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- Sorry this is a bit late but I have been off the last couple of days with
- gastric flu. YUK!!!!!
-
- Here is your copy of the GNP. It should end with my sig file, if it doesn't
- then it has probably been cut by a gateway. If this does happen, mail me and
- say where in the text it ended and I will send you the rest.
-
- -------------------------------------------------------------------------------
-
- THE GREAT NET PANTHEON.
-
- Introduction.
-
- I first started to compile this work in June 1992. At the time I was
- beginning to put together a new gaming world for my own use. I had written
- some new deities for this world called Ogygia, but was beginning to run short
- of inspiritation. Thus, I asked for help from the contributors to the ADND-L
- (ADND-L@UTARLVM1.UTA.EDU) and Forgotten Realms (FR@CCWF.CC.UTEXAS.EDU) lists.
- I decided that it would be a good idea to share these new Gods, Goddesses,
- and Demi-Gods with other list members, and so the Great Net Pantheon came
- into being.
- It has taken almost six months to reach this stage and yet it is still not
- complete; in fact it will never be complete as long as the creativity and the
- imagination of other list members continues to create new deities.
- I hope you enjoy this work, and that it proves uselful and inspirational to
- you.
- I will be trying to improve and expand this work in subsequent versions, so
- if you have any comments, advice, corrections (especially spelling), or
- contributions, then please send them to me at the following address:
-
- ZA9ZA03@UK.AC.MMU.CS.SA
- or ZA9ZA03@UK.AC.MANCHESTER-METROPOLITAN-UNIVERSITY.COMPUTING-SERVICES.SYSA
-
- Steven R. Hamby. 13/12/92
-
-
- About the Great Net Pantheon.
-
- I have formed this work is into two major parts and an appendix.
- The first part deals with the new Gods that people have created for use
- within their games of ADND. Though grouped by author, they will be cross
- referenced by spheres of control to make choice of deity simple and quick.
- This section also includes the re-writes of some of the Demons and Devils of
- the first edition Monster Manual as deities. I did this for those who would
- like to see these beings "reborn" in the second edition game.
- In many cases it will not state a power level for a particular deity as I
- believe it us to the individual GM to decide how strong he/she would be in
- their world. For instance, in a mainly agricultural society Frethenti would
- be classed as a Greater Deity, whilst in a war-like society he would only be
- classed as a Lesser Deity.
- The second part will consist of existing deities that people have re-written
- or updated for use in their campaigns. These are again grouped by author, but
- are not cross referenced as there are in some cases two re-writes of the same
- deity.
- Finally, the appendix contains a light-hearted list of Gods who have strange
- worshippers and followers. This is included for those who wish to try to
- put some humour into their campaigns; though I'm not guarenteeing that these
- will work.
-
- Contributors to the Great Net Pantheon
-
- brian baker brianj@morekypr.bitnet
- Frenzick the Wild
-
- del hart hart6686@edu.plattsburgh.cc.splava
- Vofos
-
- ristonofer menery@galt.osd.mil
- or menery@mil.osd.gn7cg.anthem
- His whole pantheon of deities
-
- petri j. kokko pkokko@fi.hut.vipunen
- The Seasons
-
- Ethan Roe roeeb@morekypr.bitnet
- Gilveus, Pimpliel, Terra, Treaton
-
- grabbit mblank@utvvm.bitnet
- Garjarvan
-
- tim larson tel002@acad.drake.edu
- Re-written FR, Greek, and Norse deities
-
- grim reaper scythe@u.washington.edu
- Orin
-
- reid bluebaugh c2mxblu@fr.towson.edu
- Re-written Moradin
-
- beth gaynor bgaynor@csi.compuserve.com
- Re-written Lathander, Oghma, Mystra, Sune, and Tempus
-
- daniel waisley lglumka@oak.grove.iup.edu
- The Screwy Gods
-
- mylok stormhand tschadl1@ithaca.bitnet
- The Screwy Gods
-
-
- THE NEW DEITIES.
-
- Adventurers Lukane
- Agriculture S'yl
- Air Elondar
- Animals Bhon, Geryon
- Art Deneir
- Bards Garjarvan, Rushlyn, Tilvaretu
- Beserkers Frenzick
- Birds Elondar
- Chaos Geryon
- Crops Frethenti
- Darkness Da,har Su'revar
- Dead, the Eregul
- Death Eregul, Ulbreg
- Despair Dispater
- Destruction Tabrahil
- Disease Aphyx
- Drow Pimpliel
- Duty Ibrahil
- Dwarves Albrecht, Tobrig, Ulbreg
- Elves Elondar, Tilvaretu
- Evil Asmodeus
- Exploration Albrecht
- Farming S'yl
- Fate Lyganver
- Fields Frethenti
- Forestry Orion
- Forests Brogine
- Gamblers Lukane
- Harmony Lisori
- Harvests Frethenti
- Healing Lor, Manitaga, Treaton
- Hunting Orion
- Justice Ibrahil
- Knowledge Nethlar, Vofos
- Land, the S'yl
- Lies Baalzebul
- Life Flor, Treaton
- Light Orin
- Love Lisori
- Loyalty Ibrahil
- Luck Lyganver
- Luck, good Lukane
- Mages Kaeal
- Magic Albrecht, Kaeal
- Martyrs Manitaga
- Metalwork Tobrig
- Mining Tobrig
- Mischeif Azril
- Music Rushlyn, Tilvaretu
- Musicians Rushlyn
- Nature Brogine, Treaton
- Night Da'har Su'revar
- Obedience Ibrahil
- Pain Gilveus
- Peace Lisori
- Pestilence Aphyx
- Poetry Rushlyn
- Prophecy Othmus
- Seasons The Seasons
- seduction Terra
- Shades Da'har Su'revar
- Sky Elondar
- Storms Tabrahil
- Strength Cyr
- Symbols Deneir
- Temptation Terra
- Theives Da'har Su'revar, Pimpliel
- Torture Gilveus
- Travellers Garjarvan
- Trickery Azril
- Undead Orcus
- War Creegus, Hubris, Ulbreg
- Wanderers Vofos
- Water kir
- Weather Elondar, Tengri
- Writings Deneir
-
-
- Albrecht, Dwarven God of Magic
-
- name : Albrecht
- title : Dwarven god of magic and exploration
- armour class : -3
- hit points : 154
- attacks : 2
- damage/attack : 1d10 +5 + str. bonus
- move : 12
- size : M (4')
- magic resist. : 75%
- alignment : NG
- worshippers : unknown
- symbol : 8 pointed silver star
- plane : unknown
- fighter : 15
- priest : -
- mage : 22
- rogue : 11
- str. : 23
- int. : 25
- wis. : 20
- dex. : 21
- con : 24
- cha. : 22 (25)
-
- Albrecht (in my world) was the original God of the Dwarves, responsible for
- the creation of the race and the definition of their ethics. He was also the
- God of dwarven magic, which was totally different from that of the magic of the
- Elves (which later races such as humans learnt to call their own). Dwarven
- magic dealt with two principles, those of contagion and sympathy. Simply stated
- these laws are:
- Contagion - once together, always together.
- Sympathy - like objects will always react in a like manner.
- Albrecht was also inflicted with wanderlust and loved to explore the known
- worlds and planes of existance. He was also responsible for the discovery of
- new planes of existance and it was whilst exploring a new world that he found
- a gateway through to a new world. Albrecht entered this new world and was never
- seen again, though it is still beleived that he will return one day.
- After the loss of Albrecht Dwarven magic went into decline, until in this age
- it is completely unknown.
- Albrecht was described as a tall but thin dwarf with silver hair and grey
- eyes. His favourite weapon was an adamantite and silver club which was
- equivalent to a +5 defender.
- Rumours of appearances of Albrecht have been reported many times since his
- disappearance, but none have been proved. It is said by some that he is still
- around but has been profoundly changed by his experiences and is now reclusive,
- only appearing in times of great need.
-
- Asmodeus the Devil Lord
-
- name : Asmodeus
- title : the Devil Lord, God of evil
- armour class : -7
- hit points : 199
- attacks : 2
- damage/attack : 4-16 +4 + str bonus + special
- move : 12" / 24"
- size : M (6'6")
- magic resist. : 90%
- alignment : Lawful evil
- worshippers : Any evil
- symbol : Ruby rod
- plane : Nine hells
- fighter : 20
- priest : 15
- mage : -
- rogue : -
- str. : 24
- int. : 20
- wis. : 23
- dex. : 21
- con : 24
- cha. : 19
-
- Asmodeus is the leader of the Gods of Evil, a group of evil deities who are
- constantly trying to take dominion over all the planes of existence.
- Currently they hold dominion only upon the Nine Hells.
- Asmodeus appears as a very handsome and charming human male of indeterminate
- age. He is always sporting the latest fashions for the time and place he
- appears in. Only at the fruition or the failure of his plans will his true
- evil be seen.
- Asmodeus can always see those who are invisible and exudes an aura of fear
- that causes those of less than 8 hit dice to either flee or pay homage to
- him, those of or above 8 hit dice must save versus death magic or react
- similarly. The range of this fear is 25' radius. Once per day he can cast one
- each of the symbol spells, unholy word, raise dead, and wish.
- Asmodeus uses a rod of purest ruby as his attack weapon, which acts as a +4
- staff and inflicts 4d4 damage. Those struck by the rod must save versus
- death magic or suffer the effects of a cause serious wounds spell. The rod
- may also upon command release a cone of frost, a jet of acid, or a bolt of
- lightning as if it were the breath weapon of a 12 hit dice dragon of the
- appropriate species.
- Priests of Asmodeus may wear any armour and shield but can only use staffs
- and pole arms as weapons, they can however specialise in them as fighters
- can. Priests of Asmodeus can cast detect invisibility and fear three times
- per day each, and cause serious wounds once per day.
- Spheres allowed to priests of Asmodeus are:-
- Major - all, charm, healing (reversed), divination, combat.
- Minor - necromantic, protection, animal, sun (reversed).
-
- Baalzebul, Lord of Lies
-
- name : Baalzebul
- title : God of lies
- armour class : -5
- hit points : 166
- attacks : 3 (fist/fist/bite)
- damage/attack : 3d8 + str bonus/3d8 + str bonus/2d12 + poison
- move : 9" / 24"
- size : L (12')
- magic resist. : 85%
- alignment : Lawful evil
- worshippers : Rogues and any evil
- symbol : Black fly
- plane : Nine hells
- fighter : 10
- priest : -
- mage : 12
- rogue : 17
- str. : 22
- int. : 23
- wis. : 17
- dex. : 25
- con : 20
- cha. : 13
-
- Baalzebul appears as a giant sized human, however his head has the horns of
- a bull and the eyes of a fly, and his neck is segmented like the body of a
- maggot. His mouth is filled with razor sharp teeth and his fingers end in
- 8 inch talons. He is a master at the art of subterfuge and his schemes are
- invariably complex and filled with plans within plans.
- Though disgusting to look to look upon he is able to charm those who come
- into contact with him by the lies he tells and the power of his voice, which
- is rich and melodic. Those who speak with him must make a save versus
- paralisation or become charmed as if the persons intelligence was half its
- current level.
- Baalzebul is a very sadistic and cruel God who delights in making others
- suffer, even his own priests. It is said that Baalzebul never kills his
- enemies but holds them on either the fifth or sixth level of the Nine Hells
- where he constantly tortures them but never allows them to die.
- The bite of Baalzebul infects his victims with an extremely strong poison.
- Those bitten must save versus poison (at -3) or die; those that save, though,
- suffer 3d10 points of damage and must make a second save at the same penalty
- or enter a hallucination filled coma-like state for 3d4 turns.
- Baalzebul can cast the following spells once per day:-
- Charm monster, false seeing, geas, mass charm, unholy word, symbol of pain,
- and symbol of insanity.
- Priests of Baalzebul may wear any armour, shield, or weapon allowable for a
- normal cleric. They may, however, also use a dagger with which they can
- backstab their enemies as if they were a thief of the same level, poison is
- also usable upon this weapon. Priests of Baalzebul have the ability to cast
- charm person as if they were a magic user, and may cast one such spell per
- day for every 5 levels of experience.
- Spheres allowed for priests of Baalzebul:-
- Major - All, Charm, Combat, Protection, Animal (insect spells and creeping
- doom only).
- Minor - Divination, Sun (reversed), Necromantic, Healing.
-
- Brogine, Lord of Forests
-
- name : Brogine
- title : God of nature, lord of forests
- armour class : -5
- hit points : 135
- attacks : 3
- damage/attack : d8 +4 + str bonus
- move : 18
- size : M (6' 6")
- magic resist. : 45%
- alignment : CG (N tendencies)
- worshippers : Druids, rangers
- symbol : Treant
- plane : Gladsheim
- fighter : 15
- priest : 14
- mage : -
- rogue : -
- str. : 24
- int. : 19
- wis. : 23
- dex. : 22
- con : 24
- cha. : 23
-
- Brogine is a woodland diety that usually takes the form of a large treant,
- though on occasion He has taken the form of Satyrs and Centaurs. In treant
- form he is a 15 hit dice treant with clerical spell abilities.
- He never takes humanoid form but will aid any creature that respects the
- woodlands and forests that he protects.
- Brogine can also cast entangle 3 times per day and always moves as if under
- a pass without trace spell.When not in treant form Brogine attacks with a +4
- club that does d8 damage and with which he gets 3 attacks per round.
- Brogine has a great fear of fire and will do anything to prevent the spread
- of fire in his forests. For this reason druids of Brogine may not use any
- spell that involves the use of fire, either cast, from scroll, or from magic
- item. However, druids of Brogine receive a 50% bonus to either duration or
- effect for any spell that protects against heat or flame.
- Brogine's druids also may use the spell Animate Tree which is similar in
- effect to animate rock except that the duration is 1 turn/level and it
- effects 1 tree per three levels of the cleric. It is still a 7th level spell.
- Brogine has only Druids, rangers,and other woodsmen as His worshippers;
- though it is rumoured that some wood elves have taken to worshipping Brogine
- rather than their own Gods of the woods. Druids of Brogine are subject to the
- arms and armour restrictions of the 1st ed. ADND druid.
-
- Spheres allowed:-
- Major - all, divination, healing, plant, protection, summoning, weather.
- Minor - animal, combat, creation, guardian, necromantic, sun
-
- Creegus, hound of Battle
-
- name : Creegus
- title : Hound of Battle, God of War
- spheres : Combat
- armour class : -8
- hit points : 250
- attacks : 3
- damage/attack : As weapon + str bonus + 2
- move : 15
- size : M ( 6'7" )
- magic resist. : 40%
- alignment : CN (with good tendencies)
- worshippers : Warriors
- symbol : Full faced helm in shape of hounds head
- plane : Gladsheim
- fighter : 20th level fighter
- priest : -
- mage : -
- rogue : -
- str. : 25
- int. : 16
- wis. : 19
- dex. : 23
- con : 24
- cha. : 21
-
- Creegus appears as a large powerful human clad in pure silver full plate
- with a full faced helm in the form of a hounds head. If he pushes the visor
- back (no other may, if they ever get the chance to try) his face is revealed
- as that typical of any veteran mercenary warrior, scarred and worn looking,
- and in Creegus' case sporting a drooping grey moustache reminiscent
- of a hounds whiskers.
- Creegus may use any weapon and uses it as if specialised with that weapon,
- though his favoured weapon is a two-handed sword. Creegus can install a wild
- beserker-rage in any fighter he chooses (no save) except paladins and Rangers.
- This rage last for 20 rounds and though Creegus can cast it at will, it will
- only work on one person at a time. Once a day Creegus may summon the War-pack.
- This is a horde of huge hounds that look similar to a Great Dane.
- These are:- 5+3 hd, ac 0, Thac0 14, Mv 15, 2 attacks, d8 damage/attack. Their
- jaws lock on a natural 20 and do an automatic 2d8 damage each following round
- until the hound or the victim is dead, or ordered to release by Creegus. There
- are usually 10-60 (10d6) hounds in the pack (but the number may be adjusted by
- the DM to suit his/her needs).
- Though Chaotic Neutral creegus does have good tendencies and in a good versus
- evil battle will favour the good side.
- Priests of Creegus may wear any armour and use the fighter Thac0 tables. They
- may also choose one edged weapon and specialise in it. They have no access to
- the healing sphere and may not pick the healing and herbalism proficiencies.
- Spheres allowable to priests of Creegus
- Major - All, Combat, Animal, War, Summoning.
- Minor - Necromantic, Protection, Divination, Guardian.
-
- Da'har Su'revar
-
- name : Da'har Su'revar
- title : God of darkness, shades, and night.
- armour class : -4
- hit points : 98
- attacks : 4
- damage/attack : d6+2 +3 + str bonus
- move : 18
- size : M (5'10")
- magic resist. : 75%
- alignment : CN (G-E tendencies)
- worshippers : thieves and CN
- symbol : Black flame
- plane : Limbo
- fighter : 7th level ranger
- priest : 13
- mage : -
- rogue : 19
- str. : 22
- int. : 17
- wis. : 24
- dex. : 25
- con : 22
- cha. : 15
-
- Da'har is virtually never seen, either in avatar or God form, prefering to
- blend into shadows or crowds and is therefore a prime choice for thieves.
- On the rare occasions that an avatar of da'har is seen it appears as an
- average human male, slightly stooped and thin, with brown hair and mismatched
- eyes; the left green and the right brown. He usually wears leather armour and
- fights with two magical flenches (a broad bladed short sword that does
- d6+2/d8+1 damage) of +3 enchantment.
- It is rumoured that Da'har started in life as a normal human but attained
- Godhood during his career as an adventurer.
- Da'har's thieving skills are 99% in all things except move silently, hide in
- shadows, and hear noise. Move silently and hide in shadows are both 100%,
- whilst hear noise is 80%.
- Priests of Da'har can wear the armour allowable to any normal cleric but
- when using leather armour they are able to operate as a thief of the same
- level (see 2nd ed DMG page 23 for average skills/level table) with repect to
- hide in shadows, move silently, hear noise, and climb walls. They can also
- use those weapons available to any normal cleric plus the short sword and the
- flenche.
- The spheres allowable to these priests are:-
- Major : all, charm, divination, necromantic, summoning, sun (reversed).
- Minor : animal, elemental, guardian, protection.
-
- Elondar, Elven Goddess of the Sky.
-
- name : Elondar
- title : Godess of air, weather, sky, and birds
- armour class : -2
- hit points : 87
- attacks : 2
- damage/attack : d6 +2 + str bonus
- move : 24 (48)
- size : M (5' 4")
- magic resist. : 70%
- alignment : CG
- worshippers : Elves
- symbol : Dove
- plane : Happy hunting grounds
- fighter : -
- priest : 15
- mage : 10
- rogue : 5
- str. : 20
- int. : 24
- wis. : 25
- dex. : 21
- con : 19
- cha. : 23
-
- Elondar is the Elven deity that has precedence over the area above the lands.
- She appears in one of two forms - either as a female white dove or as a female
- elf. Her elven form has pale ivory skin, white hair, blue eyes, and large
- dove-like wings upon her back; she only ever wears white and is spotless at all
- times. Elondar uses an ivory staff as a weapon.
- Though Goddess of weather she has no power over its destructive elements e.g.
- storms and hurricanes; these are under the influence of a stronger God.
- However, it is Elondar who brings the good weather that usually follows such
- destructive forces.
- Priests of elondar can not wear armour, though they can use all shields.
- Weapons are restricted to those normally allowed clerics, except they may
- choose either the short bow or short sword (not both) at the expense of two
- weapon slots. At 6th level a priest of Elondar may assume an avian form once
- per day, which lasts for one hour per level; though they may not choose the
- form of any bird larger than an albatross and it must be a bird of natural
- origins. At 9th level priests of Elondar can predict the weather for the next
- three days with 100% accuracy, and for the following six days with an accuracy
- of 75%.
- Spheres allowable for priests of Elondar:-
- Major - All, Animal, Astral, Summoning, Sun, Weather.
- Minor - Healing, Guardian, Divination, Combat, Plant.
- Only elves and half-elves may be priests of Elondar
-
- Frenzick the Wild
- From: Brian baker <Brianj@morekypr.bitnet>
-
- name : Frenzick
- title : the Wild, God of Beserkers
- armour class : -2
- hit points : 152
- attacks : 4
- damage\attack : 2-20 +6 + str bonus
- move : 15
- size : M (6'3")
- magic resist. : 25%
- alignment : Chaotic neutral
- worshippers : Warriors/beserkers
- symbol : Red whirlwind
- plane : Limbo
- fighter : 20
- priest : -
- mage : -
- rogue : -
- str. : 18/00
- int. : 14
- wis. : 17
- dex. : 17
- con. : 18
- cha. : 7
-
- GREAT AXE (2-20) +4 (Allows him twice the normal attacks)(sp +1,+2)
- Chain +4
- Horn of Summoning (This horn allows him to summon anywhere from 20 to 200
- beserkers to join in a battle. The beserekers carrive within three rounds.
- The sound carries for about 1 mile and any beseker within this area cannot
- resist the call of frenzick)
-
- Frenzick the Wild is from my own world. He is the patron of Beserkers and
- his priests are more warriors than healers. The method of worship is only
- while in battle. He is typically viewed as a large man who is bare chested
- with long red hair and a mid chest length beard of the same colour. In battle
- he weilds a great axe which causes 2-20 pts.
-
- Frenzick is said to have been raised in the wild country by the master of
- the hunt (Deities and Demi-gods). He is said to have the savagrey of a wolf,
- the strength of the bear.
-
- Those beserkers who die in battle while shouting his name join him to fight
- in his realm.
-
- Priests of Frenzick may use any type of armour and any type of weapon though
- many prefer to fight without armour when in a beserk frenzy and will use long
- swords and/or axes to fight with. They may also use two weapons as a ranger
- would and use the warrior tables for Thac0 and saving throws.
- Spheres allowed to priests of Frenzick are :-
- Major - combat, all, war, guardian, elemental (air only).
- Minor - necromantic, protection, healing, sun, creation.
-
- Frethenti, God of Fields
-
- name : Frethenti
- title : God of fields, crops, and harvests
- armour class : -3
- hit points : 107
- attacks : 2
- damage/attack : 2d8 +4 + str bonus
- move : 12
- size : M (5' 11")
- magic resist. : 72%
- alignment : LN (G tendencies)
- worshippers : Farmers
- symbol : Scythe
- plane : Nirvana
- fighter : 12
- priest : 13
- mage : 16
- rogue : -
- str. : 20
- int. : 25
- wis. : 23
- dex. : 20
- con : 23
- cha. : 22
-
- Frethenti is the Lord of fields, crops, and the harvest. He appears as a
- ruddy faced, heavily built human typical of any common farmer. He always
- carries a scythe and this is His preferred weapon in combat. It is a +4
- defender with a blade of silver and a haft of ebony.
- Frethenti is not only the Lord of fields, he is the lord of the creatures
- that inhabit the fields and will protect them at times of danger i.e. harvest
- time and ploughing.
- It is rumoured that at harvest-time Frethenti's avatar will appear, to help
- any of his worshippers who have difficulty in bringing in the harvest. His
- scythe and his strength allow him to work at more than four times a normal
- human's speed and without rest or food.
- Frethenti's scythe is always sharp and totally silent in both combat and
- harvesting, and will never break no matter what it hits. It is rumoured that
- his avatar once came to help an old farmer bring in his crop during a storm,
- and that during his harvesting of the corn cut clean through an obscured rock,
- about the size of a medium shield, without even noticing.
-
- Priests of Frethenti are only allowed to use any non-metallic armour and
- wooden shields. They can use the following weapons - bill, flails, scythe,
- sickle, fork, and staff.
-
- Spheres allowed are:-
- Major - all, creation, divination, plant, wards, elemental (water only),
- summoning (but can only use wall of thorns, weather summoning, and
- creeping doom).
- Minor - animal, healing, protection, sun, weather.
-
- Garjarvan, Watcher of the Way
- From Grabbit Wileucan (MBLANK@UTVVM.BITNET or S206@UTCMUSIC.BITNET)
-
- name : Garjarvan
- title : Watcher of the Way
- armour class : -5
- hit points : 132
- attacks : 2/round
- damage/attack : 3-30/3-30 + special
- move : unlimited
- size : Man-sized
- magic resist. : 30% (60% when on any road or trail of any kind)
- alignment : Neutral-Good
- worshippers : Travelers and bards (because of their wanderings)
- symbol : a crossroads
- plane : Prime Material
- fighter : 15
- priest : 25
- mage : 20
- rogue : 25
- str. : 20
- int. : 23
- wis. : 23
- dex. : 20
- con : 19
- cha. : 24
-
- Description: Garjarvan appears as either a gnarled old man, a wandering young
- warrior or a beautiful maiden who has lost her way. He will most often use
- his warrior form to fight with if he has to fight. When he attacks he can
- either cause someone to become lost everytime they go anywhere until an
- attonement is cast by one of his clerics or he can cause a person to be
- transported anywhere within the prime material plane. Sometimes he does both.
- When he is not walking to where he is going he rides a pegasus which can
- travel anywhere in any plane at will.
- Garjarvan's temples are a welcome sight to any traveller. They will give a
- free night's stay and a hot meal to any traveller who asks. It is customary,
- however, to give the temple a donation if the traveller can afford it.
-
- And now the paladins:
-
- Champions of Garjarvan
-
- Ability requirements and all restrictions (with alignment altered to NG) are
- the same.
-
- Spell spheres:
- Major: Travelers (Tome of Magic), Weather, Elemental
- Minor: Protection, Healing
-
- Granted powers:
- +2 on all saves
- Generate Circle of Power with (NG) Holy sword (see PHB)
- Immune to Disease
- Protection from Evil, 10' radius
- Can walk any where there is earth (mud, dust, sand) as if it is a smooth road
- Lay on Hands 1/day
- Cure disease 1/week/level
- Will never trip or slip due to natural forces (ice, oil) and gains a +2 vs.
- spells which cause these effects.
- Call warsteed at 9th level (5% chance for it to be a pegasus)
-
- Duties:
- Protect travelers who cannot protect themselves.
- Prevent the destruction or blocking of a road of any kind
- Aid those in need of aid
- Prevent war if at all possible (threatens travellers everywhere)
- End wars quickly if they cant be prevented
-
- Thes paladins usually wind up working with the priests of peace until war
- breaks out, then they can put a priest of the war god to shame.
-
- If you have any comments please let me know.
-
-
- Gilveus, the Golden Warrior
- From Ethan Roe (ROEEB%MOREKYPR.BITNET)
-
- name: Gilveus
- title: The Golden Warrior,God of Pain & Torture
- sphere:Combat
- armour class:-3
- hit points: 203
- attacks: 2
- Damage/attacks: As weapon +5 or 1-6 +5
- str. bonus +5
- move:12
- size: M(6'2")
- magic resistance: 50%
- alignment:CE
- worshippers: very few for he is a servant of the God Pimpliel
- Symbol: A large Black Dragon
- fighter:20 th lvl.
- str:18/81
- int:15
- wis:20
- dex:18
- con:21
- cha:19
-
- Gilveus appears as a human, large, clad in the blackest, darkest plate
- armor you can imagine. The face mask is gold colored and is in the shape
- of a devil. His eyes glow a bright red. Gilveus has the ability to see any
- invisible objects and people.
- He has an arsenal of weapons (all of which are at least +1 and of fine quality)
- and can weild them as if specialized in each.
- Gilveus had a sword fashioned by his master for his use, it is
- called Backlash. Backlash is a sword of wounding +4, with the bonus of
- electrical damage on Gilveus' command. The sword fully charged has 20 charges,
- but he can only use up to 4 charges at a time. One charge does 1-6 electrical
- damage. Backlash regains one charge every 6 hrs.
- Once per day Gilveus can power word blind/stun/kill. He can also produce
- flame, wall of fire, detect evil/good, detect magic, and charm person or
- monster once per day.
- Gilveus is a very young God and when he first journeyed to Mafisto's
- land he was nearly destroyed. Gilveus was rescued by Pimpliel who immediatly
- commanded him to serve as his general.
- Gilveus commands a troop of 100 of Pimpliels Golden Warriors.
- If Gilveus should ever raise his face mask any one seeing his face must
- save vs. parolysis or turn to stone.
- Gilveus is immune to all fire based attacks. He can't be hit by less than a
- plus 2 weapon. Holy water causes 1-6 points of damage to him unless he saves
- vs. poison, then it has no effect.
-
- Lyganver the Fickle
-
- name : Lyganver
- title : the Fickle, Goddess of luck and fate
- armour class : -4
- hit points : 120
- attacks : 2
- damage/attack : 1d10 +5 + str bonus
- move : 18
- size : M (5'8")
- magic resist. : 75%
- alignment : N
- worshippers : any
- symbol : imbalanced scales
- plane : concordant opposition
- fighter : 10
- priest : 12
- mage : 12
- rogue : 18
- str. : 20
- int. : 22
- wis. : 21
- dex. : 25
- con : 19
- cha. : 24
-
- Lyganver is the Goddess of luck and fate, though she tends to be unreliable
- hence she is often referred to as Lyganver the Fickle.
- She appears extremely rarely, but when she does appear it is always as a
- young female of either human or half-elven aspect. Her favoured weapon is a
- large staff (6') made from pure mithril silver, which inflicts 1d10 damage plus
- appropriate bonuses. Her theiving abilities are 95% in each.
- Priests of Lyganver may alter an attack or save roll by 1 once per day for
- every four levels, though it is random in effect (01-50 = +1, 51-00 = -1).
- This can be cummulative by level, but can not be carried over to the next day if
- not used e.g. either +/- 2 once per day or +/1 twice per day at 5th level.
- They may wear any armour upto and including chain mail and any shield. Weapons
- are restricted to those normally allowed a cleric.
- Any item associated with chance or luck always works at twice its normal value
- (irrespective of plus or minus) when used by priests of Lyganver.
- Spells cast by priests of Lyganver will not always work, the chance of them
- failing is 25% minus 1% per level. However, spells cast at priests of lyganver
- have a 10% plus 2% per level chance of not affecting them. It is for these
- reasons that she is refered to as the Fickle.
- Spheres allowed to priests of Lyganver are:-
- Major - All, Divination, Protection, Numbers, Summoning, Healing.
- Minor - Combat, Necromantic, Sun, Weather, Creation.
-
- Manitaga - the child god
-
- name : Manitaga
- title : the Child God , God of Martyrs
- spheres : Healing
- armour class : 0
- hit points : 120
- attacks : 1
- damage/attack : d4 + str bonus
- move : 24
- size : M (4' 9")
- magic resist. : 70%
- alignment : NG
- worshippers : Martyrs and healers
- symbol : Hand holding bottle
- plane : elysium
- fighter : -
- priest : 20th level priest
- mage : -
- rogue : -
- str. : 20
- int. : 23
- wis. : 25
- dex. : 21
- con : 21
- cha. : 24
-
- Manitaga was born to humble parents in a small but strategically important
- border castle. From an early age he was able to cure people at will (equal to
- a cure light wounds spell) and became reveared as a healer through-out the
- surrounding area.
- Manitaga was born during a time of civil war. This was a dangerous time with
- the whole country in chaos and armies of both sides roaming the countryside
- fighting and conscripting the serf classes. One day a rebel army approached
- the castle where Manitaga lived demanding food and warriors to support their
- cause.
- However, the Lord of the castle was loyal to the High King and would not
- grant his aid. the rebel army attacked the castle and bloody battle raged
- within and around the castle walls for over ten days. Eventually the rebel
- army was defeated and fled into the countryside to regroup.
- Manitaga was asked by the Lord to heal the defenders of the castle so that
- they would be strong if the rebels returned. Manitaga, however, healed the
- rebel wounded as well as the defenders and unknowingly healed the rebel
- commander who fled after his army.
- Several weeks later the rebel commander returned with a force twice the size
- of his original force and again attacked the castle. This time the battle
- raged for nearly a month before the rebels were again forced to withdraw.
- During the battle all three of the Lord's sons were killed and the Lord fell
- into a mood of black hatred. The army of the Lord was decimated, only a
- twentieth of its original size remained alive, and nearly three fifths of the
- common people of the castle had been killed by the fires and siege equipment
- that had virtually destroyed the castle.
- When it was discovered that Manitaga had healed the rebels as well as the
- defenders the Lord ordered him tried for treason. The Jury found him guilty
- and bound him over to the Lord for sentence. Still in his black mood of grief
- and hatred the Lord ordered Manitaga to be hung, drawn and quartered for his
- crimes.
- Manitaga's parents fled to the High King to plead for their son's life and
- begged the High King to intercede on their behalf. The High King agreed to do
- so and they returned to the castle.
- However, they were too late. The Law stated that a condemned man had seven
- days in which to appeal for clemency before execution was carried out.
- The Lord had broken the Law and ordered Manitaga killed the morning after
- he'd sentenced him to death.
- The High King pronounced the Lord an exile and stripped him of all lands and
- title. The High King then ordered a memorial to be built in the memory of
- Manitaga and his remains were removed from the unconsecrated ground in which
- they'd been buried and re-intered beneath the memorial in the castle burial
- grounds.
- Over the years this memorial became a shrine to those in need of healing or
- in fear of persecution and in less than a century manitaga came to be
- reveared as a God.
-
- Manitaga is not an aggressive God and has few combat abilities. His avatar
- fights as a priest of 20th level but uses no weapons. He can charm person
- and charm monster at will with a -4 to the victims saving throws and elven
- resistance is reduced to 45% for elves and 15% for half-elves. He will only
- use this ability to stop his victims attacking someone or to prevent attacks
- upon himself, he will never use those charmed to attack some other creature.
- He can only be harmed by magical weapons that are greater than +3 and is able
- to heal himself at will. He can cast cure light wounds at will on other
- people but recipients may not receive more than 3 in 24 hours. Manitaga is
- able to cast cure serious wounds 3/day, cure critical wounds 2/day, and heal
- 1/day on other people but may only be blessed with one of these spells once
- per day.
- He can also teleport without error upon himself or another 3/day cast at
- 20th level magic use.
- Manitaga and his avatar appear as a nine year old boy of any humanoid race.
-
- Priests of Manitaga may wear no armour but may use those weapons and shields
- usable by a normal priest. If using a staff then they use it as if
- specialised in that weapon as a fighter. However, they must only kill when
- there is no better alternative. They can not use spells from the combat
- sphere or any other spells in an offensive manner. Nor can they refuse
- healing to those that ask for it except if they are evil or harbour evil
- intent to another. They gain a bonus of +2 to their cure light wounds spells,
- +3 to their cure serious wounds, and +5 to their cure critical wounds spells.
- Necessary non-weapon profs are healing and herbalism, though they are treated
- as being doubly proficient in both. They also gain +1 to saving throws versus
- any offensive magic, and +4 to the reverse of any healing spells.
- Spheres allowable are:-
- Major - Healing, All, Necromantic, Protection, Charm.
- Minor - Divination, Sun, Guardian, Creation
-
- Orin, Lord of Light
- from: The Grim Reaper <scythe@EDU.WASHINGTON.U>
-
- name : Orin
- title : the Dawn Bringer, the Lord of Light
- armour class : -5
- hit points : 150
- attacks : 1/round
- damage/attack : 1-10 + special
- move : unlimited in sunlight (can teleport anywhere sun shines)
- size : Man-sized
- magic resist. : 60% (99% when in sunlight, 40% in darkness)
- alignment : Neutral-Good
- worshippers : Everyone venerates Orin as the sun god. Especially
- those who slay undead.
- symbol : a rising sun
- plane : Elysium
- fighter : 12
- priest : 25
- mage : 25
- rogue : 20
- str. : 20
- int. : 24
- wis. : 25
- dex. : 21
- con : 20
- cha. : 25
-
- Orin's avatar almost always appears as a tall man in shimmering gold robes.
- He has been known to appear as animals, usually birds (especially eagles).
- Animal forms will be physically perfect and often have golden eyes.
- When his avatar strikes someone with the staff that he always carries when in
- human form, the person is permanently blinded by an intense burst of light.
- This blindness can only be removed by a priest of a good diety of at least
- 9th level. Any weapon striking the avatar of less than +2 enchantment is
- absorbed by the gold robes. The avatar can cast spells relating to light at
- will, in addition to other actions during the round.
-
- Temples:
- Temples of Orin are usually refuges for the wounded. However,
- there are also temples as guardians nearby to strong sources of evil,
- especially undead.
-
- And now the paladins:
-
- Champions of Orin
-
- Ability requirements and all restrictions (with alignment altered to NG) are
- the same.
-
- Spell spheres:
- Major: Travelers (Tome of Magic), Weather, Elemental
- Minor: Protection, Healing
-
- Granted powers:
- +2 on all saves
- Generate Circle of Power with (NG) Holy sword (see PHB)
- (The Holy sword for paladins of Orin is a long sword of +1 to +5 enchantment
- It dispels magic as a holy sword, can generate a sphere of light as a
- sunblade, and dispels magical darkness 50% of the time if thrust into it.)
- Immune to Disease
- Protection from Evil, 10' radius
- Detect Undead at will
- Detect Evil as a basic paladin
- Lay on Hands 1/day
- Cure disease 1/week/level
- Turn undead as a priest 2 levels lower.
- Call warsteed at 10th level (5% chance for it to be a pegasus)
-
- Duties:
- Destroy all types of undead
- Aid those in need of aid
- Heal those who require it
- Bring the power of light into the dark world
- Spread knowledge and culture (enlightenment)
-
- Pimpliel
- From Ethan Roe (ROEEB@morekypr.bitnet)
-
- name: Pimpliel
- title: Lord
- AC: -4, -6, -8 (depending on the form taken)
- HP: 308
- Att: Human form: 2 Demon form: 4or 2 Dragon Form: As Dragon age 12
- : 1-4 1 tail: 1-4 + poison As Dragon
- weapon 1 bite: 1-6, or with weapon
- Move: 12, fl 24 Demon form, fl 30 dragon form
- size: 6', 12', as largest black Dragon
- Magic resistance:60%
- Alignment: C/N
- Worshippers: Thieves and Drow
- Plane: His plane is a small pocket that can be moved about by Pimpliel's
- will. It exist outside of another's plane. Pimpliel is good at
- hiding himself and his plane.
-
- Fighter: 32
- Priest:-
- Mage: 15
- Rogue: 20
-
- str: 23
- Int: 21
- Wis: 19
- Dex: 20
- Con: 20
- Cha: 22
- Com: 10 (in human form)
-
- Pimpliel owns a large castle which sits in a pocket of space. The castle
- actually sits in darkness. It is guarded by Pimpliel's Golden Warriors.
- HD: 10
- Damage: by weapon( weapon +1)
- Pimpliel's Golden warriors are almost neutral in alignment. They are stupidly
- brave, and follow orders very well. Gilveus is his supreme general. Also
- Black Dragons will guard him.
- Pimpliel's favorite weapon is a military fork +5, it also acts as a
- sword of wounding. Pimpliel's favorite favorite thing to do is bring people
- into his service, especially other gods or important/famous people.
- Besides Gilveus, Pimpliel has another servant, her name is Terra, Goddess of
- Temptation. She is chained to his throne, the chain is unbreakable.
-
- Terra, Queen of seduction
- from Ethan Roe <roeeb@morekypr.bitnet>
-
- title: Goddess of tempatation
- AC: -4
- HP: 78
- Att: 2(punch or kick)
- damage: 1-8
- Move: 15
- size: M(5'7")
- Magic resistance: 50%
- Alignment: L/E
- Worshippers: very few
- Symbol: a large Black Dragon
- Plane: Pimpliel's
-
- Fighter: 20
- Priest:-
- Mage:-
- rougue:-
-
- str:20
- Int:17
- Wis:14
- Dex:22
- Con:18
- Cha:24
- Com:25
-
- Terra has the Death kiss. Save vs. Poison -4 or die. Terra can use
- these spell like abilities as if 20th level Magic user.
- Charm person, Charm monster, Detect magic, Dispel magic, fly, Know align,
- Polymorph self, Produce Flame, Read languages, Read magic, Teleportation,
- Wall of Fire, Fireball, Fulfill another's Wish.
- Special Abilities: Infravision, Trueseeing, and she can give any one
- being 5% Magic resistance If they already have magic resistance of
- higher than 5% it has no effect.
- She can use a gate ability to summon 2-5 Golden Warriors. Terra
- never uses weapons.
-
- The Seasons
- From: Petri J Kokko <pkokko@fi.hut.vipunen>
-
- Our world has only five gods, namely Winter, Spring, Summer,
- Harvest, and Autumn. As you would guess, there are five seasons
- in the year (named after the gods), and each season is the Time of
- Power of one god. (The names are translations from my language,
- Finnish, as I did not want them to have any strange sounding
- names, but if someone would like to have the original names they
- are (in order): Talvi, Kevat, Kesa, Sato, Syksy)
-
- Winter, the Weeper of the Weak, Strengthgiver, is the god of those
- who believe in might, that with might and power you can bring good
- into the world, that you should compete, grow in strength, and
- eliminate the weaknesses so that the world would grow stronger.
-
- Spring, the Fortune of Lonely Men, Newgiver, is the god of those
- who believe in individual rights, that everyone has his chance to
- get happy with his life, and that no rule is fair, if it suppresses
- the individual, even if it is for the good of the whole. The rights
- of one surpasses the rights of a community.
-
- Summer, the Peace of Souls, Friendmaker, is the god of those who
- believe in helping each other, in compromising with their goals, so that
- no one is left out.
-
- Harvest, the Caretaker of Communities, Orderbringer, is the god
- of those who believe, that teamwork is the key, that a group can achieve
- better than the sum of individuals, that the members of a community
- should work towards the good of their group, and that in so doing they
- are also enchancing their own welfare.
-
- Autumn, the Closer of the Circle, Harmony, is the god of those who
- believe in a balance, that no god is better than another, that no one
- has the right to destroy completely anything, be it a god, religion,
- race, or species. With as many species and viewpoints as possible, the
- world is rich.
-
- The alignments of these gods is a bit difficult, for I define
- them in another way than the ADD-guides (It was sent to the list last
- spring, if I remember correctly, and it was that post with stated every
- alignment in a positive way). Anyway, the alignments are:
- Winter - evil
- Spring - chaotic
- Summer - good
- Harvest - lawful
- Autumn - neutral
-
- The spheres of the gods (and the spells they can give), varies
- with the culture in which they are revered (There are currently two cultures,
- flavored among the Europe of the Middle Ages, and the feudal Japan,
- and they have different spheres for the gods). However the gods
- should be "independent of each other", and so each should have
- different spheres (except the general sphere), an equal amount of
- them, and with a maximum capacity (to the 7th level). Commonly
- Winter has combat, Spring has weather, Summer has healing, Harvest has
- protection, and Autumn has the flora&fauna -spheres.
-
- The priesthood of Winter has an organization much like the
- military, but the organizations are only local, i.e. they
- have no far reaching organization like the priests of Harvest.
- However, they do not commonly fight each other (only as a
- side-effect of other wars). Winter is the religion of choice
- of soldiers, and in times of war, almost everyone seeks strength
- and support from him. At other times people still seek Winter`s
- help for hunting, or even for raiding (common among barbarians).
-
- The priesthood of Spring, has no organized structure, and it
- really does not need it. Individual priests travel across the
- lands, encouraging people to trust themselves, and to try for
- a better life (much like the "american dream"). Spring is the
- god of choice of thieves, adventurers, soldiers of fortune,
- and generally those with an individual mind. Common people
- turn on Spring when they have problems concerning love, chance
- and similar matters.
-
- The priesthood of Summer is organized like the travelling beggar-
- priests. They have orders of rank among them, but they tend to
- work alone, because they are not great in number. People turn to
- the priests of Summer for healing and support. Summer is mostly
- the god of the poor.
-
- The priesthood of Harvest is the most organized, and it is the
- most powerful religion in most civilized countries. It is organized
- much like the catholic religion of the Middle Ages, with its
- churches, cathedrals, and monasteries. Only Harvest has paladins
- among his followers. Common people turn to Harvest in big decisions,
- for it is he, who gives the community food, and protection. It is
- also the religion of choice of the nobles, for he gives them the
- right to rule.
-
- The priesthood of Autumn are like the druids, wandering in wilderness,
- and keeping the balance. Common people call on Autumn very seldom, but
- revere him deeply, because it is believed that without Autumn
- Time stops and the year cannot begin anew. The ceremony of Autumn
- is held when the leaves fall from the trees. The people will light
- several big fires, and join to hear tales and songs of travelling
- bards.
-
- The priests are not limited with their choices of armor or weapons,
- BUT they must act like they teach. Most commonly priests of Winter
- have weapons and armour of war. Priests of Spring use only light
- armor and usually just one weapon (but they use it well, VERY well).
- Priests of Summer are happy with their staves and robes. Priests of
- Harvest have been seen with almost any armor and weapon, but one
- particular temple or church uses only one type of weapon and armor.
- Priests of Autumn won`t need armor nor weapons, for they have the
- support of Nature.
-
- The abilities of the gods aren`t that necessary, for these gods
- won`t have a physical form, and as such cannot be harmed by physical
- or normal magical means (the only time that comes to mind would be a
- battle similar to that of Raistlin and Takhisis in the Dragonlance
- Legends, a RARE thing, that would most likely destroy the world).
- Nevertheless, I won`t object if someone created them, after all
- "whose campaign, his rules", as the saying goes.
-
- Tilvaretu, Elven Goddess of Music
-
- name : Tilvaretu
- title : Goddess of music and bards
- armour class : -3
- hit points : 92
- attacks : 2
- damage/attack : by weapon +3 + str bonus
- move : 15
- size : M (5' 2")
- magic resist. : 60%
- alignment : NG
- worshippers : Elves, bards, musicians, etc.
- symbol : Golden flute
- plane : Elysium
- fighter : 12
- priest : 15
- mage : 9
- rogue : 12
- str. : 21
- int. : 22
- wis. : 25
- dex. : 24
- con : 20
- cha. : 25
-
- Tilvaretu, the Elven Goddess of music, appears in many guises; though always
- as a female elf. She is revered not only by elves but by bards and musicians
- of many other races. Tilvaretu is said to have provided the inspiration for
- many of the songs of the elves, and has been reported to "speak" to composers
- of any race who are in need of inspiration.
- Priests of tilvaretu must take the Singing and Musical instrument non-weapon
- proficiencies at first level (singing = 1 slot dex -1, Instrument = 1 slot
- dex -1). However, they get one of the following as a bonus every 3rd level,
- starting from 2nd level.
- Etiquette (1 slot cha 0)
- Dancing (1 slot dex 0)
- Ancient history (1 slot int -1)
- Priests of Tilvaretu are limited to studded leather armour, but can use any
- shield and those weapons allowed a bard. They must also have a minimum stat of
- 14 in both dexterity and charisma.
- To advance in the hierarchy of their church (i.e. go up a level) priests of
- Tilvaretu must write a either a song, a piece of music, or a tale of their
- adventures.
- Spheres allowed to priests of Tilvaretu are:-
- Major - All, Charm, Summoning, Sun, Healing.
- Minor - Combat, Guardian, Numbers, War.
- Plus any spell with music or song in the title (priest or mage spells) and
- Legend lore as a bard of the same level.
-
- Tobrig, God of Dwarves
-
- name : Tobrig
- title : God of dwarves, mining, and metalwork
- armour class : -5
- hit points : 127
- attacks : 4
- damage/attack : 3d4 +3 +str bonus
- move : 9
- size : M (4' 7")
- magic resist. : 25%
- alignment : NG
- worshippers : Dwarves (esp. miners and smiths)
- symbol : Double headed war hammer
- plane : Elysium
- fighter : 16
- priest : 9
- mage : -
- rogue : -
- str. : 25
- int. : 19
- wis. : 23
- dex. : 20
- con : 24
- cha. : 20 (23)
-
- Leader of the dwarven pantheon, Tobrig is the true essence of all that is
- considered dwarvish. Short and broad, strong and gruff, He wears both red
- beard and hair long full bodied. He is war-like and quick to anger,
- though He is just and fair in His dealings.
- In battle He wears magical plate armour and fights with a double headed
- (one at each end of the haft) war hammer that is a +5 weapon. The hammer is
- called Knee-capper and is similar in effect to a vorpal sword except that it
- breaks the knee caps of large or greater size creatures rather than severing
- heads.
- Tobrig was not always the leader of the pantheon, being merely the God of
- mining and metalwork. His father Albrecht was the first leader, but
- disappeared leaving the eldest of His two sons in his position. It is
- rumoured that Albrecht crossed reality to an obscure universe to found a new
- race of dwarves but died there in some unknown skirmish.
- As the God of metalwork He will sometimes instill a particular dwarven smith
- with the ability to create a weapon or suit of armour with such skill that it
- can be ensorcelled to aid its wielder/wearer in combat. The God himself will
- instill the work with the amount of magic He feels is suitable.
- Priests of Tobrig can wear any armour and use any type of shield but are
- limited to blunt weapons only, like normal clerics.
-
- They may cast spells from the following spheres:-
- Major : all, elemental (fire and earth), creation, combat, protection.
- Minor : healing, divination, sun, elemental (air and water).
-
- Priests of Tobrig can also cast detect precious metals and locate object
- 1/day each at any level and cast them as if they were 9th level. They may
- also choose the weaponsmith or armourer proficiency at no extra cost.
-
- Treaton, the Life Giver
- From Ethan Roe (ROEEB@morekypr)
-
- name: Treaton
- title: God of the living
- Sphere: Healing and Nature
- Armour Class: -10
- Hit points: 364
- Att. 1/round
- Damage/attack: 2-24 or by weapon +14
- Move:30
- size:124' tall
- magic resistance: 40%
- Align: L/N
- Worshippers: Elves, woodland beings.
- Symbol: A Golden Acorn and a Tree behind it.
-
- Magic user:20th level
- Priest:32 level
- Fighter: 14th level
- rougue:-
-
- str:25
- int:23
- wis:25
- dex:16
- con:20
- cha:24
- com: He's a tree.
-
- Treaton is a Treant. He can appear as any form he chooses. His spells
- consist mostly of healing or nature. Treaton can cause one tree to become
- a treant one a week. Treaton usually doesn't have weapons but when he does
- carry one it is a giant sized mace +4 of Disruption.
- Treaton will appear hostile or grumpy at any time but he is kind
- and will not attack an unarmed or unthreatening opponent. He will demand
- respect from everyone. Anyone harming the forest, the animals, or something
- like that is in for a terrible beating, perhaps to the death, but usually
- not. If Treaton were ever killed or completely destroyed then nature would
- be messed up severely for a long time until nature healed itself. For
- instance the seasons would not change. Or maybe they would change but too
- quickly. Animals would take on alignments rather than just neutral this
- does not effect familiars.
-
- Ulbreg, Dwarven God of War and Death
-
- name : Ulbreg
- title : Dwarven God of War and Death
- armour class : -7
- hit points : 152
- attacks : 4
- damage/attack : 2d8 +4 +str bonus
- move : 6
- size : M (4' 5")
- magic resist. : 20%
- alignment : CG
- worshippers : Dwarven warriors
- symbol : Skull
- plane : Olympus
- fighter : 20
- priest : 12
- mage : -
- rogue : -
- str. : 25
- int. : 17
- wis. : 19
- dex. : 20
- con : 25
- cha. : 17 (19)
-
- Ulbreg is the Dwarven God of War and Death. It is he who calls Dwarves to
- battle and decides who shall live and who shall die.
- He appears as a large dwarf with only a short beard, his face is never seen
- as he always wears a skull-faced horned helm. His pure mithril plate armour is
- covered by a full length maroon cloak, and he wields a large two-handed mace.
- This mace is a +4 mace of speed, that gives +4 to initiative, one extra attack
- per round, and does 2d8 damage per strike.
- Priests of Ulbreg can use any armour and shield, but are limited to those
- weapons normally allowed a cleric. However, they use fighter tables for their
- Thac0 and may specialise in the mace as a fighter. If a magical staff mace is
- ever used by a priest of Ulbreg it will also gain the benefit of +2 to their
- initiative and one extra attack every other round.
- Spheres allowable for Ulbreg's priests are:-
- Major - All, Combat, War, Healing, Necromantic (but not raise dead, resurrect,
- reincarnate, unless reversed)
- Minor - Protection, Guardian, Divination, Summoning.
-
- Vofos, God of Wanderers and Knowledge
- From: DEL HART <HART6686@edu.plattsburgh.cc.splava>
-
- name : Vofos
- title : God of wanderers and knowledge
- spheres : travel , divination
- armour class : 0
- hit points : 100
- attacks : 1
- damage/attack : d6 + str bonus or as staff carried
- move : 15
- size : 5' 7"
- magic resist. : 80%
- alignment : Neutral Good
- worshippers : travellers , sages
- symbol : maze
- plane : astral plane
- fighter : none
- priest : 7th lvl priest
- mage : 18th lvl mage
- rogue : none
- str. : 19
- int. : 25
- wis. : 23
- dex. : 20
- con : 20
- cha. : 24
-
- One of our more favorite quasi-god is VOFOS. VOFOS is a wanderer
- always in search of more knowledge and experiences. He is rumored to have
- a gigantic complex on the astral plane which consists of a maze so large
- as to contain micro ecosystems of the creatures which he's found
- "interesting".
- Near the center is his palace which supposedly covers a square mile.
- VOFOS spends his time animating several different mortal forms which he's
- created from scratch exploring different worlds/planes. No one is sure
- how many forms he animates and experts put this number between less than a
- dozen to about a hundred. He does maintain his major part of his mind and
- power in his true form on the astral plane where he is either in his
- palace meditating, maintaining the different ecosystems or "walking" through
- the astral just exploring.
- Most of his mortal forms are characterized by a simple person that
- carries a walking staff (usually of some kind of magical nature) and travels
- from place to place. It is not unknown for him to join an adventuring group
- but in general he dislikes violence and killing in specific.
-
- The following deities are all from the pantheon of
- Ristonofer <menery@mil.osd.gn7cg.anthem>
-
- PANTHEISTIC DEITIES AND THEIR PLAYER CHARACTER PRIESTS
-
- THE PANTHEISTIC VIEW
-
- All Pantheists recognize the existence of all the gods in the
- Pantheon. The gods of Good, Evil, Law, Chaos and Neutrality all have
- their functions. Certainly, Humanity cannot begin to understand all the
- reasons gods do things, but at the very least is vaguely aware of the
- general spheres of influence of the individual gods. The general World
- View of Pantheists is that there is too much in the world to be controlled
- and tended for one entity, no matter how powerful, to handle. they believe
- in Greater, Intermediate and Lesser Powers, for there are greater,
- intermediate and lesser forces in the world.
- It can be assumed that there is general cooperation among
- denominations (Pantheism is the Religion) that have similar goals. For
- example, followers of Deneir and Nethlar have much common ground on
- which to stand. Florians and those that venerate Aphyx, god of Disease,
- on the other hand, would make strange bedfellows. There is not in
- recorded history a religious war between Pantheistic denominations.
-
- THE DEITIES
-
- AZRIL
- Lesser Power
- Portfolio: Mischief, Trickery
- Alignment: Chaotic Evil
-
- Azril is called upon by those who wish his aid to nefarious ends. He
- is popular among assassins, bandits and the like. There are no Priests of
- Azril. Some say he is just another aspect of Lukane. Azril is said to
- "visit" those who have bad luck.
-
- APHYX
- Intermediate Power
- Portfolio: Disease and Pestilence
- Alignment: Chaotic Evil
- Ability Requirements: Wis 9, Con 12, Cha less than 10.
- NWP Required: None
- Weapons Allowed: Whip, scourge, staff, any clawing-type weapon
- Armor Allowed: None
- Major Spheres: All, Creation (in reverse only), Divination, Healing
- (reverse only), Necromantic, Summoning
- Minor Spheres: Sun (reverse only), Combat
- Granted Powers: Summon 2-12 rats (75%) or giant rats (25%) once per
- day. 5th Level: Cause Fear once per day for every two levels above 3rd.
- 7th Level: Cause Disease 1/day; and additional once per day every other
- level.
- Turn Undead: Turn and Command
- Limitations: May not use spells to heal in any circumstance, including
- self.
- Priests of Aphyx gather for dark and terrible purposes. It is rumored
- that they are behind the Plague of 3A62. They wear grayish, tattered
- robes with deep cowls that are always pulled up. They will pull back the
- cowls to use the Cause Fear power, revealing their horrible visages.
- Physical self-deprecation is common among Priests of Aphyx. Many also
- keep rats and giants rats as pets and servants. Player Characters may
- not be Priests of Aphyx.
-
- BHON, Beast Father
- Intermediate Power
- Portfolio: Animals
- Alignment: Chaotic Good (Neutral)
- Ability Requirements: Str 11, Wis 12, Con 12, Cha 12
- NWP Required: Animal Handling (bonus) and Riding, Land-based
- (bonus), Endurance.
- Weapons Allowed: Long/short bow, net, lasso, staff, club, dart, dagger,
- knife
- Armor: Up to studded leather
- Major Spheres: All, Animal, Creation, Guardian, Healing, Plant,
- Protection
- Minor Spheres: Combat, Divination, Sun, Travelers
- Granted Powers: May Heal one animal per day per level. At 3rd Level:
- May cast Animal Summoning I once per day. At 6th Level: Develop
- followers, as per the Ranger class, but only animals. The DM has a table.
- At 9th Level: May cast one additional Animal Summoning of any kind per
- day. This is cumulative with the 4th level power.
- Turn Undead: No
- Limitations: May only kill game animals for food for himself or those not
- able to hunt.
- Priests of Bhon are called Beastmasters, and have no religious
- organization. Their primary duty is protection of animals of all kinds,
- especially in the wild. They are against the domestication of animals as
- pets, but understand the need for domestication of food animals (cattle,
- etc.). Beastmasters will sometimes travel with adventuring parties, and
- almost never with other Beastmasters. Rangers and druids may also
- venerate Bhon; a PC may be a multi classed warrior/priest of Bhon.
-
- CYR (Mountain Lifter)
- Lesser Power
- Portfolio: Strength and Might
- Alignment: Any
- Ability Requirements: Wis 9, Str 15, Con 13
- NWP Required: Endurance
- Weapons Allowed: Battle Axe, club, mace, maul, morning star, 2-
- handed sword, war hammer, and any other weapon that requires strength
- to wield.
- Armor: All
- Major Spheres: All, Combat, Healing, Necromantic (in respect to poison
- only)
- Minor Spheres: Elemental, War, choice of either Law or Chaos, based
- on alignment.
- Granted Powers: At 5th level: Immunity to paralysis. At 7th Level:
- Immunity to undead life-draining touch. At 9th-Level: Immunity to the
- spells Chill Touch, Energy Drain, Enervation, Ray of Enfeeblement and
- Vampiric Touch. Priests of Cyr may roll for exceptional strength, and are
- allowed fighter's constitution bonuses.
- Turn Undead: No
- Limitations: May not gather material wealth of any kind. A Cyrite may
- have clothing, armor, no more than 3 weapons (may be proficient in more
- than he owns), a mount (never a pack animal) and a small amount of
- survival gear (blankets, etc).
- Regardless of alignment, Cyrites tend to be loud and aggressive, and
- either brave or foolish (some say they go hand-in-hand). They love to go
- on adventures where they will be able to display their personal strength
- and the abilities of their god. They love competition, and will always take
- some small token of a victory. They will quickly disassociate themselves
- from cowards, and will certainly not heal them, though how harsh a judge
- they are is left up to the individual character. While there are shrines to
- Cyr, there is no religious hierarchy.
-
- DENEIR (Lord of Glyphs and Images)
- Intermediate Power
- Portfolio: Written Language, Symbols, Graphic Art
- Alignment: Neutral or Lawful Good
- Ability Requirements: Wis 14, Int 14
- NWP Required: Read/Write (bonus); Artistic Ability (bonus-at 50%);
- Ancient Language (written);
- Weapons Allowed: One-handed bludgeoning
- Armor: To banded, no shield
- Major Spheres: All, Astral, Creation, Divination, Guardian, Healing,
- Protection, Summoning
- Minor Spheres: Combat, Sun, Wards
- Granted Powers: Gain +4 to saving throws against harmful affects of
- books, scrolls, runes, and other magical writing, including effects of books
- handled by the wrong class. Where there is no save, a normal saving
- throw is allowed. Basic Identification of Runes: The Priest needs to make
- two intelligence checks. The first will allow them to identify the types of
- person who left the rune, (Ranger, Ugoth, Merchant), the second will allow
- them to determine the general meaning (warning, good food, ambush). At
- 7th Level: Gain basic understanding of Caerwyth. The Priest gains the
- proficiency at a level equal to Intelligence, and will gain an additional 5%
- per level thereafter. This understanding will not enable them to cast
- Wizard spells, but it may enable them to read tomes, inscriptions, etc.,
- and know the capabilities of those who inscribed it.
- Turn Undead: No
- Whereas Priests of Nethlar are interested in the knowledge itself,
- Deneirians are interested in the forms in which knowledge is recorded.
- Obviously, the two have a close working relationship. Deneirians may find
- dusty old tomes, and instead of paying attention to the content of the
- book, delight in the strange, heretofore undiscovered language in which it
- was written. Deneirian Priests also love art, and all have at least a small
- amount of training in drawing, sketching and painting. Deneirian shrines
- are unlikely to store books or scrolls. Annually, on 15 January, Priests
- celebrate the Deneirian Runefest; on this day, they add another tattoo to
- their collection, as a symbol of both their faith to the deity and ascension
- of their station. A new 1st-level spell is available for this.
-
- EREGUL (The Dark)
- Intermediate Power
- Portfolio: Death, the Dead
- Alignment: Lawful Evil
- Ability Requirements: Wis 9, Con 15
- NWP Required: None
- Weapons Allowed: Scythe, sickle
- Armor: None
- Major Spheres: All, Astral, Divination, Healing (reverse), Necromantic,
- Time
- Minor Spheres: Protection, Sun (reverse)
- Granted Powers: At 3rd Level: Double the effectiveness of any spell
- concerning the dead (i.e.-Animate Dead) including range, duration and
- numbers affected. At 5th Level: Immunity to the affects of life-draining
- force (undead, etc.). At 9th Level: Triple the effectiveness of any spell
- concerning the dead. At 12th Level: Quadruple effectiveness of any spell
- concerning the dead. At 19th Level: Finger of Death, once per day. May
- drain all the life energy from a victim (saving throw vs. Death Magic at -1 for
- every two levels the victim is below the caster to negate) and transfer it to
- himself. He will temporarily gain those levels, and function effectively at
- that level for the next 12 hours.
- Turn Undead: Turn normally, but command as Priest two levels higher
- Limitations: Tribute. Must deliver one human/demi-human sacrifice per
- day or lose spell capabilities until one is delivered.
- Priests of Eregul dress in all black at all times. They avoid the sun
- as much as possible to develop pallid skin, even going to the extent of
- using paints and dyes to make themselves as pale as they possibly can.
- They have the single-minded purpose of providing their master's realm with
- as many souls as is possible. They are particularly fond of "assisting" the
- injured and dying on their way.
-
- FLOR(Lady Mercy)
- Intermediate Power
- Portfolio: Healing, Life
- Alignment: Any good
- Ability Requirements: Wis 10, Int 10, Con 12
- NWP Required: Healing (bonus), Herbalism (bonus), Read/Write and
- Religion
- Weapons Allowed: Lasso, Net, Staff (for Defense only)
- Armor: None
- Major Spheres: All, Creation, Divination, Healing, Necromantic,
- Protection, Summoning, Wards, Time, Travelers
- Minor Spheres: Charm, Guardian, Plant, Sun
- Granted Powers: +2 to save vs. all poisons and diseases. Lay on
- Hands for 2pts/level once per day; Soothing Word at will; At 3rd Level:
- Analysis and Identification (Int check required) of diseases and poisons.
- Starting at 3rd level, and for every 3 levels thereafter, the Florian adds +1
- to healing spells (i.e.-Cure Light Wounds heals 1d8+1, etc.). There is no
- upward limit to this. Gains +2 to hit for defensive maneuvers with staff,
- such as parry, pull/trip, etc.
- Turn Undead: Yes
- Limitations: May not take sentient life. If a Florian ever knowingly takes
- a human or demi-human life, he will utterly and irrevocably lose all powers
- as a Florian. If he is party to the taking of a life, his powers will remain,
- but he will lose 3 hit points a day until he finds his own (but acceptable)
- method of atonement. During this time, his spells and powers will not
- work on himself. Florian Priests receive 6-sided hit dice.
- The Florians are the Bringers of Mercy to the sick and infirm. They
- will use any means at their disposal to help anyone. They will not "save"
- their spells for their friends, but use them as needed. If they have the
- ability to heal someone, they will, even if that person is an enemy. They
- may, of course, choose to prioritize those to be healed as they see fit.
- Their responsibilities as healers extend only to humans, demi-humans and
- humanoids, unless the individual chooses otherwise.
- Florians are prone to traveling about the countryside, helping
- whomever they can whenever they can.
-
- HUBRIS (Lord of Battles)
- Greater Power
- Portfolio: War
- Alignment: Lawful Neutral
- Ability Requirements: Wis 9, Str 13
- NWP Required: Blind-fighting, endurance
- Weapons Allowed: Battle axe, bows, dagger, knife, lance, maul, mace,
- polearms, spear, swords, warhammer. Specialization in one is required.
- Armor: All
- Major Spheres: Combat, War, Law
- Minor Spheres: Necromantic, Protection, Healing
- Granted Powers: At 3rd Level: Incite Berserker Rage, up to 3 times as
- many people as Priest has level. This gives followers (and only Warriors)
- +2 to hit and twice as many attacks per round, for two rounds per level of
- the Priest. The Priest must select beforehand how many rounds the rage
- will last, but it must be at least three. He cannot control it afterward. The
- incited will stay conscious up to and including -5 hit points. At -6,
- however, they will die. If an incited Warrior is between 0 and -5 when the
- rage wears off, he will die if not immediately tended to (the following round
- at the latest). If the rage is in effect after all enemies are slain, then the
- incited will attack any living thing, including their friends, each other, and
- the Priest until the rage wears off. Berserkers suffer -2 to their Armor
- Class while enraged.
- Hubrians, called Warbringers, exist to promote and participate in
- battle. They are conquerors, and will lead by power and force, crushing
- the bodies and spirits of the weak. They do not revel in death and
- destruction, for they know that the vanquished will better serve them in
- their armies than in graves. A popular Hubrian saying is "Better served as
- a slave with a sword than an enemy with a grave."
- Hubrians respect authority a great deal, but leader must be
- worthwhile. They will never follow a weak leader. An adventuring Hubrian
- Priest will always lead a party unless there is someone he recognizes as
- competent authority. Otherwise, he will leave a party he cannot lead.
-
- IBRAHIL (The True)
- Intermediate Power
- Portfolio: Duty, Loyalty, Obedience, Justice
- Alignment: Lawful Good
- Ability Requirements: Wis 15, Con 12
- NWP Required: None
- Weapons Allowed: Any two-handed
- Armor: Any, no shield
- Major Spheres: All, Combat, Creation, Divination, Guardian, Protection,
- Law
- Minor Spheres: Healing, Necromantic
- Granted Powers: Complete Immunity to Charm spells and spell-like
- effects. At 3rd Level: Use Command once per week. At 5th Level: Gain
- +2 to saving throws against harmful effects of undead. If there is normally
- no save, one with no bonuses is allowed. At 9th Level: Ultimate Wisdom.
- Once per week, may use this ability to make the wisest choice in a
- dilemma. This option will not necessarily bring boon, for there are
- sometimes no-win situations. To use this ability, the Priest must spend an
- entire turn praying for guidance. At 10th Level: Gain followers, as both a
- Priest and Warrior, combining the two.
- Turn Undead: Yes
- Limitations: Priests of Ibrahil may not break their word. If they do, they
- will immediately and irrevocably lose all their abilities as a Priest. If they
- compromise their word, they must seek an Atonement from another,
- higher-ranking Priest of Ibrahil, who will most likely send them on some
- quest for penance.
- Priests of Ibrahil are not prone to quick decisions, unless the
- obviously right one presents itself immediately. Truth is exceedingly
- important to them, as mentioned above. They tend to make poor leaders,
- for they are unwilling to make the compromises that some leaders tend to.
- Their organization is much stronger than most of the other Pantheistic
- orders; they sponsor several select organizations that have been known to
- foster adventuring.
-
- KAEAL (Of the Weave)
- Intermediate Power
- Portfolio: Magic, magic-users
- Alignment: Any, predominantly chaotic
- Ability Requirements: Wis 12, Int 13
- NWP Required: Spellcraft (bonus), Read/write, Ancient Language
- Weapons Allowed: Dagger, staff, knife
- Armor: None
- Major Spheres: All, Astral, Divination, Elemental, Healing, Summoning,
- Thought, Numbers, Wards
- Minor Spheres: Animal, Guardian, Necromantic, Plant, Protection, Sun,
- Weather
- Granted Powers: Voice of Command twice per day. At 3rd Level: Gain
- Infravision (doubles for demi-humans); At 5th Level: May substitute Wizard
- spells from a single school (chosen by the Priest before reaching 5th level)
- for normal Priest spells. The Priest must have these spells in a spell book
- and know them, but need not memorize them to be able to cast.
- Effectively, those Wizard spells become Priest spells. At 8th Level:
- Shapechange. By the time he is 5th level, the Priest of Kaeal should have
- chosen a Heartbeast, an animal with which he has an affinity and or
- appreciation (approval of DM is required, though it should come out in
- roleplaying). At 8th level, he may shapechange into that animal at will. He
- cannot cast spells in that form. 10th Level: Ability to change into giant
- form of the Heartbeast.
- Limitations: Priests of Kaeal receive 4-sided hit dice.
- There are many names for Priests of Kaeal, not all of them
- complimentary. The most popular is Weavemasters or Grammarians.
- There are two schools of thought among Weavemasters. Some worship
- the deity, while others venerate the spirit of the Weave, thought to be the
- force from which the power of magic is drawn. There is little structure to
- the religion, and it's followers are few. A Kaealian shrine is likely to be
- anywhere, though, as Priests tend to set up holy places on whims rather
- than with forethought. Most Priests of Kaeal are multi-classed
- Wizard/Priests (who may be specialists), an option which is open to
- Humans.
-
- KIR (Spirit of the Fury)
- Greater Power
- Portfolio: All bodies of water
- Alignment: Chaotic Neutral
- Ability Requirements: Wis 9, Con 12
- NWP Required: Navigation (bonus)
- Weapons Allowed: Trident, net, harpoon
- Armor: None
- Major Spheres: (With respect to water life/creatures only) All, Animal,
- Elemental, Plant, Protection, Summoning, Travelers,Weather
- Minor Spheres: Creation, Divination
- Granted Powers: Make all saves vs. water-based spells and spell-like
- effects at +4. Gain one additional spell per spell-level allowed per day that
- must come from the Elemental Water sphere. At 3rd Level: Secure
- Aquatic Familiar. The Priest is empowered with the ability to Summon a
- familiar from a body of water with which he is familiar with a 100% chance
- of success. The exact familiar will vary based on the specific body of
- water. The Priest will effectively function as a Priest one level higher when
- in or within 100 yards of the body of water from which is familiar has been
- summoned. Note that the familiar may not be removed from the water and
- transported around. If the Priest is more than 100 yards away from his
- body of water, then he will function at one level lower. At 9th Level: Call
- Storm. On a body of water the size of a large lake or greater, the Priest
- may call a storm into existence. The storm will obscure vision and make
- movement on the body of water impossible. It will capsize a rowboat or
- smaller, has a 50% chance of capsizing a boat up to 40 feet long, and a
- 5% chance of capsizing a larger vessel. The DM should adjudicate
- instances of people and things being pitched overboard as he sees fit. At
- 13th level: Ability to survive on the Elemental Plane of water for 1 hour,
- and an additional hour for every level over 13th. This ability is not conferred
- to associates.
- Turn Undead: Only those connected with the water (Lacedon, Sea
- Zombies, etc)
- Priests of Kir will make every effort to keep themselves within reach of
- a body of water. It is from water that they draw their power, which makes
- them particularly powerful in a water-based campaign. Away from water,
- the powers of the Priest wane. In a desert environment they are totally
- ineffective. Priests of Kir are called Waterlords, and refer to themselves as
- Servants of the Sea.
-
- LISORI
- Greater Power
- Portfolio: Love, Peace, Harmony
- Alignment: Any good
- Ability Requirements: Wis 11, Cha 15
- NWP Required: Etiquette (bonus)
- Weapons Allowed: None
- Armor: None
- Major Spheres: All, Charm, Creation, Healing, Divination, Protection,
- Guardian, Sun, Wards, Travelers
- Minor Spheres: Necromantic
- Granted Powers: Soothing Word at will. At 3rd Level:
- Charm/Fascination once per day. Opponent's saving throws suffer a -1
- penalty for every three levels of the Priest. At 5th Level: Aura of
- Protection, 10' Radius. Receives +1 to natural Armor Class, and an
- additional +1 for every two levels above 5th (no limit). In addition, should a
- hostile creature attempt to penetrate the radius, they must make a saving
- throw vs. paralyzation or be held fast for 5-20 rounds. The Priest may
- allow anyone or anything inside the radius at will. At 7th Level: Immunity
- to Charm spells. At 9th Level: Gains the knowledge of the brewing of
- potions similar to the Philter of Love. Must still have the facilities for
- brewing the potion. At 11th Level: Aura of Peace. Once per week may
- cause all hostile activities within their field of vision to come to a cease for
- one hour per level of the Priest.
- Turn Undead: Yes.
- Limitations: May not, under any circumstance, attack another sentient
- being with the purpose of doing harm. This includes weapons and spells.
- Should a Lisorian do so, they will automatically and irrevocably lose all
- powers as a Priest of Lisori. There are no exceptions. Peacebringers
- receive 4-sided hit dice.
- The major focus of the religion is Peace, and Love is more a sidelight.
- The Priests go on many pilgrimages promoting their ideals, and wandering
- Lisorians, also called Venutians, are a common sight in the Kingdoms.
- They make wonderful arbiters, and more than one high-ranking Lisorian
- has used his ability to prevent the onset of war. Due to the limitations
- placed upon them, Priests of Lisori do not make particularly good
- adventurers, and do not fit well with adventuring parties, whose lives are
- often violent. Lisorians will avoid Hubrians and Cyrites at all cost, but will
- not antagonize them in any way. For all the peace, love and harmony that
- they bring into the world, Venutians are detested by many, probably out of
- jealousy for the internal peace they themselves do not have. Hubrians
- especially will take great measures to destroy anything of Lisorian make,
- including Priests.
-
- LUKANE (Lady Luck)
- Lesser Power
- Portfolio: Good Luck, adventurers, gamblers
- Alignment: Chaotic Neutral or Chaotic Good
- Ability Requirements: Wis 14, Dex 13
- NWP Required: Gaming (bonus)
- Weapons Allowed: Any allowed to Rogue
- Armor: To studded Leather
- Major Spheres: All, Charm, Creation, Divination, Sun, Chaos, Numbers,
- Time
- Minor Spheres: Combat, Protection
- Granted Powers: Once per day may influence a single die roll in their
- favor. This can be one of their own, an ally or an opponent. The change is
- can be one (plus or minus) per three levels of the Priest.
- Turn Undead: No
- There are few Priests of Lukane in the Kingdoms, though she is
- venerated by many, and many live by her graces. It is unclear why she
- smiles on some and not on others. This is probably due to her fickle and
- chaotic nature.
-
- NETHLAR
- Intermediate Power
- Portfolio: Knowledge
- Alignment: True Neutral or Lawful Neutral
- Ability Requirements: Wis 14, Int 12
- NWP Required: Read/Write (bonus), Local History (bonus), Ancient
- History, Skuldavian
- Weapons Proficiency Required: Wrestling. Priests of Nethlar are +2 to
- hit when using wrestling maneuvers and suffer no penalties when wearing
- armor.
- Weapons allowed: One-handed bludgeoning
- Armor: Up to Banded, no shields.
- Major Spheres: All, Astral, Divination, Protection, Summoning, Thought,
- Time, Numbers
- Minor Spheres: Combat, Healing, Guardian, Sun
- Granted Powers: At 3rd Level: Cast Identify once per day when within
- shrine or temple to Nethlar or when within the radius of Protection from
- Evil. At 10th Level: May cast Legend Lore once per week when within
- shrine or temple to Nethlar.
- Limitations: Priests of Nethlar receive 6-sided hit dice.
- Priests of Nethlar, called Lore Bringers, are great collectors and
- storers of Knowledge. They are adept at storytelling (but not necessarily
- entertainment) and will freely share most of the less arcane knowledge that
- they have gained. Their duties include serving for 3 weeks a year at any
- shrine to temple as a Scribe (this includes adventuring Priests), and is
- done as a gesture of faith and an act of penance for any sins they may
- have committed in the past year. Before becoming a Priest of Nethlar, an
- individual must spend one year as a Temple Scribe in order to show his
- dedication to the faith and be in an environment of learning.
- Temples to Nethlar are called Libraries, and are decorated as such,
- with fewer religious trappings than other temples. Written materials are
- not collected at shrines.
-
- ORION
- Lesser Power
- Portfolio: Forestry, Hunting
- Alignment: Chaotic or Neutral Good
- Ability Requirements: Wis 10, Dex 12
- NWP Requirements: Set Snares (bonus)
- Weapons Allowed: Short bow, long bow, net, lasso, spear, javelin
- Armor: To Studded Leather
- Major Spheres: All, Animal,Elemental, Plant, Sun, Travelers
- Minor Spheres: Guardian, Healing, Protection, Weather
- Granted Powers: When hunting for food, gain +1 to hit for every three
- levels of the Priest. May be bow specialists if desired. At 3rd Level: Call
- Woodland Being once per week. At 5th Level: Move Silently through
- woods or forests. If Priest chooses, he may move in the forest without his
- footfalls making a sound. This extends only to himself; he may not imbue
- associates with this ability. At 7th Level: Pass Without a Trace at will in
- the forest.
- Turn Undead: No
- Priests of Orion, called simply Huntsmen, are caretakers and
- protectors of forested lands. They do their best to keep encroaching
- civilization from destroying their idyllic sylvan lands. They hunt only for
- food and survival, but venerate the Spirit of the Hunt. They have no
- religious hierarchy, the spirit being passed down from one Priest to an
- apprentice of his own choosing. The Priest rarely invokes the name of
- Orion, instead calling on the spirit of the forest. Warriors and rangers may
- be multi-classed as Priests of Orion.
-
- OTHMUS (Star Eyes)
- Intermediate Power
- Portfolio: Prophecy
- Alignment: Neutral
- Ability Requirements: Wis 13, Int 13
- NWP Requirements: Astrology (bonus)
- Weapons Allowed: Dagger
- Armor: None
- Major Spheres: All, Astral, Charm, Divination, Summoning, Thought,
- Time, Numbers
- Minor Spheres: Guardian, Protection, Sun
- Granted Powers: True Sight. Once per week for every two levels of the
- Priest, he may invoke the power of the True Sight, and reveal (to himself)
- all that is false in a radius of 25 yards. This includes illusions, secret
- doors, hidden and concealed traps, people and objects. Hidden refers to
- items that have been deliberately placed to avoid being found. It would not,
- for example, reveal the contents of a chest, but it would show that the
- chest had a false bottom. At 5th Level: Insight. This allows the Priest to
- cast the equivalent of the Wizard spell ESP, once per day. At 6th Level
- (and beyond): For every level hereafter, the Priest gains an additional 5%
- to the possibility of making a correct prophecy, to a maximum of 99%.
- This is for any Divination the Priest makes at any time.
- Turn Undead: No
- Limitations: Priests of Othmus receive 4-sided hit dice
- Priests of Othmus are called Oracles in most of the Kingdoms, but
- referred to as Stargazers on the island of Kiron. Rarely will they be seen
- in an adventuring situation, preferring to stay in the relative safety of cities
- and the courts of kings.
-
- RUSHLYN
- Intermediate Power
- Portfolio: Music, Musicians, Bards, Poetry
- Alignment: Neutral or Chaotic Good
- Ability Requirements: Wis 9, Dex 13, Cha 15
- NWP Requirements: Musical Ability (bonus)
- Weapons Allowed: Staff, sling
- Armor: None
- Major Spheres: All, Charm, Creation, Healing, Protection, Sun
- Minor Spheres: Combat, Divination, Guardian
- Granted Powers: Allowed three musical instruments for every Musical
- Ability slot. Soothing Word at will. +4 to saves vs. all
- Charm spells. At 3rd Level: Charm /Fascination 3 times per day. At 9th
- Level: Song of Suggestion (as Wizard spell Suggestion) once per day.
- Turn Undead: No
- Limitations: Priests of Rushlyn receive 6-sided hit dice
- Priests of Rushlyn are few and far between in the Kingdoms. Many
- venerate his spirit and dedicate their lives to music, but few feel the calling
- to raise it to the point of religion. There is no organized church, and few
- shrines to this deity.
-
- S'YL (Earth Father)
- Greater Power
- Portfolio: Agriculture, Farming, the Land
- Alignment: Neutral
- Ability Requirements: Wis 9, Con 14
- NWP Requirements: Agriculture (bonus)
- Weapons Allowed: Scythe, sickle, flail, hammer
- Armor: None
- Major Spheres: All, Animal, Combat, Creation, Elemental, Plant, Sun,
- Weather, Time
- Minor Spheres: Divination, Protection
- Turn Undead: No
- Granted Powers: Priests of S'yl receive 10-sided hit dice and are allowed
- Warrior's constitution bonuses. They gain +1 to their saving throws vs.
- poison for every 3 1/2 points of constitution (similar to dwarves). At 4th
- Level: Gain the ability to construct a Scarecrow (see Monstrous
- Compendium).
- Priests of S'yl are leaders in rural communities. They see to the
- protection of farmers and their crops. They use their powers in an effort to
- assure good harvests and continuation of the land. Particularly blessed
- S'ylarites will have abundant crops for years on end. They do not make
- particularly good adventurers.
-
- TABRAHIL (The Destroyer)
- Intermediate Power
- Portfolio: Destruction, Storms
- Alignment: Chaotic Evil
- Ability Requirements: Wis 9, Str 14
- NWP Required: Weather Sense (bonus)
- Weapons Allowed: Heavy bludgeoning (mace, maul, etc.)
- Armor: To Field Plate
- Major Spheres: All, Astral, Combat, Elemental, Summoning, Sun,
- Weather, Chaos
- Minor Spheres: None
- Granted Powers: Double strength and effectiveness of all Weather spells
- involving destruction. At 7th Level: Call Storm. Once per week, the Priest
- can call down a storm that lasts for a turn per level of the Priest. The
- storm (type determined by the Priest) obscures all vision beyond 10 feet
- and reduces an creature's effective movement rate to 1. The storm takes a
- full turn to call and cannot be called off.
- Turn Undead: No
- Limitations: Must use powers to destroy things. Spells will not be
- effective in an effort to create something.
- Tabrahilian Priests, known as Hands of Doom, exist solely to be
- incarnations of their god. They will attempt to lay waste to whatever they
- can, having little regard for life, human or otherwise. They seek power by
- destroying what others have. They are rarely subtle. In the Kingdoms, it
- is considered back luck to have one cross your path. Wherever there has
- been some great natural or manufactured disaster, the Hands are likely to
- be skulking about.
-
- TENGRI
- Intermediate Power
- Portfolio: Weather
- Alignment: Chaotic Neutral
- Ability Requirements: Wis 11, Con 13
- NWP Required: Weather Sense, 2 levels (both bonus)
- Weapons Allowed: Heavy bludgeoning (maul, mace, etc.) and net
- Armor: None
- Major Spheres: All, Astral, Combat, Elemental, Summoning, Sun,
- Weather
- Minor Spheres: Charm, Healing
- Granted Powers: Add 10% per level to effectiveness of all Weather
- spells. Gain +4 to saving throws vs. spells and spell-like effects that
- duplicate weather or come from weather creatures. At 7th Level: Call
- Storm. (see Tabrahil). At 9th Level: Once per week, Conjure Air
- Elemental. This Elemental will be 16 hit dice and under the control of the
- Priest. The chance of the Elemental breaking free is 15% minus half the
- Priest's Level, to a minimum of 1%. At 11th Level: Wind Walk once per
- week.
- Turn Undead: No
- Priests of Tengri are know as Wind Walkers in the Kingdoms. They
- tend to dress in blue and yellow flowing robes that always seem to catch
- the breeze in a way to billow most impressively. Tengrish Priests are
- normally very arrogant and self-important, but are not necessarily selfish.
-
- Various Re-written Deities
-
- Forgotten Realms
- From Tim Larson <tel002@acad.drake.edu>
-
- Here they are! The Forgotten Realms priesthoods re-done in the style of the
- CPH! Compatibility ratio 98% and up! Get them while they're hot!
-
- NOTE: Greather deities (GD) can grant all levels of spells, and Quest spells
- Intermediates (ID) can grant all levels, and Quest spells with
- permission of the highest god in the pantheon
- Lessers (LD) can grant up to 6th level spells, inclusive
- Demi's (DG) can grant up to 5th level spells, inclusive
-
- FORGOTTEN REALMS Adventures
-
-
- AURIL (Frostmaiden) (LD)
-
- AoC: cold
- Req: CON 13, WIS 12, NE
- Wpn: type B, ice axe (hand axe)
- Amr: chain, and shield
- MA: All, Animal, Divination, Elemental (wae), Necromantic, Protection,
- Weather
- ma: Combat, Creation, Guardian, Healing
- MI: as cleric
- GP: 1) immune to natural cold and +3 to save vs. cold-based attacks (no
- damage if save, half if failed) 8) ice storm once/week 13) summon
- ice para-elemental as the conjure fire elemental spell once/week for
- every level over 12
-
-
- AZUTH (The High One) (LD)
-
- AoC: mages, energy
- Req: WIS 14, INT 13, LN
- Wpn: type B
- Amr: none
- MA: All, Astral, Charm, Combat, Creation, Elemental, Healing, Protection,
- Summoning
- ma: Divination, Guardian, Necromantic, Numbers, Sun, Weather
- MI: as cleric and mage
- GP: 1) can cast wizard spells as a mage half his level but they come from
- his priestly spell allowance--from one school only, spellcraft NWP as
- a bonus
-
-
- BESHABA (Maid of Misfortune) (ID)
-
- AoC: mischief, bad luck, accidents
- Req: WIS 10, CE
- Wpn: type B
- Amr: plate, and shield
- MA: All, Chaos, Charm, Protection
- ma: Summoning, Divination, Numbers
- MI: as cleric
- GP: 1) once/day can lower another's save or attack roll by one
-
-
- CHAUNTEA (Great Mother) (GD)
-
- AoC: agriculture
- Req: WIS 12, CHA 15, NG or TN
- Wpn: as druid
- Amr: as druid
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Divination
- MI: as druid
- GP: as druid
-
-
- CYRIC (The Dark Sun) (GD)
-
- AoC: death, murder, the dead, strife, tyranny, lies
- Req: WIS 13, INT 13, NE
- Wpn: type B, long sword
- Amr: any
- MA: All, Charm, Necromantic, Sun (rev)
- ma: Divination, Elemental, Healing
- MI: as cleric
- GP: 1) command undead at +2 levels, immune to fear and other emotion-
- controlling spells, can convert NPC followers of Bhaal and Myrkul and
- Bane if they fail a save vs. spell (with a +5 if he was a priest, +2
- if he was higher level, -2 is he was lower level) 5) summon aerial
- servant (as the spell) once/day
-
-
- DENEIR (Lord of Glyphs and Images) (LD)
-
- AoC: literature, art
- Req: WIS 15, INT 15, NG
- Wpn: one-handed type B
- Amr: banded
- MA: All, Astral, Creation, Divination, Protection, Summoning
- ma: Animal, Elemental, Guardian, Healing, Plant
- MI: as cleric
- GP: 1) turn undead, +4 to save vs. damage and malicious effects from
- books or scrolls or any magical writing (if no save is usually
- allowed he gets one anyway with no bonus), can speak any language
- Deneir can speak, can try to identify wards or runes (first INT check
- determines what kind of person left it, second INT check determines
- general nature of the mark)
-
-
- ELDATH (Goddess of Singing Waters) (LD)
-
- AoC: peace, pools, springs, druidic groves
- Req: CHA 13, WIS 14, TN
- Wpn: staves, clubs, stones, slings, staff slings (with restrictions)
- Amr: none
- MA: All, Astral, Charm, Divination, Elemental (w), Healing, Plant,
- Protection, Sun
- ma: Animal, Creation, Necromantic, Wards, Weather
- MI: as cleric, but none that harm others
- GP: 1) can use any E/C spell regardless of sphere or level (must be of
- sufficient level to cast), remove fear once/day, can parry attacks
- (subtracting his STR bonus+1d6 points from opponent's attack roll, at
- 10th level it becomes STR bonus+1d10 points) 3) sleep once/day/3
- levels 5) silence 15' radius once/day (one more per day for every
- additional 3 levels) 10) breathe water automatically 15) sanctuary
- spell in effect on him at all times
- pen: cannot fight except in defense of himself and comrades--cannot
- initiate attacks, charges or ambushes
-
-
- GOND (Wonderbringer) (ID)
-
- AoC: artifice, craft, construction
- Req: WIS 14, INT 14, DEX 14, TN (can be a gnome, also)
- Wpn: type B, firearms
- Amr: plate
- MA: All, Divination, Elemental, Protection
- ma: Guardian, Healing, Thought
- MI: as cleric, and magical r/s/w
- GP: 1) +2 using these proficiencies: armorer; artistic ability; black-
- smithing; carpentry; engineering; pottery; weaponsmithing, open locks
- as a thief half his level (on average ability table, DMG)
-
-
- HELM (He of the Unsleeping Eyes) (ID)
-
- AoC: guardians, protection
- Req: STR 14, WIS 13, LN
- Wpn: type B
- Amr: full plate, shields
- MA: All, Guardian, Protection, Wards
- ma: Divination, Healing, Thought
- MI: as cleric, and crystal balls
- GP: 1) +2 to his surprise roll if alone or +1 with others, glyph of
- warding (only one day/level, of any spell of level he can cast but
- doesn't have to be from a sphere he can cast), turn undead
-
-
- ILMATER (The Crying God) (ID)
-
- AoC: endurance, suffering
- Req: CON 14, WIS 12, LG
- Wpn: type B, scourge
- Amr: none
- MA: All, Charm, Creation, Guardian, Healing, Necromantic, Protection,
- Wards
- ma: Elemental, Law, Summoning, Sun, Weather
- MI: as cleric
- GP: 1) +4 to saves involving endurance or resisting pain and +2 to CON
- checks for similar situations, endurance NWP as a bonus, can go
- without food and water for a number of weeks equal to his level (but
- has -1 to hit and damage for every 3 weeks without), can remove fear
- and negate baneful emotion-based spells on up to two people/day 12)
- during extreme torture/suffering the character can be possessed by a
- servant of Ilmater on request of the character (for the duration he
- endures the pain but takes no damage, he cannot move, and dispel
- magic drives the servant out)
-
-
- LATHANDER (Morninglord) (GD)
-
- AoC: spring, dawn, birth, renewal
- Req: CHA 12, WIS 14, NG
- Wpn: type B
- Amr: plate, shields
- MA: All, Creation, Elemental, Sun
- ma: Guardian, Healing, Protection
- MI: as cleric
- GP: 1) turn undead (at +4 levels if the undead is affected by sunlight),
- +2 when using these proficiencies: appraising; artistic ability;
- juggling; musical instrument; pottery 3) faerie fire once/day
-
-
- LEIRA (Lady of the Mists) (LD)
-
- AoC: deception, illusion
- Req: WIS 14, INT 12, DEX 11, CN
- Wpn: type B
- Amr: any (but cannot cast their spells or use spell-like powers in armor)
- MA: All, Astral, Chaos, Charm, Divination, Thought
- ma: Creation, Healing, Summoning
- MI: as cleric, and those relating to illusion
- GP: 1) can use illusion/phantasm scrolls w/o read magic 5) misdirection
- twice/day/5 levels 13) mislead once/day
- pen: cannot use true seeing or any device that uses true seeing or they go
- insane (the can use the reverse, though)
- note: they wear a silvered face mask that reflects gaze attacks and grants
- them a +3 to their saves vs. gaze attacks, Leirans lie extensively
-
-
- LLIIRA (Our Lady of Joy) (LD)
-
- AoC: joy, happiness, dance, festivals
- Req: CHA 13, WIS 13, CG
- Wpn: lasso, net, type B in extreme circumstances
- Amr: any
- MA: All, Charm, Creation, Healing, Sun, Thought, Wards
- ma: Divination, Guardian, Plant, Protection
- MI: as cleric
- GP: 1) turn undead, dancing NWP as a bonus, soothing word once/day (20'
- radius, 50%+2%/level of removing fear or other harmful emotion-
- affecting magic), +2 to hit when wrestling or using other nonlethal
- combat
- pen: all special abilities are revoked if he uses a weapon that causes
- actual damage (must meditate for a full day to regain them)
-
-
- LOVIATAR (Maiden of Pain) (LD)
-
- AoC: pain, hurt, torture
- Req: CON 15, WIS 15, LE
- Wpn: type B, whip, scourge
- Amr: scale, shields
- MA: All, Charm, Healing, Law, Necromantic, Sun
- ma: Animal, Divination, Guardian, Summoning, Weather
- MI: as cleric
- GP: 1) pain touch once/day/3 levels (-4 to hit and -2 to DEX checks, for
- number of rounds equal to his level)
- note: they wear a special scale mail that is only AC 6, occasionally those
- who have done well in advancing her cause will be given a white wand
- that absorbs 1d10 spell levels when it disintegrates (only the one it
- was given to can use it)
-
-
- MALAR (The Beastlord) (LD)
-
- AoC: hunters, beasts, blood
- Req: STR 13, WIS 12, CE
- Wpn: type B, claws of Malar, no missile weapons
- Amr: any
- MA: All, Animal, Combat, Summoning
- ma: Healing, Elemental, War
- MI: as cleric
- GP: 1) hunting NWP as a bonus (with a +2 bonus) 3) can identify plants
- and animals and pure water with 98% accuracy 7) immune to charms of
- woodland creatures (like druids)
- note: claws of Malar are 1 lb each, size S, type S, speed 2, damage 1d6/1d4
- and there is no penalty for fighting with one on each hand--non-
- believers who use them will be hunted down
-
-
- MASK (Lord of Shadows) (ID)
-
- AoC: thieves, intrigue
- Req: WIS 14, DEX 14, NE
- Wpn: type B, knife
- Amr: leather, studded leather, and padded only
- MA: All, Astral, Charm, Divination, Guardian, Protection, Necromantic,
- Sun (rev)
- ma: Combat, Healing, Thought, Travelers
- MI: as cleric and thief
- GP: 1) have the 8 thief abilities (as thief, 20 discretionary points/
- level), can use and understand thieves' cant
-
-
- MIELIKKI (Lady of the Forest) (ID)
-
- AoC: forests, rangers, dryads
- Req: STR 13, DEX 13, CON 14, WIS 14, NG
- Wpn: any
- Amr: studded leather
- MA: na
- ma: na
- MI: see below
- GP: see below
- note: Mielikki's priests are rangers
-
-
- MILIL (Lord of All Songs) (LD)
-
- AoC: poetry, song
- Req: WIS 14, INT 13, CHA 14, NG
- Wpn: type B
- Amr: any
- MA: All, Charm, Divination, Thought
- ma: Animal, Guardian, Healing, Summoning
- MI: as cleric
- GP: 1) turn undead, singing OR musical instrument NWP as a bonus, can
- enthrall (as the spell) an audience with song (except those with
- higher WIS or level/HD) 10) song of suggestion (as spell) once/day
-
-
- MYSTRA (Midnight, The Lady of Mysteries) (GD)
-
- AoC: magic
- Req: WIS 12, INT 14, NG
- Wpn: type B
- Amr: any
- MA: All, Elemental, Necromantic, Summoning
- ma: Astral, Charm, Creation, Healing, Wards
- MI: as cleric and mage (except magic scrolls)
- GP: 1) +2 to save vs. magic, unaffected by magic-dead or wild magic areas
- detect magic once/day, spellcraft NWP as a bonus, turn undead
- note: Mystra is goddess of magic, while Azuth is god of spellcasters
-
-
- OGHMA (The Binder) (GD)
-
- AoC: knowledge, bards
- Req: WIS 14, INT 12, TN
- Wpn: type B
- Amr: banded
- MA: All, Astral, Charm, Divination, Protection, Thought
- ma: Elemental, Guardian, Healing, Summoning, Time
- MI: as cleric
- GP: 1) +2 to hit while wrestling and suffer no penalties for wearing
- armor while wrestling, turn undead (at +4 levels vs. outer planar
- creatures)
- 3) identify once/day when in an Oghman shrine or in a protection from
- evil spell 10) legend lore once/week when in an Oghman shrine
-
-
- SELUNE (Our Lady of Silver) (ID)
-
- AoC: moon, stars, navigation
- Req: WIS 14, CON 12, CG
- Wpn: type B, prefer the 'moon's hand' (smooth-head mace that has a +1 to
- hit and damage in a priest of Selune's hands)
- Amr: any
- MA: All, Divination, Sun, Time
- ma: Animal, Elemental (wa), Healing, Travelers
- MI: as cleric
- GP: 1) turn undead, 30' infravision, navigation NWP as a bonus, if
- infected by a CG lycanthrope they can control it as a natural
- lycanthrope
-
-
- SHAR (Mistress of the Night) (GD)
-
- AoC: dark, night, loss
- Req: STR 14, WIS 12, NE
- Wpn: type B
- Amr: chain, shields
- MA: All, Charm, Divination, Necromantic, Sun, Time
- ma: Astral, Animal, Elemental, Guardian, Protection
- MI: as cleric
- GP: 1) command undead, darkness once/day (plus once/day for every
- additional two levels), +1 to hit and damage and saves in darkness,
- -1 to hit and damage and saves in full moonlight 5) continual
- darkness once/day/5 levels 7) forget once/day
-
-
- SILVANUS (Oak Father) (GD)
-
- AoC: nature, druids
- Req: WIS 12, CHA 15, TN
- Wpn: as druid
- Amr: as druid
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Divination
- MI: as druid
- GP: as druid
-
-
- SUNE (Firehair) (GD)
-
- AoC: beauty, love, passion
- Req: WIS 12, CHA 16, CG (elves and half-elves may also be priests of Sune)
- Wpn: type B, darts
- Amr: any
- MA: All, Charm, Healing, Necromantic, Protection, Thought, Wards
- ma: Creation, Divination, Guardian, Sun
- MI: as cleric
- GP: 1) turn undead, can attempt to charm (as spell) a member of opposite
- sex once/day (but if it fails must meditate in a holy place before
- can use it again) and the subject has a -1 to save for every point
- of CHA the priest has over 16
- pen: if CHA ever drops below 16 they are cast out of the faith
- note: those who have done a great service for Sune may be given a draught
- of Evergold which raises CHA by 2d4 for one day (to any others but
- priests of Sune it is poisonous), intense rivalry with Hanali Celanil
-
-
- TALONA (Lady of Poison) (LD)
-
- AoC: disease, poison
- Req: WIS 14, CON 14, CHA 12 or less (mandatory, will be reduced by tattoos
- by others in the priesthood), CE
- Wpn: type B, cermonial poison dagger
- Amr: any
- MA: All, Astral, Combat, Divination, Healing (rev), Necromantic (rev)
- ma: Charm
- MI: as cleric
- GP: 1) +4 to save vs. poison, normal save vs. potions that don't allow
- saves 3) can identify pure poison by smell 5) identify poison in
- drinks by a single drop (no effect) 7) identify poison in food by
- a single bite (no effect) 10) cause disease by touch once/day
-
-
- TALOS (The Destroyer) (GD)
-
- AoC: storms, destruction
- Req: STR 13, WIS 14, CE
- Wpn: type B, javelin
- Amr: any
- MA: All, Combat, Elemental (wea), Sun, Weather
- ma: Necromantic, Summoning
- MI: as cleric, magic javelins
- GP: 1) may turn or command undead 7) lightning bolt once/day plus
- once/day for every additional 3 levels (not useable if wearing armor)
- 10) control weather once/day (cannot improve weather conditions)
-
-
- TEMPUS (Lord of Battles) (GD)
-
- AoC: war
- Req: STR 14, WIS 12, CN
- Wpn: type B, spiked glove, and any ONE weapon of the priest's choice
- Amr: any
- MA: All, Chaos, Combat, Healing, War
- ma: Elemental (fe), Necromantic, Protection
- MI: as cleric, plus magical versions of their chosen weapon
- GP: 1) can incite berserker rage in themselves and a number of others
- equal to their level for a full turn and if he runs out of enemies he
- must attack the closest living thing or suffer five points of damage
- per round until it wears off (+2 to hit, damage, and saves), their
- special weapon is consecrated to be +1 to hit and damage (if it is
- destroyed then they may consecrate another which takes a week at a
- temple), can tell if a weapon is magical by handling it and can
- determine it's exact plusses if it is the same type as their special
- weapon, have the following NWP as bonuses: armorer; blind-fighting;
- charioteering; and weaponsmithing
- pen: cannot have missile weapon unless they can be used in melee as well
- note: spiked glove is 10 gp, size S, type P, speed 2, damage 1d4/1d4
-
-
- TORM (The True) (LD)
-
- AoC: duty, loyalty, obedience
- Req: WIS 14, CON 12, LG
- Wpn: type B
- Amr: any
- MA: All, Combat, Divination, Law
- ma: Guardian, Healing, Protection
- MI: as cleric
- GP: 1) can turn undead or command them to perform tasks (such as guarding
- a passage), his henchmen regard him as if he has an 18 CHA, duration
- of divination and protection spells are doubled, command once/day
-
-
- TYMORA (Lady Luck) (ID)
-
- AoC: adventurers, skill, good fortune
- Req: WIS 15, DEX 14, CG, (halflings can be priests of Tymora)
- Wpn: type B
- Amr: any
- MA: All, Charm, Divination, Numbers
- ma: Creation, Healing, Protection, Travelers
- MI: as cleric
- GP: 1) can modify one dice roll (declared before it is rolled) by 1 (d20)
- or 5%
-
-
- TYR (The Even-Handed) (GD)
-
- AoC: justice
- Req: WIS 9, LG
- Wpn: type B
- Amr: any
- MA: All, Combat, Creation, Healing
- ma: Divination, Necromantic, Protection
- MI: as cleric
- GP: as cleric
-
-
- UMBERLEE (The Bitch Queen) (ID)
-
- AoC: oceans, waves, sea winds
- Req: WIS 13, CON 15, CE
- Wpn: type B, trident, harpoon
- Amr: leather, shields
- MA: All, Animal (aquatic and marine animals only), Chaos, Creation,
- Elemental (wa), Summoning (aquatic and marine animals only)
- ma: Charm, Combat, Plant, Protection, War
- MI: as cleric
- GP: 1) command aquatic undead, swimming NWP as a bonus 5) breathe water
- automatically 10) move through water as though they had a ring of
- free action, control weather once/day if by a large body of water (a
- lake is not good enough) 12) summon and control 1d4 sharks which
- arrive in 1d6 rounds (sharks must live in that area to be summoned)
-
-
- WAUKEEN (Merchant's Friend) (ID)
-
- AoC: trade, money, wealth
- Req: WIS 14, INT 12, CHA 12, TN
- Wpn: type B
- Amr: any
- MA: All, Divination, Numbers, Wards
- ma: Charm, Guardian, Healing, Necromantic
- MI: as cleric
- GP: 1) can command and turn undead, appraising and gem cutting NWP as
- bonuses, can discern true metal from false
- note: Waukeen was apparently destroyed in the Time of Troubles, as so his
- priests cannot receive 3rd or greater level spells
-
-
- GRUMBAR (Boss of Earth) (DG, elemental cult deity)
-
- AoC: earth
- Req: ?
- Wpn: type B
- Amr: chain, shields
- MA: All, Elemental (e)
- ma: two of the following: Divination, Combat, Protection, Time, Weather
- MI: ?
- GP: 5) can summon an earth elemental once/day for one hour (which is
- under the priest's control) and then it fades
- note: they receive one 1st level follower of the same cult for every level
- beyond 5th
-
-
- KOSSUTH (Tyrant Among Fire) (DG, elemental cult deity)
-
- (as Grumbar, but fire aspects)
-
-
- AKADI (Queen of Air) (DG, elemental cult deity)
-
- (as Grumbar, but air aspects)
-
-
- ISTISHIA (Water Lord) (DG, elemental cult deity)
-
- (as Grumbar, but water aspects)
-
-
- BEAST CULTS (DG, beast cult deity)
-
- AoC: the animal they represent
- Req: WIS 9
- Wpn: any two
- Amr: none
- MA: All, Animal
- ma: one of the following: Charm, Combat, Plant, Weather
- MI: as cleric
- GP: 1) one of the following: summon a number of creatures of the
- worshipped type (2d6 size S, 1d6 size M, 1d2 size L, 1 size H) which
- arrive in 1d3 turns once/day, OR transform into the type of beast he
- worships once/week for 3d6 turns
- note: can choose to worship a monster as well (non-natural animal) but the
- granted power is not useable until 10th level
- note: they receive one 1st level follower of the same cult for every level
- beyond 5th
-
-
- BANE (The Black Lord) (GD)
-
- AoC: strife, hatred, tyranny
- Req: WIS 10, STR 12, LE
- Wpn: non-missile type B, javelins
- Amr: any
- MA: All, Combat, Law, Necromantic
- ma: Healing, Sun (rev), Thought
- MI: as cleric
- GP: 1) unaffected by fear magic 5) aura of fear with a 10' radius/level
- (those who fail to save run [70%] or attack the source of the fear)
- once/day
-
-
- BHAAL (Lord of Murder) (ID)
-
- AoC: death
- Req: WIS 14, CON 12, LE
- Wpn: type B, type P
- Amr: chain
- MA: All, Astral, Healing (rev), Necromantic (rev), Summoning
- ma: Charm, Creation, Combat, Divination, War
- MI: as cleric
- GP: 1) turn or command undead 5) summon aerial servant once/day
- 10) plane skipping (priest and one person for every 2 levels over 10th
- travel to Bhaal's area of Gehenna and then back to the Prime Material
- at their destination, 10' in Gehenna is worth a mile on the Prime
- Material, it takes the priest a full turn to prepare for the jump in
- either direction, the travel is 100% reliable but he is not protected
- while in Gehenna)
-
-
- MYRKUL (Lord of Bones) (GD)
-
- AoC: the dead, decay, corruption, dusk
- Req: WIS 14, INT 14, STR 14, NE
- Wpn: type B
- Amr: any
- MA: All, Guardian, Healing, Necromantic (rev)
- ma: Astral, Elemental, Time
- MI: as cleric
- GP: 1) command undead (can command triple the normal number of skeletons
- and zombies), immune to disease and parasites debilitating game
- effects (he can still die from something, but it won't affect him
- until then), +1 to save vs. death, feign death once/day 10) can
- summon a minor death once/week for 10 rounds (always initiative 1,
- THAC0 0, unaffected by cold, fire, electricity, sleep, E/C, AC -4,
- HD na, hp 33, #AT 1, damage 2d8, MV 12) 15) can call up a Hand of
- Myrkul (his hands flame for 6 rounds, if he touches someone and they
- fail to save vs. death they crumble to dust but if they save the
- priest must do the same (no bonuses) or suffer the same fate, if they
- both save he can try to use the power again up to the 6 round time
- limit--this power is only useable once in his lifetime)
-
- GREEK PRIESTHOODS
- From Tim Larson <tel002@acad.drake.edu>
-
- GAEA (GD)-----
- AoC: fertility, health, prophecy
- Req: WIS 12, CHA 15, TN
- Wpn: club, sickle, quarterstaff, 'agricultural' weapons
- Amr: nonmetal
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Divination
- MI: as cleric
- GP: 1) turn undead 5) cure disease 15) divination
- note: use druid exp table
-
- URANUS (GD)-----
- AoC: sky
- Req: STR 13, WIS 9, non-good
- Wpn: any
- Amr: any
- MA: All, Astral, Combat, Elemental (a)
- ma: Divination, Healing, Protection
- MI: as cleric
- GP: 1) turn undead 10) cast spells without any components
- note: this is a secret cult, the priests pose as fighters
-
- CRONUS (GD)-----
- AoC: sinister ambition
- Req: WIS 9, non-good
- Wpn: sickle
- Amr: any
- MA: (Cronus cannot grant spells)
- ma: (Cronus cannot grant spells)
- MI: as cleric
- GP: nil
-
- RHEA (GD)-----
- AoC: fertility, life
- Req: WIS 9, non-evil
- Wpn: type B
- Amr: any
- MA: All, Animal, Healing, Plant, Protection
- ma: Charm, Creation
- MI: as cleric
- GP: 1) turn undead 8) summon rain on 2 mile radius
-
- ZEUS (GD)-----
- AoC: heavens, law
- Req: STR 14, WIS 9
- Wpn: spear
- Amr: any
- MA: All, Elemental (af), Protection, Weather
- ma: Animal, Combat, Divination, Elemental (ew), Healing
- MI: as cleric
- GP: 1) lightning bolt (1d4/level) 15) polymorph self
-
- HERA (GD)-----
- AoC: marriage
- Req: WIS 9, non-LG
- Wpn: club, cudgel, staff
- Amr: any
- MA: All, Charm, Divination, Healing, Protection
- ma: Combat
- MI: as cleric
- GP: 5) detect lie 12) clairvoyance centered on any acquantance
-
- APHRODITE (ID)-----
- AoC: love, beauty
- Req: WIS 9, CHA 16, non-evil
- Wpn: bow, net, staff
- Amr: any
- MA: All, Charm, Guardian, Healing
- ma: Creation, Protection, Thought, Wards
- MI: as cleric
- GP: 5) charm person (opposite sex only) 10) CHA increased to 18
- 15) arouse feelings of love as a philter of love on any intelligent
- being
- note: must release white doves every 10 days, throw art objects into the
- sea every new moon
-
- ARES (ID)-----
- AoC: war, killing, strife
- Req: STR 9, WIS 9, non-good
- Wpn: any
- Amr: any
- MA: All, Combat, War, Weather
- ma: Chaos, Elemental
- MI: as cleric
- GP: 12) raise dead
- note: must multi-class with fighter (this is an exception to the rule that
- humans cannot multi-class)
-
- ARTEMIS (ID)-----
- AoC: hunting, wild beasts, childbirth
- Req: WIS 12, CHA 15, female, TN
- Wpn: club, sickle, dart, spear, dagger, scimitar, sling, staff, bows
- Amr: nonmetal
- MA: All, Animal, Elemental, Healing, Plant, Weather
- ma: Combat, Divination
- MI: as cleric
- GP: 7) ignore range penalties to archery up to 500 yards 14) complete
- control of animals within 1000 yards
- note: must remain chaste and avoid men
-
- ATHENA (ID)-----
- AoC: wisdom, crafts, war
- Req: WIS 9, LG
- Wpn: spear, swords
- Amr: any
- MA: All, Combat, Divination, Protection, Thought
- ma: Charm, Healing, War
- MI: as cleric
- GP: 5) regenerate 1 hp/turn 15) commune with Athena once/week (one
- question)
- note: must remain chaste
-
- DEMETER (ID)-----
- AoC: agriculture
- Req: WIS 9, non-evil
- Wpn: sickle, club, flail
- Amr: nonmetal
- MA: All, Animal, Elemental, Healing, Plant, Time, Weather
- ma: Divination, Sun, Wards
- MI: as cleric
- GP: 1) plant growth 5) turn undead at -2 levels 10) control weather
- 20) create a potion of longevity for the priest's use only
- note: must return to Eleusis every February to help in the Lesser Mysteries
- (may miss if there is a good reason), must return every fifth year in
- September for the Greater Mysteries or lose all powers until they
- attend the next one (in five years)
-
- DIONYSUS (ID)-----
- AoC: mirth, madness
- Req: WIS 9, non-LG
- Wpn: staff, whip, net, may use poison
- Amr: any
- MA: All, Chaos, Charm, Healing, Plant
- ma: Creation, Weather
- MI: as cleric
- GP: 1) neutralize poison 10) CON is raised to 18
- note: must take the brewing NWP at 1st level
-
- HEPHAESTUS (ID)-----
- AoC: smithing, crafts
- Req: STR 15, WIS 9, non-evil
- Wpn: hammer
- Amr: any made by a priest of Hephaestus
- MA: All, Combat, Creation, Elemental, Guardian, Healing
- ma: Divination, Sun, War, Weather
- MI: as cleric
- GP: 1) +1/level bonus to blacksmithing checks 5) can repair magical
- weapons and armor on successful proficiency check 10) can craft
- magical weapons and armor with a bonus of +1/3 levels (max of +5)
- note: must be kind to those with deformities, must take the blacksmithing
- NWP at 1st level
-
- HERMES (ID)-----
- AoC: travel, trade, thievery, gambling, running
- Req: CON 15, WIS 15, non-evil
- Wpn: type B
- Amr: none
- MA: All, Chaos, Charm, Numbers, Protection, Travelers
- ma: Divination, Guardian, Healing, Wards, Weather
- MI: as cleric
- GP: 1) -1 bonus to AC/level up to 10th 5) detect lie (no save)
- 10) always move as if hasted (movement and initiative bonuses only)
- note: must take running NWP at 1st level (costs 1 slot), if they take
- bribe there is a 15% chance Hermes notices and takes offense
-
- APOLLO (ID)-----
- AoC: light, prophecy, music, healing
- Req: WIS 9, any good
- Wpn: staff, net, bow
- Amr: nonmetal
- MA: All, Divination, Healing, Sun, Thought
- ma: Animal, Charm, Elemental, Necromantic, Plant, Time
- MI: as cleric
- GP: 1) turn undead 5) cure disease 10) heal
-
- POSEIDON (ID)-----
- AoC: water, earthquakes, creation
- Req: WIS 9, non-good
- Wpn: trident
- Amr: non-metal
- MA: All, Animal, Creation, Elemental (w), Healing, Weather
- ma: Chaos, Divination, Elemental (ea), Plant
- MI: as cleric
- GP: 5) water freedom (as ring of swimming, water breathing) 10) control
- winds (direction only) for up to 8 hours 15) earthquake
- note: must sacrifice a bull to the sea once a month
-
- HADES (ID)-----
- AoC: death, wealth
- Req: WIS 9, any evil
- Wpn: any
- Amr: any
- MA: All, Elemental (e), Necromantic, Wards
- ma: Charm, Healing, Summoning
- MI: as cleric
- GP: 1) turn undead 3) see in darkness 5) darkness 10' radius 10) death
- touch (save or die) 15) raise dead 20) regenerate 5 hp/round
- note: they charge for raising dead
-
- HECATE (ID)-----
- AoC: magic, moon, abundance
- (Hecate has no priesthood)
-
- Priesthood of HEBE-----
- AoC: youth
- req: CON 12, WIS 12, must be under 25% of maximum base age when entering
- the priesthood
- MA : All, Animal, Charm, Healing (normal only), Necromantic (normal only),
- Plant, Protection, Time
- ma : Divination, Sun, Wards
- GP : 1) immune to aging attacks and powers 5) turn undead as a cleric
- 4 levels lower with a +5 bonus to turn ghosts 10) can restore 1d4
- years of youth onto a person, a person cannot benefit from this more
- than once in their lifetime 15) does not suffer negative ability
- modifiers due to aging
- wpn: bludgeoning, mancatcher, net
- amr: leather, and shields
- note: Hebe is a lesser goddess, and therefore can only grant up to level
- 6 spells
-
- Priesthood of IRIS-----
- AoC: rainbow
- req: WIS 12
- MA : All, Creation, Divination, Elemental (a,w), Sun, Weather
- ma : Healing, Numbers, Plant, Protection, Thought, Wards
- GP : 1) 60' infravision (double range to those that already have it), turn
- undead as a cleric one level higher 6) _rainbow_ once/day
- 10) _rainbow_ twice/day, not cumulative with previous power (does not
- need to be in sight of a rainbow or have a component to use these
- powers)
- wpn: bows, crossbows, net, sabre, scimitar, sling (curved weapons)
- amr: none
- pen: uses d6 hit dice
- note: Iris is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of HYPNOS-----
- AoC: sleep
- req: INT 11, WIS 11, must be partially neutral
- MA : All, Astral, Charm, Divination, Healing, Thought, Time
- ma : Animal, Elemental (a,w,e), Necromantic, Protection
- GP : 1) immune to _sleep_ and _nightmare_, _sleep_ once/day 3) turn undead
- as a cleric two levels lower
- wpn: bows, dagger/dirk, dart, knife, stiletto, rapier, short sword, club, sap
- amr: nonmetal only
- note: Hypnos is a lesser god, and can only grant up to level 6 spells
-
- Priesthood of THANATOS-----
- AoC: death
- req: WIS 9, celibacy, non-good
- MA : All, Astral, Charm, Divination, Necromantic, Protection (or Healing,
- reversed only, where applicable)
- ma : Chaos, Guardian, Sun, Time, Weather
- GP : 1) _fear_ twice/day, command undead as an evil cleric (need not be evil)
- wpn: battle axe, dagger/dirk, knife, lasso, scythe, sickle, stiletto,
- khopesh, short sword
- amr: none
- note: Thanatos is a lesser god, and can only grant up to level 6 spells, he
- is the god of death as opposed to the god of the underworld (Hades)
-
- Priesthood of ANTEROS-----
- AoC: opposition to love
- req: WIS 10, CHA 12 or lower, non-good
- MA : All, Charm, Healing, Protection, Thought
- ma : Animal, Divination, Sun (reversed only, where applicable), Weather
- (reversed only, where applicable)
- GP : 1) immune to wizard spells of the Charm school, _emotion_ (hate) once/
- day 3) incite berserker rage, turn undead as a cleric two levels
- lower
- wpn: any
- amr: shields only
- note: Anteros is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of ENYO-----
- AoC: war
- req: STR 13, WIS 9, non-lawful
- MA : All, Combat, Healing, War
- ma : Chaos, Necromantic, Protection
- GP : 1) can specialize in one weapon, incite berserker rage 5) _fear_
- twice/day
- wpn: battle axe, bows, dagger/dirk, knife, lance, maces, maul, polearms,
- spear, swords, warhammer
- amr: any, and shields
- note: Enyo is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of ERIS-----
- AoC: discord
- req: WIS 9, CHA 12 or less, non-lawful
- MA : All, Chaos, Combat, Necromantic (reversed only where applicable)
- ma : Animal, Healing (reversed only where applicable), War, Weather
- GP : 2) _confusion_ once/day 7) _chaos_ once/day 9) _fear_ twice/day
- wpn: blowgun, bows, crossbows, dagger/dirk, javelin, knife, lasso, net,
- quarterstaff, spear, stiletto, sword (bastard, long, rapier, sabre,
- short)
- amr: any, no shields
- note: Eris is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of PHOBOS-----
- AoC: fear
- req: 9 STR, 9 CON, 9 WIS, must be partially neutral
- MA : All, Chaos, Combat, Necromantic
- ma : Charm, Healing, Protection
- GP : 1) immune to all fear-causing spells and powers, _fear_ 4/day, can
- specialize in one weapon
- wpn: battle axe, bows, lance, mace, spear, stiletto, swords, warhammer
- amr: any and shields
- note: Phobos is a lesser god, and can only grant up to level 6 spells
-
- Priesthood of AURORA-----
- AoC: dawn, morning
- req: WIS 10, CHA 13, good alignment
- MA : All, Astral, Charm, Divination, Elemental (a,f), Healing, Summoning,
- Sun
- ma : Animal, Creation, Necromantic, Plant, Protection, Time, Weather
- GP : 1) _suggestion_ thrice/day in non-combat situations, immune to level
- drains from undead, turn undead as cleric 10) _chariot of sustarre_
- once/day
- wpn: bows
- amr: none, no shields
- pen: only get d6 hit dice
- note: Aurora is a lesser goddess, and can only grant up to level 6 spells
-
- Priesthood of MORPHEUS-----
- AoC: dreams
- req: WIS 14
- MA : All, Charm, Divination, Guardian, Healing, Protection, Thought, Wards
- ma : Astral, Chaos, Necromantic, Numbers, Sun (reversed only, where
- applicable), Time, Travelers
- GP : 1) immune to _nightmare_ and _sleep_ 2) _nap_ once/day 3) _dream_
- once/day 4) dream interpretation---if a dream has significant
- meaning a successful WIS check (with bonuses/penalties at DM
- discretion) means he has translated the dream correctly 8) turn
- undead as a cleric seven levels lower
- wpn: sap, net, lasso, club
- amr: shields only
- note: Morpheus is a lesser god, and can only grant up to level 6 spells
-
- CHAOS (LD)-----
- AoC: chaos, creation
- Req: WIS 12, INT 12, any chaotic
- Wpn: bows, crossbows, polearms, firearms (any that are not 'simple', must
- have some complexity)
- Amr: any
- MA: All, Astral, Chaos, Creation
- ma: Elemental, Numbers, Time
- MI: as cleric
- GP: 1) can cast wild magic as a mage half his level (these spells come
- from his normal priest spell allowance)
- note: Chaos is ultimately the creator of everything, but he is a god in
- decline
-
- HYPERION (LD)-----
- AoC: sun, moon, dawn, light
- Req: INT 12, WIS 12
- Wpn: any missile or hurled
- Amr: metal, and shields
- MA: All, Divination, Plant, Sun
- ma: Charm, Healing, Elemental (af), Necromantic, Protection
- MI: as cleric
- GP: 6) starshine 10) moonbeam 14) sunray
- note: Hyperion is the old god of the sun before Apollo, he is in decline
-
- MNEMOSYNE (LD)-----
- AoC: memory
- Req: 16 INT, 9 WIS
- Wpn: dagger/dirk, knife, staff, sling, staff sling
- Amr: nonmetal
- MA: All, Astral, Charm, Divination, Law, Numbers, Thought, Time
- ma: Creation, Necromantic, Plant, Protection
- MI: as cleric
- GP: 1) have total recall 5) immune any spell that erases memory or
- knowledge, _forget_ once/day 7) immune to psionics that erase memory
- or knowledge
-
- OCEANUS (LD)-----
- AoC: ocean
- Req: WIS 9
- Wpn: bill, club, harpoon, javelin, net, spear, cutlass, short sword, trident
- Amr: shields only
- MA: All, Animal, Divination, Elemental (w), Weather
- ma: Chaos, Charm, Combat, Plant, Protection, War
- MI: as cleric
- GP: 3) water walk (double duration)
- note: he is the old god of the ocean before Poseidon, he is in decline
-
- THEMIS (LD)-----
- AoC: justice
- Req: WIS 15, any lawful
- Wpn: hammer, spear
- Amr: any
- MA: All, Guardian, Healing, Law, Thought
- ma: Protection, Time
- MI: as cleric
- GP: 1) detect lie 3) _command_ 5) _silence 15' radius_
-
- HESTIA (ID)-----
- AoC: home, hearth
- Req: WIS 14, non-evil
- Wpn: type B, type P
- amr: leather, padded, shields
- MA: All, Creation, Guardian, Healing, Protection, Wards
- ma: Animal, Divination, Plant
- MI: as cleric
- GP: 1) turn undead, +2 to hit and saves when defending a home
-
- EROS (LD)-----
- AoC: love
- Req: WIS 10, CHA 14, non-evil
- Wpn: bows, lasso, net
- Amr: none
- MA: All, Animal, Charm, Healing, Necromantic, Protection, Summoning, Thought
- ma: Creation, Divination, Guardian, Plant, Sun, Weather
- MI: as cleric
- GP: 1) _suggestion_, soothing word 2) incite berserker rage, turn undead
- 3) _emotion_ (friendship, happiness, or hope)
- pen: d4 hit dice
-
- PAN (LD)-----
- AoC: music, parties, shepherds
- Req: DEX 9, WIS 9, CHA 13
- Wpn: any
- Amr: leather, padded, studded leather
- MA: All, Animal, Chaos, Charm, Summoning
- ma: Astral, Divination, Healing, Plant, Protection
- MI: as cleric
- GP: 2) _fear_ once/day/2 levels 3) turn undead at -2 levels
- note: musical instrument (panpipes) NWP as a bonus
-
- NORSE PRIESTHOODS
-
- ODIN (GD)-----
- AoC: war, wisdom, poetry, knowledge
- Req: STR 9, WIS 9
- Wpn: any
- Amr: any
- MA: All, Combat, Divination, Protection, War
- ma: Animal, Elemental, Thought
- MI: as cleric
- GP: 1) turn undead, +1 hp/level 10) THAC0 as fighter
- note: must be a chieftain to be a priest of Odin, must not shirk from battle
-
- FRIGGA (ID)-----
- AoC: sky, domestic life
- Req: WIS 9, any lawful
- Wpn: dagger, club
- Amr: any
- MA: All, Charm, Creation, Divination, Plant, Sun, Weather
- ma: Animal, Guardian, Law, Wards
- MI: as cleric
- GP: 1) detect lie 10) summon storm (1d6 damage to all exposed people and
- structures, 1 turn/level)
- note: must be a married woman (if husband takes a second wife the priestess
- must divorce him)
-
- THOR (ID)-----
- AoC: thunder, weather, sky, crops
- Req: STR 16, WIS 9, non-evil
- Wpn: hammer
- Amr: any
- MA: All, Combat, Elemental (aew), Protection, Sun, Weather
- ma: Charm, Plant
- MI: as cleric
- GP: 1) turn undead 5) summon rain on 1 acre 12) lightning strike for
- 1d4/level
- note: 2%/level he will send an avatar to a priest in dire need
-
- SIF (ID)-----
- AoC: excellence
- Req: WIS 9, any good
- Wpn: any
- Amr: any
- MA: All, Combat, Elemental, Protection
- ma: Divination, Summoning, Thought
- MI: as cleric
- GP: 5) raise one ability score of player's choice by one point for one
- day (renewable each day, or they can switch to a different stat)
- 10) advance directly to 11th level
- note: must try to excel in all things
-
- AEGIR (ID)-----
- AoC: sea
- Req: STR 9, WIS 9, ship captain
- Wpn: any
- Amr: nonmetal
- MA: All, Weather
- ma: Divination, Guardian
- MI: as fighter
- GP: 10) can breathe water
- note: they are actually fighters that get spells as a priest (d10 hit dice)
-
- BALDUR (ID)-----
- AoC: beauty, charisma
- Req: WIS 9, CHA 16, non-evil
- Wpn: any
- Amr: any
- MA: All, Charm, Divination, Protection
- ma: Creation, Summoning
- MI: as cleric
- GP: 5) CHA raised to 18 12) members of opposite sex that look upon the
- priest mus save vs spell or be charmed (as spell)
-
- BRAGI (ID)-----
- AoC: poetry, music
- Req: 12 DEX, 13 INT, 9 WIS, 15 CHA, non-evil
- Wpn: club, bows
- Amr: any
- MA: All, Charm, Divination, Healing, Protection, Thought
- ma: Astral, Creation, Numbers, Sun
- MI: as cleric
- GP: 3) can recall anything ever heard 12) dominate (as spell) by song
- note: humans can advance as multi-class priest/bards
-
- FORSETI (ID)-----
- AoC: justice
- Req: WIS 16, LG
- Wpn: swords
- Amr: any
- MA: All, Charm, Combat, Divination, Law, Protection
- ma: Guardian, Healing, Numbers
- MI: as cleric
- GP: 1) turn undead 5) detect lie (no save) 12) ask one question/week of
- Forseti
-
- FREY (ID)-----
- AoC: sunshine, rain, fertility, horses
- Req: WIS 9, any good
- Wpn: swords, club
- Amr: any
- MA: All, Animal, Charm, Protection, Sun, Weather
- ma: Divination, Healing
- MI: as cleric
- GP: 1) turn undead 5) charm horses 10) dispel rain or call rain over one
- acre/level
- note: must keep the peace
-
- FREYA (ID)-----
- AoC: love, passion, human fertility
- Req: WIS 9, CHA 15, female, any chaotic
- Wpn: dagger/dirk
- Amr: none
- MA: All, Animal, Charm, Creation, Divination, Healing, Thought, Time
- ma: Astral, Chaos, Elemental (aw), Necromantic, Time
- MI: as cleric
- GP: 3) polymorph self into horse 6) predict the future of any individual
- with 10%/level accuracy (max 95%) 9) create a philter of love each
- time they advance
-
- HEIMDALL (ID)-----
- AoC: light, guardianship
- Req: STR 9, WIS 9, any lawful
- Wpn: swords, spear
- Amr: any
- MA: All, Guardian, Protection, Sun
- ma: Combat, Divination, Wards
- MI: as cleric
- GP: 1) turn undead 5) see up to 100 yards night or day in any weather
- 10) hear any sound within 500 yards
- note: must never allow someone to pass a post under their guard without
- their master's permission
-
- HEL (ID)-----
- AoC: death, disease
- Req: WIS 9, female
- Wpn: swords, poison darts
- Amr: magical only
- MA: All, Astral, Charm, Divination, Healing, Necromantic
- ma: Combat, Creation, Sun (rev), Time, War
- MI: as cleric
- GP: 1) turn undead (command undead if evil) 5) immune to disease and
- poison 10) speak with any person dead for < 10 years 15) half damage
- from physical attacks
-
- IDUN (ID)-----
- AoC: youth, spring
- Req: WIS 9, female, any good
- Wpn: staff, sling
- Amr: none
- MA: All, Animal, Charm, Healing, Necromantic, Plant, Time, Weather
- ma: Divination, Elemental, Protection
- MI: as cleric
- GP: 1) turn undead, never physically age past 18 2) natural AC of 5
-
- LOKI (ID)-----
- AoC: mischief, strife
- Req: WIS 9, non-lawful
- Wpn: any
- Amr: any
- MA: All, Chaos, Charm, Plant
- ma: Creation, Divination, Summoning
- MI: as cleric
- GP: 5) mass suggestion 12) shape change
- note: no real duties except carry out those instructions demanded by Loki
- himself, if the priest prays for personal gain there is a 1% chance/
- level an avatar will appear to help (no more than 3 times in his life)
-
- TYR (ID)-----
- AoC: swordsmanship, courage, law
- Req: STR 9, WIS 9, LG
- Wpn: swords
- Amr: non-magical
- MA: All, Combat, Law, Protection
- ma: Divination, Guardian, Healing
- MI: as cleric
- GP: 1) hold person 10) detect lie (always active) 15) detect invisible
- (always active)
-
- THRYM (LD)-----
- AoC: cold, ice
- (his priests are frost giant shamans and witch doctors)
-
- SURTR (LD)-----
- AoC: fire giants
- (his priests are fire giant shamans and witch doctors)
-
- VALKYRIES (LD)-----
- AoC: fallen heroes
- Req: STR 9, WIS 9, CHA 14, female, non-good
- Wpn: any
- Amr: any metal
- MA: Combat, Healing (do NOT get All)
- ma: Charm
- MI: as fighter
- GP: 1) turn undead
- note: they are actually fighters with some minor spell ability (get d10 hit
- dice, THAC0 and saves as fighter)
-
- Some more Forgotten Realms deities
- Sender: bgaynor@com.compuserve.csi
-
- Lathander (Morninglord) <Beth Gaynor>
-
- Greater Power, NG
-
- Portfolio: Spring, dawn, birth, renewal
- Requirements: WIS 14, CHA 12
- Weapons allowed: Non-edged
- Armor allowed: Non-metal
-
- Major spheres: All, Astral, Creation, Healing, Sun
- Minor spheres: Animal, Plant, Weather
-
- Clerical powers:
- Turn undead (if affected by sunlight) at +4 levels
- At third level, can cast Light once/day
- Highly opposed to undead - will never flee a place with undead
- still undestroyed
- Always an early (dawn) riser
- At -1 to hits and saves at night (unless illumination is bright as day)
- or in darkness.
- Shuns underground locations
-
- Societal notes:
- Followers of Lathander have great faith in the future; they constantly
- cite the fact that dawn will always come again, as it has countless times
- in the past. Their temples usually lock up tight at night, but they are
- always among the first to emerge in the morning, with clerics singing
- the praises of the new day and the sun's return.
-
- The spring celebrations held by the temples of Lathander throughout
- Faerun are very popular parties lasting from dawn to dusk for two weeks.
- The festivals feature unabashed revelry and free (or very cheap) food
- and drink, paid for by the proceeds to the temple in the previous year.
-
- Lathander followers are extremely violent against undead, seeing them
- as horrible aberrations of the day. To a lesser extent, they are
- also repulsed by nocturnal creatures in general, and are never found
- in taverns or other familiar night haunting places. See the clerical
- and paladin special abilities vs. undead.
-
- Midwifes in particular are usually followers of Lathander, and expectant
- or hopeful mothers are always welcomed in Lathander temples as the
- blessed of the god. Lathander is also popular among farmers and other
- workers of the earth, and even pregnant animals are welcome in the temple
- to be blessed in the hopes of a prosperous birth. Many merchants and
- businessmen also make offerings to Lathander to receive blessings on
- a new prospect, alliance, or venture.
-
- copyright Beth Gaynor, 1992. Not for publication.
-
- Mystra (Midnight, The Lady of Mysteries) <Beth Gaynor>
-
- Greater Power, NG
-
- Portfolio: Magic
- Requirements: WIS12, INT 14
- Weapons allowed: Same as MUsers
- Armor allowed: Same as MUsers
-
- Major spheres: All, Astral, Elemental, Summoning, Protection
- Minor spheres: Charm, Creation, Necromancy, Sun
-
- Clerical powers:
- +4 on all saves vs. magic
- Clerics can cast Detect Magic once/day
- Read Magic available at any time
- Automatic Spellcraft proficiency
- Cannot turn undead
-
- Societal notes:
- Mystra is the patron goddess of many magicians and other users of spellcraft.
- Alchemists, weaponsmiths, and scribes in particular are frequent visitors to
- Mystran temples. The temples themselves tend to consist mostly of great
- laboratories and libraries for the study of spellcraft. After a number of
- temples were partially or completely destroyed by wayward experiments, temples
- began to be located near the outer edges of their cities, with tight security,
- usually enforced by Mystran paladins, restricting access to experimental areas.
-
- The perimeter locations suit Mystran clerics just fine, as the temples usually
- have little to do with the town in general. The temples' service to the city
- usually comes in the form of advisors to the town leaders. Mystran temples are
- also popular places for the education of young would-be magicians (usually
- children of nobles with influence in the temple or exceptionally promising
- prodigies), and many wanna-bes tend to flock around the temple and blantantly
- display Mystran symbols in hopes of being mistaken for a real mage.
-
- copyright Beth Gaynor, 1992. Not for publication.
-
- Oghma (The Binder) <Beth Gaynor>
-
- Greater Power, N
-
- Portfolio: Knowledge, bards
- Requirements: WIS14, INT 12
- Weapons allowed: As bards
- Armor allowed: As bards
-
- Major spheres: All, Astral, Divination, Summoning
- Minor spheres: Charm, Combat
-
- Clerical powers:
- Cast MU Divination spells at -1 level
- +2 vs. mind-altering spells
- Free local history NWP
-
- Societal notes:
- The knowledge of Oghma tends to be interrelated with people, as
- opposed to the scientific knowledge of mages and the like. Oghma is
- seen as the keeper of history and local knowledge. Temples specialize
- in the history of their area, usually including extensive maps of
- the region, family bloodlines and birth/death records, and ownership
- and business information. Temple priests are called Loremasters.
- Temples to Oghma usually contain huge libraries of local history,
- legend and lore, and maps. Most will have a large common area for
- anyone who wishes to study (sprinkled liberlly with donation boxes),
- and small rooms only open to the "faithful." (Of course, how
- "faithful" is determined will vary from city to city.)
- Oghma is the patron diety of bards and inventors. Oghma is also
- frequently worshipped by town councilmen and other city leaders. Most
- city halls have an altar to Oghma.
- Oghma clerics rarely leave their area. They don't tend to leave
- their home city unless specific knowledge is to be gained by it.
- The temples keep in touch mostly through extensive letter writing,
- filling each other in on the events of note in their area. The Oghman
- temples are a huge network of information that is often used to
- find missing people or items.
- Most scribes are trained in Oghman temples.
-
- copyright 1992, Beth Gaynor. Not for publication.
-
- Sune (Firehair) <Beth Gaynor>
-
- Greater Power, CG
-
- Portfolio: Beauty, love, passion
- Requirements: WIS 9, CHR 16
- Weapons allowed: Any one-handed, usually ones that don't require sweaty effort
- or bulk down the body. Daggers, darts, bows, and thin swords (rapiers) are
- preferred,
- Armor allowed: Leather, hide, or partial metal only.
-
- Major spheres: All, Charm, Healing
- Minor spheres: Guardian, Protection
-
- Clerical powers:
- Charm (as Wizard spell) once/day
- Does not dwell or (usually) adventure outside of civilized areas
- Turn undead normally
- Free Etiquette proficiency - Checks are +2
-
- Societal notes:
- Temples to Sune are amazing sights, constructed of the finest materials and
- filled with ornate finery. The interiors are lit by hundreds of candles and
- stocked with magnificent works of art and craftsmanship. Every item in the
- temple is ornate. Many nobles worship Sune in pursuit of the finer things in
- life.
- Sune temples tend to be connected with the town brothels, and some clerics even
- serve in them, although 9 out of 10 brothels will claim to be populated only by
- clerics of the Firehaired one. Rumor has it that Sune clerics learn spells that
- are only used in the bedroom, but if this is true, no one seems willing to
- speak officially about it.
- Sune is also the patron goddess of artists in their pursuit of beauty and
- passion. Many craftsmen, too, give offerings to Sune for their work.
- A common expression of true love in the Realms is to go to a temple of Sune,
- light a candle from the altar, enter one of the common rooms (some of the larger
- temples even have rooms solely for this purpose), and proclaim the name of your
- true love aloud. Clerics are sure to scurry off to find the object of your
- desire and inform them of your proclamation with great excitement. Such
- proclamations are considered to be eternal and binding, and "called in the
- temple of Sune" is often the basis for Bards' stories. Weddings are also
- commonly held in Sune temples or officiated or attended by Sune clerics,
- especially among nobles.
- Most temples also include counseling rooms for confessions, relationship help,
- and advice to the lovelorn. Don't expect what you say in a temple of Sune to
- remain private, though.
-
- copyright 1992, Beth Gaynor. Not for publication.
-
- Tempus (Lord of Battles) <Beth Gaynor>
-
- Greater Power, CN
-
- Portfolio: War
- Requirements: STR 13, WIS 10
- Weapons allowed: All
- Armor allowed: All (Plate mail preferred)
-
- Major spheres: All, Combat, Protection, Healing
- Minor spheres: Guardian, Necromantic
-
- Clerical powers:
- Turn undead as normal
- +2 vs all saves in combat
- Receives 1 weapon specialization
- No bonuses or spells ever gained if not in battle
-
- Societal notes:
- Temples to Tempus are small fortresses, usually in strategic locations
- for the defense of their home city. They include large parade grounds
- and training areas. Regiments frequently demonstrate their abilities
- in the fields to gain the approval of Tempus. Temples are used as
- training grounds for generals, militia, and sometimes as quarters
- for armies in times of emergency.
- Courtmartials for cowardice are always held in Tempus temples. Since
- Tempus hates to lose a soldier but also loathes cowardice, the
- accused is sure to receive a fair trial. Followers of Tempus have
- a special hatred of assassins, and will kill any assassin they find
- on sight.
- Part of the temples of Tempus are quarters for grizzled old war
- veterans, usually covered with battle scars to attest to their
- service. The veterans receive inexpensive housing and board and
- care in return for their advice, stories, battle experience, and
- help in the temple. The temple staff always consist of these
- veterans.
-
- copyright 1992, Beth Gaynor. Not for publication.
-
- MORADIN (THE SOUL FORGER)
- From: Reid Bluebaugh <C2MXBLU@EDU.TOWSON.FRE>
-
- Greater god, LG - King of the Dwarven Gods
-
- Moradin is the head of a fairly large pantheon of
- dwarven deities. It is said that Moradin created the race of
- dwarves from iron and mithral, forging them in the fires at
- the center of Oerth. The dwarves' souls entered their bodies
- when Moradin blew on his creations to cool them.
- Moradin appears as a immense dwarf of old age and great
- power. His beard is long and gray. His skin is tan and
- leathery from his fiery forges.
- Moradin is son to Ulaa, goddess of hills and mountains;
- and Bleredd, blacksmith of the gods. His younger brother is
- Fortubo, god of stones and minerals.
- Moradin's symbol and weapon, created by Bleredd, is a
- huge glowing hammer. It has the following powers:
- * +5 weapon, strikes for 4-40 points of damage
- * Moradin can throw the weapon 200 yards.
- * Will return to Moradin's hand upon command.
- * A 25 strength is needed to wield it.
- * Upon command, Moradin can cause the hammer to
- glow with a blinding light. All viewers must
- making a save vs spells at -5 or be blinded.
- Moradin wears magic armor and carries a magic shield that was
- created by Bleredd. This armor gives him an armor class of
- -9.
- Shrines and temples are found wherever dwarves live. The
- great temples are located deep in mountains of extensive
- dwarven communities. The center of a shrine or temple of
- Moradin is always the great ever-burning hearth and forge.
- Sacrifices be they of common or precious metal, are melted
- down at the forge and reformed into shapes usable by the
- clergy of Moradin.
- Clerics wear dark grey apparel under their chain mail. A
- shield is optional to the cleric. Each cleric weilds a
- hammer. The hammer is always with him and pefectly
- manitained.
- Moradin's major sphere of influence is Necromantic. His
- minor sphere of influence is Healing.
-
- The Screwy Gods
- From Daniel Waisley <LGLUMKA%BITNET.IUP@EDU.UTA.UTARLVM1>
- and Mylok Stormhand <TSCHADL1@ITHACA.BITNET>
-
- From: LGLUMKA <LGLUMKA%bitnet.IUP@EDU.UTA.UTARLVM1>
-
- About a week ago someone wrote something to the extent
-
- why don't paladins worship a god name Bob the god of nice guys
- who don't get dates
-
- Well i decided to come up with more gods for the BOB pantheon
-
- Gilbert - GOD of continually depressed nice guys
-
- Wilbur - God of nice guys that are so happy-go-lucky that you want
- to kill them
-
- Chuck - God of nice guys who never understand what you're implying
-
- Fred - God of nice guys with no common sense
-
- Steve - god of nice guys who are poor students because they spend
- to much time playing games and reading and writing mail
-
- Duke - God of nice guys who finish last because they let the other
- people win
-
- now for the girls
-
- Sara - GODDESS of delightfully wicked females who are actually
- not evil, and the guys think they are nice
- note NO BLONDS!!!!
- also this group has a large contingent of male hanger-ons
-
- Susan - Goddess of Blonds with no brains
- She also has many many male hanger-ons
-
- Wilma - Goddess of nice non blond girls who aren't teases
- this group doesn't have many hanger-ons
- Wilma also seems to either loose girls because the
- fact that they go bleach blond ( and follow susan) or
- they decide that they don't like this nice girl image
- and they want to have more fun ( and go to sara)
- She also has a tendency to loose male members to
- the delightfully fun Sara followers
- or the the delightfully not-all-thier susan followers
- (please note that sara does gain some of the bleach blonds
- who let their hair go back to normal and also blonds on
- A.I.)
-
- ( ps no offense against (flame proof suit) this is just
- meant to be a light hearted attempt at a little humour)
-
- coming soon the gods that didn't make it far
-
- From: LGLUMKA <LGLUMKA%bitnet.IUP@EDU.UTA.UTARLVM1>
-
- some more gods to lighten up your day/night
- and to weigh down your quota
-
- Ralf - God of dumb weakling fighters with delusions of grandeur
-
- Mortimer - God of Insanely curious, clumsy alchemists
-
- Phaedra - God of Schizophrenic Clerics
- They all changed personallities at one time to clerics
- of another god and phaedra was no more
-
- Jack - God of Humaniods who are REALLY nice guys
- a bunch of dumb adventures found their 3rd annual convention
- and indesciminately killed them all, they really didn't
- put up much of a fight since that wouldn't have been nice
-
- Rob - God of pacifist berserkers
- ( he lasted all of 10 minutes after creation)
-
- Mark - God of Assasins with bad foot odor
-
- Dick - God of Bards who don't know when to stop singing
- (entering a dragons lairs, hiding away from the city guard,
- when the rest of the party tells him to)
- dick died because all his worshippers were deceased
-
- Chris - God of low level mages who always wanted to be fighters, but
- their parents sent them magic school, so they enter melees
- with a dagger
-
- Scott - God of Rangers who are their own racial enemy
-
- Dan - God of really nice innocent guys who try to infiltrate
- evil demon worshipping secret societies
-
- Jim - God of Minotaur con artists who specialise in using disgueses
-
- Erik - God of Giants who try to be really sneaky theifs
-
- From: TSCHADL1@ITHACA.BITNET
-
- What about GUS, the god of high level fighters that keep rolling ones?
-
- or DUCKY, the god of human bards who sleep with beautiful Elven
- girls not knowing that they're really princesses, and consequently
- have an enntire Kingdom of Elves hunting their parties?
-
- or LOU, the god of Fighters who thought 'Party' meant beer
- and chips?
-
- or COP, the god of Paladins who like jelly doughnnuts?
-
- or ROWANDA, the goddess of women who don't take crap from
- NOBODY?
-
- or KEROSENE, the god of low level, pyromaniac magic users who
- love the burning hands spell?
-
- or SCA, the god of fighters who use foam swords and padded
- armor?
-
- and where's MICKEY the god of overly-pacifistic, money-hungry,
- falsetto singinng bards with big ears and rodent fettishes?
-
-
-
- -------------------------------------------------------------------------------
-
-