- [+] NOT USED THIS GAME
- [+] Kordara, Greater God - LN
God of Justice, balance and Law.
Requirements: Wis 15, Str 9 and Con 11
Realm Spells: Investiture, Bless Army, Defection (Wizardly), Honest Dealing, Improved Bless land, Summon Dragon Spirit
Turn Undead: Yes, Control: No
Major Spheres: All, Healing, Law, Summoning, Numbers,
Minor Spheres: Protection, Animal, Charm, Combat, Charm School (1-4)
Temples are fortified in Low and High Mountains equal to their level
Unarmed Combat Skills: The priest is a specialist in unarmed combat , as described under the monk entry. At 1st level, the character is a specialist; at 5th level, a master.
Kordara, God of Law: 1/2 Regency from Law ; Temple levels can be used to support or oppose Create/Rule/Contest Law Holding.
Followers: Priest has access to Tier 5 units, requiring a Temple 5. This also is required to allow Holy Units
Artificer of Kordara: If you take Lab building, you can use Potion slots to create a short lived Spell storing items (up to spell-level = Lab level; any caster may only use 1 such item per turn in their possession/use)
Armor Class improvement: The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level (AC 9 at 2nd, 8 at 4th, 7 at 6th, and so on) to a maximum of AC 2. However, this ability is useless if the priest wears any form of armor or magical devices which replace armor, like bracers of defense.
Talisman/symbol: A dragon amulet must be held to cast spells
Behavior/taboo: If someone askes for judgement the priest has to hear hear him out and give his verdict.
Ceremony/observance: 10 minute prayer in the middle of the day.
Summon Dragon Spirit
Duration: 1 Turn + 1 Action/level
Summon 1 Dragon (stats as ogre). Has fear effect as the banner once per combat. Cost 2GB, 5RP
- [+] Gaia, Greater Goddess - NG
Patroness of Life and Creation, Knowledge and Teaching, Childbirth and Parenting, Love, Beauty and Women, Skilled Labour and Artisans, Community
Requirements: Int 15, Wis 15
NWP: General, Priest, Warrior, Wizard
Holy Symbol: An earthen woman with clothing made of leaves and flowers, her hair a waterfall cascading down her body.
Realm Spells: Investiture, Population growth (2 target Regents), Improved Bless Land, Academic Integrity (Honest Dealings), Dispel Magic, Maintain Armies
Major: All, Animal, Charm, Creation, Divination, Healing*, Necromancy, Numbers, Protection, Thought, Arcane Divination
Minor: Elemental (Water), Guardian, Plant, Arcane Alteration (1-4)
Lay on Hands
May Cast "Idea" 1/week
'Life-saver' (standard priest, replaces mount for paladin)
Paladins (Paladins also have 4 level earlier casting)
Turn Undead: Yes, Control Undead: No
'Life-saver': Create a lightsaber/life-saver. Must spend one character action in meditation and discovery making your own personal weapon.
The lightsaber/life-saver radiates with ethereal energy. It ignores armor. It functions like a flame blade, doing 1d4+4 damage and an additional +2 fire damage.
For every four levels the priest has obtained the weapon is also treated as +1 and the elemental damage increases by 2. This would apply an ECL modifer as well(so at 12th level, it would be a +3 flame blade
4th level- +1 Lightsaber (+1 ECL) +1 to hit, 1d4+5 (+2 additional fire damage)
8th Level +2 Lightsaber (+2 ECL)+2 to hit 1d4+6(+4 additional fire damage)
12th Level: +3 Lightsaber(+3 ECL)+3 to hit, 1d4+7(+6 additional fire damage)
Must assist with any birth, and protect the newly born.
Necromancy school will not allow summoning, creation, or use of undead
Holy symbol must be carved from an Ash tree.
Armour Restriction: chain mail or less
Weapon Restriction: May only wield Scimitar
Magical Item Restriction: Cannot use: Rod, Staff, Wand
Must meditate for an hour each day
Difficult spell Acquisition (Priest must be at peace, with a clear mind to receive spells. Strong emotions lead to biased conclusions. Most priests begin their meditation by acknowledging all of the things that are influencing them, especially love, and then using rationalism to determine how best to serve those valid emotions to achieve optimal outcomes. Those who cannot find the balance to both feel and think do not receive their spells.)
- [+] Apollyon, Intermediate God - LE
God of Wealth, Pacts, Contracts, and Bargains.
Patron of Merchants, Lawyers, and Summoners
Saviour of lost souls, Source of prosperity, Curator of History's Great Leaders, Architect of Pantheon, The Man at the Crossroads, Warder of the Aebrynnis. The First God.
Allies: Kordara, First Brother, Agarhoen
Support: Hircine, The Herald, Raven Queen
Neutral: Gaia, Maulok
Oppose: Ishka, Teferynn
Enemies: The Shadow, cult of Riva, Verdaloth
Requirements: Int 13, Wis 11, Cha 11
Spells Investiture, Improved Gold Rush, Population Growth, Summon Blood War Legion, Dispel Realm Magic, True Believer
Spheres Major: All, Astral, Divination, Elemental Fire, Healing, Necromantic, Numbers, Summoning, Wards
Minor: Creation, Guardian, Protection
Arcane Spheres: Conjuration/Summoning (All), Alteration (4th)
Power over Outsiders: Banish - Yes, Bind - Yes
Proficiency groups: Priest, Rogue, Wizard
RP Collection: Temple: full Guild: Half
Armour: As Priest
Weapon selection: Bludgeoning of which Heavy Mace, Heavy Flail, Whip are preferred. As well as Spear, Scythe, Ranseur, heavy flail, Scourge, Greatsword, Rapier, Dagger. Priests are familiar with the favoured weapons favoured by the Lords of the Nine. Whether they choose the wield them in tribute or Derision is entirely a personal decision.
Pact Magic: The members of Apollyon's faith study the complex and sinister techniques employed in infernal law. Along with the insidious pragmatism of infernal politics, and apply what is useful to the administration of their domain. What is not useful still educates the regent on the various avenues of corruption they must remain vigilant against. This grants additional opportunities for accumulating prestige and expanding their domain. Once they have gained enough mastery (5th level) they are able to safely wield further power. Through Pact Magic A Priest Find Familiar spell now results in the acquisition of an Imp/Quasit, who joins the domain as a limited bonus Lieutenant. The companion can act as per Monster Manual on Main adventures or as Rogue on random adventures at caster's level -2.
These familiars are sneaky and selfish: granting +3 to a regents espionage attempts, but -3 to adventure treasure rolls they are included in. They are also territorial and will not participate in adventures with other familiars (neither Main nor random). The companion does not count as a character for experience division.
Greater Summoning: Conjuration/Summoning spells have double the duration, creatures remaining for 2 encounters on main adventures (normal 1). Improved Gold Rush may be recast after 2 seasons (normal 3), and impact 4 targets (normal 2) but requires overlap of domains being targeted.
Complex Spellcasting: Discreet casting for the Priest is impossible, Verbal components include loud chanting, material components leave strong smells of burnt sulphur, and somatic components leave behind arcane circles of ash. These additional elements further cause the priest’s spells to become long-winded with additional steps; all casting times are increased by 3. A casting time of one round or longer is simply doubled. This method of Spellscasting requires the use of a specially crafted thurible, the priest's holy symbol; Made of planar sensitive materials, and empowered with weeks of careful engraving with protective glyphs.
Vengeful Summons: Any summoned or charmed creatures have a chance to remain after spells duration and become hostile to the priest. (5% per spell level, –2% per character level, minimum 1%) This affects all summoning magic, within the 100' feet of the priest, regardless of the source. Evil spirits of diabolic origins opposed to Apollyon do not always wait to be summoned inflicting 'Somnum daemonis' against the caster. To prevent a night of terror and sleep paralysis a priest must prepare their sleeping area with wards against them. Fitful rest is otherwise impossible under normal conditions preventing natural healing or refreshed spell slots.
Faustian Price: Priests and others who draw power from the faith pay a vital price. A regent is only able to sire 4 offspring (normal 5). Those that find a way to circumvent this complete death checks at 10% higher. Further, Cleric's of Apollyon are bureaucrats and scholars, their duties lacking in robust exercises. They use d6s to roll for hit points each level, as a guilder.
Legalese: The dutiful study of contracts, grants Priests the ability to read languages as a Guilder same level (20% + 5% per level), while Guilders of the faith gain the ability to read scrolls as a thief at any level.
Infernal Tongue: Adherents of Appollyns faith become fluent in a version of infernal, heavily peppered with legal references, that would be difficult for an outsider to follow along. This effectively creates a secret shared language for the clergy.
Taboo: Members of the faith shun mundane weaponry, as reliance on such only grants a false sense of security. They are required to use enchanted weapons or those crafted from special materials known to harm outsiders.
Taboo: Use of domination and other charms that eliminate a person's choice, are vulgar to adherents of Apollyon. They are required to forgo participating in plans that require the use of actions by someone incapable of a choice.
Taboo: Faithful are required to act as a Devil's Advocate when multiple people accuse a person of an act/crime without them having an advocate present. This is an obligation to offer alternative theories of the crime and to question the validity of evidence. The priest must oppose or undermine 'the mob' until these theories are eliminated as possible through logic or evidence (not opinion)
Clerks: The faith includes many trained guilders among their ranks, to handle the myriad of records and contracts that they create and review. In return, they benefit from access to the faith's knowledge and mysteries. Guilder/Priest of Apollyon becomes a multi-class option for races eligible to do so.
Guilders of Apollyon
Requirements: Int 9, Wis 9
Prime Req: Int
Alignment: Any, (Lawful Preferred)
Proficiencies: Priest, Rogue, Wizard
Power over Outsiders: As priest 2 levels lower
RP Collection: Guild: full Law: Half
Legalese: Scroll use as Thief at any level. Chance of Success
- [+] Verdaloth - TN
Names: Verdaloth, The Timeless
Patron of Elves/Fae/Goblins, Nature, Weather, Time
Alignment: Must be Neutral Alignment (No Good or Evil)
Requirements: Wis 15, Dex 11, Con 9
- Bless Land
- Verdaloth's Mighty Forest
- Dispel Realm Magic
- Verdaloth Wrath(From Architects Wrath)
- Population Growth
Major Spheres: Elemental(all), Weather, Time, Plant, Animal, Necromancy
Minor Spheres: All, Healing, Protection, Creation, Sun, Divination
Power over Undead: Yes
- Extended spell duration: Weather Sphere : The duration of any non-instantaneous spell cast by the priest is increased by one time unit per two levels. The unit of time varies, depending on how the spell’s duration is normally measured; rounds for rounds, turns for turns, and so on.
- Pass Without Trace: At 3rd level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate.
- Armor Class Improvement - The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level (AC 9 at 2nd, 8 at 4th, 7 at 6th, and so on) to a maximum of AC 2. However, this ability is useless if the priest wears any form of armor or magical devices which replace armor, like bracers of defense.
- Armor Restriction - Priests of Verdaloth cannot wear armor
- Lay on Hands - The priest has the power to lay on hands once per day, curing up to 2 points of damage per experience level. This is identical to the paladin character class ability.
-Shapechange at 7th Level
Special - Goblin Immortality
Step 1: Goblin Priests (and if taken, second class like Paladin or Ranger) age as per Half-Goblin chart
Step 2: Blooded Goblins of the Faith, age per Half-Goblin; Priests(+) age like Humans
Step 3: Goblins of the Faith age as per Half-Goblins; Blooded Goblins of the Faith as per Humans; Priests(+) age like Half-Elves
Step 4: All Goblins age as per Half-Goblins; etc... Priests(+) age as if Half-elves with longlife minor
Step 5: All Goblins age as per Humans; Blooded and Goblins of Faith as per Half-Elves; Priests(+) = Half-elves with Longlife major
Step 6: All Goblins age as per Half-Elves; Priests(+) as if Half-Elves with Longlife great
- [+] Prince Hircine, Greater God - CE
Lord of the Hunt, the God of Strength, the Master of Beasts, the Last God
Requirements: Str 13, Con 13, Wis 9
Realm Spells: Investiture, Bless Land, Hircine's Courage, Bless Army, Holy War, Protection from Realm Magic, Bless Holding
Major Spheres - Animal, Chaos, Combat*, Guardian, Protection, War, Wards, Alteration
Minor Spheres - All, Divination, Healing
Strength - can have % strength (eg 18/XX), count as warrior for "Strength" Spell
Hitpoints (d8 -> d10)
Warrior Ability (CON above 16 bonus)
All Hunt NWP are class NWP; +1 EPL on Hunt Adventures per 4 levels (rounded up)
All Land-War NWP are class NWP; +1 EPL on War Adventures per 4 levels (rounded up)
Ranger/Cleric Weapon Specialization & Mastery
Priests of Hircine can use any weapon.
Combat bonus: The priest’s THAC0 advances at the warrior rate of 1 per level instead of the normal priest rate of 2 per 3 levels. The effects of this ability become more pronounced at higher levels.
Rangers: Rangers of Hircine are required to be of any Chaotic alignment (CG, CN, CE)
Followers (Holy Units, Tier 5 Units)
Fast Casting: Rangers start spell casting 4 levels earlier. Note that Rangers may only cast spells from your faith's Major Spheres.
Hircine's Form: Beginning at 4th level, you may change into one totem were-mammal, once per day. It lasts your level in hours. You must pick the mammal form when you reach 4th level, and cannot change it after. You gain a bite attack that deals d8+strength, and 2 claw attacks that deal d6+strength each. Your natural attacks count as being +1 magical weapons, and in Hircine's Form you ignore all non-magical damage, though you take double damage from silver weapons. This ability is also available, and required, for Rangers of the faith.
Ceremony/observance: Sacrifice of the Hunt, must personally kill a living being every day, and offer it to Hircine as blessings for the Day's Hunt
Awkward casting method: Priests of Hircine must sacrifice blood when casting a spell, whether their own, or that of an animal. It is impossible to hide or miss the fact. Cutting their own arm is an acceptable method.
Hazardous spells : Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The caster takes 1HP damage each time they cast a spell. This damage cannot be avoided. If the blood-sacrifice was their own, they take 2 damage each time they cast a spell.
Taboo/Behaviour: Priests of Hircine cannot refuse personal combat.
Talisman/symbol: Priests of Hircine cannot cast spells, unless holding a weapon in their hand.
Moon Form: During a Full Moon, you must use Hircine's Form, and cannot change back to your humanoid form.
Alignment Restriction - Chaotic Only
- [+] Maulok, Intermediate God - CN
Alignment: Any non-Lawful
Patron of thieves, tricksters, jesters, liars
God of Mirth, Irreverence, Subversion, Madness
Requirements: Dex 13, Int 9, Wis 11
Major- Chaos, Charm, Necromantic, Numbers, Travelers, Shadow School, Guardian
Minor- All, Divination, Healing, Time
Thief Abilities: Progress as a half-level (rounded up) thief, as well as have backstab, and Rogue NWP are class NWP.
Improved Evasion - if a Priest or Thief of Maulok makes a saving throw against a spell that allows dexterity to modify the success chance, they take no damage instead of half. Even on a failed save, they still only take half damage.
Improved Backstab - The multiplier on damage increases at 2x the normal rate for both Priests and Thieves of Maulok (1-2, x2; 3-4, x3; 5-6, x4; 7-8, x5; 9-10, x6... etc)
Weapons: Can use any weapon
Secondary Class: Thieves gain all the abilities (and restrictions) of Priests of Maulok
Hidden Temples: All temples are created, and remain hidden unless used for contest actions. Can be re-hidden as a free-action 1 full domain turn after contest actions, at normal DC for same.
Armor - Leathers or less, only
Ceremony/observance - Must steal something, in order to memorize new spells
Madness of the Mad God - roll on insanity chart for effects at each new spell level (Status is gained the more insane you become and the craziest priests become saints)
Talisman/symbol - Spells focused through holy symbol made from your first theft as a cleric. Status is gained from the value of your Holy Symbol.
- [+] The Herald, Intermediate God - CG
Requirements: Dex 11, Wis 9, Cha 13
Turn Undead: Yes
Alignment: 1 Step from Chaotic Good (NG, CG, CN)
Major Spheres: All, Charm, Combat, Divination, Guardian, Healing, Thought, Travelers,
Minor Spheres: War, Creation, Protection
Realm Spell: Investiture, Improved Bless Land, Bless Army, Heraldic Courage, Maintain Armies
Bards Specialization: Bards gain Priestly Bonuses
Followers: Priests and Bards of The Herald can muster Holy Tier 5 Units. They require a Temple or Guild 5. Holy Units cast the Battle Spell Cure Unit in Round 2 of any combat
Fast Casting: Bards start casting at level 1 (and advance an extra step on the spell progression chart at level 4, 8, and 12)
Inspiring Ally: Bards and Priests of the Herald are superior at inspiring their allies. As long as they are performing (singing, instrument, chanting, prose, etc), all allies gain +1 to hit, damage, saving throws, and morale checks per 4 levels of the Bard or Priest of the Herald. Priests and Bards of the Herald grant +1 EPL in War Adventures per 4 levels, as a result.
Casting Time Reduction: The casting time of Priest and Bard spells is reduced by 2, to a minimum of 1.
Secret Language: Priests and Bards of the Herald have a secret language, that allows them to covertly share information without anyone being the wiser.
Communication: Priests and Bards of the faith gain 1 language per level, can be chosen among any language that is a native tongue of at least 1 province in the region.
Find the Truth: 1/day, Detect Lie Spell-like Ability, with -2 to save
Multicultural: Priests and Bards of the Herald automatically gain the Multicultural NWP, and it can reduce the penalty to 0.
Armour: Chainmail or less
Difficult Spell Acquisition: Learn spells as per Wizard (using WIS where INT is called)
Ceremony/Observance/Code-Behaviour: If a Priest or Bard of the Herald is asked to convey a message, they cannot refuse. They must always bear witness if asked, and must record or share any story that is of particular note or value. Any espionage undertaken for knowledge/information, must be shared (can be anonymous) in the news.
- [+] Ishka, Intermediate Goddess - NE
Goddess of Power, Victory, and Serpents
Patron Goddess of the Bloodspear Clan
Requirements: Str 11, Wis 11, Cha 11
Alignment: Any Evil
Weapons: As Priest
Armor: As Priest
Proficiencies: General and Priest
Favored Sphere: Combat
Major Spheres: All, Animal, Combat, Healing, War, Law, Necromantic
Minor Spheres: Protection, Guardian
Realm Spells: Bless Land, Bless Army, Investiture, Vengeance of Ishka (Mighty Forest), Conversion, Excommunicate
Magical Items: No Restrictions
Power over Undead: Turn: No, Command: Yes
Ishka grants weapon specialization to her Paladins and Priests, Paladins gain all abilities of the Priesthood
Ishka's priests and Paladins have their own secretive language (it is said to be derived from draconic).
Ishka grants the ability to Detect Undead to her Priests and Paladins
Ishka grants the ability to Pass without Trace to her Priests and Paladins
Ishka grants the ability to Purify/Putrefy Food and Water to her Priests and Paladins
Ishka grants her Paladins early casting (2 levels earlier)
Ishka grants her Priests and Paladins quicker spell casting (2 faster, min 1)
Ishka's Clerics and Paladins must perform a ritual at Dusk involving Incense and Blood, creating a symbol of a serpent in a triangle, which takes at least an hour.
- [+] Teferynn, Intermediate God - LG
Teferynn the Weaver, Guardian of the Inner Planes
Portfolio: Magic, Meibhaigl, Elemental Forces, Memory, Destiny, Dreams, Cooperation, Mercy, the Timeline
Requirements: By School
Prime Req: Wisdom
Weapons: By school
Proficiencies: By School
Major Spheres: By School
Minor Spheres: By School
Realm Spells: Investiture, Bless Land, Ward Realm, Dispel Realm Magic, Architect's Wrath, School Spells x2
Magical Items: As Priest
Power over Undead: Turn: No; Command: No
Powers and Restrictions:
Bound to Meibheigl: Priests of Teferynn are bound to the meibheigl of the land instead of the prayers of the people. They cast divine spells based on source level rather than temple level, with the effective temple level of a province equaling the level of their source minus the level of temples dedicated to other gods. Priests of Teferynn may forge and use ley lines, and may sense meibhaigl control in a province as a mage.
The Stone Circle: All Teferynn domains are required to take monolith as a domain building. Monoliths provide a 10% bonus to the Shrine and Temple score they contribute towards a faith's tier (rounded down) per building level in addition to the regular effects.
Magical Knowledge: Priests of Teferynn may identify magic items, store spells, and construct temporary magic items as per the artificer wizard kit.
The Gift of Magic: Any worshipper with the bloodline of a previous god of magic (Vorynn, the Architect, etc...) can become a mage, or dual-class as a mage, even if their race or bloodline does not normally allow them to do so. Races with a natural magical resistance (ex. dwarves, halflings) who become mages lose that resistance.
Schools of Magic: Every priest of Teferynn must affiliate with one of the four schools of the faith. The schools are:
School of Air
Requirements: Wis 13, Int 15
Proficiencies: General, Priest
Major Spheres: All, Air, Divination, Fire, Guardian, Healing, Law, Protection, Sun, Time, Thought, Travelers, Wards
Minor Spheres: Astral, Earth, Necromancy, Numbers, Water, Weather
Arcane Traditions (casts at 1/2 priest level, separate list): Abjuration, Enchantment/Charm, Chronomancy (lvl 1-2 only)
School Realm Spell: Hand of Peace, Conversion
Weapon Proficiencies: Staff, Dagger, Net, Lasso, Club
School Vows: "I will never take a life" and "I will maintain the Sacred Timeline"
Magical Focus: Memento from someone dear and loved
- Divine Champions: Chronomancers must affiliate with the Air school
- Banish the Variant: Priests of the air school are able to banish individuals who do not belong in the sacred timeline, or who have committed temporal crimes. By touching a target with their temporal rod (requiring a successful attack roll against an unwilling target), they can force the target to save vs. spells. If the target fails their save, they vanish in a flash of light. Once it has been used to banish a target, the temporal rod takes one week to recharge.
- Expert Healer: Priests of the air school have a reputation of being among the finest healers in the land. This is likely because their healing magics are more potent than the magics of other faiths, healing an additional +1 hp per spell level.
- Tongues of the Air Lord: Priests of the air school learn the Auran language at level 1. Every level afterwards, they may learn one language of someone they have met that they do not yet speak. If an air priest encounters someone who speaks a language they do not know and they have available priestly language slots, they learn the language in a matter of an hour simply by listening to it being spoken. This language acquisition only works with spoken languages; they cannot acquire languages from reading texts of unknown languages. They also cannot prevent themselves from learning the language, other than to remove themselves from the presence of the language before the knowledge is acquired.
Requirements: Wis 13, Int 13, Con 9
Proficiencies: General, Priest, Warrior
Major Spheres: All, Divination, Earth, Fire, Guardian, Healing, Protection, Summoning, Sun, Travelers, Wards, Weather
Minor Spheres: Air, Astral, Necromancy, Numbers, Time, Thought, Water
Arcane Traditions (casts at 1/2 priest level, separate list): Invocation/Evocation, Conjuration/Summoning, Abjuration
School Realm Spell: Mighty Mountain, Bless Army
Weapon Proficiencies: Staff, Dagger
School Vow: "I will never steal and deride those who do."
Magical Focus:A volcanic stone or glass pendant forged following the school's sacred tradition
- Martial Artist: Fire school priests may specialize in unarmed combat styles
- Combat Healer: Priests of the fire school are able to lay hands as per the paladin ability
- Volcanic Fury: Fire priests may call upon their elemental ties, erupting with the destructive energy of their animating force. Priests of the fire school may cast burning hands 1/week without material, verbal, or somatic components.
- Tongues of the Fire Lord: Priests of the fire school learn the Ignan language at level 1. Every level afterwards, they may learn the language of any giant or reptilian race.
Requirements: Wis 13, Int 13, Cha 9
Proficiencies: General, Mage, Priest, Rogue, Warrior
Major Spheres: All, Air, Divination, Guardian, Healing, Protection, Sun, Travelers, Wards, Water
Minor Spheres: Astral, Earth, Fire, Necromancy, Numbers, Time, Thought, Weather
Arcane Traditions (casts at 1/2 priest level, separate list): Divination, Necromancy
School Realm Spell: Nesirie's Blessing, Population Growth
Weapon Proficiencies: Staff, Dagger, Mace, Hammer, Flail
School Vow: "I will never tell a lie."
Magical Focus: A finely-crafted sextant, compass, or other navigational device inscribed with the sacred symbols
- Akilli's Language: Every Water priest can speak the secret bird language, a valuable secret language that allows people to communicate at distance.
- Shape changing: Beginning at level 7, Water school priests can change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained.
- The Eyes of Eternity: Water priests are closer to the truth of things than most others. Once per week, they can channel the truth through them and see things as they really are, as per the True Seeing spell.
- Tongues of the Water Lord: Priests of the water school learn the Aquan language at level 1. Every level afterwards, they may learn any ancient language no longer in common use by a known people.
Requirements: Wis 15, Int 13
Proficiencies: General, Priest
Major Spheres: All, Astral, Charm, Divination, Earth, Guardian, Healing, Necromancy, Protection, Sun, Travelers, Wards, Water
Minor Spheres: Air, Fire, Numbers, Time, Thought, Weather
Arcane Traditions (casts at 1/2 priest level, separate list): Alteration/Transmutation, Illusion, Divination* (level 1-2 spells only)
School Realm Spell: Spirit Realm Portal, Earthquake
Weapon Proficiencies: Staff, Dagger, Short Sword, Sling, Dart
School Vow: "I will not commit myself to any other binding contract, promise, or vow."
Magical Focus: A silver owl-shaped-pendant crafted using the school's exacting method
- Grounded: Earth school priests have resistance to fire or electrical damage
- Magical excellence: Earth school priests reduce casting time of the priest’s spells by 1, to a minimum of 1.
- Creeping Shadow: the priests of Earth school are uniquely connected to and grounded in the connection between the physical and the spiritual, as the guardians of the gateways between Here and There. Just as earth priests can convince the spirit world , a shadowed reflection of the material world, to work with the people of the world, Earth priests can convince their own shadows to harmoniously work with them. Once per week, they can extend their shadows at a rate of 15 yards/round, and are capable of seeing, hearing, and speaking through their shadows. The shadow moves as a normal shadow, along floors and walls, and is 90% undetectable in areas where there is at least some shade. The shadow cannot interact with anything, though magic spells, items, weapons, and attacks are capable of hitting the shadow - it has the same Armor Class as the caster, and any damage it takes subtracts from the caster's hit points.
- Tongues of the Earth Lord: Priests of the earth school learn the Terran language at level 1. Every level afterwards, they may learn the language of xxx
- [+] Brotherhood of the Red Hand, Lesser God - LN
Portfolio: Assassins, Contracts & Death
Allies: Kordara, Apollyon
Enemies: The Herald, Maulok
Alignment: LN, LE, TN
Requirements: Dex 11, Int 11, Wis 9
Major Spheres: Necromancy, Charm, Divination, Law
Minor Spheres: All, Guardian, Sun
Secondary Class: Thieves (Assassins)
Weapons: As per thieves (including garrote, blow-dart)
Spell-like Ability: Invisibility 1/day
Spell-like Ability: Knock 1/day
Priests of the Red Hand have the abilities of the Thief - Assassin Kit (including half-progression thief skills, handling poison, etc)
Poisons: Priests of the Red Hand who decide to have a Lab, can create Poisons in place of potions. They can create various types, based on the level of the Lab.
Lab 1: Type A, B, G, H, K, L
Lab 2: Type C, M, I
Lab 3: Type D, P
Lab 4: Type J, O
Lab 5: Type E, F, N
Armour: Chainmail or less
Sacred Contract: No member of the Brotherhood may ever break a contract once accepted
Necromancy and Sun Sphere give access only to the inverse spells (Slay Living, not Raise Dead; Destruction, not Resurrection; Darkness, not Light - etc)
Assassins (Thieves Kit) of the Red Hand:
Requirements: LN, LE, TN
Access to Invisibility and Knock, 1/day
Have normal thief skills per level, rather than at half-rate.
Restriction: No member of the Brotherhood may ever break a contract once accepted
- [+] The Raven Queen, Lesser Goddess - TN
Queen of the Lost Souls, Mistress of Fate, Goddess of the Afterlife
Portfolio: Birth, Death, Fate, Life Cycle, Spirit Lands
Requirements: Wis 13, Int 13
Major Spheres: Necromantic*, Astral, Shadow School, Abjuration School, Travelers
Minor Spheres: All, Animal, Charm, Creation, Divination, Healing, Plant, Time
Realm Spells: Investiture, Bless Land, Pierce the Veil, Dispel Realm Magic, Shadow Block, Undead Legion
Armor: As Priest
Weapons: As Priest
Magical Items: As Priest
Proficiencies: General, Priest, Rogue
Can Command Undead if evil, or Turn if good.
Power over Undead: Turn: Yes if good; Command: Yes if evil
Powers and Restrictions:
1.- A Priest should have his or her mask of crow placed to invoke prayers. The Priest cannot refuse to make a burial, be by his/her own faith or of the deceased person.
1.- Resistance to Necromantic Magic (School and Sphere): 5% resistance per Priest level
Pierce the Veil
Required Holding: Temple 2
Duration: 1 Turn, +1 Action/3 Levels
Pierce the Veil allows all creatures to walk into/out of the Spirit/Shadowlands in a specified province. The spell does not affect movement within the Shadow World. A Priest can affect one province per three experience levels. They must have a Temple 2 in all provinces impacted. All undead in the area must make a Saving Throw or be destroyed, their souls leaving through the Dead's Gate.
Religion - NWP, or Ancient History - NWP, or Blood History that traces that far back : You likely have fairly good information of the last cycle (Rhyel, Architect, etc). You have passing familiarity with prior incarnation Gods (Azrai, Haelyn, etc). You have vanishingly little knowledge of the Anduiras, Basaia Gods - beyond some people have their bloodline. You will have some knowledge of the Great Conflict of the Gods in that incarnation, but probably not text-book knowledge.
No Religion or Ancient History? You know there are bloodlines of random ancient God-like things. Your basic comprehension of what they ever represented is virtually non-existent. Racial knowledge that eg Rhyel somehow created Goblins, yes as a Sidhe or Goblin, you have a knowledge of that. But not the particulars. Humans would think that's just a creation myth at this point.
- [+] Moradin (Greater God)
Moradin is the legendary creator of dwarves and the chief deity of a mysterious pantheon of dwarven gods. The dwarves don't speak of their beliefs to non-dwarves and hold their religious observances only in the sanctuary of their hidden fortress cities. In fact, the name of Moradin is known outside dwarven halls only because the dwarves call on him for aid in their battle-cries.
Monster Mythology Excerpt
The dwarven pantheon is always headed by Moradin, Soul Forger, who hammered out the bodies of the Dwarf-Fathers from iron and mithral hewn from the very core of the world. Moradin used his huge magical hammer to beat the bodies into shape, and as he breathed on his creations to cool them, the souls of the first dwarves were born into the world. In many versions of this myth, the Dwarf-Fathers have to fight their way up from the world's core to the mountains above, overcoming many dangers on the way. These dangers are usually great monsters and physical hazards, which the dwarves overcome by strength, combat and physical skill, rather than wit or trickery. These early myths are fully consistent with the way in which dwarven theology stresses the pragmatic and practical. Even the holy symbols used by the priesthoods are often those of tools and crafted weapons and other items. Dwarves have absolutely no place for the arcane or mystical in their myths, legends, and beliefs.
Moradin is the god who has taught the dwarven race the skills of smithing and metalworking. These are the basic skills the dwarven race uses for exploiting the riches of their homes in the mountains, and for crafting the items which allow them further exploration. Both tool making and weapon crafting were taught to the Dwarf-Fathers by Moradin, who watches over these activities still (and many dwarves invoke his name when a crucial stage in their craft-work-tempering metal, for example-is about to occur).
The dwarven pantheon is notably male, and for all that scholars might claim and equality of females in dwarven societies, the one goddess of importance is one of home, and wife to Moradin (some local pantheons have a goddess of healing also). They are very practical deities, concerned with the earth, metals and minerals, warfare (given the dwarves' constant strife with subterranean goblinoids and other races), craftsmanship, earthquakes and volcanoes, fire, physical strength, and protection of the dead and reverence of ancestors. There are few cases of dwarven deities governing the sea, plant life and agriculture, atmospheric phenomena (rain, clouds, stars, etc.), woodlands and forests, animals, comedy and pleasure, or arcane and mystical knowledge (Dugmaren Brightmantle is unique on this score).
An oddity of the dwarven deities is that most can if they wish have their avatars appear as of huge stature; up to 20 feet tall in some cases. This has sometimes been ascribed to their having a severe inferiority complex about their height. This seems extremely unlikely, and rather it may reflect an exaggerated sense of self-importance (and also, more fairly, as an inspiration for dwarves on some occasions-for example, when Clangeddin the War God appears as an avatar on a field of battle!). However, equally obviously there are occasions on which it would be unwise of a deity to manifest itself as a 20-foot tall avatar (for example, if it needed to appear in a long series of underground passageways with an average ceiling height of six feet). So, dual statistics are given for most avatars for SZ-the exaggerated version and that used when the deity wishes its avatar to appear as a normal dwarf (as it were). The physical statistics of the avatar do not change for the different heights and the avatar can change the size of its equipment, weapons, and the like between forms in a single round (the time it requires to change size). The pantheon described here is extensive, but the degenerate deities of the duergar and derro, Laduguer and Diirinka, are detailed amongst the Gods of the Underdark.
Priests: All priests of dwarven deities are expected to maintain vigilance towards orogs and this usually means fighting them. All dwarven priests are expected to place a primary value on the notion of community among the dwarven race.
Moradin is the Creator God of the dwarven race. A god of formidable strength, his weapon and tools, all of which he crafts himself, are unusable by any mortal beings, and even by most other deities (Clangeddin, the war god, is an exception). Moradin is a god of stone and rock, fire and metal; a stern and uncompromising defender of the dwarven people he created and of the principles of law and good.
Moradin is held in many dwarven creation myths to have been incarnated from rock, stone, and metal, with his soul eternally present in the form of fire. That same fire fueled the forge in which Moradin created the dwarves, and in some myths Moradin breathes fire over the first dwarves to bring them to life. For this reason, forges always burn in Moradin's temples. Should the fire ever be extinguished, and the priests will go to almost any lengths to prevent this happening, the temple must be abandoned, torn down stone by stone, and entirely rebuilt and re-consecrated, usually on a new site.
Moradin is a supremely physical deity. He is strength and force of will embodied, and his weapons, armor and tools are almost extensions of his own incarnate being. Moradin moves through solid rock at will, and in the Seven Heavens Moradin lives within a vast mountain whose secrets no other deity knows (save perhaps for Dumathoin, who senses a few glimpses of them). Dwarves speak in hushed tones of the stonework and craftsmanship within Moradin's home, which far surpasses anything they could ever hope to make. But doing their very best is a basic form of homage to their creator, and such work is never to be rushed.
Moradin rules the other dwarven deities sternly. It is he who banished the derro, the deurgar, and their cowardly gods (as other dwarves see them), smiting them with his hammer and driving them squealing from his own home while his avatars drove the errant races from the lands of the dwarves. Moradin is a harsh, but fair, judge, and he judges dwarves on their achievements. It matters little to Moradin that a dwarf has a good heart, although this is necessary for him to accept one of his people; it is the quality of a dwarf's endeavors which draw the god's approval. Dwarves have many versions of the "pretty is as pretty does" proverb.
Role-playing Notes: Moradin does not often send an avatar to the Prime Material, since dwarves must work for their own place in the world and their own salvation. Only if oppressed by a numerically overpowering enemy will dwarves receive such aid, but prior to battles Moradin may well give such blessings as strength spells to favored warriors. Omens from Moradin are often warnings, frequently conveyed as the sudden breakage of an item in its crafting (often a weapon).
Statistics: AL lg; WAL lg (non-evil dwarves); AoC creation, smithing, craftsmanship, war; SY hammer and anvil.
Moradin's Avatar (Fighter 20, Priest 12)
Moradin's avatar appears as a stern-faced male dwarf with powerful musculature, especially in the upper body, and with flowing black hair and beard. He always wears field plate and carries a large shield and a warhammer. He uses priest spells from any sphere.
Str 22 Dex 16 Con 21
Int 19 Wis 18 Cha 20
MV 12 SZ M (5')/H (20') MR 70%
AC -6 HD 20 HP 160
#AT 2 THAC0 4 Dmg 3d6 +5 (hammer) +10
Special Att/Def: The avatar cannot be harmed by any forged metal weapons, and is immune to petrification and paralyzation attacks. If the avatar departs by plane shifting, and has been forced to leave combat, a 20' radius area about the point where he was standing is engulfed in an instantaneous vortex of swirling, battering rock and stone (4d10 damage, no save). The avatar can cast stoneskin at will, imprisonment 3/day by touch, and also banish 3/day. He carries a warhammer +5, wears a field plate +5 and a shield +2.
Duties of the Priesthood
Priests of Moradin are charged with the advancement of the dwarven race in all areas of life, the founding of new kingdoms and clan lands, and a wide range of formal ceremonies (marriages, consecrations of forges, temples and other buildings, crowning of monarchs, etc.) and the education of the young, especially in the teaching of history. They maintain genealogies and historical archives, cooperating with Berronar's priest. Adventuring is encouraged in the priesthood, but only adventuring which directly serves the interests of the dwarven race.
Priests of Moradin may only use weapons which they have taken a part in smithing and crafting. Even "mundane" weapons so constructed count as +1 weapons for the purposes of determining which creatures may be affected by them (but no hit or damage bonuses apply).
Requirements: AB Str 13; AL lg; WP any, but see above (warhammer 1st); AR any metal armor; SP all, combat, creation, divination*, elemental (earth, fire), guardian, healing, law, necromantic, protection, war, wards; PW 1) +2 Cha to other dwarves; 5) +2 to hit with warhammer; 9) prayer, magic resistance of enemies does not negate effect, 1d3 hp of damage cured for all dwarves within radius of effect at the end of spell duration; TU turn; LL 14; HD d8; Shamans yes.
Shamans: AB Str 10; AL lg, ln, ng; LL 6; HD d6; warhammer 1st weapon proficiency, must wear metal armor.