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The Gods.

Posted by Dungeon MasterFor group public
Dungeon Master
GM, 4 posts
You're trying what?
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Fri 20 May 2011
at 12:40
  • msg #1

The Gods

MAJOR GODSPortfolioAlignDomainsFavoured WeaponsTypical Worshippers
Bacchus-DionysusGod of Wine and Madness.CNChaos, Animal, Plant.Greatclub.Drunkards, alcoholics, libertines, nobles, young people, satyrs, some fey creatures, and the Baccae, the chosen race of Bacchus-Dionysus.
BowbeGod of Barbarians and Berserkers.CNWar, Chaos, Strength, Vengeance.Greatsword, or warhammer.Barbarians, raiders, reavers and plunderers.
Dame TorrenGoddess of the Four Winds.N Air, Animal.Scimitar.Sailors, bards, millers, and those whose livelihood depends on the winds.
Dre’uain The LameGod of Crafts and Smiths.N Earth, Creation, Fire, Knowledge.Warhammer.Humans, dwarves, gnomes, halflings.
FreyaGoddess of Love and Fertility.NGAnimal, Good, Healing, War.Longsword or Longbow.Human females.
Gromm the ThundererGod of Storms.CGWar, Air, Water, Destruction.Mace, maul or warhammer.Barbarians, bards, cloud and storm giants, those who live in regions with harsh or unpredictable weather.
HecateGoddess of Evil Magic.LELaw, Evil, Magic, Knowledge.None.Wizards, Women, Wali Hecate Assassins, Lawful evil hags, witches, and crones.
HelGoddess of Death, Lady of Pestilence.NEEvil, Death, Plant, Animal.Poisoned dagger or Sword.Diseased and disease-causing creatures, evil humanoids, evil druids, women, and some bards.
KamienGoddess of Rivers, Streams, and Springs.N Water, Travel.Javelin or shortspear.Women, nymphs, sprites and other water creatures, boatmen, bargemen and fishermen.
MirkeerGoddess of Shadows and the Night.NEEvil, Shadow, Magic.Dagger.Thieves, assassins, evil wizards and sorcerers, those who make their living in darkness.
MoccavalloGod of Disguise and Treachery.CNChaos, Trickery, DiplomacyShortsword.Doppelgangers, shapechangers, bards, actors, thieves and spies.
MuirGoddess of Virtue and Paladins.LGLaw, Good, Protection, War.Longsword or bastard sword.Humans and paladins.
NoteGod of the Harp NGGood, Travel, Luck, Protection.Dart.Halfling, gnome and dwarven bards.
OghmaGod of Song and Bards.NGCreation, Good, Travel, Knowledge.Longsword or Sling.Musicians, composers, dancers and poets, humans, elves, halflings.
OrcusDemon Lord of the Undead.CEChaos, Evil, Death, Destruction.Heavy mace.Monsters, undead and evil humanoids.
SefagrethGod of Commerce, Trade, Cities.N Luck, Travel, Diplomacy, Trickery.Rapier.Aristocrats, merchants, seafarers and caravan masters.
SetGod of Evil and the Night.LEEvil, Knowledge, Death.Cobra staff, Spear of Darkness, poisoned weapons.Evil power-seeking humanoids, evil monks, assassins.
ThursisGod of Battle.NEWar, Death, Destruction, Evil, Magic.Composite longbow, battleaxe.Warriors, mercenaries and warlords.
ThyrGod of Law and Justice.LGGood, Healing, Law, Knowledge, Protection.Light or heavy mace.Humans, royalty.
TsathoggaDemon Frog God.CEChaos, Evil, Water, Destruction.Any that slash, cut and are wickedly curved, as well as ropes or nets.Aberrations, tsathar, sentient frogs, evil water monsters.
TykeeGoddess of Luck and Good Fortune.CGGood, Luck.Whip.Gamblers, rogues, bards, and all those who live risky lives.
VanitthuGod of the Steadfast Guard.LNLaw, Protection, War, Healing.Spear.Barristers, judges, guards, professional soldiers, military officers and nobles.
YenomeshGod of Glyphs and Writing.N Protection, Knowledge, Magic.Quarterstaff.Loremasters, wizards, scribes, sages, authors and historians.
ZadasthaGoddess of Love.NGGood, Diplomacy, Healing.Longbow.Poets, romantic authors, chivalrous knights, bards who perform songs of love and hopeless romantics.
LESSER GODSPortfolioAlignDomainsFavoured WeaponsTypical Worshippers
ArnLesser God of the SunNGSun, Healing, Good.Quarterstaff.Good-aligned arcanists and celestials.
Belon the WiseGod of Travel.NGTravel, Magic, Knowledge.Quarterstaff.Rangers, bards, wandering wizards, those who make their living traveling.
HorgrimGod of WarLEWar, Evil, Law, Magic.Shortspear.Evil monks, warriors, wizards and nobles.
PekkoGod of Ale and Spirits.CGPlants, Chaos, Good.Quarterstaff.Gnomes, halflings, dwarves and humans.
TelophusLord of the Crops and the Seasons.LNAnimal, Air, Earth, Plant.Sickle.Farmers and Halflings.
VionirGoddess of Light.LGGood, Healing, Sun.Spear.Good-aligned arcanists and celestials.
Zors, The Fortunes FoolDemigod of Luck, the Hanged Man.CNChaos, Luck, Trickery.Dagger.Gamblers, beggars, slaves, travelers, the poor, and prisoners awaiting execution.
NON-HUMAN GODSPortfolioAlignDomainsFavoured WeaponsTypical Worshippers
CrocutusDemon Lord of Gnolls.CEAnimal, Chaos, Destruction, Trickery.Flail, glaive.Gnolls and gnoll-kin.
Darach-AlbithHigh God of Elves.CGPlant, Animal, Magic, War.Longbow, longsword.High and wood elves, warriors, wizards and rangers of the elven race.
DwerfaterGod of Dwarves.LGEarth, Good, Strength, Creation.Warhammer.Dwarves.
GrotaagGod of Orcs.CEDeath, Destruction, War, Evil.Greataxe.Orcs, half-orcs, some goblins.
Jubilex, the Faceless LordDemon Prince of Slimes and Oozes.CEChaos, Evil, Slime.Morningstar.Insane humans, intelligent slimes and oozes.
KakoboviaHobgoblin Demigod of War.LEWar, Death, Evil, Law.Longsword, composite longbow.Hobgoblins, some goblins, some humans.
KunuloEvil God of the Sea.NEEvil, Water, Destruction, Death.Trident.Pirates, evil sea creatures.
RhiaanGoddess of the Air and Birds.CNAir, Animal, Chaos, Travel.Quarterstaff Intelligent avians, swanmays, chaotic dragons, other intelligent flying creatures.
Rialae-AibaruLost Goddess of the Elves.LGLaw, Good, Travel, Magic.Heavy mace, morningstar.Elves, half-elves.
S’SurimissThe Rat Queen.NEAnimal, Evil, Vermin, Destruction.Shortsword.Ratmen, wererats and intelligent rats as well as some humans, debased gnomes and halflings.
SnuurgeFather of Goblins.NEEvil, Magic, Trickery, Earth.Pick.Goblins, Hobgoblins, bugbears.
SurterGod of the Fire Giants.LEFire, Evil, Destruction, War.Greatsword.Fire Giants, some fire based beings and other giants.
ThrymGod of the Frost Giants.CEChaos, Evil, Cold, Trickery.Greataxe.Frost giants, jotuns, frost dwarves, some evil humans living in glacial or frozen areas.
DEAD OR FORGOTTEN GODSPortfolioAlignDomainsFavoured WeaponsTypical Worshippers
ArdenGod of the Sun.NGAir, Good, Sun, War.Sun staff, short sword.None, currently.
TharizdunGod of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold.NEEvil, Force, Knowledge, Madness, Rune.Curved dagger.None.

This message was last edited by the GM at 20:50, Sun 14 Apr 2019.
Dungeon Master
GM, 5 posts
You're trying what?
Hahahahahahaha!
Mon 30 May 2011
at 20:23
  • msg #2

Who's who among the gods.  Part 1: Arden to Muir

Arden  God of the Sun.
  • Alignment: Neutral Good.
  • Domains: Air, Good, Sun, War.
  • Symbol: Sun staff (staff with a bronze sphere containing an ankh).
  • Garb: Ivory tunics and tabards, emblazoned with sun shaped embroidered in gold.
  • Favoured Weapons: Sun staff, short sword.
  • Form of Worship and Holidays: The holiest of celebrations occur during lunar eclipses, followed by high noon on the summer solstice.  High noon marks a regular prayer time for most followers.
  • Typical Worshippers: Of old he was worshiped by humans, though Arden is not currently worshipped on this plane.

    Arden is a lesser avatar of the sun god Ra.  He is depicted as a hawk-headed, muscular man wearing a short kilt of precious metals and jewels.  His eyes have the power to shoot searing beams of sunlight.  He carries a staff tipped on one end with a bronze sphere representing the sun containing an ankh and on the other end with a bronze hawk head.  This staff is known as a sun staff and is carried by his worshipers.  They are treated as quarterstaves.  He also wields a bronze short sword.  His worshipers who select the War domain are proficient with the short sword in addition to their normal proficiencies.  Arden was long ago destroyed by evil deities, including Tsathogga, the frog demon.

    His remains were gathered and treasured by his worshipers as relics.

    However, it has been ages since Arden has been worshiped on this plane by any save beggars and the slightly mad who still speak prophecies of his rebirth.


Arn  Lesser God of the Sun.
  • Alignment: Neutral Good.
  • Domains: Sun, Healing, Good.
  • Symbol: Radiant half circle of bronze, representing the sun.
  • Garb: Yellow and white robes.
  • Favoured Weapons: Bronze tipped staff (quarterstaff).
  • Form of Worship and Holidays: Disrobing at sunrise before the rising sun.  The summer solstice.
  • Typical Worshippers: Good-aligned arcanists and celestials.

    Known to be the son of Vionir and commonly believed to be the son of Arden, Arn is referred to as the herald of light.  He serves as Vionir’s messenger and has had many cults throughout the ages who worship him as their chief deity.  His followers constantly seek to recover the remains of Arden, hoping to fully restore his godhood and re-establish the triumvirate of light and cast down the shadows of evil forever.


Bacchus-Dionysus  God of Wine and Madness.
  • Alignment: Chaotic Neutral.
  • Domains: Chaos, Animal, Plant.
  • Symbol: A stylized wine cup.
  • Garb: Robes of maroon and gold denoting red and white wines.
  • Favoured Weapons: Greatclub.
  • Form of Worship and Holidays: Indulgence and excess are sacred activities to the worshippers of Bacchus-Dionysus.  The wildest celebration of the year takes place during grape harvest, in both the early spring and late fall.  These affairs last up to three full days, and are usually followed by long periods of inactivity, in which worshippers lie about and moan pathetically.
  • Typical Worshippers: Drunkards, alcoholics, libertines, nobles, young people, satyrs, some fey creatures and the Baccae, the chosen race of Bacchus-Dionysus.

    Bacchus-Dionysus appears as a youthful well built man with curly brown hair.  Rams horns spring from his brow and he is frequently dressed in a wine- (or blood-) stained toga.  Bacchus-Dionysus is the god of revels and debauchery and the overindulgence in alcoholic beverages.  The god’s priestesses, the Baccae, epitomize the rage and mindless violence that often comes of overindulgence.  These priestesses, once believed to have been mortal women, take on beastlike visages and tear their lovers limb from limb in orgiastic frenzies
    of wine and death.


Belon the Wise  God of Travel, Wanderer in White.
  • Alignment: Neutral Good.
  • Domains: Travel, Magic, Knowledge.
  • Symbol: Clear quartz crystal or flawless diamond.
  • Garb: Travellers clothes and long white travelling cloaks.
  • Favoured Weapons: Quarterstaff.
  • Form of Worship and Holidays: Offerings of silver given at the beginning and end of long journeys.
  • Typical Worshippers: Rangers, bards, wandering wizards those who make their living traveling.

    Belon appears to his worshippers as an elderly man wearing flowing white robes and carrying a walking staff.  Belon is the embodiment of things learned upon the road be they magical or mundane knowledge.  Priests of Belon often serve as guides, educating themselves in local customs in order to afford better traveling conditions for those in their care.


Bowbe
  • Alignment: Chaotic Neutral.
  • Domains: War, Chaos, Strength, Vengeance.
  • Symbol: Crossed Sword and Hammer of Bowbe.
  • Garb: Furs, skins and pelts over battle armor.
  • Favoured Weapons: Greatsword, warhammer.
  • Form of Worship and Holidays: Great feasts and blood sacrifice precede battles.  After battle, the treasures, arms and armor of defeated foes are offered to the god.  Those that he doesn’t keep belong to the victors.  His priests specialize in wild cursing and imaginative insults.
  • Typical Worshippers: Barbarians, raiders, reavers and plunderers.

    Bowbe is the embodiment of barbarian wrath and frenzy.  He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear, whom he can summon to his side by tossing the pelt to the ground and calling its name.  Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other.

    Bowbe revels in war and the slaughter of his foes.  His battles against giants are legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, and most other civilized authority figures.

    Unlike other gods, Bowbe aids only those who take his name in vain.  Thus it is not uncommon to hear berserkers cursing their god for his indifference as readily as they curse their foes.  Bowbe only grants the raising of one of his followers if that follower immediately seeks blood vengeance against his killers.  Bowbe grants no healing spells higher than 4th level.


Crocutus  Demon Lord of Gnolls.
  • Alignment: Chaotic Evil.
  • Domains: Animal, Chaos, Destruction, Trickery.
  • Symbol: Painted gnoll or hyena skull.
  • Garb: Spotted or striped hyena skins.  Clerics of Crocutus sometimes shave their own pelts into wild hair tattoos.
  • Favoured Weapons: Flail, glaive.
  • Form of Worship and Holidays: Blood sacrifices and flaying of living foes, especially on nights with a full or new moon.
  • Typical Worshippers: Gnolls and gnoll-kin.

    Crocutus is a powerfully-built creature resembling a large ogre with a gnoll’s head.  His fur has been shaved into chaotic patterns and runes of death and destruction.

    A wily demon-lord, Crocutus carved his way to rulership of the gnoll pantheon through murder and treachery, deposing his predecessor and taking up his dreaded flail.  Crocutus favors the most bloodthirsty, ruthless and treacherous of his worshippers, and ignores the prayers of the weak and helpless.


Dame Torren  Goddess of the Four Winds.
  • Alignment: Neutral.
  • Domains: Air, Animal.
  • Symbol: A wavy line symbolizing the blowing wind.
  • Garb: A feathered cape.
  • Favored Weapons: Scimitar.
  • Form of Worship and Holidays: Holidays celebrated by followers of Oghma are also sacred to Dame Torren.
  • Typical Worshippers: Sailors, bards who play wind instruments, millers and those whose livelihood depends on the winds.

    This goddess is credited with carrying the music to the ears of the faithful.  She is considered Oghma’s handmaiden and is always worshipped in association with him.


Darach-Albith  High God of Elves.
  • Alignment: Chaotic Good.
  • Domains: Plant, Animal, Magic, War.
  • Symbol: A bow and sword hanging from the eternal oak.
  • Garb: Shades of grey, green, hazel, chestnut and sable.
  • Favoured Weapons: Longbow, longsword.
  • Form of Worship and Holidays: Eve of every midmonth during the summer.
  • Typical Worshippers: High and wood elves, warriors, wizards and rangers of the elven race.

    The father of all elves and firstborn of the race, Darach-Abith is portrayed as a handsome elven man draped in a cloak of forest leaves.  His skin may appear as gleaming white as birch bark, or any of the varying shades of brown and green found in primeval woodlands.  Darach has keen golden eyes like those of an owl.  His sword Tian Tu Lan and his bow Fayar Nocht are said to never miss a target and slay those of evil intent instantly.


Dre’uain The Lame  God of Craft and Smiths.
  • Alignment: Neutral.
  • Domains: Earth, Creation, Fire, Knowledge.
  • Symbol: Three interlocking cog wheels which can be separated or connected by those worshippers who know the trick of the blessing.
  • Garb: Crafters outfit.
  • Favoured Weapons: Warhammer.
  • Form of Worship and Holidays: Worshippers sacrifice one masterwork per year.  Late summer crafts festivals, earth-quakes and volcanic eruptions also spur additional sacrifices to Dre’uain.
  • Typical Worshippers: Humans, dwarves, gnomes, halflings.

    Dre’uain appears as a clubfooted gnome with strong but fine-fingered hands.  His flame-red hair and beard always appear singed.  He has a long nose and piercingly curious eyes, and wears a black soot covered apron.  Considered by many to be one of the first deities, Dre’uain embodies the creative mind and its ability to fashion unique objects and devices.

    Dre’uain is honored by creators, inventors, smiths, architects and other craftsfolk of all races.


Dwerfater.
  • Alignment: Lawful Good.
  • Domains: Earth, Good, Strength, Creation.
  • Symbol: Hammer and anvil.
  • Garb: Armor of mithril or steel.
  • Favoured Weapons: Warhammer.
  • Form of Worship and Holidays: Priests worship at the forge, crafting items of steel and mithril.  The most sacred steel is tempered in virgin snow on Orenday, the first full moon after midwinter.
  • Typical Worshippers: Dwarves.

    Dwerfater appears as an ancient dwarf, whose beard is the color of mithril and touches the ground at his feet.  He always wears a blackened leather apron over a coat of mithril mail and always carries his mighty warhammer Noolhamr.


Freya  Goddess of Love and Fertility.
  • Alignment: Neutral Good.
  • Domains: Animal, Good, Healing, War.
  • Symbol: Falcon.
  • Garb: Robes and cloaks of white, trimmed with white fur.
  • Favoured Weapons: Longsword, longbow.
  • Form of Worship and Holidays: Harvest moon feast and before large hunts.
  • Typical Worshippers: Human females.

    Freya is a goddess of love and fertility.  She is also the leader of a great band of women warriors known on some planes of existence as Valkyries.  Freya represents fertility in all its forms.  On this plane, Freya represents the cycle of death and rebirth.  She is a goddess of the coming harvest as well as a goddess of sexuality and procreation.  Her beast is the falcon, though she is fond of the winter wolf and the stag.  She appears most frequently to her worshipers as a beautiful human woman dressed in robes and a cloak of winter wolf fur, though she occasionally appears as a huntress in leather armor with sword and bow, or as a warrior in shining mail and glowing sword.

    She can take the form of a falcon or any other bird at will, as well as the form of a huge winter wolf.


Gromm the Thunderer
  • Alignment: Chaotic Good.
  • Domains: War, Air, Water, Destruction.
  • Symbol: Lightning Bolt.
  • Garb: Metal armor,
  • Favoured Weapons: Mace, maul or warhammer.
  • Form of Worship and Holidays: Violent thunderstorms herald holy days for this wild deity.  Worshippers pound drums and make violent noises in imitation of their god’s thunderbolts.
  • Typical Worshippers: Barbarians, bards, cloud and storm giants, those who live in regions with harsh or unpredictable weather.

    Gromm is a barbarian god, worshipped by those who both fear and respect the fury of nature.  He also counts mercenaries and adventurers among his followers, for these are also often at the mercy of the weather.

    Gromm is powerfully built, his eyes crackle with electricity and his golden beard and hair glow and spark.  He bears a great two-handed mace called Thunderstroke.

    His traditional enemies are the fire and frost giants, with whom his most fanatical worshippers, the cloud and storm giants, war incessantly.  Gromm’s fortress is guarded by a band of 50 celestial storm giants, and it is said that he actually created the storm giant race.


Grotaag  God of Orcs.
  • Alignment: Chaotic Evil.
  • Domains: Death, Destruction, War, Evil.
  • Symbol: Rotting severed head.
  • Garb: Usually skins, hides and crude metal armor.
  • Favoured Weapons: Greataxe.
  • Form of Worship and Holidays: Blood sacrifice of captured foes or ceremonial victims from the priest’s own tribes, performed under the waxing and waning crescent moon.
  • Typical Worshippers: Orcs, half-orcs, some goblins.

    Grotaag is the personification of orcish might and brutality.  Appearing as a huge, powerful orc, Grotaag towers over battlefields, crushing friend and foe alike beneath his black hobnailed boots.  He often responds to blood sacrifice by sending evil creatures, or even personally manifesting himself.  His howls of barbaric rage rumble like thunder across the battlefield causing the earth to shake.  In battle, Grotaag disdains the use of missile weapons, calling them the weapons of weaklings or, worse, elves.


Hecate  Goddess of Evil Magic.
  • Alignment: Lawful Evil.
  • Domains: Law, Evil, Magic, Knowledge.
  • Symbol: A half silver disk representing the setting full moon.
  • Garb: Fashionable togas of the most expensive cut and material, generally in black.
  • Favoured Weapons: None.
  • Form of Worship and Holidays: Priests and Wizards who venerate Hecate do so beneath the full moon with sacrifices of blood and magical items as the moon sets.
  • Typical Worshippers: Wizards, Women, Wali Hecate Assassins, Lawful evil hags, witches, and crones.

    Hecate is the goddess of evil magic.  She appears as a beautiful woman flanked by numerous hell hounds, her favored creature.  The setting moon is her symbol.

    She requires sacrifices on the full moon.  Her priests are normally accompanied by hell hounds sent by their goddess to guard her temples.  Clerics of Hecate have a special rapport with the beasts, allowing a chance to control them as they would undead.  Hecate is a jealous goddess, capricious and quick to anger.  She resides in a floating castle in the Nine Hells.


Hel  Goddess of Death, Lady of Pestilence.
  • Alignment: Neutral Evil.
  • Domains: Evil, Death, Plant, Animal.
  • Symbol: A face, black on one side and white on the other.
  • Garb: Druidic garb of midnight black and snow white.
  • Favored Weapons: Poisoned Dagger or Sword.
  • Form of Worship and Holidays: Rites to Hel are practiced by her worshippers during blights and plagues, likewise sacrifices are made to her by fearful non worshippers to stave off plagues and illness.
  • Typical Worshippers: Diseased and disease causing, creatures, evil humanoids, evil druids, women, some bards.

    Hel is known to spread disease, pestilence and plague with the wave of her hand.  Any living thing in her presence withers and dies.  She appears as a strange gaunt woman of both jet black and blankest white.  Diseased creatures revere her.  It is said a strange cult of druidic ghouls and mummies worship her in a secret temple hidden from the knowledge of mortals, spreading their foul diseases in secrecy.  Several sects of evil druids dedicated to Hel plague the land, summoning swarms of vermin and causing disease in living things.  She cares for nothing other than the spread of death.  Oddly, some evil bards worship her.  She resides on a plague ridden plane in Hades.


Horgrim
  • Alignment: Lawful Evil
  • Domains: War, Evil, Law, Magic.
  • Symbol: A black spearhead covering a golden disk, representing an eclipse.
  • Garb: Black robes.
  • Favoured Weapons: Shortspear.
  • Form of Worship and Holidays: Casting of spells and the sacrifice of enemies on the field of battle.
  • Typical Worshippers: Evil monks, warriors, wizards, and nobles.

    Horgrim is commonly depicted as a handsome male figure in black robes wielding a shortspear.  A nearly forgotten god, Horgrim was popular thousands of years ago.  Infighting between sects of his monks and priests led to the decline of his worship, however some monks and seekers of lost arcana still venerate him.  There are no known temples to Horgrim, but a few monasteries of monks still hold scraps of his treatises on the art of war as their holiest of holies.

    War wizards who have learned to master some of Horgrim’s most devastating spells hold closely the secrets of their eldritch powers.


Jubilex  The Faceless Lord, Demon Prince of Slimes and Oozes.
  • Alignment: Chaotic Evil.
  • Domains: Chaos, Evil, Slime.
  • Symbol: An amulet portraying an amorphous mass covered in eyes.
  • Garb: Filthy rags.
  • Favoured Weapons: Morningstar.
  • Form of Worship and Holidays: Outbreaks of disease are considered to be signs of the Faceless Lord’s favor; otherwise, the god has no real holy days or organized worship.
  • Typical Worshippers: Insane humans, intelligent slimes and oozes.

    The faceless lord is a powerful demon prince, sometimes worshipped as a deity.  He is considered by his worshippers to be chaos personified, and thoroughly evil.  Jubilex is said to have sown chaos and discord throughout the planes.  Disliked even by other demon princes, he is most often depicted as an enormous amorphous blob that spews forth foul and sickly slimes of many colors.


Kakobovia  Hobgoblin Demigod of War.
  • Alignment: Lawful Evil.
  • Domains: War, Death, Evil, Law.
  • Symbol: A longsword driven through a boars skull.
  • Garb: Finely crafted blood red armor.
  • Favoured Weapons: Longsword, composite longbow.
  • Form of Worship and Holidays: Kakobovia’s priests ritually dip hobgoblin weapons in the blood of humanoid sacrifices on the eve of battle.  Sacrifices and rituals also accompany the first signs of spring migrations.
  • Typical Worshippers: Hobgoblins, some goblins, some humans.

    Kakobovia, the offspring of Snuurge and a demoness, is a crafty and wicked war-god, said to be the progenitor of the hobgoblin race.  Kakobovia appears as a mighty hobgoblin clad in blood red banded mail, bearing a massive longsword and a composite longbow made from the horns of demons.  Kakobovia rides an infernal iron tusker named Ahnuuld in battle.  Once, Kakobovia lived among mortals, where he commanded a great hobgoblin kingdom near the Dragonbone Mountains.  After years of slaughter and conquest, Kakobovia was defeated at the hands of Duke Borell I, after which he was banished from mortal realms.  Today, hobgoblins pray for their lord’s return.  His priests cannot access spells above 6th level.


Kamien Goddess of Rivers, Streams and Springs.
  • Alignment: Neutral.
  • Domains: Water, Travel.
  • Symbol: A fish riding upon three wavy lines upon a green copper amulet.
  • Garb: Clerics of Kamien dress in robes of turquoise, brown and azure with bracelets and anklets of blue.
  • Favoured Weapons: Javelin or Shortspear.
  • Form of Worship and Holidays: Spring and fall floods bring sacrifices to Kamien to ensure that rivers to not rise too high.  At midsummer, Kamien’s followers gather at rivers to appeal to her to keep them flowing.
  • Typical Worshippers: Women, nymphs, sprites and other water creatures, boatmen, bargemen and fishermen.

    Kamien is the embodiment of springs, streams and rivers, appearing as a woman with skin like silvery rippling water, or as a great silvery scaled fish.  Bargemen and fishermen who ply her waterways toss coins into streams, fountains and brooks to ensure safe passage and plentiful catches.  She is considered to be the mother of nymphs and sprites and is a member of the Court of Fey.


Kunulo
  • Alignment: Neutral Evil.
  • Domains: Evil, Water, Destruction, Death.
  • Symbol: Tentacles wrapped around a gaping maw in the midst of a whirlpool.
  • Garb: Sea-foam green and black vestments.
  • Favoured Weapons: Trident.
  • Form of Worship and Holidays: Sacrificial victims are flung into the waves or fed to ravenous sea beasts.  Midsummer and midwinter are Kunulo’s most holy days.
  • Typical Worshippers: Pirates, evil sea creatures.

    An evil sea deity, Kunulo is largely unknown to surface-dwellers.  Usually depicted as a combination of sea serpent, shark and squid, Kunulo is the embodiment of pure, alien evil, combining the ruthless law of nature and the cruel chaos of the seas.  As such is revered by evil pirates who feed his minions with victims who are bound and thrown, still alive, into the sea.


Mirkeer  Goddess of Shadows and the Night.
  • Alignment: Neutral Evil.
  • Domains: Evil, Shadow, Magic.
  • Symbol: A black glove.
  • Garb: Anything black.
  • Favoured Weapons: Dagger.
  • Form of Worship and Holidays: Mirkeer’s worshippers pray to her in dark rooms while masked and blindfolded.  Her altars are carved of black stone, and nights with a new moon are considered her sacred time.
  • Typical Worshippers: Thieves, assassins, evil wizards and sorcerers, those who make their living in darkness.

    Mirkeer is the daughter of Hecate and serves as her mother’s messenger and personal assassin.  As beautiful as her mother and equally cruel, Mirkeer is the mistress of shadows and can control shadows with a thought.  Venerated by assassins, evil rogues, and dark magicians, her cults are always secretive and well-hidden.


Moccavallo  God of Disguise and Treachery.
  • Alignment: Chaotic Neutral.
  • Domains: Chaos, Trickery, Diplomacy.
  • Symbol: Mask of a blank face.
  • Garb: Complex masks and disguises.
  • Favored Weapons: Shortsword.
  • Form of Worship and Holidays: Actors and performers pray to Mocavallo before shows.  Worshippers give her offerings when they have successfully disguised themselves or avoided detection.
  • Typical Worshippers: Doppelgangers, shapechangers, bards, actors, thieves and spies.

    Moccavallo is the god of actors and spies, and those who seek to keep their identities hidden.  Moccavallo’s true face is unknown even to the gods themselves.  A capricious deity, Moccavallo is arrogant and untrustworthy, known to play gods against one another as it serves his needs.  Moccavallo has been known on one hand to steal the treasures of evil deities and the hearts of good ones, leaving both with nothing.  Although not specifically evil, Moccavallo’s cult has a penchant for cruel jokes, yet actors who venerate him are known for their fantastic performances and ability to completely become their characters.


Muir  Goddess of Virtue and Paladins.
  • Alignment: Lawful Good.
  • Domains: Law, Good, Protection, War.
  • Symbol: Blood-red upraised sword on a white background.
  • Garb: White wool robes with a upraised sword and hand in red.
  • Favoured Weapons: Longsword or Bastard sword.
  • Form of Worship and Holidays: Regular worship and fasting on the eve before known battle or before confirmation or promotion of the ranks of the faithful.
  • Typical Worshippers: Humans and paladins.

    Muir is the sister of Thyr.  While he represents law and peace, she represents the martial valor necessary to make that peace a reality.  As such, she is the goddess of paladins.

    She is often depicted as a dark-tressed maiden warrior in shining mail with an upraised (often bloodstained) sword.  She is noble and single-minded of purpose.  The tenets of her worship include honor, truth and courage.  A great order of paladins known as the Justicars are sworn to her service.  Muir expects self-sacrifice, humility and charity as well as unswerving loyalty.  Her standards are extreme and she quickly turns her back on any who fail to live up to them.  Those who maintain her standards, however, may become Justicars, a prestige group of paladins imbued with even greater holiness.  Her symbol is a blood red uplifted sword on a white background, symbolizing her endless fight against evil.  Her worshipers must be lawful good, and only clerics of Muir may ordain Justicars.

    The falcon is her sacred animal.  She is the tireless foe of all evil creatures and undead, demons and devils in particular are her sworn enemy.

This message was last edited by the GM at 17:53, Sun 05 June 2011.
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Sun 5 Jun 2011
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  • msg #3

Who's who among the gods.  Part 2: Note to Zors

Note  God of the Harp.
  • Alignment: Neutral Good.
  • Domains: Good, Travel, Luck, Protection.
  • Symbol: A tiny amulet carved in the shape of a harp.
  • Garb: Travelers Clothes.
  • Favoured Weapons: Dart.
  • Form of Worship and Holidays: Note is worshipped in association with his companion, Oghma.
  • Typical Worshippers: Halfling, gnome and dwarven bards.

    Note, God of the Harp, is a diminutive deity who serves as the bodyguard and herald of Oghma.  Frequently he appears in the guise of a magical talking harp, while at other times he appears as a handsome halfling or gnome clad in traveling clothes.  Note frequently serves as a comedic foil in sagas, but also has a serious side, especially when it comes to defending Oghma or the world’s halflings, gnomes and dwarves.


Oghma  God of Song and Bards.
  • Alignment: Neutral Good.
  • Domains: Creation, Good, Travel, Knowledge.
  • Symbol: Harp.
  • Garb: Priests of Oghma dress in performer’s garb.
  • Favoured Weapons: Longsword, Sling.
  • Form of Worship and Holidays: Musical concerts and public performances before audiences.  New Year’s Eve, Midsummer, Midwinter.
  • Typical Worshippers: Musicians, composers, dancers and poets, humans, elves, halflings.

    Oghma, the God of Song and Bards is an ancient deity, credited with shaping the first sounds into song, recording of the earliest sagas of gods and mortals, and giving dance and music to mortals.  Oghma appears to his followers in the guise of a handsome traveling minstrel, bearing a finely-crafted harp (a demigod in its own right known as Note) and attended by a beautiful flute player, his handmaiden, Dame Torren of the Four Winds.  Oghma frequently finds himself at odds with Moccavallo and Sefagreth, both of whom compete with
    him for followers.  Oghma seldom enters battle, except to defend himself with his mighty singing and dancing longsword Tune, preferring to pelt foes with thathlen balls hurled from the sling Harmony.


Orcus  Demon Demon-Lord of the Undead.
  • Alignment: Chaotic Evil.
  • Domains: Chaos, Evil, Death, Destruction.
  • Symbol: Wand of Orcus.
  • Garb: Black cowl and robe ensemble.
  • Favoured Weapons: Ornamental Heavy Mace (spiked or skull-tipped).
  • Form of Worship and Holidays: Day of the Dead (Late Fall), nights of blood red and horned moons.  Worship usually involves grave robbery and the animation and conscription of the newly dead to the forces of evil.
  • Typical Worshippers: Monsters, Undead and Evil Humanoids.

    Orcus is a demon prince with, surprisingly enough, many human worshipers.  He has a strange fascination with humans and their desire for power, possibly because it is this very flaw that causes them so frequently to seek that which he controls: power over death.  Orcus is the lord of all undead and he resides in the Abyss in his Palace of Bones surrounded
    by a legion of vampires and liches.  Evil, ruination and wanton destruction are his only goals.  He is most often depicted as a bloated ram-headed, bat-winged monstrosity with cloven-hoofed goat legs.  He wields the Wand of Orcus, a legendary skull-tipped obsidian rod that is rumored to slay any living thing it touches.

    Though mostly worshiped by the monstrous races, the ranks of Orcus’ human worshipers are swelling, as Orcus grants his followers power in large, liberal doses.  It is not uncommon for Orcus to give relatively low-level priests command of vast numbers of undead to do his bidding.

    His symbol is either a demonic ram-headed skull (the most common), a representation of himself seated on his throne, or a depiction of his skull-tipped wand.  His priests favor heavy, dark hooded robes and ornamental maces stylized to represent his skull-tipped wand.


Pekko  God of Ale and Spirits.
  • Alignment: Chaotic Good.
  • Domains: Plants, Chaos, Good.
  • Symbol: Beer barrel suspended from a pole.
  • Garb: Brewer’s apron.
  • Favoured Weapons: Quarterstaff.
  • Form of Worship and Holidays: Harvest Festival, Feast of Fools, Brewers’ Fest.
  • Typical Worshippers: Most often revered by gnomes, halflings, dwarves and humans.

    Pekko takes many guises among his worshippers often appearing as a gnome, human, or dwarf of portly girth, wearing a leather apron and carrying a beaker for measuring and sampling ale.  In all guises he carries a staff in one hand and a barrel of ale over his shoulder.  Pekko may be boisterous and emotional, laughing one minute, or brooding and tearful the next but always quick to recover and share his good mood once again.


Rhiaan  Goddess of the Air and Birds.
  • Alignment: Chaotic Neutral.
  • Domains: Air, Animal, Chaos, Travel.
  • Symbol: A soaring bird.
  • Garb: A blue cape trimmed with feathers.  Feathered bird masks are used in ceremonial activities.
  • Favoured Weapons: Quarterstaff.
  • Form of Worship and Holidays: Rhiann’s worshippers feast on the vernal equinox, and engage in solemn prayer during autumnal equinox.
  • Typical Worshippers: Intelligent avians, swanmays, chaotic dragons, other intelligent flying creatures.

    Usually appearing as a bright, forest-green, winged serpent, Rhiaan might be mistaken for a couatl were it not for her feathered arms, legs and human face.  A chaotic deity, she rarely favors her worshippers with blessings for long; her anger lasts longer, however, and those who incur her wrath find themselves plagued by evil birds for long periods until they make appropriate penance.  Devoted followers keep aviaries of many different species of exotic birds.  When visiting the mortal realms, Rhiann’s companion and favored pet, an intelligent Roc named Soarrat, is often nearby.


Rialae-Aibaru  Lost Goddess of the Elves.
  • Alignment: Lawful Good.
  • Domains: Law, Good, Travel, Magic.
  • Symbol: Sapphire blue star.
  • Garb: Blue tunics or robes.
  • Favoured Weapons: Heavy mace, morningstar.
  • Form of Worship and Holidays: Morning feast of each day of the new month and the beginning of new quests.
  • Typical Worshippers: Elves, half-elves.

    The beautiful queen of the elven cosmos was so distraught at the kidnapping of her half-mortal daughter that she has all but withdrawn from the pantheon of gods.  Showing herself once in every thousand years as a brilliant sapphire blue comet, Rialae continues her endless search for her daughter.  In the centuries since Rialae’s departure, many elves have joined her in her quest, searching throughout the material planes.  These Karelians, or "wandering elves" have an intuitive knack for planar travel, frequently acting as planar guides.  They are possessed with an overwhelming wanderlust and desire to aid in the search, however, and never linger in any place for very long.


Sefagreth  God of Commerce, Trade, Cities.
  • Alignment: Neutral.
  • Domains: Luck, Travel, Diplomacy, Trickery.
  • Symbol: Compass rose.
  • Garb: Elaborate robes of blue, a color often associated with diplomats.
  • Favoured Weapons: Rapier.
  • Form of Worship and Holidays: The founding days of cities are considered holy days to Sefagreth, regardless of when they occur.
  • Typical Worshippers: Aristocrats, merchants, seafarers and caravan masters.

    Sefagreth is a handsome deity popular among aristocrats, diplomats, tradesmen and courtiers.  The father of cities and founder of trade, Sephagreth is a deity whose primary concern is the creation and maintenance of wealth and good relations between cities.  Sefagreth is therefore considered a neutral party who aids in disputes among the gods, and counts diplomats among his followers.

    He disdains combat, preferring to use argument and rhetoric, and allowing others to do the fighting.


Set  God of Evil and the Night.
  • Alignment: Lawful Evil.
  • Domains: Law, Evil, Knowledge, Death.
  • Symbol: Black Ankh of Set.
  • Garb: Kilt, sandals and ceremonial head-dress (beast mask), Black Ankh of Set.
  • Favoured Weapons: Cobra staff, Spear of Darkness, poisoned weapons.
  • Typical Worshippers: Evil power-seeking humanoids, evil monks, assassins.

    Set is a greater god, worshipped on many planes in many forms.  He most often appears as a scaled humanoid with the head of a jackal.  He is utterly dedicated to the orderly spread of evil and oppression.

    His symbol is the coiled cobra, though any snake can be used to represent his power.  His temples are filled with enormous serpents, always poisonous.  His skin is poisonous to the touch.  Organized groups of assassins are known to be dedicated to his worship.  His priests carry staves worked on one end into the head of a cobra.  The cobra head is normally tipped with steel fangs coated with poison.  His clerics also often carry a stylized black spear, representing the Spear of Darkness he carries.  Many of his worshipers tattoo themselves with serpents or cobras.  He makes his home in the Nine Hells.


S’Surimiss  The Rat Queen.
  • Alignment: Neutral Evil.
  • Domains: Animal, Evil, Vermin, Destruction.
  • Symbol: A bloated rat.
  • Garb: Filthy rags or nothing.
  • Favoured Weapons: Shortsword.
  • Form of Worship and Holidays: Sacrifices are made to S’Surimiss during plagues of rats and other vermin.
  • Typical Worshippers: Ratmen, wererats and intelligent rats as well as some humans, debased gnomes and halflings.

    S’Surimiss the great rat is a greatly feared deity, known for spreading plagues and disease as well as the great swarms of rats that terrorize entire cities.  S’Surimiss dwells
    in a huge nest in Styx guarded by fiendish wererats and other fell progeny.

    S’Surimiss appears as a huge humanoid rat with tombstone-sized chisel-edged yellow fangs.  Her fur is matted with filth and covered with swarms of fleas.  Always pregnant, S’surmiss gives birth to innumerable fiendish dire rats.  Any mortal who feeds from her foul milk is instantly transformed into a ratman or wererat.


Snuurge  Father of Goblins.
  • Alignment: Neutral Evil.
  • Domains: Evil, Magic, Trickery, Earth.
  • Symbol: A crooked-hafted war pick.
  • Garb: Greasy leather clothing with golden necklaces.
  • Favoured Weapons: Pick.
  • Form of Worship and Holidays: Snuurge’s followers revel in blood sacrifice, and also fling gold into forge fires as a tribute to their god.  His rites are held on the Night of Goblins (Midsummer), and on moonless nights.  Feasts and overeating are also common forms of worship.
  • Typical Worshippers: Goblins, hobgoblins, bugbears.

    Completely hairless, this god manifests as a grossly fat, horned goblin.  He wields a great doublehanded warpick, and is also known for his stealth and deceptiveness.  A master of
    disguise, it is said that Snuurge once lay down and impersonated a mountain in order to avoid the wrath of Bowbe, whom he had defeated in a drinking match.  Snuurge is also said to have fathered the goblin pantheon and is held first above all other goblin gods.  Even the hobgoblins who hold his son Kakobovia as most revered still offer sacrifices to Snuurge for fear of his wicked wrath.

    Snuurge is mortal enemy of all dwarves and gnomes.  He wears a necklace made from the skulls of dwarven kings, and earrings crafted from the skeletons of gnomes.  In battle, Snuurge dresses in a filthy coat of scale mail which barely covers his immense gut.


Surter  God of the Fire Giants.
  • Alignment: Lawful Evil.
  • Domains: Fire, Evil, Destruction, War.
  • Symbol: Flickering Flame.
  • Garb: Half Plate.
  • Favoured Weapons: Greatsword.
  • Form of Worship and Holidays: Taking slaves, burnt offerings of prisoners, enemies, and treasure are the common forms of worship of Surter.
  • Typical Worshippers: Fire Giants, some fire based beings and other giants.

    The great war god of the Fire Giants, Surtur appears as a colossal fire giant wreathed in a cloak of pure flame.  Surter is said to rule a vast kingdom in the Plane of Fire, where he keeps a watchful eye on the machinations of the Sultan of Efreet.

    Surter has a militant and organized mind, and often wages war against other deities, specifically Bowbe and Gromm, who have wrought the end of many of his children.


Telophus  Lord of Crops and the Seasons.
  • Alignment: Lawful Neutral.
  • Domains: Animal, Air, Earth, Plant.
  • Symbol: Raining cloud partially obscuring a radiant sun.
  • Garb: Green and Earth tones woolen robes and vestments.
  • Favoured Weapons: Sickle.
  • Form of Worship and Holidays: Telophus is worshiped by harvest and planting celebrations as well as the first frost and first thaw.
  • Typical Worshippers: Farmers and Halflings.

    This god is the embodiment of the uncaring changing seasons.  He is prayed to not so much to bring good crops, but to be convinced to hold off the early frost or bring the spring thaw.  He requires appeasement and devote following, being known to test his followers faithfulness and resolve when it suits him.  Telophus and Fileet are natural antagonists to each other, translating to occasional confrontation and difficulties between their followers.


Tharizdun  God of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold.
  • Alignment: Neutral Evil.
  • Domains: Evil, Force, Knowledge, Madness, Rune.
  • Symbol: A black triangle with an inverted yellow Y set inside, each point of the Y ending at the midpoint of one of the triangle’s sides.
  • Garb: Black robe bearing the symbole of Tharizdun.
  • Favoured Weapons: Curved dagger.
  • Form of Worship and Holidays: Worshippers of Tharizdun offer praise to their deity in times of disaster.  Midwinter is considered a holy time for this god.
  • Typical Worshippers: There is no organised cult of Tharizdun.  A few insane individuals of various races worship Tharizdun, but they are very rare.

    Some say that Tharizdun originated in the Far Realm or in a previous universe.  He was imprisoned eons ago by a coalition of Gods which consisted of both good and evil deities working together to ensure his incarceration.  As the Dark God, Tharizdun is credited with planting the original seeds of corruption in the world, and with the creation of the Abyss.

    Tharizdun was imprisoned long ago, but his prison may weaken at times, allowing his influence to creep out into the worlds beyond.


Thursis  God of Battle.
  • Alignment: Neutral Evil.
  • Domains: War, Death, Destruction, Evil, Magic.
  • Symbol: Four envenomed arrows arranged in an "X".
  • Garb: Armor anointed in the blood of enemies.
  • Favoured Weapons: Composite Longbow, Battleaxe.
  • Form of Worship and Holidays: Beheading of prisoners upon the eve of battle and the ceremonial cremation of the fallen afterwards.  Thursis’ most holy day falls in early June, the traditional start of the military campaign season.
  • Typical Worshippers: Warriors, mercenaries and warlords.

    Thursis as a powerfully-built red haired man driving an iron chariot drawn by a team of four fiendish warhorses.  His chariot glows with hellfire and is adorned with the animated heads of his fallen enemies which moan incessantly.  Thursis wear spiked plate armor of archaic design which glows a sickly green.  His cursed arrows are said to afflict his enemies with a variety of infections and demonic fevers which render them unable to defend themselves.  Thursis is not so much worshipped as respected and feared, for he has been known to abandon faithless followers in the midst of battle, even going so far as to aid their enemies.


Thrym  God of the Frost Giants.
  • Alignment: Chaotic Evil.
  • Domains: Chaos, Evil, Cold, Trickery.
  • Symbol: Double edged greataxe.
  • Garb: Chainshirt and animal pelts.
  • Favoured Weapons: Greataxe.
  • Form of Worship and Holidays: Worshippers pay homage to Thrym by capturing slaves and defeating foes, especially those who are stronger or more numerous.
  • Typical Worshippers: Frost giants, jotuns, frost dwarves, some evil humans living in glacial or frozen areas.

    Thrym appears as an armored frost giant with dark, cunning eyes and a devious character.  He rules a kingdom in the icy cold of Jotunheim, where his great hall is built upon the bones of slain deities and mortal heroes who have tried to play the wily god’s games of chance.  Thrym has been known to personally come to the aid of his most devoted followers, manifesting himself as a colossal frost giant bearing a double bladed greataxe of permafrost.  The jotuns are considered to be the true sons of Thrym, and the frost giants their lesser children.

    Thrym is the sworn enemy of Bowbe and Gromm, his followers seeking always to destroy the mortal worshippers of these gods wherever they are found.


Thyr  God of Law and Justice.
  • Alignment: Lawful Good.
  • Domains: Good, Healing, Law, Knowledge, Protection.
  • Symbol: Silver cross on a white field.
  • Garb: White robes trimmed with silver, purple or gold, the colors of kingship.
  • Favoured Weapons: Light or heavy mace.
  • Form of Worship and Holidays: Last day of every month, the last holy day of every year is set-aside for non-royalty to have their grievances heard.
  • Typical Worshippers: Humans, Royalty.

    Thyr is the god of wise and just rule.  He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other.  His principles are justice, order and peace.  He represents proper and traditional rule and as such was once worshiped (at least in name) by all human royalty.

    He is the embodiment of the enlightened human caste system where each person has a fairly-determined role in a lawful society intended to create the greatest good for the greatest number.  His symbol is a silver cross on a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the gods’ war.  Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons.  Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship.  The noble eagle and lion are his sacred creatures.


Tsathogga  Demon Frog God.
  • Alignment: Chaotic Evil.
  • Domains: Chaos, Evil, Water, Destruction.
  • Symbol: Likeness of the Frog God, Carved in Soapstone.
  • Garb: Green and violet robes, if any.
  • Favoured Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets.
  • Form of Worship and Holidays: Too gruesome and perverse to describe here.
  • Typical Worshippers: Aberrations, tsathar, sentient frogs, evil water monsters, The Violet Brotherhood.

    This foul frog-demon cares less about the machinations of men and power than he does about obliterating light and life with slow, oozing sickness and decay.  He is the viscous dark evil bubbling up from beneath the surface; the foul corruption at the heart of the earth.  Making his home on the plane of Tarterus at the mouth of the vast swamp of filth deposited by the river Styx as it flows out of the Abyss, Tsathogga’s main form is of a colossally bloated humanoid frog with spindly, elongated limbs and fingers.  His corpulent body exudes all manner of foul humors and fluids, which leak into the vile swamp in which he lies.  He has positioned himself so that all of the slime and filth from the river Styx feeds into his gaping, toothy maw.  He never moves and rarely speaks other than to emit an unintelligible shrieking.

    Tsathogga commands a host of evil creatures, notably evil aberrations and his own vile frog race, the tsathar.  Thousands of fawning tsathar servants continuously bathe his body in fetid slime from the evil swamp, awaiting the divine bliss of being randomly devoured by him.  His hatred of light and lack of human worshipers (though there are a few notable exceptions) mean that he is little known to surface races.  He has few organized centers of worship and no standardized holy symbol - each worshiper choosing its own way to best
    depict his deific vileness.  Occasionally, tsathar priests of Tsathogga on this plane sculpt a small likeness of him out of foul chunks of solid waste from Styx that harden into a vile green substance similar to soapstone when taken from that plane.  Such items are prized as holy relics.


Tykee  Goddess of Luck and Good Fortune.
  • Alignment: Chaotic Good.
  • Domains: Good, Luck.
  • Symbol: A Wheel of Fortune.
  • Garb: Golden robes and courtiers attire, symbolizing good fortune and success.
  • Favoured Weapons: Whip.
  • Form of Worship and Holidays: Gamblers call upon Tykee constantly, and any day when someone wins big is considered a holy day for this goddess.  Her worshippers make sure to donate a portion of all winnings to the Church of Tykee.
  • Typical Worshippers: Gamblers, rogues, bards, and all those who live risky lives revere this deity.

    Lady Luck wears many guises.  She embodies good fortune, and is praised during winning streaks and big wagers.  She is also appealed to by losing gamblers, in the hope that she will eventually favor them.  Other strokes of good fortune such as good harvests, unexpected pregnancies, financial windfalls and similar events are also sacred events to Tykee and her followers.  Her temples are usually quite prosperous, as especially lucky gamblers often give part of their winnings to the goddess.


Vanitthu  God of the Steadfast Guard.
  • Alignment: Lawful Neutral.
  • Domains: Law, Protection, War, Healing.
  • Symbol: A gray shield emblazoned with a stylized black fortress tower.
  • Garb: A gray tabard with a black tower sigil.
  • Favoured Weapons: Spear.
  • Form of Worship and Holidays: Prayers are often said to Vanitthu at the start of sieges or by guardsmen prior to heading out on the beat.
  • Typical Worshippers: Barristers, judges, guards, professional soldiers, military officers and nobles.

    Some claim that Vanitthu is the son of the great god Anumon; others go so far as to say that Vanitthu is yet another aspect of the great god (this schism has caused considerable
    conflict within the faith).  In either case, Vanitthu is the embodiment of martial perfection, law, the strength of the state, and the punishment of the guilty.  A grim and resolute
    deity, Vanitthu is always shown bearing a spear made of lightning, and a polished mithril shield.  He often appears to his followers on the field of battle, especially to those engaged in or defending against sieges.


Vionir  Goddess of Light.
  • Alignment: Lawful Good.
  • Domains: Good, Healing, Sun.
  • Symbol: Stylized solar disk with wavy arms.
  • Garb: White satin robes.
  • Favoured Weapons: Spear.
  • Form of Worship and Holidays: Worshippers fast during every new moon and offer gifts to the temple on both solstices.
  • Typical Worshippers: Good-aligned arcanists and celestials.

    Mother of Arn the Sun Lord, Vionir is popular among commoners and farmers.  As with her son she is considered the successor to Arden, whom some believe was her husband before his destruction by Tsathogga.  Vionir’s priesthood is vehemently opposed to the Violet Brotherhood whom they seek to expose at every opportunity.

    Worshippers also loathe undead and destroy them whenever possible.


Yenomesh  God of Glyphs and Writing.
  • Alignment: Neutral.
  • Domains: Protection, Knowledge, Magic.
  • Symbol: A gleaming silver scroll.
  • Garb: Grey scribes’ robes.
  • Favored Weapons: Quarterstaff.
  • Form of Worship and Holidays: Yenomesh is worshipped through study, teaching and learning.  The last day of the week is given over to quiet contemplation, and his holy ceremonies often take place in total silence.
  • Typical Worshippers: Loremasters, wizards, scribes, and sages, authors and historians.

    Yenomesh is the aged sage of the gods.  He is said to have been the first to gain knowledge of the sacred runes which brought the light of knowledge to the world.  He is likewise credited with being the inventor of language, and his priests are often fluent in many different tongues.  Libraries and archives are often dedicated to this god, and many have at least one small shrine to Yenomesh.


Zadastha  Goddess of Love.
  • Alignment: Neutral Good.
  • Domains: Good, Diplomacy, Healing.
  • Symbol: A wreath of pink and red roses.
  • Garb: Gowns and courtiers’ outfits.
  • Favoured Weapons: Longbow.
  • Form of Worship and Holidays: The expression of love in all its forms is considered one of the most faithful things that worshippers can do; many of Zadastha’s followers tend to be overly exuberant in their declarations, often to the embarrassment of their would-be lovers.  The faith’s most holy time is Lovers’ Day, the first bloom of early spring.
  • Typical Worshippers: Poets, romantic authors, chivalrous knights, bards who perform songs of love and hopeless romantics of all stripes.  This faith is particularly popular among lovelorn students and teenagers.

    Zadastha the Beautiful is the goddess of true love.  Her gaze is said to bring forth love even in the cruelest of hearts and her perfume to cause lustful thoughts to fill the mind of any being.


Zors  The Fortunes Fool, Demigod of Luck, The Hanged Man.
  • Alignment: Chaotic Neutral.
  • Domains: Chaos, Luck, Trickery.
  • Symbol: The figure of a man tied upside down to a gallows or tree, or a noose.
  • Garb: Peasants clothes.
  • Favoured Weapons: Dagger.
  • Form of Worship and Holidays: Worshippers celebrate after winning or losing great fortunes gambling, and actively protest at public executions.
  • Typical Worshippers: Gamblers, beggars, slaves, travellers, the poor, and prisoners awaiting execution.

    Zorz is the demigod of last chances and is commonly depicted hanging upside down from the tree of life, where he waits to be devoured by Nidhogg the eternal dragon.  Those who pray to Zors do so when no other god will answer them or when all other hope is lost.  By the same token he is also the deity of great luck, as he escaped the bonds of the tree of life so too have his followers found themselves escaping fates worse than death.  In reverence to his luck aspect the Zorsans hold a great weekly lottery collecting huge sums of money which are always paid to the lucky number holder lest the demigod exact some vengeance of unluckiness upon those who would corrupt the purpose of the game.

    Prophets of Zors openly oppose ritual executions in ordered societies as cruel and unusual punishment.  They frequently are found performing the ceremony of the hanged man near gallows or other places of public execution.  In this ritual one of their number is paraded before the jeering throngs by a noose, only to have the noose slip free, and the "prisoner" escape, symbolizing a second chance to do better in this life, lest one pay the ultimate price in the next.

This message was last updated by the GM at 14:46, Wed 25 Mar 2015.
Dungeon Master
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You're trying what?
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Sun 5 Jun 2011
at 22:31
  • msg #4

Cleric Domains

Air Domain
    Granted Power (Su): Turn or destroy earth creatures as a good cleric turns undead.  Rebuke, command, or bolster air creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your Charisma modifier.  This granted power is a supernatural ability.

    Air Domain Spells
    1. Obscuring Mist.
    2. Wind Wall.
    3. Gaseous Form.
    4. Air Walk.
    5. Control Winds.
    6. Chain Lightning.
    7. Control Weather.
    8. Whirlwind.
    9. Elemental Swarm.


Animal Domain
    Granted Power (Sp): You can use speak with animals once per day as a spell-like ability.  Add Knowledge (nature) to your list of cleric class skills.

    Animal Domain Spells
    1. Calm Animals.
    2. Hold Animal.
    3. Dominate Animal.
    4. Summon Nature's Ally IV*.
    5. Commune with Nature.
    6. Antilife Shell.
    7. Animal Shapes.
    8. Summon Nature's Ally VIII*.
    9. Shapechange.

      *Can only summon animals.


Chaos Domain
    Granted Power: You cast Chaos spells at +1 caster level.

    Chaos Domain Spells
    1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2. Shatter: Sonic vibration damages objects or crystalline creatures.
    3. Magic Circle Against Law: As protection spells, but 10' radius and 10 min./level.
    4. Chaos Hammer: Damages and staggers lawful creatures.
    5. Dispel Law: +4 bonus against attacks by lawful creatures.
    6. Animate Objects: Objects attack your foes.
    7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
    8. Cloak of ChaosF: +4 to AC, +4 resistance, SR 25 against lawful spells.
    9. Summon Monster IX: Calls extraplanar creature to fight for you (Chaotic only).


Cold Domain
    Granted Power (Su): You can turn or destroy fire creatures as a good cleric turns undead.  You can also rebuke or command cold creatures as an evil cleric rebukes undead.  U se these abilities a total number of times per day equal to 3 plus your Cha modifier.

    Cold Domain Spells
    1. Chill Touch.
    2. Chill Metal.
    3. Sleet Storm.
    4. Ice Storm.
    5. Wall of Ice.
    6. Cone of Cold.
    7. Control Weather.
    8. Polar Ray.
    9. Obedient Avalanche.


Creation Domain
    Granted Power: You cast conjuration (creation) spells at +1 caster level.

    Creation Domain Spells
    1. Create Water: Creates 2 gallons/level of pure water.
    2. Minor Image: As silent image, plus some sound.
    3. Create Food and Water: Feeds three humans (or one horse)/level.
    4. Minor Creation: Creates one cloth or wood object.
    5. Major Creation: As minor creation, plus stone and metal.
    6. Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
    7. Permanent ImageM: Includes sight, sound, and smell.
    8. True CreationX: As major creation, but permanent.
    9. Pavilion of Grandeur: A feast and a great pavilion are created.


Death Domain
    Granted Power (Su): You may use a death touch once per day.  Your death touch is a supernatural ability that produces a death effect.  You must succeed on a melee touch attack against a living creature (using the rules for touch spells).  When you touch, roll 1d6 per cleric level you possess.  If the total at least equals the creature's current hit points, it dies (no save).

    Death Domain Spells
    1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
    3. Animate Dead: Creates undead skeletons and zombies.
    4. Death Ward: Grants immunity to death spells and negative energy effects.
    5. Slay Living: Touch attack kills subject.
    6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
    7. DestructionF: Kills subject and destroys remains.
    8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
    9. Wail of the Banshee: Kills one creature/level.


Destruction Domain
    Granted Power (Su): You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit).  You must declare the smite before making the attack.  The ability is usable once per day.

    Destruction Domain Spells
    1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
    2. Shatter: Sonic vibration damages objects or crystalline creatures.
    3. Contagion: Infects subject with chosen disease.
    4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
    5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
    6. Harm: Deals 10 points/level damage to target.
    7. Disintegrate: Makes one creature or object vanish.
    8. Earthquake: Intense tremor shakes 5'/level radius.
    9. Implosion: Kills one creature/round.


Diplomacy Domain
    Granted Powers: Priests with the Diplomacy Domain gain +2 to Diplomacy checks.

    Diplomacy Domain Spells
      1.  Charm Person
      2.  Calm Emotions
      3.  Tongues
      4.  Charm Monster
      5.  Dominate Person
      6.  Symbol of Persuasion
      7.  Veil
      8.  Charm Monster , Mass
      9.  Dominate Monster


Earth Domain
    Granted Power (Su): Turn or destroy air creatures as a good cleric turns undead.  Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your Charisma modifier.  This granted power is a supernatural ability.

    Earth Domain Spells
    1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
    2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    3. Stone Shape: Sculpts stone into any shape.
    4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
    5. Wall of Stone: Creates a stone wall that can be shaped.
    6. Stoneskin: Ignore 10 points of damage per attack.
    7. Earthquake: Intense tremor shakes 5'/level radius.
    8. Iron Body: Your body becomes living iron.
    9. Elemental Swarm: Summons multiple elementals (Earth only).


Evil Domain
    Granted Power: You cast Evil spells at +1 caster level.

    Evil Domain Spells
    1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2. DesecrateM: Fills area with negative energy, making undead stronger.
    3. Magical Circle against Good: As protection spells, but 10' radius and 10 min./level.
    4. Unholy Blight: Damages and sickens good creatures.
    5. Dispel Good: +4 bonus against attacks by good creatures.
    6. Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs.
    7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    8. Unholy AuraF: +4 to AC, +4 resistance ,SR 25 against good spells.
    9. Summon Monster IX: Calls extraplanar creature to fight for you (Evil only).


Fire Domain
    Granted Power (Su): Turn or destroy water creatures as a good cleric turns undead.  Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3+ your Charisma modifier.  This granted power is a supernatural ability.

    Fire Domain Spells
    1. Burning Hands: 1d4/level fire damage (max 5d4).
    2. Produce Flame: 1d6 damage +1/level, touch or thrown.
    3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
    4. Wall of Fire: Deals 2d4 fire damage out to 10' and 1d4 out to 20'.  Passing through wall deals 2d6 damage +1/level.
    5. Fire Shield: Creatures attacking you take fire damage, you're protected form heat or cold.
    6. Fire Seeds: Acorns and Berries become grenades and bombs.
    7. Fire Storm: Deals 1d6/level fire damage.
    8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    9. Elemental Swarm: Summons multiple elementals (Fire only).
      *Resist cold or fire only. 


Force Domain
    Granted Power (Su): By manipulating cosmic forces of inertia, once per day you can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls.

    Force Domain Spells
    1. Mage Armor: Gives subject +4 armor bonus.
    2. Magic Missile: 1d4+1 damage; +1 missile/2 levels above 1st (max 5).
    3. Blast of Force: Ray deals 1d6 damage/ two caster levels (max 5d6).
    4. Otiluke's Resilient Sphere: Force globe protects but traps one subject.
    5. Wall of Force: Wall is immune to damage.
    6. Repulsion: Creatures can't approach you.
    7. ForcecageM: Cube or cage of force imprisons all inside.
    8. Otiluke's Telekinetic Sphere: As Otiluke's resilient sphere, but you move sphere telekinetically.
    9. Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.


Good Domain
    Granted Power: You cast good spells at +1 caster level.

    Good Domain Spells
    1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
    3. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
    4. Holy Smite: Damages and blinds evil creatures.
    5. Dispel Evil: +4 bonus against attacks by evil creatures.
    6. Blade Barrier: Wall of blades deals 1d6/level damage.
    7. Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
    8. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
    9. Summon Monster IX: Calls extraplanar creature to fight for you (Good only).


Healing Domain
    Granted Power: You cast healing spells at +1 caster level.

    Healing Domain Spells
    1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
    5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
    6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    7. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35).
    8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
    9. Heal, Mass: As heal, but with several subjects.


Knowledge Domain
    Granted Power: Add all Knowledge skills to your list of cleric class skills.  You cast divination spells at +1 caster level.

    Knowledge Domain Spells
    1. Detect Secret Doors: Reveals hidden doors within 60'.
    2. Detect Thoughts: Allows "listening" to surface thoughts.
    3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
    4. DivinationM: Provides useful advice for specific proposed actions.
    5. True SeeingM: Lets you see all things as they really are.
    6. Find the Path: Shows most direct way to a location.
    7. Legend LoreMF: Lets you learn tales about a person, place, or thing.
    8. Discern Location: Reveals exact location of creature or object.
    9. Foresight: "Sixth sense" warns of impending danger.


Law Domain
    Granted Power: You cast Law spells at +1 caster level.

    Law Domain Spells
    1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2. Calm Emotions: Calms creatures, negating emotion effects.
    3. Magic Circle against Chaos: As protection spells, but 10' radius and 10 min./level.
    4. Order's Wrath: Damages and dazes chaotic creatures.
    5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    6. Hold Monster: As hold person, but any creature.
    7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
    8. Shield of LawM: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
    9. Summon Monster IX: Calls extraplanar creature to fight for you (Lawful only).


Luck Domain
    Granted Power (Ex): You gain the power of good fortune, which is usable once per day.  This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure.  You must take the result of the reroll, even if it's worse that the original roll.

    Luck Domain Spells
    1. Entropic Shield: Ranged attacks against you have 20% miss chance.
    2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
    3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    4. Freedom of Movement: Subject moves normally despite impediments.
    5. Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
    6. Mislead: Turns you invisible and creates illusory double.
    7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
    8. Moment of Prescience: You gain insight bonus on single attack roll, check or save.
    9. Miracle: Requests a deity's intercession.


Madness Domain
    Granted Power: Your insanity gives you insight.  You subtract 1 from all Wisdom-based skill checks and all Will saves.  However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save.  You must choose to use this benefit before the check or save is rolled.

    Madness Domain Spells
    1. Confusion, Lesser: One creature acts randomly for one round.
    2. Touch of Madness: Dazes touched target for 1 round/level.
    3. Rage: Subjects gain +2 to Str and Con, +1 on Will saves, -2 to AC.
    4. Confusion: Subjects behave oddly for 1 round/level.
    5. Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
    6. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
    7. Insanity: Subject suffers continuous confusion.
    8. Maddening Scream: Subject has -4 AC, no shield, Reflex save on 20 only.
    9. Weird: As phantasmal killer, but affects all within 30'.


Magic Domain
    Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level).  For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

    Magic Domain Spells
    1. Nystul's Magic Aura: Alters object's magic aura.
    2. Identify: Determines properties of magic item.
    3. Dispel Magic: Cancels magical spells and effects.
    4. Imbue with Spell Ability: Transfer spells to subject.
    5. Spell Resistance: Subject gains SR 12 + level.
    6. Antimagic Field: Negates magic within 10'.
    7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
    8. Protection from SpellsMF: Confers +8 resistance bonus.
    9. Mordenkainen's Disjunction: Dispels magic, disenchants magic items.


Plant Domain
    Granted Power (Su): Rebuke or command plant creatures as an evil cleric rebukes or commands undead.  Use this ability a total number of times per day equal to 3 + your Charisma modifier.  This granted power is a supernatural ability.  Add Knowledge (nature) to your list of cleric class skills.

    Plant Domain Spells
    1. Entangle: Plants entangle everyone in 40' radius.
    2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
    3. Plant Growth: Grows vegetation, improves crops.
    4. Command Plants: Sway the actions of one or more plant creatures.
    5. Wall of Thorns: Thorns damage anyone who tries to pass by.
    6. Repel Wood: Pushes away wooden objects.
    7. Animate Plants: One or more trees animate and fight for you.
    8. Control Plants: Control actions of one or more plant creatures.
    9. Shambler: Summons 1d4+2 shambling mounds to fight for you.


Protection Domain
    Granted Power (Su): You can generate a protective ward as a supernatural ability.  Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw.  Activating this power is a standard action.  The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

    Protection Domain Spells
    1. Sanctuary: Opponents can't attack you, and you can't attack.
    2. Shield OtherF: You take half of subject's damage.
    3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    4. Spell Immunity: Subject is immune to one spell per four levels.
    5. Spell Resistance: Subject gains SR12 + level.
    6. Antimagic Field: Negates magic within 10'.
    7. Repulsion: Creatures can't approach you.
    8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
    9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.


Rune Domain
    Granted Power: You gain Scribe Scroll as a bonus feat.

    Rune Domain Spells
    1. Erase: Mundane or magical writing vanishes.
    2. Secret Page: Changes one page to hide its real content.
    3. Glyph of WardingM: Inscription harms those who pass it.
    4. Explosive Runes: Deals 6d6 damage when read.
    5. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
    6. Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
    7. Instant Summons: Prepared object appears in your hand.
    8. Symbol of Death: Triggered rune slays nearby creatures.
    9. Teleportation Circle: Circle teleports any creature inside to designated spot.


Shadow Domain
    Granted Power: You gain Blind-Fight as a bonus feat.

    Shadow Domain Spells
    1. Obscuring Mist: Fog surrounds you.
    2. Darkness: 20' radius of supernatural shadow.
    3. Deeper Darkness: Object sheds supernatural shadow in 60' radius.
    4. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
    5. Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
    6. Shadow Walk: Step into shadow to travel rapidly.
    7. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
    8. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
    9. Shades: As shadow conjuration, but up to 8th level and 80% real.


Slime Domain
    Granted Power: Rebuke or command oozes as an evil cleric rebukes or commands undead.  You can use this abilities a number of times per day equal to 3 + your Cha modifier.

    Slime Domain Spells
    1. Grease: Makes 10' square or one object slippery.
    2. Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
    3. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    4. Rusting Grasp: Your touch corrodes iron and alloys.
    5. Evard's Black Tentacles: Tentacles grapple all within 15' spread.
    6. Transmute Rock to Mud: Transforms two 10' cubes per level.
    7. DestructionF: Kills subject and destroys remains.
    8. Power Word Blind: Blinds creature with 200 hp or less.
    9. Implosion: Kills one creature/round.


Strength Domain
    Granted Power (Su): You can perform a feat of strength as a supernatural ability.  You gain an enhancement bonus to Strength equal to your cleric level.  Activating the power is a free action, the power lasts one round, and it is usable once per day.

    Strength Domain Spells
    1. Enlarge Person: Humanoid creature doubles in size.
    2. Bull's Strength: Subject gains +4 to Str for 1 min./level.
    3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
    4. Spell Immunity: Subject is immune to one spell per four levels.
    5. Righteous Might: Your size increases, and you gain combat bonuses.
    6. Stoneskin: Ignore 10 points of damage per attack.
    7. Bigby's Grasping Hand: Large hand provides cover, pushes or grapples.
    8. Bigby's Clenched Fist: Large hand provides cover, pushes or attacks your foes.
    9. Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.


Sun Domain
    Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning.  The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

    Sun Domain Spells
    1. Endure Elements: Exist comfortably in hot or cold environments.
    2. Heat Metal: Make metal so hot it damages those who touch it.
    3. Searing Light: Ray deals 1d8/2 levels, more against undead.
    4. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
    5. Flame Strike: Smite foes with divine fire (1d6/level damage).
    6. Fire Seeds: Acorns and berries become grenades and bombs.
    7. Sunbeam: Beam blinds and deals 4d6 damage.
    8. Sunburst: Blinds all within 80', deals 6d6 damage.
    9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.


Travel Domain
    Granted Power (Su): For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement.  This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).  This granted power is a supernatural ability.    Add Survival to your list of cleric class skills.

    Travel Domain Spells
    1. Longstrider: Increases your speed.
    2. Locate Object: Senses direction toward object (specific or type).
    3. Fly: Subject flies at speed of 60'
    4. Dimension Door: Teleports you short distance.
    5. Teleport: Instantly transports you as far as 100 miles/level.
    6. Find the Path: Shows most direct way to location.
    7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
    8. Phase Door: Creates an invisible passage through wood or stone.
    9. Astral ProjectionM: Projects you and companions onto Astral Plane.


Trickery Domain
    Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

    Trickery Domain Spells
    1. Disguise Self: Disguise own appearance.
    2. Invisibility: Subject invisible 1 min./level or until it attacks.
    3. NondetectionM: Hides subject from divination, scrying.
    4. Confusion: Subjects behave oddly for 1 round/level.
    5. False VisionM: Fools scrying with an illusion.
    6. Mislead: Turns you invisible and creates illusory double.
    7. Screen: Illusion hides area from vision, scrying.
    8. Polymorph Any Object: Changes any subject into anything else.
    9. Time Stop: You act freely for 1d4+1 rounds.


Vengeance Domain
    Granted Powers: Once per four levels starting at level 1, clerics with the Vengeance domain may select a foe or group of foes (be it by race, nationality, character class or monster type) which are forevermore their sworn enemies.  When encountering these sworn enemies the Cleric of the Vengeance Domain may enter a rage similar to that of a Barbarian and gaining all of the same bonuses and penalties when combating this foe.  The cleric may enter this rage once per day but only when faced with a sworn enemy.

    Vengeance Domain Spells
      1.  True Strike
      2.  Rage
      3.  Locate Object
      4.  Shout
      5.  Finger of Death
      6.  Disintegrate
      7.  Destruction
      8.  Discern Location
      9.  Soul Bind


Vermin Domain
    Granted Powers: Clerics with the Vermin Domain gain a +4 to saves vs poisons and diseases.  They may detect poison or diseases twice per day.

    Vermin Domain Spells
      1.  Spider Climb, Speak with Animals (Vermin only)
      2.  Summon Swarm
      3.  Poison, Contagion
      4.  Giant Vermin
      5.  Animal Growth/Insect Plague
      6.  Web (as per wizard spell)
      7.  Creeping Doom
      8.  Summon Monster VIII (monstrous abyssal or fiendish vermin demon/devil only)
      9.  Summon Monster IX (monstrous abyssal or fiendish vermin or demon/devil only)


War Domain
    Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus feat with the deity's favored weapon.

    War Domain Spells
    1. Magic Weapon: Weapon gains +1 bonus.
    2. Spiritual Weapon: Magical weapon attacks on its own.
    3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
    4. Divine Power: You gain attack bonus, +6 to Str and 1 hp/level.
    5. Flame Strike: Smite foes with divine fire (1d6/level damage).
    6. Blade Barrier: Wall of blades deals 1d6/level damage.
    7. Power Word Blind: Blinds creature with 200 hp or less.
    8. Power Word Stun: Stuns creature with 150 hp or less.
    9. Power Word Kill: Kills one creature with 100 hp or less.


Water Domain
    Granted Power (Su): Turn or destroy fire creatures as a good cleric turns undead.  Rebuke, command, or bolster water creatures as an evil cleric rebukes undead.  Use these abilities a total number of times per day equal to 3 + your Charisma modifier.  This granted power is a supernatural ability.

    Water Domain Spells
    1. Obscuring Mist: Fog surrounds you.
    2. Fog Cloud: Fog obscures vision.
    3. Water Breathing: Subjects can breathe underwater.
    4. Control Water: Raises or lowers bodies of water.
    5. Ice Storm: Hail deals 5d6 damage in cylinder 40' across.
    6. Cone of Cold: 1d6/level cold damage.
    7. Acid Fog: Fog deals acid damage.
    8. Horrid Wilting: Deals 1d6/level damage within 30'.
    9. Elemental Swarm: Summons multiple elementals (Water only).

This message was last edited by the GM at 10:30, Mon 06 June 2011.
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