Showing posts with label Cleric. Show all posts
Showing posts with label Cleric. Show all posts

Saturday, May 14, 2016

Shameless reblogging

Those of you who are my longtime readers (what few of you may be left...) know that one of my perpetual bugbears (as opposed to actual bugbears, of which I am quite fond) has been the archetype and role of the cleric in a setting. And while I'm not alone in this, it's always nice to get a little reminder that others think about it a lot too, as Anders has over at Mythlands-Erce. Go give his post some love.

I'm still not quite up to blogging regularly, but I do have some things that, I hope, will be ready for primetime that I can share soon. Maybe that will be the start I need for further work in the near future.

Wednesday, December 18, 2013

3e-isms

Of late, I don't know what it is, but I've begun to miss some of the particular features of the D&D of my youth, third edition.

Now not everything, mind you, and not yet implemented in the same way. But I am finding that a nice d20-based skill system, a few simple feats, a saving throw model based on the way one resists rather than the effect one resists against, and even the idea (if not quite the execution) of prestige classes have begun to wander around the distant corners of my mind.

Were you sick of hearing me talk about Clerics yet? In case you weren't, one of the early symptoms of this line of thought came to me when I was reading Luigi Castellani's Dangers and Dweomers, a thought very uncharacteristic of my recent approach: If you were embracing that peculiar D&D henotheism that often rankles me, for instance if you were playing a Forgotten Realms game, it might be an interesting experiment to allow clerics to choose from the appropriate domain spells-- only the domain spells (but perhaps unlike 3.x, all the domain spells, rather than just your choice of two domains from the appropriate god's list.) My brother felt that it restricted the abilities of clerics too much, but I think it'd be an interesting idea, and if not suitable for PCs maybe suitable for NPC priests that are not adventuring, militant clerics.

Sunday, December 8, 2013

In Defense of Crystal Dragon Jesus

I decided to consult with some external perspectives on the matter that's been eating at me this week. And so far I've gotten a good amount of response, both at RPGnet and TheRPGSite (Reddit has been more lukewarm). Over on RPGnet, Aaron Peori said this:

If you're going to have a European fantasy pastiche that looks like Europe you need a centralized, hierarchical, institutionalized religious authority that exists in a constant state of detente with secular Kings and feudal lords. Whether this Church is going to have monks and nuns and rosaries and convents and cathedrals is really just set dressing; though having those things is a damn sight easier than creating whole new set dressing out of nowhere.
 And by gum, I think he's right.

With this in mind I may yet learn to love Crystal Dragon Jesus-- and Its clerics-- after all.

Tuesday, December 3, 2013

Killing the Cleric (Probably Not The last Cleric post after all)

Well, I arrived at that decision surprisingly quickly. And it was like a weight off my shoulders when I did.

As you know, or at least can see from five minutes in my archives, I've thrown away days of my life researching and trying to come up with a religious framework that is not Crystal Dragon Jesus, but adequately leaves room for the spells and class features typical of the cleric, which is loaded down with a lot of implicitly-middle-class-American-Christian ideas about both gods and holy men. Some may enjoy that, and far be it from me to condemn them, but for me it always seemed a little... intellectually lazy. So I had some cognitive dissonance to work through.

It has been less of a challenge and more of a vexation, frankly.

So, I got to thinking, something has to give, either I have to learn to stop worrying and love Crystal Dragon Jesus, or I need to stop trying to fit his vaguely-cross-shaped peg into my round fantasy hole. Apart from which, I think it's just not terribly compatible with my largely non-theistic (though not atheistic) take on the world... not to sound hidebound of course, but I just do not give a damn about the existence or worship of gods one way or another, and there's nothing worse for a story than not giving a damn about its subject material.

There is something that does come a little more naturally to me though, in terms of the human relationship with forces that are, by and large, beyond it: the sort of "virtuous pagan" attitude that seems to come standard for the good guys in Tolkien. Of course I come to it for different reasons-- him writing an intentionally Catholic work, and me, as I said, just plain not being arsed about gods in the first place. But that same sort of attitude-- reverence toward nature/the universe, song, belief in good and courage and stuff... that I can write for. Now, a druid (in the fantasy sense of the term, at least) or a witch, I think, can reconcile easily with that worldview, but not so much a cleric.

I think, despite my initial reservations, that just passing most of the spells that aren't already duplicated over to the Magic-User is probably a good start. Particularly if I just go with Wound Points and Vitality Points-- I think VP/WP reduces some of the burden on spellcasters to always have healing prepped (especially if healing only works on WP) because VP regenerates comparatively quickly.

The big mechanical problem I found myself stuck on, then, was what to do about the other vital function of clerics, the one which Mike Mornard and his friends originally demanded the creation of the Cleric for: Turn Undead. I've seen some retroclones make it a spell as well (usually a 2nd level one), but I wasn't sure if that was the best option. But I was concerned both from a gameplay perspective (that making it a spell might make it too scarce comparatively, making undead particularly nasty and killer opponents), and a thematic perspective (just what is the spell doing?).

To be honest I sort of always thought of it being like the "True faith" feat or advantage in many other RPGs... which... honestly doesn't make much sense given that paladins tend to be both more zealous in general and less effective at turning. Of course there's the 3.5 answer: that it's somehow channeling a positive energy that's anathema to undead... but the check for it is weird, in that case, isn't it?

But then... the fact that Energy Drain is one of those other things that just bugs me means undead lose a bit of their teeth in the first place, maybe I don't need Turn Undead so badly. So that was it. Kill the Cleric, pass on its spells to the Magic-User. My life is simpler now.

Of course this doesn't mean there isn't religion, but ditching the character class explicitly focused upon it means there's less of an obligation on my part to try to force together something that isn't crypto-Christian but where there's still somehow a militant order of priests that use maces and wear armor and heal and part the ocean and scare the undead and stuff. If I need priests or a temple for a story, or even if I have a player who wants a religiously-inclined character, I can make up something that works for the scenario I want to provide or the story they want to tell. And that's... extremely liberating.

Monday, December 2, 2013

The Cleric: a gamepiece

Regular readers of this blog (All five of you) are aware that the existence of the Cleric (and what sort of religion she might belong to other than the to-me-unsatisfying choice of Fantasy Pseudo-Christianity #326?) is something with which I often grapple. Some might ask why I bother, when instead I could just drop the silly thing from my worlds altogether and save a lot of hassle. To them I would say that it is because I think of D&D mainly as a game, with the classes being different kinds of pieces. Therefore, I am concerned with the unforeseen impact on gameplay that might be had by either denying the functions it provides, or shunting them off to another character class-- most likely the Wizard/Magic-User. Frankly this is mostly just a ramble, but it seems that something or other has to give eventually. Will I stop worrying and learn to love Crystal Dragon Jesus? Will I just kick the cleric to the curb? It remains to be seen.

Wednesday, September 25, 2013

Which Literary Cleric am I ripping off for this NPC

I love Jack and his blog, but given that he's already moved on to villains I think this one is gonna have to fall to me. Answer key will be posted when I feel ready to.

1
This blind wanderer carries the last copy of a forgotten holy book, in a language only he knows how to read. The gods guide him with such surety that few people ever notice he can't see them.
2
As a world-shaking disaster loomed and chaos reigned, he stood in public and delivered a sermon, urging people not to lose faith. Then a few started listening to him. Gradually, a few became many, and then many became all. Their hope was rewarded, and so was his.
3
Believe it or not, the small animal this simpleminded novice keeps by his side is his god's earthly form.
4
This gentle priest has a suspicious amount of pull with those in power, and an equally suspicious knowledge of the ways of thieves and assassins. He is deceptively handy with a weapon. Though he has taken a vow never to kill, he maintains that he is under no obligation not to cripple his enemies.
5
This fat friar settled down with a band of outlaws to keep them on the up-and-up. He can wield sword or staff alongside any of them.
6
This stern archdeacon is tormented by his lustful obsession with a wandering dancer, whom he believes is a witch that has enchanted him.
7
This scheming patriarch seeks to expose the indiscretions of the queen in order to increase his political influence over the king.
8
This deathless outcast has fought against and fought alongside his half-demon brother countless times. Unbeknownst to him, the higher power he conducts dark rituals in the name of is none other than the son of the corrupt king he seeks to overthrow. It is whispered that there is one day a year on which he can never be defeated.
9
This small, worn-looking high priest was granted his office after the assassination of his predecessor, when a mass of his supporters invaded the chamber of the church's council with him raised upon their shoulders. Thanks to his negotiating of a deal with the Regent of a major kingdom, clerics of his faith are no longer barred from fighting.
10
This scarred warrior-priest has renounced his religion, but has sworn to avenge the people who practiced it on the order of wizards who committed genocide against the people who practiced it using their own magic.
11
This dark-haired priest has killed hundreds, always after he solemnly repeats a single phrase in a foreign language.
12
For this axe-wielding reverend with an excruciatingly long name, the crusade against evil is not just a metaphor.
13
Though only twelve, this fun-loving youngster rose high in the ranks of his monastic order-- even without taking advantage of the fact that he is the vessel of a powerful spirit.
14
This plain-speaking dwarvish cleric was turned into a vampire recently, but he still intends to keep to his good-aligned faith.
15
This devout missionary once went astray and became second-in-command of a legion of brutal slavers, but returned to the fold after its leader had him set on fire and thrown off a cliff.
16
This well-dressed, doddering clergyman speaks at great length with an incredibly annoying speech impediment-- unless a nearby nobleman orders him to hurry it along.
17
While he has a good reputation, this depraved bishop openly practices cannibalism and usury.
18
A brutal warlord, this unaging snake-cult leader maintains that flesh is the strongest thing there is-- evidenced by the near-mindless obedience of his followers.
19
This dark-skinned young girl showed a gift of prophecy from an early age, leading her to become the spiritual leader of a nation when she was only four, after she ferreted out a cabal of disguised rakshasas. She shows a cleverness and wisdom far beyond her years. Within the temple that is her home, she is much stronger than she would be outside.
20
The daughter of a priest who sacrificed his life in a vitally-important ritual that must soon be repeated, this sheltered priestess is expected to follow in his footsteps, but she has fallen desperately in love with one of her traveling companions.


Sunday, August 11, 2013

Of Matters Divine and the Three Alignments

Tonight after pain keeping me from sleep, watching Excalibur of all things, somehow shotgunning all three Pathfinder bestiaries in a single night, and revisiting previous discussions with my brother, I think I might have finally cracked some things that have been weighing on my mind.

Gods: Both Law and Chaos have gods. Gods have a physical presence in the world. They are possible though difficult to take down (and it's harder still to bring down a god permanently). They are certainly beings of enormous power, but are neither omnipotent nor omnipresent.

Law: The gods of Law are reasonably consistent in form and power, and not entirely unlike the mortals that are their charges. Some mortals believe the gods of law created the world, others believe they created or bestowed sapience and free will on mortals, others believe they are merely self-appointed guardians of it. Not all lawful gods are nice or good, but many are at least one or the other. The ultimate goals of law are the continued existence of the world and the flourishing of civilization. To be lawful can mean to be cooperative or individualistic, to be rigid or flexible, to be authoritarian or liberated, but ultimately all Lawful beings wish for life as we know it to continue existing in a recognizable form.

Chaos: The gods of Chaos are more protean and singular than their opponents, though generally they have icky tentacles and slimes and things like that and are just nasty all around. Few wander free. It is possible that they are more powerful than the gods of Law, but as they are both rarer and unlikely to present a united front they are dismayed in their efforts to unmake creation. The ultimate goals of chaos are to reduce mortals to savagery or worse and to reduce the world to a blank slate the gods of Chaos may do as they please with. To worship chaos is to be destructively insane and evil on some level.

Neutrality: Neutrality is the alignment of nature. There are no neutral clerics or neutral gods. There is only the land, and The Dragon, and the druids. Unlike the gods, the Dragon cannot be said with certainty to exist (some even believe it to be more of a metaphorical being than a literal one), except inasmuch as the land and sea that its being suffuses is clearly real. Neutrality cares for life, but has no special allegiance towards civilization or to the mortals that make it up, seeing them as things that can (and indeed must) gradually change and adapt like any other thing that wishes to endure. There is a tendency towards belief in natural selection in Neutral philosophy. Neutral people see the Dragon as both creator and creation, the world and its maker are one to them. They teach that the world is defined by the interaction of opposite forces which exist in concordant balance. While they bear Law and civilization no ill, will they also hold that the Dragon maintains itself regardless of the comings and goings of mortals and gods alike (so long as they do not attempt to conquer it outright), and that Law has an overinflated sense of its own cosmic importance. Druids by and large do not show Chaos such tolerance, as the gods of Chaos have proven time and again that they have no regard whatsoever for the Dragon.

Unaligned: Most people are not in fact aligned with anything bigger than themselves or their friends and family. If the gods were to make war, Lawful beings would fight to protect civilization and mortal life, Neutral beings would fight to protect the world and the Dragon, and Chaotic beings would fight to eradicate all other things, but unaligned people would keep their heads down and hope that whoever survives the battle would just let them live their lives. Unaligned people tend to worship whatever gods or spiritual powers hold sway over the place they are in, whether that means singing hymns and passing around a collection plate at a lawful church once a week, or offering Cthulhu space in their dreams before a sea voyage.

Clerics: The very fact that they are not omnipresent is why the gods of Law and Chaos imbue representatives among the mortals, to go where they are not, see what they do not see, and act when they cannot act. The clerical orders of Lawful gods are set up not unlike a sort of feudal system, in which divine authority is delegated down through the ranks, along with the knowledge of magic necessary to fill the needs of a cleric's station. Adventuring clerics, then, are the knights-errant of this system, taking on more power and responsibility as their prove themselves. Many gods of Law emphasize that a cleric's fealty must be as much to the people as it is to their Lord, though others demand absolute, jealous loyalty to themselves. As to the gods of Chaos, they seldom form a hierarchy. Instead each Chaotic cleric is directly the servant of his god, granted power in exchange for the sacrifice of lives to feed their master's horrid appetite or quests undertaken to hasten their awakening. Chaotic clerics are encouraged to take all they can and keep for themselves what the gods do not demand for their own.

Druids: Holy people of Neutrality, known as druids, seek to exist in harmony with the Dragon. Druids are highly individual, though they afford wary respect to more powerful ones than themselves. Most druids are solitary, but not truly hermits, as they periodically enter settlements or tribal communities to attend to whatever matters they feel merit the visit. They view their magic not as a reward for service to the Dragon, nor a tool to do the Dragon's bidding, but merely the natural consequence of existing in harmony with it. Magic is an intuitive thing for druids, they just know it when they do it.

NEXT: Astral beings and those who serve them, Arcane Magic, and maybe Witchery

Friday, July 5, 2013

My big stupid houserule post

These are probably not all the houserules I'm going to be using, but I'm tired of working on this-- I started on July 1st and it's the wee hours of July 5th now.

My usual ruleset is ACKS so these are written with that in mind.

Classes: The following classes are always appropriate for any campaign I run: Fighter, Mage, Cleric, Thief, Assassin, Bard, Explorer, Dwarven Vaultguard, Dwarven Craftpriest, Elven Spellsword, Elven Nightblade, Anti-Paladin, Barbarian, Dwarven Delver, Dwarven Fury, Elven Courtier, Elven Enchanter, Elven Ranger, Mystic, Paladin, Shaman, Warlock, Witch. The remaining classes sort of depend on the campaign-- ask me if you're not sure.

Cleric Weapons: Clerics can choose to use either their usual weapon selection or that of shamans (Club, dagger, hand-axe, short sword, staff, spear). Other narrow weapon selections, within reason, are also okay.

Turn Undead: A cleric can turn any evil creature as if it were an undead of comparable hit dice. For purposes of this spell, evil creatures include inherently evil creatures such as undead and summoned creatures of Chaotic alignment.

Cleric Spell List: Clerics make the following changes to their spell list:
  • 3rd level: Feign Death no longer exists, Prayer takes its place.
  • 4th level: Sticks to Snakes is not on the Cleric list, Death Ward takes its place. (My grievances with this spell are well-known. I don't mind Shamans having it, but I don't have a ready explanation for why.)
Warlocks: Warlocks do not gain a familiar by default. In its stead they gain the Death Healing power of the Zaharan Ruinguard (Warlocks use the Mage attack progression and therefore can't cleave, but any time they drop an opponent they can use this ability). Warlocks add Familiar to the list of proficiencies they may choose from. This may be waived according to player preference.

Additional Spells: If a character can cast spells and has a prime requisite of at least 13, they gain the ability to cast an extra first-level spell per day at the time of character creation. If a character can cast spells and has a prime requisite of at least 16, they gain they gain the ability to cast an extra second-level spell per day as soon as they gain the ability to cast second-level spells. If a character can cast spells and has a prime requisite of 18, they gain they gain the ability to cast an extra third-level spell per day as soon as they gain the ability to cast second-level spells.

Unusual Equipment: If you want to buy something out of the ordinary (ie not elsewhere listed in the rulebook or by me), Zak's Penny, Nickel, Dime, Quarter, Dollar rule is in effect.

Dullness/Fastness:  Sharpness and Slipperiness are both reversible spells. The effects of Dullness should be obvious (-1 to attacks with the weapon, but it still becomes magical). The effects of Fastness are thus:
When cast on a character, the recipient cannot be restrained or grabbed,wrapped in the grip of constrictor snakes, or otherwise be subject to any other grasping attacks, including binding ropes, chains, or cuffs, magical or otherwise. Simply put, nothing can get a grip on a character affected by slipperiness. The spell can also be cast on objects. A single casting is sufficient to affect 20 arrows, 2 one-handed weapons, 1 two-handed weapon, or one 10' x 10' patch of floor. Any object subject to the spell is virtually impossible to grasp, and characters must make an attack throw versus Armor Class 10 each round to let go of or throw such objects. The object can instead be used to bind two objects together. A proficiency throw of 20+ is necessary to pull them apart. Any individual moving or even standing on an affected area of floor must make a proficiency throw of 20+ each round or remain rooted to the spot.

Climbing Huge Opponents: If a combatant is significantly smaller than her opponent it may be possible for her to climb onto her opponent to find a better point to attack from. To climb an opponent, a combatant must succeed on a melee attack throw with a -4 penalty. The opponent must then make a saving throw versus Paralysis. If the opponent succeeds on his saving throw, he has shrugged off the combatant. If he fails, the combatant has climbed on. A combatant who is climbing an opponent may perform a brawl or regular attack at a +2 bonus so long as she stays on. The climbed-upon opponent may make another saving throw versus Paralysis each round to attempt to shake off the opponent, or may attempt to wrestle it. A combatant capable of backstabbing may backstab a creature she has climbed. A combatant capable of climbing walls may make a proficiency throw to hang on or avoid a wrestling attempt from a opponent she has climbed. Any bonus that affects attempts to wrestle also affects attempts to climb an opponent.

Shields Shall Be Splintered: A shield can be sacrificed to nullify all damage from a single attack, however if the attack does at least 6 damage in a single attack, the defender takes 1 point of damage reflecting the smash being hard enough to hurt their arm. Magical shields can absorb one additional blow per day per point of additional protection. Magical shields can also deflect spells of a level no higher than their enchantment bonus that specifically target their wielder once per day in place of an attack, or any spell a single time, but so doing breaks the enchantment on them and instantly destroys them. (Yes this makes magical shields really awesome-- that's sort of the idea)

The Life-Drinkers: Creatures that drain levels... don't. I've never liked this mechanic, even in old school games where it's that much less involved. Instead I've given them a suite of additional abilities along the lines of what Dyson recommended as follows chosen to use the following rules

Energy Drain: An attack that would ordinarily drain a character's level instead deals 1d6 damage and imposes a cumulative -1 penalty on all attack, saving, and proficiency/ability throws. If the penalty exceeds the character's level, she dies. 1 point of energy drained is recovered every L days where L is equal to the hit dice of the monster that drained the energy level.
Vampiric Bite: If a vampire Charms a living creature, the creature is willing, or the vampire successfully grapples the creature, it may bite. The bite deals 1d3 damage and drains 1d3 points of Constitution per round much as a Shadow does strength (for creatures without constitution scores treat its HD as equivalent to its constitution score). The vampire heals 1d6 damage for each round it drinks of the blood, but while it is so occupied all attacks against it are made as if the vampire were surprised.
  • Spectres: 
    • Paralyzing Strike: a spectre's touch paralyzes as a ghoul's.
    • Terrible Aura: The palpable aura of fear freezes all those who see a spectre. Save versus paralysis when first encountering the undead or be paralyzed for 1d6+1 rounds.
    • Possess: a spectre can possess any corpse. While so doing, the spectre cannot be harmed until the corpse is destroyed. It fights as a zombified version of whatever it was in life.
  • Vampires:
    • Vampiric Bite: If a vampire Charms a living creature, the creature is willing, or the vampire successfully grapples the creature, it may bite. The bite deals 1d3 damage and drains 1d3 points of Constitution per round much as a Shadow does strength (for creatures without constitution scores treat its HD as equivalent to its constitution score). The vampire heals 1d6 damage for each round it drinks of the blood, but while it is so occupied all attacks against it are made as if the vampire were surprised.
  • Wight:
    • Putrefying Aura: The wight is a creature of decay and death. In its presence milk curdles, bread moulders, meat rots, water turns brackish and swampy, and wine sours to vinegar. Any food or drink that comes within 20 feet of a wight spoils immediately and must be treated with Purify Food and Drink before it can be safely consumed.
    • Withering Touch: The claws of a wight spread its decay. Any normal plantlife touched or trod on by a wight dies. Magical plants and living creatures take 2d4 damage and seem unnaturally aged until they heal.
  • Wraith:
    • Cursed Wound: The blows of a wight inflict a terrible pestilence. They do not heal for a year and a day unless Remove Curse is cast upon the victim. Even then the scars will always ache on the anniversary of the day they were inflicted.
    • Creature of Darkness: Wraiths can cast Darkness at will.
    • Soulbound: Wraiths are born when a mortal succumbs to the corrupting influence of an evil magic item-- most often a cursed weapon, suit of armor, or ring-- which will always be present among their treasure in addition to whatever else of value they have. Whatever the item, it is sentient in the manner of certain magic weapons, is chaotic in alignment, and can only be disposed of via a Remove Curse spell. If the item's new owner dies while under the influence of the item, he rises as a wraith in 24 hours.

The Petrifiers: Petrification, except via the Flesh to Stone spell, is not an instantaneous process. When you fail your save, roll 1d6 for the number of rounds you have left to fight, strike a cool pose, or whatever. You are slowed during that time, and during the final round you are outright paralyzed. Any creature naturally capable of turning a creature to stone also knows how to turn a petrified creature back with a touch. Medusae cure petrification with their hands, basilisks with a slap of their tail, and cockatrices with a bite. A creature that has been restored from petrification is paralyzed until such time as healing magic is used to cure its paralysis. Normally they use this ability in order to restore their prey to an edible state, however intelligent ones such as medusae can sometimes be bribed or persuaded into doing it in exchange for mercy if subdued or in exchange for favors (usually involving undertaking a quest).

Golem Spell Immunity: Golems aren't completely immune to magic, however they are highly resistant to it. Unless a spell is specifically or implicitly named in their description, if it has a save they automatically succeed at that save. If it doesn't normally have a save, it does when used against a golem. (I don't think the golems in ACKS core actually have spell immunity, but I use the standard AD&D ones and that's the rule I use for them too)

Wraith Hoards: Wraiths are born when a mortal succumbs to the corrupting influence of an evil magic item-- most often a cursed weapon, suit of armor, or ring-- which will always be present among their treasure in addition to whatever else of value they have. Whatever the item, it is sentient in the manner of certain magic weapons, it is chaotic in alignment, and it can only be disposed of via a Remove Curse spell. If the item's new owner dies while under the influence of the item, he rises as a wraith in 24 hours.

Thursday, June 27, 2013

Clerical Orders of the Majestic Wilderlands (wip)

Of late, I've tended to favor the Wilderlands pantheon in my homebrews, instead of the 4e pantheon, which had previously been my go-to-- though don't get me wrong I don't mind using that and might even do so in the future. (I think I owe a bit of my fondness of it to the Raven Queen-- come-on, a non-evil death goddess with a raven motif? I was bound to imagine her as Neil Gaiman's Death, and thus to fall madly in love.)

To that end, and also because I like the idea of clerics being a little different for different gods, and because this is supported by ACKS's rules... well, here's some work on my part. Credit for the descriptions of the gods themselves goes to Rob Conley, from whom I cribbed them here, and I think ultimately to some combination of Bob Bledsaw, Robert E. Howard, and ancient people who actually worshiped about half of these bad boys.

Oh, and we should get this out of the way-- by default clerics IMC can always use spears, daggers, and crossbows in addition to the usual blunt fare-- I always thought the "no edged weapons because blood" thing was really, really stupid.

DANNU (DAN-NU) - The Mother of Mercy, Lady of the Green Earth, the Hearth Mother

Dannu is the goddess of mercy, love, home, and fields. Dannu is worshipped by peasants thourghout the Majestic Wilderlands. The church of Dannu works to bring aid and relief to the peasant when they suffer. The church of Dannu has special relationship with the church of Mitra . Together the two churches work to bring justice and peace to the Wilderlands. Also the church of Silvanus and Dannu cooperate on many matters.
SYMBOL: A Sheaf of Wheat on a Green Circle
In place of Turn Undead Dannu's clerics have the following powers:
Purify Food and Drink as the spell of the same name at will, taking 1 turn to take effect.
Blessed Feast: Once per day a cleric of Dannu can imbue a meal for a number of people equal to her level with her blessing. All who partake of the meal are affected as if by a Bless spell.
 Clerics of Dannu use the following spell list:



First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Command Word Bless* Continual Light*
2 Cure Light Wounds* Calm Emotions Cure Blindness
3 Detect Evil Charm Animal Cure Disease*
4 Detect Magic Delay Poison Detect Curse
5 Fellowship* Divine Grace Glyph of Warding
6 Light* Find Traps Growth of Animals
7 Protection from Evil Holy Chant Locate Object
8 Remove Fear* Resist Fire Prayer
9 Resist Cold Silence, 15' Radius Protection fr. Normal Missiles
10 Sanctuary Speak With Animals Remove Curse*



Fourth Level Divine Spells Fifth Level Divine Spells
1 Create Water Atonement
2 Cure Serious Wounds
Command Plants
3 Dispel Magic
Commune
4 Divination Create Food
5 Fate Dispel Evil
6 Growth of Plants Insect Plague
7 Neutralize Poison Quest*
8 Protection From Evil (sustained) Restore Life and Limb*
9 Speak with Plants Strength of Mind*
10 Vigor Summon Weather

HAMAKHIS (HA-MA-KISS) - The Deathlord, Lord of Undeath, The Final Judge

He is the god of death and judgement. All who die come to Hamakhis were they judged; those who fail dwell forever in the City of Bones and the rest proceed to their god. Hamakhis is also able to grant to undeath to his followers.
Hamakhis has two types of sects; the first believing that if one make the proper sacrifices to Hamakhis and glorify his name, they will be granted the state of undeath, the second preachs about Hamakhis the Final Judge and warns people to be ready for him.
SYMBOL: A White Skull
Depending on their sect, some clerics of Hamakhis command undead instead of turning them.

Clerics of Hamakhis use the following spells



First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear* Augury Continual Darkness
2 Command Word Bless* Cure Blindness
3 Cure Light Wounds
Choking Grip
Cure Disease
4 Deathwatch Deathknell Detect Invisible
5 Detect Evil
Delay Poison
ESP
6 Detect Magic Find Traps Feign Death
7 Detect Undead Hold Person Glyph of Warding
8 Light* Obscuring Cloud Necromantic Potence
9 Protection From Evil* Silence, 15' Radius Remove Curse
10 Read Languages Sleep Speak With Dead


Fourth Level Divine Spells Fifth Level Divine Spells
1 Cure Serious Wounds* Atonement
2 Death Ward
Commune
3 Dispel Magic
Cone of Paralysis
4 Divination
Control Undead
5 Dismember
Fear
6 Enervate
Finger of Death
7 Infravision Insect Plague
8 Neutralize Poison* Quest*
9 Protection fr. Evil, Sustained* Strength of Mind
10 Smite Undead* True Seeing

KALI (KAA-LEE) - The Black Mother, The Death Crone, Lady of Illusions

Kali is the goddess of murder, hatred, and lust. Her goals directly conflict with those of the goddess Dannu. She revels in death and destruction. She sunders man and wife, takes the newborn from their mother, and brings famine and plague to the Wilderlands. Her followers are secreted in obsure caves, little alleys, and hidden valleys. The Claws of Kali are the most feared killers in the Majestic Wilderlands. The Claws support the main temples of Kali. Also in many lands where temples are not able to be estabilshed, Kali is served by her Blood Childern, the Vampires and Werewolves. The Power of Blood makes them fearsome creatures of the night.
SYMBOL: The Kris Knife (Wavy Bladed Dagger)
Kali's holy orders also include plenty of assassins and mystics. Some of her clerics fight as Bladedancers instead. In place of Turn Undead, Kali's clerics have the following powers:

Bloodlust: Clerics of Kali gain the Zaharan Ruinguard's Death Healing ability for free.
Incite Rage: Once per day, clerics of Kali can cause a creature to enter a berserker rage by touch. The rage lasts a number of rounds equal to the cleric's level.
Clerics of Kali receive the following spells


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear Bane Alter Self
2 Command Word
Choking Grip
Cause Disease
3 Detect Good Deathknell Charm Person
4 Detect Magic
Enthrall
Curse
5 Hemorrhage
Hold Person
Feign Death
6
Light*
Holy Chant
Glyph of Warding
7 Protection from Good
Resist Fire
Invisibility
8 Sharpness Righteous Wrath Invulnerability to Good
9 Trance Spiritual Weapon Levitate
10 Wall of Smoke Swift Sword Striking


Fourth Level Divine Spells Fifth Level Divine Spells
1 Dismember
Commune
2 Dispel Magic
Confusion
3 Divination
Fear
4 Enervate
Finger of Death
5 Inflict Serious Wounds
Flame Strike
6 Nondetection
Insect Plague
7 Poison
Phantasmal Killer
8 Protection fr. Good, Sustained
Quest
9 Raise Dead Scry
10 Vigor Sword of Fire


MITRA (MI-TRA) -The Red Maiden, The Lady of the White Hand, Lady of Paladins

Mitra is the goddess of justice, war, and paladins. Mitra defends the helpless, and protects the weak from those who desire to prey on them. There is great enmity between the church of Mitra and the church of Set. The Church of Mitra has a special relationship with the church of Dannu. Together the three churches work to bring justice to the Wilderlands.
SYMBOL: The White Hand on a Red Circle, The White Lion
Mitra's Clerics tend to be female slightly more often than not. Some have Turn Undead, but others have the Paladin's Aura of Protection and Lay on Hands abilities instead. Many clerics of Mitra fight as bladedancers. Her holy orders are the most likely to produce paladins.

Clerics of Mitra use the Bladedancer spell list.

NEPHTHYS (Nep-thee-is) - The Bargainer, The Golden Lady, The Queen of Opalescence

She is the goddess of wealth and pleasure; she is widely worshipped thorughout the Majestic WIlderlands by merchants. Nephthy's followers believe that if one honors the Bargainer and indulges her pleasure, one will succed in commerce. Her worship invariably involves orgies and sexual rites.
SYMBOL: Three Golden Coins
Instead of Turn Undead, Clerics of Nephthys have the Elven Enchanter's Glamorous Aura and gain the Magical Music proficiency for free.

Clerics of Nephthys use the following spell list:


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Command Word Bless* Alter Self
2 Cure Light Wounds*
Enthrall
Charm Person
3 Detect Evil*
Locate Object
Continual Light*
4 Detect Magic
Hold Person
Cure Blindness
5
Faerie Father
Holy Chant
Cure Disease*
6
Light*
Magic Mouth
Glyph of Warding
7
Protection from Evil*
Resist Fire
Hypnotic Pattern
8 Purify Food and Water
Righteous Wrath
Phantasmal Force
9 Remove Fear*
Silence, 15' Radius
Prayer
10 Salving Rest Snake Charm
Remove Curse*


Fourth Level Divine Spells Fifth Level Divine Spells
1 Clairvoyance
Charm Monster
2 Create Water
Command Person
3 Cure Serious Wounds*
Commune
4 Dispel Magic
Create Food
5 Divination
Enchanted Container
6 Find Treasure
Flame Strike
7 Neutralize Poison*
Quest*
8 Protection fr. Evil, sustained
Restore Life and Limb*
9 Vigor
Scry
10 Tongues
Spectral Force

PTAH (TAH) - The Craftsman, The Star Lord, The Father of Multitudes

Ptah is the god of crafts, artifice, and of creation. He is revered by the Dwarves. He is claimed to be the eldest of the gods and the first to come to the Wilderlands. Ptah created the creatures of the earth and all of the childern races. He etabilshed the First Coveant by which the Childern Races were taught and brought to glory. Ptah also estabilshed the Second Coveant by which the surviving gods of the Uttermost War agreeded to rule the Wilderlands by.
SYMBOL: A silver chime with a golden hammer.
In addition to human Clerics, Ptah's faithful include the majority of Dwarven Craftpriests. Ptah hates undead and sees them as a perversion of the life he imbued mortals with, so his priests get Turn Undead as usual.

Clerics of Ptah use the normal Cleric spell list, except replace Sticks to Snakes with Create Objects because Sticks to Snakes is too fucking biblical (unless you give it to...)

SET (SET) - The Serpant Lord, The Dragon, the Night Hunter

Set is the god of war, night, and evil. He is the conquerer, the emperor, and the dragon. He teaches the one must strive for honor and glory. He also teaches that one must obey those above him and expect those below to obey.
SYMBOL: A serpant head on a black circle
Much as Mitra is the patron of most paladins, Set is the patron of most anti-paladins, especially the fearsome Myrmidons. Some of Set's priests fight as Shamans. Instead of Turn Undead, priests of Set get a Totem Animal and Shapechange as a Shaman does, however they must choose either a Cobra or a Python as their totem.

Clerics of Set use the following spell list:


First Level Divine Spells Second Level Divine Spells Third Level Divine Spells
1 Cause Fear Augury Cause Disease
2 Command Word
Bane
Charm Person
3 Detect Good*
Chameleon
ESP
4 Detect Magic
Choking Grip
Glyph of Warding
5 Detect Poison
Enthrall
Hypnotic Pattern
6 Inflict Light Wounds
Hold Person
Invisibility
7
Light*
Silence, 15' Radius
Phantasmal Force
8
Protection from Good
Silent Step
Remove Curse*
9 Spider Climb
Snake Charm
Speak with Dead
10 Trance Spiritual Weapon
Striking


Fourth Level Divine Spells Fifth Level Divine Spells
1 Chimerical Force
Call Dragon
2 Dismember
Cone of Paralysis
3 Dispel Magic
Fear
4 Enervate
Finger of Death
5 Inflict Serious Wounds
Insect Plague
6 Infravision
Polymorph Other
7 Poison
Polymorph Self
8 Protection from Good, sustained
Quest
9 Sticks to Snakes
Spectral Force
10 Telepathy
Strength of Mind

SILVANUS (SIL-VAN-US) - The Forest King, The Dreamlord

Silvanus is the god of dreams, magic, and the forest. Silvanus is especially revered by the Elves. His worship involves a lot of mysticism, simple but yet complex rituals, and magic. Among Humans his followers are known as Druids and the Rangers take Silvanus as their patron. Silvanus's followers work a lot with the church of Dannu.
SYMBOL: A Azure (Blue) Bowl
Silvanus's priests are by-the book Shamans, much as Ptah's are (virtually) by-the-book Clerics and many of Mitra's are by-the-book Bladedancers.

THOTH (THAWTH) - The Immortal Sage, The Bearer of the Lantern

Thoth is the god of knowledge. He is charged by Ptah with the keeping of the Second Coveant and the recording of all what transpire in the Wilderlands. His followers mainly follow the monastic life and collect books of lore. The church of Thoth also has an order that produces many fine jesters that entertain the courts of the Wilderlands.
SYMBOL: Lantern
Thoth has a great many orders of Mystics. In place of turning undead, Clerics of Thoth gain the Bard's Loremastery Ability and the Mystic's Probability Trance ability.

Clerics of Thoth use the following Spell List:


First Level Divine Spells
Second Level Divine Spells
Third Level Divine Spells
1
Command Word
Augury
Continual Light*
2
Cure Light Wounds
Bless*
Cure Blindness
3
Detect Evil*
Calm Emotions
Cure Disease*
4
Detect Magic
Delay Poison
Detect Curse
5
Light*
Find Traps
Detect Invisible
6
Predict Weather
Hold Person
Detect Secret Doors
7
Read Languages
Holy Chant
ESP
8
Sanctuary
Produce Fire
Locate Object
9
Trance
Silence 15' Radius
Remove Curse*
10
Wall of Smoke
Zone of Truth
Speak With Dead


Fourth Level Divine Spells
Fifth Level Divine Spells
1
Clairaudience
Command Person
2
Clairvoyance
Commune
3
Create Water
Create Food
4
Cure Serious Wounds*
Feeblemind
5
Divination
Find Treasure
6
Fate
Quest*
7
Infravision
Restore Life and Limb
8
Neutralize Poison*
Scry
9
Telepathy
Strength of Mind*
10
Tongues*
True Seeing

THOR - The Lord of Icy Winds, Thunderer of the Gods.

Thor is the god of the wind, thunder, and war. He is the ultimate warrior, and the best at battle. His followers live for battle, and continually strive to improve their skills and do great deeds. They believe that to die in battle is the only way to die properly.
SYMBOL: Hammer
Besidrs Clerics, Thor also produces plenty of Paladins and a few Dwarven Craftpriests. In place of Turn Undead, Thor's Clerics gain the benefits of the Goblin-slaying proficiency for free and the ability to Inspire Courage as a bard.

Clerics of Thor use the following spell list.



First Level Divine Spells
Second Level Divine Spells
Third Level Divine Spells
1
Cure Light Wounds*
Bless*
Call Lightning
2
Detect Evil*
Divine Grace
Continual Light*
3
Detect Magic
Hold Person
Cure Blindness
4
Fellowship
Obscuring Cloud
Cure Disease
5
Light*
Ogre Power
Eyes of the Eagle
6
Predict Weather
Resist Fire
Glyph of Warding
7
Protection from Evil*
Righteous Wrath
Protection fr. Normal Missiles
8
Remove Fear*
Spiritual Weapon
Remove Curse*
9
Resist Cold
Summon Hero
Striking
10
Summon Berserkers
Swift Sword
Summon Winged Steed


Fourth Level Divine Spells
Fifth Level Divine Spells
1
Create Water
Atonement
2
Cure Serious Wounds*
Control Winds
3
Dispel Magic
Create Food*
4
Fly
Dispel Evil*
5
Giant Strength
Growth
6
Gust of Wind
Hold Monster
7
Hold Giant
Quest*
8
Neutralize Poison*
Restore Life and Limb*
9
Protection fr. Evil, Sustained
Summon Weather
10
Vigor
Thunder Strike


New Spells:
Calm Emotions Range: 60 ft
Divine 2 (Cleric) Duration: Concentration, up to 1 round per level
This spell calms emotionally-agitated creatures. You have no control over the emotions of the creatures within the area of effect, but being calmed stops hostile creatures from attacking or joyous ones from reveling. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any bonuses granted by spells such as bless, as well as negating such effects as a bard’s ability to inspire courage or a berserker rage. It also suppresses any magical fear and the effects of a Confusion spell. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Deathwatch Range: 60 ft
Divine 1 Duration: Concentration
This spell allows you to tell by sight if a creature is alive, near death (alive with fewer hit points than the number of HD it has), dead, or neither alive nor dead (such as a construct or automaton). This spell sees through any spell or ability that allows a creature to feign death.
Deathknell Range: 60 ft
Divine 2 Duration: Instantaneous
This spell, with the sound of an iron bell, causes a single creature in range that is at or below 0 HP but not yet dead to save vs. death or immediately lose its grip on life. If it dies, you regain hit points equal to its level or the number of HD it had.

Hemmorrhage Range: 30 ft
Divine 1 Duration: Special
This spell causes one creature to begin bleeding profusely. Unless the affected creature makes a succesful saving throw vs. death, the bleeding will be so severe and painful that it cannot act, and loses 1d3 HP per round. A healing spell restores the damage but does not immediately stop the bleeding. The target of the spell receives a new saving throw each round. The spell lasts until either the targeted creature makes a saving throw or the caster stops concentrating.
Hold Giant Range: 180'
Divine 4 Duration: 2d8 turns
This spell functions like hold person, except that it affects any giant humanoid of larger than ogre size that fails its save versus Paralysis.
Invulnerability to Good Range: self
Divine 3 Duration: 1 turn
This spell is essentially the reversed version of Invulnerability to Evil, and as such, it protects the caster from normal, non-magical attacks by “good" creatures. Magic or silver weapons can harm the character, but any number of normal swords, arrows, clubs, or natural weapons wielded by an evil creature will be fended off.
Evil monsters which themselves can only be affected by silver or magical weapons can still harm the subject, and evil monsters with 5 HD or more are able to affect the subject through natural ferocity. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently good creatures such as summoned creatures of Lawful alignment.
Thunder Strike Range: 60'
Divine 5 Duration: instantaneous
A thunder strike produces a vertical column of divine lightning 30' high and 10' in diameter that roars downward on a target. The spell deals 6d8 points of damage. A successful saving throw versus Spells reduces the damage to 3d8. The only way this spell differs from Flame Strike is that it is Air-elemental rather than Fire, because Thor is a thunder-god.

Please don't hesitate to bug me if my math is off or anything like that, or if you have a cool idea for other gods or pantheons or whatever to do.