New Priest Profiles.   Posted by GM Joe.Group: 0
GM Joe
 GM, 10 posts
Fri 24 Jun 2011
at 20:31
New Priest Profiles
Aknar
Alignment: Nuetral
Spheres of Influence: Stealth, night, Wolves and the Full Moon
Tenements of the Faith: Priests of Aknar believe that Wolves are the balance Keepers of Nature. When the "lesser" creatures numbers begin to become to great, the Population of Wolves in that area increase to Hunt those creatures and bring their Numbers down, and when Greater predators exceed the boundaries of their territory and begin to Deplete the "game" of other areas, the wolf packs band together against such threats to drive them back or remove them as a threat to Nature. Priests of Aknar try to aid the wolves in this balance, but civilization often misunderstands the purpose of the wolf and assigns evil intent to the wolves. Aknari try to teach people about the balance and promote the living in harmony with the wolves and nature.
They will not wear any clothing or armor that contains metal, nor use a shield but prefer short swords as their weapon. They will refuse to attack wolves or wolf related  creatures except in self-defense or at a ritual ceremony, properly presenting the spirit to Aknar. They also con not have any quirks of Animal antipathy or phobias of Wolf or wolf like Creatures.
Preferred Weapon: Short Sword
Other weapons Permitted: any Hacking or Puncturing
Armor Permitted: Leather, Padded or hides. No shield or metal armors.
Divine Icon: Wolf Fang on a silver white disk
Bonus Skills: Receive the "hide in Natural Surroundings" ability as an Elf or Halfling. 1 free roll of Stealth, Tracking, Animal Empathy, Survival and Hiding. You receive a free roll Monster Lore "Canines" and an additional roll of this skill every Other Level.
Powers: A "Sane" normal Wolf will not attack a priest of Aknar and the priest has a +50% bonus to Animal Empathy to Influence them. The Priest also has the ability to Communicate with Wolves and wolf like creatures.
Priests of Aknar have a Survival Instinct: if brought down to less than 80% of their hitpoints, the enter a ferocious rage and damage dealt will be increased by 5% per level of the priest. (after all rolls and bonuses)
At level 10, the Priest can transform into a wolf (gear and clothing is Subsumed) once per day. Every 5 levels, he gains the ability to transform one more time per day. The Transformation process heals the Priest of 1/3rd of his wounds (rounded down). He may maintain the Wolf form as long as he wish.
Priests of Aknar are Immune to Lycanthropy.
Priesthood: Aknari or Wolf Brothers
Symbol: Wolf Teeth Strung on Human Hair
Colors: None particular other than perhaps most wear Nature browns
Places of Worship: Forrest, Dens and Mountain Tops
Holy Days: every Full moon of "Divine's Light" is considered a time of communion with Aknar and the spirits of wolves gone before. Major events Take place at these services, Including euthanizing infirm wolves(and priests), delivery of quests, and major announcements. Attendance of these events is not mandatory save that one attends at least 2 of these per year unless specifically summoned.
Also, When "Divine's Light and The Golden Eye are both Full at the same time, Followers of Aknar gather together from far and wide to a special Celebration to form circles and chant, to howl and pray and to skulk about in a ceremony known as "The Dance". When this goes especially well, it is said, the wolves will join in. Followers hope to actually summon their gawd via this ceremony someday. These Cermeonies are requisite to participate in. Failure to attend one, without valid excuse, will incur reprimand. (Incure alignment infraction points).
Lastly, once per year, on the nights of Reaper's Moon being in Full, every priest must participate in a Hunt to destroy that deemed to be unnatural. Failure to Participate will also incur reprimand.
Sacrifice: The Infirm Wolves (priests)
Raiment: usually Animal Hides
Deity’s Appearance:
Advancement: Contest of Strength through Unarmed Combat.
Sayings:

Helm
Alignment: Lawful/Neutral
Spheres of Influence: Guardians, Protectors, Law, planning, Strength
Tenements of the Faith: Priests of Helm are Known as the "Vigilant". They serve Guards and serve as Guards. They believe in Protecting society or their assigned Post with their Lives. The Priests are most notable for aiding those who serve as Guardians or Guards, regardless of the status of their service in society. Caravan Guards are deemed just a worthy as body Guards of a King.
The crime they see as the Worst that can be committed I that of abandoning ones duty as a guard. Such acts are dealt with the most severe of penalties by this order.
Preferred Weapon: Great Sword (Bastard Sword)
Other weapons Permitted: Any
Armor Permitted: Any (Though Plate Would be Sought)and shields
Divine Icon: An Open, Staring eye, Often Painted on a gauntlet.
Bonus Skills: Observation 2 Rolls, Listening 1 Roll, Law 3 Rolls, Tactics 2 rolls.
Bonus Proficiency Gains the Shield Expertise for free and may develop Shield Master proficiency and specialization as a fighter.
Powers: Aware They receive the Improved awareness talent for free and receive a -1 + -1per 3 levels of the character to Initiative. Stout Talent For Free. Phalanx Proficiency For free. Specialize in Great Sword for 6bps base. Tactics at Half Cost. Less Sleep Talent at half cost.
Hold your ground Once per Day a Guardian can "Take a Stance" of Defense, when they call upon this power, they must have a Declared Target area, object or person(s), in relation to their Duty, to defend. While in this state (which will last no longer than 30 seconds Plus 5 seconds Per level) they gain a +1 to defense Plus 1 per 3 levels, a -1 to Top Checks per 3 Levels and every 5 levels their Size Category for knock backs is increased by 1. They may use this ability an Additional Time per day per 10 levels of the character.
Priesthood:
Symbol: Gauntlets With an open Staring Eye painted on them. (Doesn't matter what the gauntlet is made of.
Colors:
Places of Worship:
Holy Days:
Sacrifice:
Raiment:
Deity’s Appearance:
Advancement:
Sayings:

Ikka Pataang
Alignment: Neutral
Spheres of Influence: Nature, Plants, Animals, living Harmony.
Tenements of the Faith: Clerics of Ikka Pataang seek to bring a balance between nature and Society. They believe everything has a place and a right to exists. They will defend creatures both good and evil from unnatural destruction or slaughter, seeking to bring a mutual solution to any conflict. Their major concern is Nature since few societies, good or evil, consider the welfare of nature as they expand, farm, and make war. These clerics are Defenders of those who have no voice. They understand that some things in nature will become a problem and a menace to society, but will advocate other means to deal with the problem than destruction, often seeking to provide relocation efforts.
Another area in which Clerics of Ikka Pataang are often found is, oddly enough, within Cities. In cities they seek to make sure that as cities grow, they do so with consideration of nature in their design. They advocate the inclusion of many parks and often become the caretakers of such parks. They also hire out their services to nobles as Landscapers, helping to make sure those nobles lands bring beneficial aspects of nature to the city as well as creating some of the most Beautiful and pleasing private “parks” for them. Such endeavors also end up with them being caretakers for Nobles estates, The Clerics use these “preserves” within the city as places to relocate less dangerous dislocated creatures in need of homes.
Preferred Weapon: None
Other weapons Permitted: Club, Dagger, Dart, blowgun, Knife, Sickle, Sling, Staff.
Armor Permitted: Padded, Hide or Leather and Non-metal Shields.
Divine Icon: An Elm Leaf on a Tan field.
Bonus Skills: Animal Empathy 2 rolls, Botany 2 rolls and Survival 1 roll
Powers: May Turn/Control Natural animals in the same fashion as other clerics turn/control Undead. Use the Tenacity of the creature involved to determine its will factor based on the following: Cowardly = 2, Nervous = 4, Steady = 8, Brave =12, Fearless = 16.
The cleric decides whether he is attempting to force them to Flee or to control them. If he chooses to control them, anything that would normally cause them to flee will still cause a Tenacity/moral check, Failure causing them to flee. Otherwise the cleric can control them to aid him.
Priesthood: Caretakers
Symbol: green Elm leaf on a tan background
Colors: Green and Tan.
Places of Worship: Shrines and sacred grottos.
Holy Days: Each Solstice, Equinox, New and Full moons.
Sacrifice: The Heart of Slain game animals.
Raiment: Tan robes, shades from light to dark, at lower levels changing to green from light to dark at higher levels.
Deity’s Appearance:
Advancement: Advancement is obtained by feats of preserving balance, rescuing and transplanting animals and the foundation and upkeep of preserves and gardens.
Sayings:


Kishijoten
Alignment: Neutral good
Spheres of Influence: Luck, Chance, Risk, Fortune, Games.
Tenements of the Faith: Priests of Kishihoten revel in opportunities of fate, risk and chance. Most temples have a portion of their ground devoted to gambling. They also are generally used by Gladiatorial Arenas, Race Tracks and Tournament organizers to oversee the Odds and betting parts of those venues. Taking a Risk, for good or I’ll, leaving your destiny in the hands of Lady Fate are the milk and bread of this faith. They also grant their blessings to those will to risk it all to accomplish great deeds.
Preferred Weapon: Quarterstaff
Other weapons Permitted: Club, Dagger, Dart, Mace, Morning Star, staff
Armor Permitted: None, may use shields
Divine Icon: A Silver Wheel with six spokes each separated by a color of the rainbow..
Bonus Skills: 2 free rolls of gambling, 1 free roll of Distraction
Powers: Turn Undead; Clerics of Kishijoten receive 10 +1 per 2 levels/level of Luck points, usable to modify any roll at the table. Also they receive a 5% chance +1% per 2 level of being able to reroll any Die roll, ( calling upon the gawdess to change fate) but the second die roll must be accepted. May only attempt this ability twice per day(in game) +1 more time per 5 levels of Experience.
Priesthood: Some are Called Knuckle Bones, Others Sheers of Fate, and other Pips of Chance.
Symbol: A Silver six spoked wheel separated by the colors of the rainbow.
Colors: The Six Colors of the Rainbow: Red, Orange, yellow, green, blue, purple.
Places of Worship: Worship of Kishijoten can take place any where, though it tends to focus around places where gambling and betting take place. Most temples will be located near such establishments or may have as part of their temple.
Holy Days:. Half Moons, Eclipses, New years
Sacrifice: Must participate in betting or gambling one the first of each month and deliver all winnings to the nearest temple.
Raiment: Robes of any Color of the rainbow, or all colors.
Deity’s Appearance:
Advancement: Advancement is attained through ventures of great risk, whether won or lost, or through wagers.
Sayings: “You haven’t Lived if you Haven’t risked.”, “Take a Chance!”, “let fate decide.”, “Luck Willing…”

Lathander
Alignment: Lawful Good
Spheres of Influence: Dawn Light, Renewal, life
Tenements of the Faith:  Priests of Lathander serve Life. They defend it from evil and Corruption and those things that would seek to pervert, subvert or end life. they celebrate birth and the morning dawn as each new birth and every new dawn is a hope for another day of life's existence.
Preferred Weapon: MorningStar
Other weapons Permitted: Any Crushing
Armor Permitted: Any
Divine Icon: A Disc of Rose Quartz with e Dawning sun inlaid in gold. (or similiar cheaper wooden disk painted rose with a yellow dawning sun.
Bonus Skills: 2 free rolls of Monster lore Undead and First Aid.
Powers: Turn Undead with a +3 bonus and if they beat the Undead in a turning attempt by 10 or more, the light of their turning causes Undead 1d4p points of damage + 1d4P per 5 levels of the priest and will continue to burn them for that damage every 10 count they remain within it's glow.
Priests of Lanthander can sense Undead at a distance of 2 feet per level of the priest  unless their presence is hidden by Magic.
Priests of Lathander can also Summon a Light from their Holy Symbol equal to the mage spell Illumination for a number of minutes equal to 10 times their level per day.
Priesthood: Morning Lords
Symbol: Dawning SUn on a Rose background
Colors:  Yellow, Red and Pink
Places of Worship: Temples of Life
Holy Days: The first Day of Srping, The Day of Harvest, and The Birth of new borns.
Sacrifice: Must give a Gift to new born Children to bless their Future.
Raiment: Robes of Yellow, red and Pink
Deity’s Appearance:
Advancement:
Sayings:

Marlog
Alignment: Lawful Neutral
Spheres of Influence: Sailing and Sailors, Seas and Ships, Fishing
Tenements of the Faith: The Priests of Marlog and their temples are are always found near large bodies. They see to the  of Sailors, Sailing Vessels and Fisherman. They may also be found accompanying Sailing Vessels, especially on ships that will be on the water for long periods of time.
Priests of Marlog Will rarely travel further than a Few days away from large bodies of water. Doing so is considered a offense to the faith and requires penance.
Preferred Weapon: Trident
Other weapons Permitted: Spears, harpoons, Dagger and Nets
Armor Permitted: Nothing Better than Chainmail and No shield Larger than Medium
Divine Icon: a Golden Dolphin
Bonus Skills: 2 rolls of Astrology, Boating, swimming and Weather Sense. 1 free roll of Rope use and climbing
Powers: Can turn Undead, but only on or Very near Large lakes or seas. For every mile Priest is away from water, his turning attempts suffer a -2 penalty. A Priest of Marlog can also survive under water for long periods of time. They can Breath under water for 10 minutes per level. Priests of Marlog also have a natural sense of Where water is and can Find water with a chance of 5% per level of the priest. Large Bodies of Water are easier for them to find with a base chance of 50% +5% per level.
Priesthood: Sea Dawgs or Ship Wrights
Symbol: A Golden Dolphin
Colors: The colors of water Blues and greens.
Places of Worship: Temples near the water and Shrines on ships
Holy Days: the Beginning of spring when Sailing becomes easier and the beginning of fall as the ice begins to thicken. Also any day of the beginning of a long sea voyage.
Sacrifice: Must bless any new home and ship with the sprinkling of Sea water.
Raiment: raiment appropriate for tasks but in colors of blue and green.
Deity’s Appearance:
Advancement:
Sayings:


Odin
Alignment: Chaotic Neutral
Spheres of Influence: Battle, War,
Tenements of the Faith: Clerics of Odin seek after battle and the glory of Death in battle. If there is a battle to be fought, war to be waged, you will find clerics of Odin on the field. The size of the battle matters not. From a one on one duel to a war between nations, Clerics of Odin seek after these things. Their focus is individual Glory in battle. Tactics and Strategy have their place for generals and Kings, but on the battle field such considerations last as long as the first blow. Revel in the chaos of conflict and seek each after his own glory.
These clerics administer to warriors and soldiers of armies, encouraging personal valor, emboldening them against fear. They seek to bring out the fearless warrior in each they administer too and on the field of battle; they themselves seek to exemplify this personae by throwing themselves into the fray heedless of odds to bring down their opponents. It is not uncommon to find clerics of Odin on opposing sides of a conflict facing off on the field of battle.
Though they care little for tactics and strategy beyond the initial arrangement of the troops, and revel in the chaos of Battle. Clerics of Odin do believe in Honor on the battlefield. One may retreat, but never flee, One should face his enemy, not attack him from the rear, rear attacks are cowardly. Fight A enemy who is armed, slaying an unarmed opponent is the act of a coward much worse that attacking an opponent from the rear.
Temples to Odin will be found in most cities that keep standing armies. Though not always readily accepted by the populace, they are often given tribute in hopes of appeasing Odin to let war pass by their homes. Most city Official allow Temples of Odin within the city to appease their troops as often these clerics can muster more out of a soldier in battle than the rousing speech of their ruler.
Preferred Weapon: Spear
Other Weapons Permitted: Any (they purchase weapon proficiencies at the same cost as Fighters.
Armor Permitted: Any
Divine Icon: Silver Spear Held in the Teeth of a Black Wolf.
Bonus Skills: Blacksmithing, Armor Repair 1 roll each.
Powers: Battle Rage. This Ability puts the cleric into an enraged state, increasing their ferocity and endurance in battle and making them less susceptible to fear and pain. Unfortunately, it also clouds their mind with rage making it harder for them to know friend from foe Similar to a Hack-lust or Hack-frenzied state. The cleric spends 30 counts pumping himself up and putting himself into the enraged state. During this time the cleric can perform no other action. Once the rage is entered, he has a +4 to damage, -2 to speed and needs make no fatigue checks or Threshold of Pain checks. On the down side they are at -1 to hit and -2 to defense. If holding a shield, they will not use it to defend but will use it as a second weapon, bashing at their foes. They can only use aggressive maneuvers, no defensive maneuvers. They also have little ability to discern friend from foe, generally attacking what is directly before them or anything that attacks them directly. If an ally is before them they can make a wisdom check at -10 to not attack them. The Rage lasts for 3d4 x10 counts or when the Cleric reaches -4 hit points, whichever comes first.
Specialize in the spear as a Fighter, Specialize at a cost of 6bp in any other weapon.
receive "Tough as Nails" talent for free.
Priesthood: Odin’s Berserkers
Symbol: Silver spear in the teeth of a Black Wolf.
Colors: Black and Gray.
Place of Worship: Temples and Battlefields.
Holy Days: Anniversaries of local Great battles/victories.
Sacrifice: Funeral Pyres of fallen Worthy Adversaries and their equipment sending them to Valhalla.
Raiment: Amour painted Grey and black and a surcoat emblazoned with the Spear and Wolf Symbol of Odin. This is their General Raiment regardless of Battle or Ceremony.
Deity’s Appearance:
Advancement: priest advance within the faith through deeds of Glory on the field of battle and/or personal combats of challenge that can be to the death or not as the winner sees fit.
Sayings:


Shona
Alignment:  Lawful Neutral
Spheres of Influence: Games and Ritual Combat
Tenements of the Faith:  Priests of Shona live for competition. Whether it be games of strategy like Chess or Ritual Games of Skill and Combat like Gladiatorial games, these are the Meat and Bread of a Shonites existence. In Many cities where their temples reside, the Priest of Shona are given oversight of such games, even often being the ones who seek official sanction to build such facilities.
One thing to Note of Shonites is that all such Games must have Detailed Rules and be steeped in History and tradition. If they encounter a New society with their own traditional games, they will seek to learn all they can about them. If someone proposes a New game, one that has Very little history and few rules to it, they will look on such with skepticism and mistrust and often will not participate. They also look on games of Chance, those games that rely on some form of fate, with disdain and will not participate.
Priest of Shona are often used to oversee official Duels and challenges. If a Proper challenge is issued before a Priest of Shona, they are obligated to Enforce the rules of such a challenge. They will Do their best to stop any interference in such a challenge even by their own comrades. They will also make sure that refusal of a proper challenge is noted and made known.
Preferred Weapon: Unarmed Attack
Other weapons Permitted: Any
Armor Permitted: Any
Divine Icon: Three inter-woven Rings of Mail on a White field.
Bonus Skills: 2 free rolls of History: Ancient Ritual Games and Gaming (See new skills) and 1 free roll of Riding and Rope Use
Powers: May specialize in unarmed combat at a base cost of 4bp and May chose 1 weapon to specialize in at a base cost of 5bp.  They Advance in speed as a fighter 2 levels lower and use a d10 for their Hit die.
Once per in game Month, a Priest of Shona can receive Devine Inspiration or Aid to snatch victory from the jaws of Defeat. The Player May declare in such an event any reasonably attempted action a complete success. If it is a Skill roll or an attack or defense roll, it will be considered a Critical success. (this ability can not be used for the Shonites own Gain for position or power)
Priesthood:  Shonites
Symbol: 3 interwoven rings of Mail on a white field
Colors:  Grey and White
Places of Worship: Arenas and places of Ritual Combat and games.
Holy Days: Official days and Holidays that involves Games and Competition.
Sacrifice: Must participate in some sort of Competition 4 times a year in which they have a risk of loss of some sort or some reward is to be gained which must them be given to the nearest chapter of Shona.
Raiment: Robes of Grey and White
Deity’s Appearance:
Advancement: Advancement is attained through a ritual game or competition.
Sayings:


Alignment:
Spheres of Influence:
Tenements of the Faith:
Preferred Weapon:
Other weapons Permitted:
Armor Permitted:
Divine Icon:
Bonus Skills:
Powers:
Priesthood:
Symbol:
Colors:
Places of Worship:
Holy Days:
Sacrifice:
Raiment:
Deity’s Appearance:
Advancement:
Sayings:

This message was last edited by the GM at 01:10, Mon 14 Apr 2014.

GM Joe
 GM, 22 posts
Mon 11 Jul 2011
at 18:18
Re: New Priest Profiles
Dwarven Deities


Clangeddin Silverbeard
(Father of Battle, Lord Twin Axes, Giant Killer, Goblinbane, Rock of battle.)

Alignment: L/G
Spheres of Influence: Battle, Valor, bravery, Honor in Battle.
Tenements of the faith: Priest of the Clangeddin strive for Glory in battle for a just cause. They see to the spiritual needs of warriors and soldiers and teach them to fight with honor and dignity. Deceit, treachery and cowardice and met with disdain and contempt. Priests of Clangeddin  seek to be Shining examples to others in battle, often singing battle hymns and Ballads in battle to Inspire those around them.

Preferred Weapon: Thrown Axes, Hand Axes and Battle Axes.
Other weapons permitted: Any warrior worthy weapon. (no daggers, staves or anything not associated with soldiery or Warriors.)
Armor Permitted: Any
Bonus Skills: Armor and Weapon Appraisal, Singing 2 rolls, Armor Repair basic 2 rolls, Recruiting, Tactics.

Powers: Steadfast: Priests of Clangeddin are hearty in spirit gaining a +5 to any save vs fear and a +5 to morale checks in battle. Inspiration: By Chanting and Singing in Battle, a Priest of Clangeddin has the ability to Inspire those around him. On a Successful Singing check at Difficult, the Priest inspires those allies within 50' in battle giving them a +1 to attack and a +3 to Tenacity Rolls. He develops all Axe skills (thrown or melee) at a cost of 6bp per specialization. They also receive all axe Skill proficiencies at no cost. They receive the Resolute Talent at no cost. Axe brothers who let their honor drop below average lose their clerical abilities until Honor is regained.

Priesthood: Axe brothers.
Symbol: Two crossed Battle Axes on a Red field.
Colors: Reds and Silver trim.
Places of Worship: Temples and Shrines to Clangeddin and Battle Fields New and Old.
Holy Days: ? Days of honored great battles among the Dwarves.
Raiment: Red Robes Trimmed in Silver with twin Axes crossed on the chest worn over armor.

Moradin
(The Soul Forger, Dwarf Father)

Alignment: L/G
Spheres of Influence: giving and protecting of Life, Creating, Crafting.
Tenements of the faith: Priest of Moradin Seek to server all that is Dwarf. From the obtaining of raw materials to it's shaping for a purpose. They seek to aid other dwarves in bring new creation and New Life to the Dwarven Clans. They are Also the Law Givers and peace keepers of the Clans.  Much Like human Paladins, Hands of the Forge must Obey and Uphold the Law. A Hand of the Forge can never let his Honor drop below Average.

Preferred Weapon: Any Hammer.
Other weapons permitted: None
Armor Permitted: Any
Bonus Skills: 1 roll of Armor and Weapon Appraisal, 2 rolls of BlackSmithing,

Powers: turn Undead with a +2 Bonus Life Giving A Priest of Moradin can transfer Life to another. They sacrifice a number of their Own Hit points to give Hit points to another. The Higher in level the Priest is the more powerful the transfer is. At level 1, For every one Hit point the Priest sacrifices of his own, one Hit point is Healed on the recipient. For every 5 levels of the Priest the amount healed per point sacrificed is increased by 1. . So for a Level 5 Priest sacrificing 5 hit points, 10 hit points would be healed on the recipient. Forgers Hammer A Hand of the Forge May use this power once per day Plus 1 time per 5 levels of the Priest. This Power causes the Priests Hammer to Glow White Hot and Deals an Additional 1d4p damage +1 per 5 levels of Heat/Fire Damage to those it hits for 60 counts. If used against Undead it does double this Damage.

Priesthood: Hand of the Forge
Symbol: Glowing Hammer Across a Silver Anvil.
Colors: Black, Red and Silver
Places of Worship: Dwarven Temples and Any Forge.
Holy Days: ? The Dwarven New Year said to be the Day of Forging or the Day the Dwarves were Created.
Raiment: Novitiates Wear a Red Robe with a black Hammer over a Silver Anvil.  Middling priests wear a  Black Robe With a Red hammer over a Silver Anvil and Upper Priests wear a Silver Robe With a Red Field containing a Silver Hammer over a Black Anvil.

Deity’s Appearance:

Sharindlar
Lady of Life, The Shining Dancer, The Peace Marker.

Alignment: C/G
Sphere's Of Influence: Healing, Mercy, Romance, Fertility, Dancing, Courtship, The Moon, Defense, Parley.
Tenements of the faith: Priests and Priestess of Sharindlar are Warm and caring individuals. The Seek to bring peace and joy to those they serve. where weariness, injury  or strife exists they seek to bring Rest, healing and peace. They Celebrate love and Happiness in all things, they express it most in Dance. Though they Seek to bring peace and tolerance amounst all, they will readily defend the week and the innocent against the oppressors and the violent. Though they will not initiate Combat, they will enter in the defense against the aggressor.

Preferred Weapon(s): A Bull Whip and Footman's Mace
Symbol: A Steel Needle Encompassed in Flame
Other weapons permitted: None
Armor Permitted: None
Bonus Skills: Artistry (Dance) 2 Rolls, 2 Rolls First Aid, 2 Rolls Salemanship 2 rolls Seduction.

Powers: The followers of Sharidlar are gifted with the silver tongue. They can use this gift to influence the Emotions of those they speak with to shift them from negative emotions to Positive emotions. If a Successful Salesmanship or seduction Skill check is made at difficult, then the target(s) Must make a Mental Save vs the Priest where the Priest receives their Charisma Turning modifier +1 per 3 levels of Priest. If the target Fails the Save they are Shifted 1 emotional category per 3 points they failed the save by.
Priests of Sharindlar are also Masterful healers and thus add +1 to any healing spell they cast.
Followers of Sharindlar are also taught a special Form of Dance that Improves their Defense in Combat. They Receive a +1 per experise category in dance to their Defense. (+1 at Novice, +2 at average, +3 At Advanced...)
They May also Purchase the Dodge Talent at 50% cost.

Priesthood: Life Dancers
Colors: Yellow trimmed in steel or grey.
Places of Worship: Temples, shrines and Any Celebration.
Holy Days: The Beginning of Spring and the Harvest.
Raiment: Gowns or Robes of Spring yellow trimmed in silver or steel grey. They also Tend to wear, With this, Dancers Boots or High Heeled Boots.

Deity’s Appearance:

This message was last edited by the GM at 20:53, Sun 20 Oct 2013.

GM Joe
 GM, 385 posts
Fri 2 Nov 2012
at 17:30
Re: New Priest Profiles
Elven Dieties

Solonor Thelandira AKA: Keen-Eye, The Great Archer, The Forest Hunter
Alignment:   Any Good
Spheres of Influence: Archery, Hunting, Wilderness survival
Tenements of the Faith:  Solonor is concerned with the integrity of nature and the balance of between exploitation and agriculture on the one hand and fallow, wild terrain on the other. It is the duty of Solonor's faithful to watch over the boundaries of elven lands. They instruct their followers in the art of hiding and move through natural foliage without detection and in the arts of archery and hunting. They also seek to teach other intelligent beings how to live in harmony with nature, husbanding the resources around them, taking only what they need and helping to replenish those resources to be available to future generations. They will fight against those who show no concern for nature and it's resources, though they will also strive against nature go wrong.
Preferred Weapon: Short or Long Bow
Other weapons Permitted: Hunting or War Knives,
Armor Permitted: Any Light
Divine Icon: A Silver Arrow with Green Fletching
Bonus Skills:Wood Carving at 31%, Bowyer Fletcher 1 roll. Sneaking 1 roll, Hiding 1 roll, Animal Empathy 2 rolls, Hunting 2 rolls, Tracking 1 roll, Surival 1 roll
Powers: Can Command Natural Animals as if turning Undead. (can not turn undead)
Can Develop Specialization for Bows at 5bp, All other Specializations are at bp.  Can Take Greased Lighting, Crack Shot and advanced sighting talents for bows at 50% cost. The Receive Glersee Proficiency for free.
Arrows of Solonor receive a +3 to the mastery die roll, in place of their normal Stat bonus or penalty, to the Following skills: Sneaking, Hiding, Hunting and Tracking
Priesthood:  Arrow(s) of Solonor Or just "Arrow(s)
Symbol: A small Silver Arrow with green fletching hung around the neck on a leather thong.
Colors: Greens and Browns
Places of Worship: Special consecrated springs and Glades
Holy Days: they days of the first spring buddings. The Day of First Frost.
Sacrifice: The Core trunk of a Fallen great tree. The heart of a hunted kill meant for sustenance.
Raiment: Hunters garb in greens and browns
Deity’s Appearance: Solonor appears as a sinuous male elf clad
Advancement: Through accomplishments of Protecting and sustaining Nature as well as through Competitions of Archery.
Sayings: "May your arrow fly true."

This message was last edited by the GM at 00:26, Sun 11 Nov 2012.