Trace as a Druid
  • Level 6: Take animal forms, 3x/day
List of animals:
Animal List 1.png
Animal List 1.png (111.53 KiB) Viewed 1388 times
Animal List 2.png
Animal List 2.png (67.17 KiB) Viewed 1388 times
Spells:
Beith grants access to the following Cleric spells in the main rulebook, regardless of path chosen:
  • 1st level: Cure Light Wounds, Detect Magic, Light, Purify Food and Drink, Remove Fear, Resist Cold. (Not Detect Evil, or Protection from Evil.)
  • 2nd level: Bless, Find Traps, Hold Person (or mammal), Resist Fire, Silence 15' Radius, Snake Charm, and Speak with Animals. (Not Know Alignment)
  • 3rd Level: Animal Growth, Continual Light, Cure Disease, Dispel Magic, Locate Object, Remove Curse, Striking. (Not Animate Dead)
She also grants access to the spells below.
Entangle
Level: 1
Duration: 1 turn
Range: 80'
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in a 40' diameter area, or those that enter the designated area, holding them fast and causing them to become entangled. A creature may move half its normal movement if it succeeds in a saving throw versus spells.

Pass Without Trace
Level: 1
Duration: 1 turn per level
Range: Touch
The caster or a subject can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible; however, for 6d6 turns any area passed over will radiate faint magic.

Locate Creature
Level: 1
Duration: 1 round per level
Range: 0
By casting this spell, a druid may stand and detect whether a specific kind of animal is within range, and where in range it is located. The range is directly in front of the caster, in a 20' wide path that is 20' long per caster level. The caster may face in a
different direction per round.

Delay Poison
Level: 2
Duration: 1 turn per level
Range: Touch
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Unless cured, saving throws and damage as appropriate are rolled once the spell ends, except that the subject makes the savings throw with a +3 bonus. Delay poison does not cure any damage that poison may have already done. However, if the spell is cast on a subject who has recently died from poison, within 1 turn per caster level, life is restored until the spell duration ends. A revived character will have 1 hp for the duration of the spell, but if the spell ends prior to the poison being cured, the subject dies.

Warp Wood
Level: 2
Duration: Permanent
Range: 10' per level
The caster causes wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck). A boat or ship springs a leak. Warped ranged weapons are useless. The caster may warp a volume of approximately 15 square inches per caster level. For example, at first level the caster could warp four arrows or a short wooden handle.

Obscuring Mist
Level: 2
Duration: 4 rounds per level
Range: 0
A misty vapor arises around the caster. It is stationary once created. The vapor obscures all sight, including infravision, beyond 2d4 feet for 4 rounds per caster level and covers 10' cubed per caster level. A strong wind disperses the fog, reducing its duration to 25% of normal.

Plant Growth
Level: 3
Duration: Permanent
Range: 160'
Plant growth causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within range and a 20' square area per level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement drops to 10', or 20' for large creatures. The area must have brush and trees in it for this spell to take effect. At the caster's option, the area can be any shape. This spell has no effect on plant creatures.

Water Breathing (reversible)
Level: 3
Duration: 1 day
Range: 30'

The caster or another creature can breathe water freely by means of this spell. The spell does not make creatures unable to breathe air, and creatures under the influence of the spell are not granted any additional proficiency at swimming. This spell is also reversible such that a water breathing creature may be made to breath air.

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Marullus
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Re: Dieties

#3 Post by Marullus »

Moradin, "The Soul Forger," "Dwarf Father," "The Creator"
God of Dwarves

Domains: Dwarves, Smithing, Stonework, Craftsmanship, Engineering, Protection
Alignment: Lawful Good
Symbol: Hammer and Anvil

Moradin is the head of the dwarven pantheon. He is said to have created the dwarves out of iron and mithril, forging them in the fires at the heart of the world and breathing life into their cooling forms.

Life, death, and rememberance are critical to dwarven society and the core of service to Moradin. The extreme longevity of their creations, the importance of lineage, the memory of dwarven heroes and their deeds are all results of this cultural emphasis. More on dwarven culture and its expression can be found here.


The Order of Axebearers:
Any Lawful character can petition the Dwarven ruler by offering to swear themselves. If successful, vows are made to both the divine and divinely-appointed (i.e. the Dwarven Ruler) authorities and the individual is allowed to be knighted as a Dwarven Axebearer. This includes a vigil in the chapel and a ceremony performed on one of the High Holidays. This ceremony emphasizes the Axebearer's symbolic death in defense of dwarven civilization and rebirth as a champion of Moradin. Becoming an Axebearer and pledging to the civilized order is often seen as a stepping stone to further titles or nobility.

Axebearers are expected to uphold the values of civilization, remain faithful to the nobility as long as divinely-sanctioned, and fight to eliminate the uncivilized (evil, chaotic) forces that threaten them. They are considered almost a separate caste from the rest of dwarven society (though neither higher nor lower than any other). They swear to protect society with their lives and society promises to remember their deeds.

Benefits:
3rd Level - All Axebearers receive a blessing of spiritual strength as long as they remain faithful to Moradin. This grants a +1 to hit and damage in addition to other bonuses.

5th Level - All dwarves following the leadership of an Axebearer in battle are immune to non-magical fear and morale checks.

Soul-Forgers:
Though all dwarves learn the basics of blacksmithing and masonry from a young age and by natural talent born in their nature, some dwarves go on to specialize in forging great weapons and armor or whitesmithing breathtaking treasures, the artisans of the race. Some select few among these smiths dedicate themselves to a devout following of Moradin and become caretakers of dwarven memory. Known as Hefthyn Orodûm Sartosvrenht or "guardians of the unavoidable fate of the remebered lineage," they are called simply as "Soul Forgers" in the common tongue. These disciples of Moradin are able to hammer not only metal, but the indelible touch of memory which is imbued in objects used for great deeds. This tangible imprint of memory on objects is maleable in the hands of Moradin's faithful smiths, ensuring that the deeds of dwarves continue on in practical memoriam for future generations.

Restrictions:
  • Must be a dwarf with devout faith in Moradin.
  • Must have Armor/Weaponsmithing or Whitesmithing as their non-class skill.
  • Their focus on Natural Magic and Heroic Items means they never can carry or use a created magic item, which is anethma to them.
Benefits:
1st level - A soul forger can spend a full turn undistracted with an item and sense the memory within it (as Detect Magic). They can also study magical item properties (of imbued items only) like a wizard or cleric.

3rd level - they can aid a being in willingly transferring character XP to item XP.

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Marullus
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Re: Dieties

#4 Post by Marullus »

Freydis
The Guardian Mother

Domains: Hearthfire, Duty, Compassion, Memoriam, Rivers, Healing, Protection, Vengeance
Alignment: Law
Symbols: all-seeing eye, the color light blue

The spouse of Baudh, Freydis is considered a lesser deity and deferential to her husband. Most chapels to Baudh have an altar to Freydis in them as well, as her intervention and worship are sought in some circumstances, particularly by grieving mothers. Where Baudh emphasizes strength, dominion and order that makes the Southland function, Freydis represents the duty, compassion, and protection of the homefront. Where Baudh represents blind and impartial justice, Freydis is called upon by the scorned for righteous vengeance. Freydis is associated with memoriam of loved ones and the soothing but relentless nature of flowing waters, and as such is also associated with imbued items and magic.

Foundational Tenets:
  • Duty is the foundation of order. Everyone must play their destined role for the proper function of society.
  • Righteous vengeance is the necessary fruit of Justice. Without it there is no compassion for the wronged.
  • That which is cherished in the heart endures in this world forever.
Prohibitions:
Freydis gives her blessings only to the loyal. Those seeking aid from a cleric must demonstrate loyalty to Baudh, Freydis, or be found personally loyal (to the level of family) by the cleric herself. Anyone who betrays trust can never be aided again.

Hearthwives
The clerics of Freydis are known as hearthwives. None fight more fiercely for those they love and find loyal.

1st level: once per day, can purify food and drink.
3rd level: once per day, can use a specialized form of the Sanctuary spell: no one chooses the target for harm for 1 round/level. Cannot be used on yourself.
5th level: once per day, can neutralize poison.

Paladins
Those who swear their lives to Freydis live a strict life of duty, bringing compassion, protection and justice to the world at the expense of themselves.

They must always have a lawful alignment and never may commit morally questionable, or evil, acts. Should a paladin knowingly act in a chaotic way, only confession and paying penance to a cleric of 7th level or higher will remove the mark of the sin. However, committing an evil act is unforgivable, and a paladin immediately loses all special class abilities. Paladins may only keep small amounts of money, and pay 10% of all earnings to a church. They may not own more than than they can and their mount carry. If they attract followers, they attach to the characters' church.

1st level: Paladins receive a +2 bonus to all savings throws
3rd level: They may Lay on Hands once per day to heal 2 hp per level to a wounded being.
5th level: They radiate protection from evil in a 10' radius at all times.

Valkyries
The martial manifestation of Freydis' rage, these bringers of vengeance are universally feared. They only target those who have wronged someone and are forbidden to show them mercy.

1st level: they can subtract a 3 point penalty from their armor class and add 3 points bonus damage.
3rd level: they are immune to sleep and charm spells
5th level: they achieve a critical hit on a 19 or 20.

The Moirai
A select group of magic users devoted to memoriam and honoring the great deeds of men, they are gifted with an attunement to souls and their impact on the world.

3rd level: they can aid a being in willingly transferring character XP to item XP.

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