HTML v2.1, © 1997, 1999
This is the HTML conversion of the human pantheon for Avamor for The Illithid War campaign. A lot of work went into this pantheon in an effort to make priests more fun to play. The granted powers may seem like a lot, but in the Avamor campaign, they make priests a force to be reckoned with - on par with archimagi. Gaining these powers requires that the players actually role-play a priest to maintain good standing with their god/goddess. For these priesthoods to work, alignment and religion violations must be paid attention to.
Crom, The WarGod, Master of Battle | ||
| Type: Greater God | Alignment: Chaotic Neutral | Sphere(s) of Influence: War |
| Major: All, Combat, Healing, Necromantic, Protection. | ||
| Minor: Divination (3rd), Elemental (4th). | ||
| Worshipers: Any warrior | Worshipers' Alignment: Any | Priests' Alignment: Any |
| Symbol: Bloody sword on a field of red or black | Minimum Scores: Wisdom 9, Strength 13 | XP List |
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Description: Crom is the War God. He seeks neither the goodness nor evil in men's souls, only their feats in battle. It matters not to Him whether a warrior wins or loses, only that he fights well. Battle pleases Crom and warriors who face great numbers of opponents or who pray to Him before battle may receive His aid. Crom's aid will usually come in the form of a Bless or Prayer spell. Crom's order are warriors as well as priests. Indeed, it is not unusual for war-priests of Crom to fight on both sides of a battle. His priests minister almost exclusively to warriors, though they define warriors as anyone who has fought. They are often sought after by small villages or towns who are faced with battle and they are always popular among mercenaries. Priests of Crom may use two-handed swords. However, they are severely limited in healing ability. Priests of Crom may not heal the wounds of someone who does not fight his opponents in melee combat. Those who take damage from non-melees (traps, poisons, spells, etc.) are healed only if they have proven their courage and valor in previous battles. Crom's priests also may cast Raise Dead or Resurrection only on the greatest of warriors. No priest of Crom may cast the Animate Dead or Speak with Dead spells. Also, Crom makes no distinction among professions. To Him, a warrior is anyone who picks up a weapon and fights. Warpriests of Crom believe that a warrior must look into his enemys eyes. Therefore, they do not approve of archers, artillerists, or spellcasters who attack at range. Warpriests recognize the value of these troops in battle; they just dont like them personally - those who attack at range have the slight tang of cowardice about them. Warpriests will also accept battles of honor, where no death is involved (they think that most precepts of "honor" are rather silly, but acknowledge that since fighting is the best way to resolve differences, not every fight needs to end in death). Followers of Crom firmly believe that the only true test of a warriors mettle is in life or death conflict. Priests of Crom have a further advantage - a prayer unique to His followers. |
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Sects: There are no sects to Croms followers. They live for battle. | ||
Alignment: Croms priests may be of any Neutral alignment - Lawful, Chaotic, Good, Evil, True - it matters not. Followers of Crom may be of any alignment, so long as they are warriors. | ||
| Proficiencies: Nonweapon Proficiencies Required: Blind-fighting. Nonweapon Proficiencies Recommended: Animal Training, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armorer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking. Weapon Proficiencies Required: None, but the priest must choose from the weapons listed below and specialize in that weapon according to normal weapon specialization rules. Weapon Proficiency Group Crossovers: Priest, General, Warrior. |
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| Duties of Priest: Challenges to Combat: Croms priests must always pay heed to challenges of single combat. If it is blatantly obvious the priest has no chance of winning, she may refuse. However, the priest is cursed with a cumulative -1 on all saves for every challenge so refused until she either breaks her sword, or defeats a superior opponent (at least 2 levels or hit dice higher than the priests) in single combat. Furthermore, when the priest is witness to a similar challenge (and not a participant), the priest must ensure that all of the terms of combat are followed. This restriction is irrevocable and has led to a Warpriest attacking her own allies who violated terms of a challenge. Day of the Sundering: On the anniversary of the day the great Karanukese general Garrod selDraco was murdered by nobles of the old Empire of the Hartland, Warpriests of Crom must spend the day in remembrance of this great warrior. This occurs once each year, on the 16th of Myrdeen. Dress: Warpriests of Crom are always armed. They are permitted to disarm - to meet a countrys ruler, for example - but only to another Warpriest or a warrior. Guidance: Priests of Crom must offer guidance to any warrior on matters pertaining to battle. Missions: The War Gods priests are required to accompany armies on the march to war. At every war, Croms priests will be attending the officers and rulers of both sides. Respect for Slain Warriors: The priest must always pay respect to the gravesites of fallen warriors when they pass within sighting distance. This ceremony takes 1 turn. This duty may be ignored if the priests life or mission are in danger; but for every grave so ignored, the priest must spend 1 day fasting and praying. Tend the Wounded: Warpriests must offer healing to those wounded in melee combat first - even if they are enemies. The priest need not heal them completely, but the first healing spell cast must be offered first to those wounded in melee. If the injured being refuses, the priest is under no obligation to tend him or her further. Tithe: All Warpriests must tithe at least 10% of their earnings to the priesthood. Vigilance: Wherever Croms priests travel, they must watch against complacency and the tide of philosophies of peacefulness. If a land stays too peaceful for too long, the WarGods faithful must start a war, even a small one, for His glory. |
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| Restrictions: Poison: No priest of Crom may ever knowingly use poison. If the priest unknowingly uses a poison (picking up a poisoned weapon in battle, for instance), he or she immediately loses access to all spells higher than 2nd level until appropriate sacrifices and expiations are made. Weapons: Non-warriors may not touch the weapons of a Warpriest. For a non-warrior to do so will bring an instant attack (not necessarily fatal) from the priest. The weapons must afterwards be purified and blessed, a process which takes a full week for each weapon. |
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| Weapon & Armor Restrictions: Weapons Permitted: Choose one of the following: Battle axe, dagger/dirk, knife, polearm, spear, swords (all). The following weapons may be taken normally: mace, maul, morningstar, warhammer, quarterstaff. Armor Permitted: All armors and shields. |
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| Granted Powers:
Identify Most Dangerous Warrior. The priest may automatically identify the most dangerous warrior facing her on sight. Note that the priest must be able to see the warrior. Immunity to Fear. Gained at 1st level. Effective only in combat. Incite Berserker Rage: Inspire warriors to berserk rage for six turns. One round to incite one warrior. Warrior gains +2 to hit and damage, cannot flee from a fight or battlefield until no enemies are facing him. The subject(s) of this power must be willing. Inspire Morale: The priest, if able to be heard, can increase the morale of all allies within hearing by 2. If more than one Warpriest is using this power, the effect is cumulative. Inspire Fear: Gained at 5th level. Similar to the 4th-level Wizard spell Fear. Useable twice per day, save negates. Berserk Rage: Gained at 8th level. Once per week, the priest can go berserk, at will, with all the benefits of a full berserker. Red Wrath of Crom: At 13th level, priests of the WarGod gain a truly frightening power. Once a month, the priest may enter a cataclysmic, uncontrollable rage as the spirit of Crom fills him. Weapons inflict only half damage. Damaging spells inflict -2hp/die. He is immune to any mind-affecting attacks, physical pain, death magics, and illusions. He exists but for one purpose: To kill everything in front of him. The priest gains an extra attack per round, +4 to hit and damage on all attacks, and his AC is -4 in spite of any armor or magical protections he might have. The priest will keep attacking until any one of the following conditions is met: 1) all formerly living and/or mobile creatures in front of him are dead, 2) all his limbs have been severed from his body, 3) he has taken 50% of his full hit point value in damage past 0 hp (at which point, there isnt much of a body left, and hes dead). Healing of any sort (including vampiric regeneration) does not work on the priest while in this state. He cannot distinguish between friend or foe either; if it moves, makes noise, or otherwise attracts his attention, he kills it by hacking it into its component parts. Calling out to the priest results in immediate attack, as does casting spells on him. Once a target is selected, the priest will attack until it or he is dead. Then he moves on to the next closest in view. Once all opponents in view are dead or gone, the priest will fall either dead (due to negative hit points) or unconscious - in which case hell remain unconscious for three days and spend the next four basically helpless as he recovers. After those 7 days, he can cast spells again and use magical devices. The priest gains no experience points for any actions taken while using this power. |
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| Followers and Strongholds: Followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same alignment, plus two fifth-level fighters who act as guards. The priest may take the following on adventures: Three priests of his choice, and one fighter. The priesthood will pay for half the cost of stronghold constructions at eighth level. The stronghold must include a large armory chamber. | ||
| Role-Playing Notes: Warpriests of Crom should come across as battle-hardened, over-eager soldiers. They prefer combat above all things save celebrating victory. Wherever there is a peaceful option, a Warpriest will choose battle. This doesnt mean theyre idiots and will commit suicide or sabotage plans just for the sake of a good fight - at least, not every time. In a bar or tavern, they will start a fight (or join in, if a fight is already in progress). They will charge into battle, eager to test their mettle against the enemy. Nothing enrages a Warpriest like the use of poison, or a thiefs backstab (unless its against a non-meleeing wizard or archer). All they care about is proving themselves in battle. |
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| Experience Point Awards: Warpriests of Crom gain all of the fighter benefits to experience points, such as single kill awards, single combat, challenges, and so forth. |
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| Unique Spell - Blade Bless | ||
| Note that the original concept for Crom was derived from the Conan series by Robert E. Howard. | ||
Kamarr | ||
| Type: Greater Goddess | Alignment: Lawful Neutral | Sphere(s) of Influence: Magic |
| Major: All, Astral, Prophecy, Time, Guardian, Protection, Summoning. | ||
| Minor: Fabrication (3rd), Healing (3rd), Mobility (3rd), Travelers (3rd). | ||
| Worshipers: Any wizard | Worshipers' Alignment: Any | Priests' Alignment: Lawful Neutral |
| Symbol: Glowing blue circle with a staff and book in the middle | Minimum Scores: Wisdom 9, Intelligence 14 | XP List |
| Description:
Priests of Kamarr view magic as the ultimate goal, the only Art worth pursuing. They also believe in the ordered use of magic. Chaos and randomness are repugnant and evil. Kamarr despises the wanton wasteful use of magic, and Her priests often police mages' guilds and colleges. Indeed, they are often the founders of such. There have always been very few temples dedicated to Kamarr. Of those few, most are kept very secret, in the private chambers of a guildmaster, or in a hidden and magically protected cave. Many magi resent the priesthood's attempts to regulate the use of magic, yet Her followers are numerous. Some come to Kamarr because they sincerely believe in the need for controls on magic. Others approach Her out of need for aid against magic. And still others seek the goddess out so that She may guard and ward items of Power. |
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| Sects:
There are only two sects of Kamarr's priests and the differences between their abilities are minimal. Lay priests are scholars and reverends. They tend to the day-to-day activities of the priesthood. Members of the second sect are called Warders. These are priests who actively police and contain magic. Warders will most often be encountered outside of a temple. |
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| Proficiencies: Bonus Proficiencies: Spellcraft Nonweapon Proficiencies Required: Alchemy, Astrology, or an additional Spellcraft slot (choose one). Nonweapon Proficiencies Recommended: Read/Write Elvish, Aryan, or Teshian. Weapon Proficiencies Required: Staff. Nonweapon Proficiency Crossovers: Priest, Mage, General. |
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| Duties of Priest: Aid. The priesthood must offer aid against any magical threat. This aid can be in any form commensurate with the threat, except offering knowledge (which Kamarr's priests are required to do anyway). Gather Knowledge. The priest must gather information about new spells, magic items, or other matters relating to magic. The priest need not steal the magic, only write down information on it. It is left up to the individual priest to decide whether or not a new spell, for example, needs to be acquired for further study. Guidance. Lay priests and Warders must always offer advice on magical matters when asked, unless the questioner obviously intends harm to the priest. Protection. Any time a temple to Kamarr is under attack, all priests of 6th level and higher will know where the temple is. They will not know the nature of the attack. All priests who are alerted to this attack must proceed at once to that temple to defend it. The knowledge gained at 6th level is sufficient for a Teleport to the altar, as if the priest had studied the altar carefully. Secrecy. All temples to Kamarr are kept secret. They are repositories of magic and knowledge. Under no circumstances will an outsider be permitted in a temple to Kamarr. Furthermore, the priests must keep their true faith secret if at all possible. If a priest fails to keep the fact that she is a priest of Kamarr a secret, she may be penalized experience points - in addition to any other results of such failure. This does not mean that the priest cannot reveal his goddess to others, only that there must be a very good reason for it, or there is no other choice in order to accomplish Kamarr's goals. Sovannight. On the eve of the New Year, every priest of Kamarr has his or her spellcasting level increased by 2, in both Wizard and Priestly magics. If the priest is also a Wizard, his or her Wizard level is also increased by 2 (whether dual- or multi-classed, the temporary level increase still occurs). This could easily allow the priest to cast spells not normally available to him. However, the increase will last for one night only - from the setting of the sun, to dawn. This is a time of great importance for the Warders. On this night, they can work their greatest magics. Tithe. Every priest is required to donate 5% of his or her wealth to the priesthood. Vigilance. Vigilance against the misuse of magic. Misuse is defined as causing major shifts in ley lines or nodes (see the Leylines Article), destruction of non-cursed/non-harmful magical works, using magic to abuse other beings (example: Mass Charming a town to raise a tower in a single day). The priest must first prevent further damage by the misuser, then undo the harm to the best of his or her ability. The general laws are: 1) Magic should not be used when other means will suffice. Example: Using magic to build a fortress to meet the oncoming Karanukese horde is a perfectly valid use. Using magic to build a fortress when there is no pressing need would result in a priest of Kamarr working to undo the magic and punish the instigator. 2) Creating magical duplicates of living beings is forbidden. No exceptions. If the Warders had their way, the spells Simulacrum and Clone would be wiped from existence. All who make use of these spells are marked for death. There have been a very few exceptions to this law in the past. 3) Magic that causes cataclysmic events is forbidden. Examples: The destruction of Anryth - the priesthood still seeks to undo all works by the Drow Archimage Kashai Kith'ain for the destruction of Anryth. By the same token, the priesthood is constantly seeking a way to return the Battleplain to the green, fertile hills it once was. 4) Destruction of implements of the Art. A priest of Kamarr would actively seek to prevent the destruction of any non-cursed magical devices - even an Unholy Reaver. Priests are permitted to use items such as a Rod of Cancellation and Mordenkainen's Disjunction to preserve their own lives, the priesthood, and in pursuit of Kamarr's goals. 5) There are some magics and spells that were not meant for mortal hands. Here are a few: Clone, Simulacrum, Dragonsbreath, any permanent, non-natural Gate to another plane, Virus Charm, Mass Charm, and several others. |
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| Weapon & Armor Restrictions: Weapons Permitted: Any weapon normally useable by either priests or mages. Armor Permitted: None; no shields. |
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| Granted Powers:
All sects may use the following granted powers: Magic Resistance: Priests of Kamarr gain 2% magic resistance per level of experience. Mage Spell Ability: The priest gains one spell point per level for the casting of magic-user spells. The priest must regain these spell points as a mage, must maintain a spellbook, and can cast only those spells normally allowed to a mage of equal level to the priest's. The spells are cast as if he or she were a mage of equal level to his/her priest level. It is possible for a priest of Kamarr to gain a familiar in this way. Detect Magic: The priest can use Detect Magic (as the Priest spell) once per day for every three levels of experience. I.e. 1/day at levels 1-3, 2/day at levels 4-6, etc. Sovannight: See Duties above. Negation: At 5th level, the priest gains the ability to throw a ray of negation (as a Wand of Negation) at will once per day. Minor Globe of Invulnerability: At 6th level, priests of Kamarr can generate a Minor Globe of Invulnerability as a mage of equal level to his or her priest level. This power requires no casting time and is useable once a week. Guards and Wards: Upon reaching 9th level, a priest of Kamarr may cast Guards and Wards upon his or her temple. Warning: Any time a temple to Kamarr is under attack, all priests of 6th level and higher will know where the temple is. They will not know the nature of the attack. All priests who are alerted to this attack must proceed at once to that temple to defend it. The knowledge gained at 6th level is sufficient for a Teleport to the altar, as if the priest had studied the altar carefully. Blessing of Kamarr: At 12th level, the priest's ability to sense the weaving and flow of magical energy is so great that he can actually affect his own spells as if he'd already cast an Extension, Dilation, Far Reaching, or Fortitude. Once each day, the priest may increase one of the following aspects of a spell by 50%: area of effect, duration, range, or automatically cause maximum possible damage or effect. Thus, the priest may opt to have a fireball inflict maximum possible damage, or he might increase its area of effect by 50% - but not both. Turning of Power: At 16th level, the priest will instinctively recognize hostile magic as the power is being activated (for magical items and innate abilities) or the spell being cast, provided that the priest can see the activation/spellcasting or detect it otherwise (as with Detect Magic). This allows the priest to identify the spell, or spell-like effect and, at his option, cause the magic to reflect back on the caster (or wielder, in the case of magical items) with full effects, leaving the priest unharmed - even if he would still be in the area of effect. This power is usable once per week. |
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| Role-Playing Notes: Priests of Kamarr will do just about everything they can to keep their identity as a priest of Kamarr secret. They will not kill people who find out who they really are, unless those individuals reveal the knowledge to others. Even then, it is likely that the priest will use spells of memory alteration to "fix" the problem. Kamarr's followers are the judges of the Art. They weigh the use of magical power against accomplishing the same task without magic. Given a choice of flying across a chasm and using the rope bridge, the priest will encourage using the rope bridge - unless he is being pursued by an Orc horde. These priests will do everything they can (within reason) to acquire odd, unusual, or unique spells and magical devices for return to a temple (for study) or for their own use. At the very least, they will want to stay close to such items so they can study them, record their use and effects, and gather more knowledge about their history and making. In large cities or towns, Kamarrites will spend their free time deep in libraries, searching for lost bits of enchanted lore, or interviewing other sages, wizards, and bards for information of a magical nature. They will make a point of sending letters to their fellow priests in the area, as well as regular reports back home. They should come across to other PCs as something of wizard/thieves in behavior. They keep their secrets, revealing only that knowledge which is safe for other mortals to handle. It is very important to remember that these priests have access to over 90% of all mage spells. Acquiring some rare gramarye for use on an adventure normally involves only a request made in person to a temple of Kamarr. They will not share such magics with fellow mages (unless they are also followers of Kamarr). On witnessing the misuse of magic, the Kamarrite will become enraged - lecturing the transgressor at the very least, or confiscating his spellbooks and magical devices if the situation warrants it. Use of the spells Simulacra or Clone will result in an attack 99% of the time. |
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Copyright 1998, 1999 by Guardian (spammersmustdieRemoveThisTextGuardian(at)avamor(dot)net).