The Syserian Pantheon
Ah, mortals. You tread upon Syseria’s fragments, a tapestry woven in the loom of existence, and you seek to understand the threads of divinity that shimmer within it. I am Calidorn Izzinbor, and though your fleeting moments are less than grains of sand in my endless shores, I shall grant you a glimpse of the powers that shape your world.
Know this, for I have witnessed the very genesis of this decree from the lips of Xi itself: that the Gods and Goddesses of Syseria must dwell beyond the veil of mortal touch. They cast no towering avatars upon your soil, nor do they directly weave the mundane with spells or reshape the flesh that crawls upon it. Such direct influence is forbidden, a Pact etched into the very fabric of this reality.
Yet, existence abhors a vacuum. Though barred from overt action, the powers that be still cast their influence in subtle currents, their manifestations like whispers on the winds of time, each echoing their divine essence. Their purposes, sometimes clear as a striking chime, at others as veiled as the eons yet to unfold.
Understand this delineation: upon the face of Syseria, a god cannot stride as flesh, unleash arcane storms, sculpt mountains, bring forth life, extinguish it, or directly alter any living soul. Their hand is stayed from direct intervention.
But do not mistake absence for impotence. A god can gather the hearts of mortals into devoted followings, nurture priesthoods that sing their praises, send visions that ripple through the currents of thought, and deliver words that echo with divine authority. They can bestow fragments of their own power, granting spells and unique abilities to their faithful. And they can manifest their presence in ways that resonate with their very being, leaving their indelible mark upon the world in subtle yet significant ways.
Thus, the worship of the divine in Syseria is a truer testament to faith. Though the echoes of their power may brush against your senses, the gods themselves remain beyond the tangible, their influence a matter of belief and the boons they choose to bestow. Remember this, mortals, as you navigate the currents of a world touched, but not directly governed, by the hands of the divine.
[#_PANTHEON_TENETS]
All Deities—The Overall Tenets of Faith
From the timeless perspective of Calidorn Izzinbor, I observe the ebb and flow of faith amongst the mortals of Syseria. Understand this fundamental truth: devotion manifests in tiers, each with its own resonance within the divine tapestry.
From my timeless perspective, Calidorn Izzinbor, I reveal the tiers of faith in Syseria. Devotion ranges from active adventuring priests (clerics, etc.) bound to a specific deity, to common followers adhering to divine ethos. Adventuring priests wield god-granted magic, their class often shaped by their chosen power, and serve as shepherds of their deity's flock. Even those of other callings, like warriors or wizards, can become adventuring priests through dedication, embracing divine boons and purpose.
Beyond the adventurers are the clergy, non-adventuring priests who are vital shepherds, bound by divine laws and empowered by granted abilities. Their lives are dedicated to promoting their faith. The vast majority are followers, adhering to the ethos with fewer restrictions than the priesthood, yet all within a faith must abide by its core tenets. Divine champions, your paladins, are inherently the highest tier of priest or shepherd. The adventuring priesthood is a distinct calling, amplified by divine power. Most adventurers will be followers or adventuring priests.
Understand that most of Syseria's gods are morally neutral, a deliberate design to test the true nature of your faith. Conversion to a new faith grants basic, new skills. Faith often follows family lines, though the choice remains personal. The pantheon acknowledges all its members, though true communion is singular with one's chosen deity. This is the essence of faith in Syseria.
[#_PANTHEON_GODS]
The Gods
Mortals, heed my words. I, Calidorn Izzinbor, delineate the true nature of divinity in Syseria. The powers you may truly worship, the sources of granted abilities, are the Gods themselves. They reside beyond the mortal veil, their influence subtle yet potent. Do not mistake them for the demigods who walk your world. These lesser beings, though touched by the divine, are bound by mortality and cannot bestow the blessings of true deity – no spells, no granted powers flow from their hand. It is to the Gods alone that your faith should be directed if you seek divine favor.
[#_PANTHEON_DWARVEN_GODS_HEMDUR]
Hemdur Kohldrug (“HEM dur COLE drug”) : (God of the Forge, Strength, the Evermith) : (Hermaphrodite) : He/Him
Domain: Gladsheim
Portfolio: Major Influence: The Forge; Minor Influences: Strength, Ingenuity, Invention, Physics, Blacksmithing, Smithcraft
Appearance: Hemdur appears as a powerfully built man, even though he is hermaphrodite, his skin bronzed from the heat of countless forges, his long beard often braided with strands of metal, or is strands of metal, we can’t be entirely certain. He typically wears a leather apron stained with soot and bears the marks of burns and hammer blows. His eyes gleam with the intense heat of a furnace.
Aliases: Piyghe, Kahtsu, Udidia, Grunuk
Allies: Tyrusine
Foes: Xi (They are not directly enemies, but Hemdur does not acknowledge Xi’s divinity), Cimbrianus, Despair
Superior: Xi though he does not accept Xi's authority
Symbol: Sunburst with interior diamond, typically with rune representing worshiping clan on top
Favored Weapon: Warhammer
Hemdur is the god of The Forge and more, often referred to as the Eversmith. He forged Nylis' scythe, Tyrusine's javelin and sword, and Jit'Than's quadripronged spear. His forge is said to be the sun itself. Legend has it that he cracked open Syseria's sun's blue shell to use it as a forge. He used the sun stones in the forging of Mountainrinn ór Iron and Everrinn Bridge. His portfolio consists of forgery, creation, metalworking, and of course weapon making, the last being one of the biggest things that dwarves are famous for.
Hemdur is a creator god, and has a role in forging worlds. One of his functions in dwarven mythology is that he forges planet cores of solid worlds. He is said to have worked directly with Xi, descending to the material realm and forging Syseria's core to Xi's specifications.
Prideful dwarves are boastful of things that Hemdur forge. Nothing in the known world is as useful, durable, or powerful, according to dwarven lore.
His dwarven worshippers forge some of the best weapons on Syseria. Working in concert with the god of the dwarves, they often enchant these high-quality weapons, making them even stronger.
Hemdur bears the weight of the world, eternally pulling Syseria around the sun on a huge chain. Hemdur is unusual among the gods and goddesses in that he goes against the will of the Allfather and made him somewhat of an enemy, although they do not fight directly. He is the symbol of physical strength of course, but also mental and spiritual strength, cohesion & power of community, and the power of strong-willed individuality.
Dwarven legend says Kahtsu is the ultimate father of all dwarves, and Udidia is the mother. These two forms were consumed during the dark times and merged into one, Hemdur.
In the cases of worship, many times this ethos leads to physical strength to the extreme, and a seemingly indestructible community for anything or anyone except the most powerful of beasts or the legions which most vastly outnumber the Hemduran community. Arrogance and haughtiness are also a frequent result of this ethos. They are often mistrustful of any outsiders.
In ancient times, Hemdur did battle with the duplicitous Talin Doritin, the long-dead elven god of war. In this fight, Hemdur had won the battle fairly and with honour, but Talin the Deceptive utilized a bloodstone to alter the flow of time, and projected himself to the previous Talin before the battle had begun. Warning himself of everything that was about to proceed, the War-God of Deception now had enough information to decide the battle anew, and the new winner was Talin Doritin. In the end it didn’t matter, because Talin was annihilated on the Bridge of Destiny at the outset of the Dark Times.
Hemdur is given partial credit for the unusual alliance in the Dwarven empire. He sent forth his avatar with instructions on how to work in concert with the elves of the land, who at the time were vying for all the land they could get. Using the wisdom of Hemdur, this avatar gained access to The Empire City, at the time known as Kali-Ta'yle.
Manifestations: Hemdur’s manifestations can take a few forms. One is as a warhammer. He will imbue this weapon with his godly influence for brief periods of time in a faithful worshiper's time of need. He sometimes manifests as physically impossible actions within a machine. A miraculous stone toss from a catapult for example. He appears to favor constructs as well, and may periodically manifest covertly within a golem. The possible form would be as an earth elemental. Finally, he can manifest as the fire within a forge, providing the heat to craft a powerful enchanted weapon.
[#_PANTHEON_DWARVEN_GODS_HEMDUR_PRIESTS]
Metallurgists of Hemdur
Requisites: PF 13+, EN 14+
Proficient Ability: Endurance Required
Field Role Die: Craft Anything, Attack with Warhammer
Alignment: Hemdur
Standard Training: All Weapons, Heavy Armor
[#_PANTHEON_DWARVEN_GODS_CHEEVOS]
Metallurgist Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_DWARVEN_GODS_BUYINS]
Metallurgist XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
Gain proficiency in heavy armor |
None |
|
Metal Compliments |
||||
Stoneskin |
||||
Earth Native |
Metallurgist Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Superior Materials
A Metallurgist can instantly assess whether the raw materials are suitable for the project s/he is forging with no chance of failure. A check to forge the item is no longer necessary under normal circumstances; success is automatic.
Superior Smith
Any magical implement forged by the priest made entirely of metal is 100% unbreakable unless willed by the priest or magically destroyed. Non-magical implements have advantage on their destruction saving throws unless willed by the priest or magically destroyed. Any checks associated with crafting metal items has advantage under any circumstances. This is in addition to any powers or benefits granted by the Metallurgist's chosen domain(s).
For forged metal objects, all craft times are cut in half for a Metallurgist. A second Metallurgist cuts the time to ¼, and a third cuts the time to ⅛. The time cannot be cut further than that.
Any metal object forged by a Metallurgist sells at a minimum of 125% its base cost. The GM may deem that a higher price is appropriate at her or his prerogative.
Superior Smith +X
Any metal weapon, armor, shield, or ammunition forged by the Metallurgist is automatically +X.
At +5, anything forged by a Metallurgist is 100% indestructible short of an act of the gods or transporting the object into the center of a star.
Automatically Proficient
A Metallurgist is always allowed to use a weapon he forged himself, regardless of weapon type, weapon skill/proficiency, or of class. If they cannot forge their own weapon, anything other than weapons normally allowed to the character will incur a penalty of only 50% of the PC's proficiency bonus (minimum of -1). Fighters gain the Automatically Proficient feature as well as Clerics and Paladins.
Hard Labor (Foible)
Hemdur is a god who is more interested in forging and physical labor than invoking divine powers, so therefore spellcasting Metallurgists will be limited somewhat. All Metallurgists get a -1 to each of their spell levels, so if they can cast three 1st level spells and two 2nd level, this penalty brings it down to two 1st level and one 2nd level. The minimum is 1 spell—if the penalty would bring them to zero at a level they would otherwise have one spell for, it does not take effect.
Metal Compliments
At level 6, a Presbyter wearing any armor, weapon, or tool mined from minerals or ore of Syseria will enjoy the following benefits: The object does not count toward their encumbrance, and will not hinder movement in any way. To them it feels as light as air. The object will function as a +1 of its kind, if applicable. This +1 does not stack with any magic bonuses, so +1 plate mail does not become +2 plate mail─but mundane plate mail becomes +1. This replaces the Paladin’s Aura of Protection.
Stoneskin
At 10th level, the Presbyter enjoys a special Stoneskin (per spell). Instead of having a duration, it lasts for a number of hits equal to the Earthwalker's proficiency bonus. The Stoneskin returns again after a long rest. The diamond dust is not required for this use of Stoneskin. Stoneskin replaces Aura of Courage.
Earth Native
At 14th level, Earthwalkers can freely move through the Elemental Plane of Earth without any need for food, water, or air. The Earth Native ability replaces Cleansing Touch. This does not confer any ability to travel to the Elemental Plane of Earth.
[#_PANTHEON_ELVEN_GODS_CIMBRIANUS]
Cimbrianus
God of : Deftness : Male : N : Cimbrianus (“sim-bri-AH-nus”)
Portfolio: Dexterity, thievery, evasion, stealth, shadows, the night, moon, trickery. guile, deception
Foes: Hemdur, Calidorn
Allies: Y’Lashaan (begrudgingly), Lynona
Aliases: Vale, Shadow
Superior: Y'lashaan
Symbol: Dark blue flying “V” on pale gray background
Wor. Align: N, NE, CN, CE, CG
Deity's Favored Weapon: Wit (The Poison Dagger is a great accessory though)
He is the god of stealth, of the night, unseen to most, traveling silently and invisibly through the shadows.
Legend tells of fully nocturnal cities of elves and drow alike, hidden away in unknown corners of the world, softly lit at night with pale blue purple hues. It is safe to assume that if such cities exist they are hard to find. Every night they perform ceremonies and rituals in honor of Cimbrianus; they are zealous and dedicated. It is believed that it is only through discipline that you can truly master the ways of the deft.
Cimbrianus became known for both his skill and guile when he attempted to make a fraudulent copy of the statue of Inannaset, in order to trick people into thinking they were seeing the real statue. He ran out of the clay he was using to create the statue, and had to leave the feet unfinished as he quaked in fear while his skill-master looked over his attempt at deceitfulness. To his surprise, Scienna Hye (now dead) was rather amazed at the similarity between the statues, so Cimbrianus then became a master at his crafty and tricky ways.
Manifestations of Cimbrianus
Cimbrianus manifests as a pitch black dagger when his followers need to accomplish a very special task. This dagger will strike once without fail and kill the target with poison (con Save vs. DC 22), and then vanish from the wielder's hand. The other manifestation known only to a tiny handful of the wisest in the world is that of a black star in the sky on a moonless night. Those who know can follow this star and it will lead them to a quest or destination of importance to Cimbrianus. Also, he can appear as a statue of Inannaset with broken, incomplete, or cracked feet and/or ankles.
Clerics of Cimbrianus (Shadowdancers)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Req's.: DEX 14, INT 10, Elves only (no half-elves)
Alignment: N, NE, CN, CE, CG
Weapons: Per Normal Class Restrictions
Armor: Any Silent Per Normal Class Restrictions
Domains: Chaos, Trickery, Twilight
Magical Items: Standard
Req./Rec./Bonus Proficiencies: Inspiration on Deception, Sleight of hand, and Stealth; Bonus proficiency in Stealth; automatically fluent in Theive's cant.
Darkness
Shadowdancers can cast darkness innately a number of times per long rest equal to their proficiency bonus, and enjoy advantage on saving throws vs. the darkness spell.
Channel Divinity: Shadowdancing
Starting at 2nd level, Shadowdancers can use their channel divinity to walk through shadows. Any visible shadow within the Shadowdancer's line of sight may be used for travel. For a brief moment, the Shadowdancer is ethereal while traveling through shadows. She or he can enter one shadow and exit any other within his or her line of sight at no movement cost (walking to occupy the same space as the entrance shadow costs the normal movement, and any movement after exiting the other shadow costs normal movement). This ability has no effect if fewer than two shadows are visible.
Ability Theft
At 2nd level, the priest of Cimbrianus gains Ability Theft. Upon a successful Dexterity(Sleight of Hand) roll, a Shadowdancer can “steal” other class features or abilities to a limited extent. The Shadowdancer may use the Ability Theft feature a number of times per long rest equal to her or his proficiency bonus. If the target of the Ability Theft is allowed an attack of opportunity in response to the Shadowdancer's sleight of hand maneuver, it applies per a normal pickpocket attempt. The trickster may not choose which ability is stolen; it is determined randomly, according to the table below:
d% roll |
Ability or Feature Taken from Target |
01-04 |
Strength Bonus if positive (if zero or below, roll again). |
05-08 |
Constitution Bonus if positive (if zero or below, roll again). |
09-12 |
Dexterity Bonus if positive (if zero or below, roll again). |
13-16 |
Intelligence Bonus if positive (if zero or below, roll again). |
17-20 |
Wisdom Bonus if positive (if zero or below, roll again). |
21-24 |
Level 1 class feature (if multiple class features are granted on any given level, the GM decides) |
25-28 |
Level 2 class feature (*) |
29-32 |
Level 4 class feature (*) |
33-36 |
Level 6 class feature (*) |
37-40 |
Level 8 class feature (*) |
41-43 |
Level 10 class feature (*) |
44-46 |
Level 12 class feature (*) |
47-48 |
Level 14 class feature (*) |
49 |
Level 16 class feature (*) |
50 |
Level 18 class feature (*) |
51-65 |
Any species-related feature (GM decides) |
66-76 |
Level 2 spell (GM decides*) Or Level 4 Class Feature for non-spellcaster(*) |
77-83 |
Level 3 spell (GM decides*) Or Level 6 Class Feature for non-spellcaster(*) |
84-88 |
Level 4 spell (GM decides*) Or Level 8 Class Feature for non-spellcaster(*) |
89-92 |
Level 5 spell (GM decides*) Or Level 10 Class Feature for non-spellcaster(*) |
93-96 |
Level 6 spell (GM decides*) Or Level 12 Class Feature for non-spellcaster(*) |
97-00 |
Level 7 spell (GM decides*) Or Level 14 Class Feature for non-spellcaster(*) |
* If no class feature or spell exists on this level, go down to the nearest class feature or spell gained from the next highest level
The ability, spell, or feature is “removed” from the target, such that the target can no longer use it while the Shadowdancer “holds” it. Ability bonuses REPLACE the Shadowdancer's corresponding ability bonus─they are not added together. Also note that this does not actually cause a decrease in the target's corresponding ability score─rather a temporary loss of the bonus. (The target does not suddenly become weaker, dumber, etc.) If the ability bonus is lower than the Shadowdancer’s, she or he may ignore it, and the target still loses said bonus, and the Shadowdancer still expends one use of the Ability Theft feature. If the class feature taken is something the trickster already has, the Trickster gains nothing but the target still loses it, and one use of the ability is still expended. The trickster “holds” the ability for a number of rounds equal to her or his charisma modifier plus proficiency bonus. At the beginning of the Trickster's next turn after this period expires, the stolen ability returns to the target's “inventory.”
Using the stolen ability works the way it normally would for the target of the theft, taking the same type of action and subject to the same rules as the target is bound by. The Trickster may use the stolen ability at the target's level of proficiency. If a spell is stolen, components are required to cast it as with a normal spellcaster.
One major exception to all this are any abilities stolen that involve creating something (such as those enjoyed by engineers, forge clerics, and artificers). If a roll indicates that the Trickster gains the ability to fabricate, forge, or engineer an invention, object, or magic item, etc., the Trickster instead physically takes the actual item from the target's inventory and may use it at the target's level of proficiency. If the target has not used their ability to create a pertinent item, that use of the Ability Theft feature has been wasted. The item then magically returns to the target's inventory when that particular instance of the Ability Theft feature expires.
The Trickster may “hold” only one stolen ability at a time.
The Ability Theft ability listed above replaces all of the following: the cleric's harness divine power, turn undead, and cantrip versatility as well as all future improvements upon cantrip versatility.
Channel Divinity: Cloak of Shadows
Starting at 6th level, Shadowdancers can use their channel divinity to activate the Cloak of Shadows ability. When cloaked, they are considered to be obscured at one level greater than what they are. In dim light or darkness, they are treated as invisible. The Cloak of Shadows can be activated a number of times per long rest equal to the Shadowdancer's proficiency bonus, and the effect ends after 1 hour. The Shadowdancer must be wearing a physical cloak to use this ability, though it makes no difference whether or not it is magical and has no permanent effect on the cloak.
Moon Bridge
At 8th level, Clerics of Cimbrianus can create a bridge or staircase from one spot to another within line of sight. This bridge cannot be destroyed by any normal means, but a successful dispel magic or wish will remove it from existence. The bridge will not form if the cleric attempts to create it with a magical barrier such as a wall of force between its origin and destination points, nor can the bridge be anchored on a magical barrier. An immovable rod, however, is an allowable anchor on one or both ends of the bridge.
The bridge is 10' wide and as long as it takes to bridge one point to the other. The bridge is sturdy enough to hold any number of beings (within physical space limitations) that the cleric wishes to allow to walk upon the bridge. To anyone else, the bridge is visible but immaterial like moonlight. A Moon Bridge can only exist at night (with or without moonlight). If the priest uses this ability to span a distance far enough that either side is in sunlight, the magic fails.
Those on the bridge can fire missile weapons and cast spells, as well as be fired upon with such ordnance from any enemies within range. The bridge does not prevent objects passing through from beneath. Spells and missiles pass through it as though it weren’t there. The bridge has no maximum length. The bridge ceases to exist after (Cleric Level + Proficiency Bonus) x 10 minutes, at which time it vanishes and anyone standing upon it falls, taking the appropriate amount of falling damage.
The Moon Bridge ability replaces the cleric’s Destroy Undead ability normally gained at level 10, as well as any further improvements to Destroy Undead.
Shadow Walker
Starting at 14th level, Shadowdancers can enter and exit the Demiplane of Shadow at will, with no ill effects or discomfort. Water and sustenance from the Demiplane of Shadow are nourishing and delicious to the Shadow Walker's palette.[#_PANTHEON_ELVEN_GODS_YLASHAAN]
Y'Lashaan
Goddess of : Nature : Female : CN : Y' Lashaan (E-lashANN)
Portfolio: Nature, natural events, Life, plant and animal life, weather, peace, healing
Foes: Brognor, Grunuk
Allies: Jit'Than,
Aliases: Abu
Superior: Calidorn
Symbol: Circle cut equally into 4 parts on a diagonal, typically filled with stylized icons of natural features
Wor. Align.: Any
Deity's Favored Weapon: Lasso & Net
Legend has it that millennia ago, Y' Lashaan used a bloodstone as a suppository to make herself pregnant. After nine days of ripening, she begins to give birth, once per day. Each day she gives birth an organ becomes diseased. On the first day of nine, her water breaks and the oceans are formed. On this day her heart becomes sick and she must lie down and close her eyes. On the second day of nine she gives birth to the continents, and on this day her lungs become sick and she must stop breathing. On the third day, she gave birth to the trees and the foliage, fungi and molds, and her liver became sick, and poisons would no longer be ejected from her perfect body. On the fourth day of nine, she gave birth to wildlife, fauna, fish, and beast, and all that creepeth upon Syseria, and her kidneys became sick and she festered with poison. On the fifth day she gave birth to the first 5 dragons, and her muscle tissues became sick. By this point she was completely incapacitated and inert, but continuing to give birth and continuing to contract illnesses. On the sixth day she gave birth to ogres, causing her eyes to go blind. The seventh day yielded goblins to the world, and Y' Lashaan became deaf. The eighth day brought elves forth to the world, the last of the Natural Species, and her brain became sick. By now she was so diseased, that her last child was a deformed mutation: the Tarrasque was born on the ninth day, and her stomach rotted. She remained in her incapacitated state for millennia before the god of Healing, Solistan, came to her and healed her. The bloodstone never comes out of her.
Y'Lashaan is also known to have given birth to the entirety of the Elven pantheon and is the penultimate mother of the elves. Other than Cimbrianus, she has assimilated all other dead elven gods’ and goddesses’ portfolios.
Conspiracy theorist theologians have suggested that she may have once been the wife of Calidorn Izzinbor, although there is nothing in the scriptures that explicitly states this to be true.
Godly Manifestations
She manifests as supernature, or in other words, a verdant glen of perfectly growing foliage, perfect specimens of fauna, and so forth. She often manifests as a sanctuary of peace, bathed in light, inside which all inhabitants feel at ease and will not attack anyone or anything.
Druids of Y'Lashaan
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Req's: WIS 12, CON 10
Alignment: N, NG
Weapons: Per Normal Class Rules
Armor: Wooden or natural only
Domains: Nature, Tempest, Volution (see below); Circle of Spores is off-limits to Druids of Y'Lashaan
Magical Items: Standard
Req./Rec./Bonus Proficiencies: Recommend Animal Handling and Nature
Divine Domain
Druids of Y'Lashaan gain one Divine Domain. It functions as if the druid were a cleric. The domains she or he may choose are Nature, Time, and Volution.
Note that this Divine Domain does not replace any of the Druid's regular class features, it is a bonus.
[#_PANTHEON_HALFLING_GODS_BILLIC_BAGGILOR]
Billic Baggilor
God of : Luck : Male : CN : (BIL-ick BAG-illor)
Portfolio: Luck, Chance
Foes: Udidia
Allies: Cimbrianus, Idah Baye
Aliases: Bagh Bomba
Superior: Xi
Symbol: 4 Leafed Clover
Wor. Align: Any Non-Lawful
Deity's Favored Weapon: Short Sword
The halfling churches have a particular way of practicing their religion. At the beginning of their religious ceremonies, the clergy will present a minor door prize—sometimes monies, items, or even scrolls or potions. The faithful sit in a large, rotating, circular pew divided into 20 slices. A family or individual sits indian-style in their respective slices. There is a large wooden peg between each slice, and the podium upon which the halfling preacher stands has a pointer that sticks out from its front, into the pews. At the end of their worship, the priest will spin the pew and whoever the pointer points to at the end of the spin wins the door prize and a lucky streak (see below).
Godly Manifestations
Dunno Yet
Clerics and Monks of Billic Baggilor
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Req's.: WIS 9, CHA 10
Alignment: CN, CG, N
Weapons: Per Normal Plus Short Sword (See below)
Armor: Restricted to Light or Medium Armor That Does Not Incur Dexterity Penalties
Domains: Chaos, Trickery, Entropy
Magical Items: Standard
Req./Rec./Bonus Proficiencies: N/A
Halflings Only
Only halflings can become a cleric or monk of Billic Baggilor.
Lucky Streak
This occurs when the priest is sitting at the pew that wins the worship spin of chance. The recipient gains one week of good luck (advantage on all saving throws, games of chance, and any purely random roll). This is determined by rolling a 1d20 once per game week (it can be assumed that they are attending halfling houses of worship on a regular basis). On a roll of 20 (only) the recipient has a weeklong lucky streak.
Immune to Bad Luck
At first level, clerics or monks of Billic Baggilor gain immunity to any effects of bad luck such as magic affecting luck, et. al.
Luck Blade is Holy
A cleric or monk of Billic Baggilor wielding a Luck Blade must attune the blade per normal, but it does NOT consume an attunement slot. As long as it has at least one wish charge, a Cleric or Monk of Billic Baggilor that wields a Luck Blade gains the following effects while it is being actively wielded:
The Luck Blade functions as a +3 sword in the hands of a Cleric or Monk of Billic Baggilor.
Every attack against a lawful creature gains advantage.
Every strike from a Luck Blade wielded by a Cleric or Monk of Billic Baggilor inflicts an additional 2d10 psychic damage against Lawful creatures.
The luck blade emits a 10' Lucky Streak. Functions as above, but extends 10' from the wielder of the Luck Blade to affect all allies (not enemies). At 17th level, this radius extends to 30'.
At 15th level, the sword gains the functionality of a Dancing Sword. While dancing, the Lucky Streak extends from the sword, not the wielder.
The luck abilities listed above replace Turn Undead and all instances and improvements of Destroy Undead.
[#_PANTHEON_HALFLING_GODS_IDAH_BAYE]
Mnemodaye Di
Goddess of : Stories : Female : NG : Mnemodaye Di (“neh-mo-DAY DIE”)
Portfolio: Storytelling, Wonder
Foes: Tyrusine, Despair
Allies: Ralth, Billic Baggilor, Lynona
Aliases: Biddle Boo, Mnemodaye, Storyteller
Superior: Y'Lashaan
Symbol: Circle w/Radiant Beams framed by Diamond
Wor. Align: LN, LG, NG, N, LE
Deity's Favored Weapon: Her Mouth
God's Manifestations
Legend has it that once every hundred years, in a remote sylvan glen, Mnemodaye Di will rise from the mists to deliver a soliloquy on the verisimilitude of wonder and beauty. Anybody witnessing this will be fascinated with her for 1d4 months and most likely join the religion. This recanting lasts about 10 minutes but all viewers become enthralled and lose all track of time, it could feel like days or even more to anyone caught in her spell.
Dogma: We are all actors in a great play.
The most common manifestation is as an enthralling story, often told through the mouth of a bard. The bard goes into a sort of trance and tells his story with no chance of any flaw or imperfection including but not limited to stuttering, forgetting any part of it, pacing, and voice acting. The audience will be completely charmed per the spell charm person. The bard will invariably recall little to nothing of telling the story except that it was more going through her or him than coming from them. Mnemodaye often places pleasing images, such as lost loved ones, wealth, or whatever the character likes, in the minds of those that have pleased her during these stories. The visions feel very real and present during the enthralling story.
Bards, Clerics of Mnemoday Di (Raconteur)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Req's.: STR 13, WIS 10
Alignment: LN, LG, NG, N
Weapons: Per Normal Class Restrictions, plus Rapier
Armor: Per Normal Class Restrictions
Domains: Knowledge, Time, Trickery
Magical Items: Standard
Req./Rec./Bonus Proficiencies: Recommended: Etiquette/diplomacy/persuasion, et. al. Advantage on all Performance checks.
Enthralling Storyteller
A cleric or bard of Mnemoday weaves riveting tales and is an expert orator. Their storytelling abilities are second to none. They have a supernatural ability to enthrall a crowd or individual. They can also conjure minor illusionistic cantrips as visual aids to their story. Examples might include audible and visible glamers, illusions, amplified speech and 1 or more actors.
Vicious mockery, when cast, counts only as a bonus action. Clerics can also opt to cast vicious mockery if they so desire.
At 5th level, the Raconteur cannot be affected by the silence spell. They can also open their mouths and yell, sing, or in some other way make noise and innately cast shatter as a level 4 wizard. A Raconteur can use this shatter ability a number of times per day equal to her or his proficiency bonus.
At 8th level, the Enthralling Storyteller ability amplifies the bardic inspiration ability to the next die up (d10 at lv. 8; d12 at lv.10; superior inspiration at lv.16). A cleric of Idah Baye at this level gains a 1d6 inspiration die to use in the same way a bard would use it.
At 11th level, the Raconteur entering the affected radius of a silence spell dispels it as though casting dispel magic on it.
At 14th level, clerics gain a 1d8 inspiration die to use in the same way a bard would use it.
At 17th level, clerics gain a 1d10 inspiration die to use in the same way a bard would use it.
Libriomancer (Shout out to Jim Hines)
A Raconteur, as an attack action, may summon characters or creatures from story books they've written, or may reach into their own mouths during oration and pull forth the characters or creatures. She or he may use this ability a number of times equal to the Raconteur's proficiency bonus.
At 1st level, this ability functions equivalent to the infestation cantrip.
At 4th level, this ability functions equivalent to the summon beast spell.
At 6th level, this ability functions equivalent to the conjure animals spell.
At 10th level, this ability functions equivalent to the summon draconic spirit spell.
At 12th level, this ability functions equivalent to the planar ally spell.
At 14th level, this ability functions equivalent to the conjure celestial spell.
At any level, the Raconteur may choose to use the ability as one of the options beneath the experience level where she or he is currently at.
(The above abilities replace turn undead for clerics or Bardic College for Bards)
[#_PANTHEON_ALL_SPECIES_HUMANS_VAUNIL]
Vaunil
God of : Sun : Male : NG : Vaunil
Portfolio: Sun, light, Agriculture, Bountiful Harvest
Foes:
Allies:
Aliases:
Superior:
Symbol: A flame or light wreathed in a circular shaped ring of light:
Wor. Align: NG, LG, CG, LN, N
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
[#_PANTHEON_ALL_SPECIES_HUMANS_LYNONA]
Lynona (li-NO-nuh)
Goddess of : Travel, Wind : N : Female: Lynona
Portfolio: Travel, Movement, Companionship, Wind
Foes: None
Allies: She is Lyren’s sister (note that everyone wishes to be Lynona's ally)
Superior: None
Symbol: Circular Wind Icon
Wor. Align: N, Any
Deity's Favored Weapon: The Wind
Lynona is the goddess of travel and patron of all travelers. She is a highly popular goddess in the sense that pretty much every traveler seeks her blessing periodically. Her churches tend to generate more donations than others, sometimes to the jealous chagrin of her rivals.
Lynona ferried Kahtsu, dwarven god of Strength, through the underworld after his battle with the (then) elven God of Deception. She brought him to Hera to be healed. Lyren, goddess of the sea, is the daughter of Lynona.
Goddess' Manifestations
Lynona sometimes manifests as a feather floating on the wind, indicating to the faithful where they should go.
Clerics, Druids, and Bards of Lynona (Windwalkers)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Req's.: Cha 12, Wis 12
Alignment: N, NG, CG, CN, Any others
Weapons: Per Normal Class Restrictions
Armor: Per Normal Class Restrictions
Domains: Time, Knowledge, Sun
Magical Items: Per Normal Class Restrictions
Recommended Proficiencies: Animal Handling, Insight, Survival, Nature
Direction Sense
A Windwalker (cleric, druid, or bard) can determine polar north at any time, at will, with no chance of error. (Please note that this ability functions at disadvantage when off-world).
Unencumbered
A Windwalker (cleric, druid, or bard) enjoys a decrease in encumbrance as follows: Lv 1-5: -5% encumbrance, Lv 6-10: -10% encumbrance, Lv 11-13: -15% encumbrance, Lv 14-16: -20% encumbrance, Lv 17-18: -25% encumbrance, Lv 19: -30% encumbrance, Lv 20: -40% encumbrance. This bonus applies to weight only─bulk is unaffected.
Greater Movement
A Windwalker (cleric or bard) enjoys a cumulative movement bonus of +5 feet of movement on lv 5, 10, 15, and 20.
Land's Stride
Starting at 6th level, a Windwalker (cleric, druid, or bard) moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Wind Master
A cleric Windwalker may prepare and cast [normally] Wind Walk upon gaining access to Level 6 spells. A druid Windwalker may prepare and cast [normally] Word of Recall upon gaining access to Level 6 spells.
Greater Wind Master
At 15th level, a cleric, bard, or druid Windwalker may, as a bonus action, enter either the ethereal or elemental air plane up to a number of times per day equal to her or his proficiency bonus. The windwalker enjoys full freedom of movement in any direction, and the ability to survive and withstand the environment of these planes without ill effect indefinitely. They can remain in there for up to a number of hours equal to their level plus proficiency bonus, after which they will be instantly transported back to the Prime Material Plane.
In the border ethereal, the Windwalker's material “position”coexists with the ethereal as she or he moves about the soupy world of the ethereal; e.g. wherever the Windwalker moves, in the border ethereal, upon returning she or he will come out at that point in the material plane.
In the deep ethereal, the Windwalker can mentally envision any point on the prime material that she or has visited or has knowledge of and transport there instantly. Wherever the Windwalker moves in the deep ethereal, upon returning she or he will come out at that point in the material plane.
When traveling in the elemental plane of air, the Windwalker's position in the material plane is irrelevant. Upon returning to the material plane, the Windwalker will return at the same position they were in when they left the material plane.
The Greater Wind Master ability replaces a bard's level 15 d12 inspiration die, which will advance no further than d10 at level 10. The Greater Wind Master ability replaces the final Druid Circle feature at level 14.
These wind and movement abilities listed above replace the turn undead cleric divinity. (add bard/etc)
[#_PANTHEON_ALL_SPECIES_HUMANS_LYREN]
Lyren (to be merged with Lynona)
God of the Sea: Lyren/Deep Hilgingora
God of : Sea : N : Hermaphrodite : Lyren
Portfolio: The ocean, fury of the sea, weather, travel, elemental (water)
Foes:
Allies: She is Lynona’s sister.
Aliases:
Superior:
Symbol: Some configuration of turbulent waves and storms encased in a square with rounded corners (can vary):
Wor. Align: N, CN, CG, CE, NG, NE
Deity’s Favored Weapon:
Lyren is the goddess of the sea and commands the waves, weather, and those who wish to travel through it. She has a fairly ambivalent attitude toward her flock and shepherds alike, as she does with seafarers. Naturally, sailors and anyone else traveling by sea will offer prayers, tithes, and even sacrifices to garner her divine favor for their travels.
God’s Manifestations
[explain how god(dess) manifests
Who can be priests? (what are they called?)
Req’s.:
Alignment: N, CN
Weapons:
Armor:
Domains:
Magical Items:
Req./Rec./Bonus Proficiencies:
[Class Feature or restriction 1]
Water Breathing
Her temples are often lighthouses, as she will light the beacon and keep it burning. In the eyes of Lyren worshippers, everyone serves Lyren.
Nearly all tritons, sea elves, and merfolk are worshippers of Lyren.
[#_PANTHEON_ALL_SPECIES_HUMANS_DESPAIR]
Despair
God of : Despair (multiple personalities), Deception: CE : Varies : Kynteelas/Koelax/Vesta Coventina/Modar/Tezzunth/Th'tal
Portfolio: Despair, Deception, lies, misinformation, distraction, gall, guile
Foes: ...
Allies: Cimbrianus, Ralth
Aliases: Too Many to List
Superior:
Symbol:
Wor. Align: NE, CE, CN, N
Deity's Favored Weapon: Shuriken
Granted Power(s): Emotion: Hopelessness (See ToM)
The god of despair has multiple personalities. They are: Kynteelas (M), Koelax (A), Vesta Coventina (F), Modar (M), Tezzunth (F), and Th'tal (M). Whenever pertinent, the GM must roll dice each day to determine which god the followers of the god of despair are worshiping:
d% God
01-10 Opposite
11-35 One Slot Clockwise
36-60 One Slot Counterclockwise
61-00 No Change
Worshiper's Alignment: Any
Despair is the son of Scienna Hye, but is more human in appearance than elvish. His portfolio encompasses misery, grief, depression, and anxiety. He is usually referred to as “Despair,” especially by outsiders, but he changes between Wourk, Braln, Quathik, Modar, Yem, and Yxoteer almost daily.
"Great Wourk, the universe is smothered beneath your foot. Liberate me from the enslaving bonds of hope that I may be your servant. Amen." -Prayer of worshippers of Despair
Kynteelas is the god of Deception who, along with Terrakus (now dead), branched his existence along with Terrakus' out of the Flow of time such that both were never included in the Pact. Both had free reign on Syseria for an unknown period of time during the Dark Times before Terrakus was destroyed and Kynteelas escaped back into the Flow. He returned later with an enriched portfolio and more followers.
God's Manifestations
[explain how god(dess) manifests]
Clerics, Rogues, Sorcerers of Despair (Deceptus)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Metallurgist Feature 1.
-
Metallurgist Feature 2.
-
Metallurgist Feature 3.
-
Metallurgist Feature 4.
Req's.: Wis 10, Cha 10
Alignment: NE, CE, CN, N
Weapons: Per Normal Class Restrictions, plus Shuriken
Armor: Per Normal Class Restrictions
Domains: Trickery, Chaos
Magical Items: Per Normal Class Restrictions
Req./Rec./Bonus Proficiencies: Bonus Proficiencies: Deception (automatic advantage), Shuriken (automatic advantage)
Minor Illusionists
Deceptus may cast spells from the illusion school from found or purchased arcane scrolls. They cannot scribe said spells to their grimoire, nor can they craft the scrolls if they did not already have the ability to craft scrolls.
Deceptus gain the benefits of the false life spell after every long rest. Beginning at Level 7, the false life spell is considered to be cast at spell level 2. Beginning at Level 14, the false life spell is considered to be cast at spell level 3. Beginning at Level 18, the false life spell is considered to be cast at spell level 4. At level 20, the false life spell is considered to be cast at spell level 5.
[Class Feature or restriction 1]
explain
[Class Feature or restriction 2]
explain
[Class Feature or restriction 3]
explain
[Class Feature or restriction 4]
explain
[#_PANTHEON_ALL_SPECIES_HUMANS_JITTHAN]
Jit'than
(The Hunter, He Who Tracks All Quarries, The Eternally Keen One)
Power of Carceri, N
Portfolio: Hunters and hunting, tracking, keen senses, awareness, sustenance, natural substances (ointments, salves, poisons, antidotes, etc.)
Aliases: The Stalker,
Sex: Asexual
Domain: Colothys/The Land of the Hunt
Allies: Y'Lashaan, Grell Kilbor
Symbol: Stylized quadripronged spearhead
Wor. Align: NG, CG, N, CN, LN, LE, NE
Jit'than (JIT-THAN) is of course a patron of the hunter, and is a provider of foods and furs; thus he is a god much loved of woodsmen and women. Though he hunts animals and encourages his flock to do likewise, he is a wise hunter; and like the god of Beasts, he is a patron of animals and their protector from needless destruction at the hands of overly greedy hunters and poachers.
He Who Tracks All Quarries appears as whatever species his worshiper is. He is always, however, just over 10' tall, heavily muscled, armorless, and wielding a massive quadripronged spear. There is much legend surrounding the spear, all of which seems to indicate an innate tracking ability, allowing Jit'than to never lose a quarry.
Jit'than very frequently works in concert with Y' Lashaan and Grell Kilbor. These three deities are considered a pantheonic triad. Jit'than himself is social and friendly, although he rarely sends vision or word unto his followers. The god's priests, too, are hunters, and their mission is to teach the flock sound principles of hunting: Not killing mothers with young, not depopulating the wilderness of whole species, etc.
The priests of this god are on good terms with the priests of Nature, Beasts, Darkness/Night, Light, Moon, and Sun.
Jit'than's Manifestations
He sometimes manifests as an impossible quarry, always just out of reach of the hunter. In this form, he will lead his follower to a place of importance and vanish.
Clerics, Druids, and Rangers of Jit'than (Huntmasters)
Req's.: Strength 13, Wisdom 11, Intelligence 8
Prime Req.: Strength, Wisdom
Alignment: NG, N
Weapons: Any and all missile weapons, any bladed slashing weapons
Armor: Wooden, leather, or natural only, no shields
Major Spheres: All, Divination, Guardian, Protection, Animal, Travelers
Minor Spheres: Weather, Sun, Summoning, Healing
Magical Items: Standard (weapon restrictions/allowances apply)
Req. Skills: Hunting (provided free)
Rec. Skills: Tracking, animal lore, endurance
Bonus Skills: Hunting, religion
Power: Permanent +2 to hit with any and all bows
A Huntmaster is granted by Jit'than the power of +2 to hit with any and all bows.
Wemics and canine or wolven hybrids may be Huntmasters in addition to the species normally allowed into Jit'than's priestly and ranger classes.
Huntmasters receive additional attacks as per warriors with a bow and arrow. Ranger Huntmasters do not gain any additional benefit from this ability, but consequently are the only Huntmasters who can choose to specialize in the bow.
Huntmasters may select the skills of tracking, set snares, and survival—and obviously their allowable weapons—at no crossover penalty.
Huntmasters enjoy adeptness with both trained and untamed creatures, as per the ranger ability. If the Huntmaster is already a ranger, his potency in this ability doubles.
Upon reaching 2nd level, a Huntmaster can identify—but not track—the presence or passage of any animal or creature indigenous to an area at 98% accuracy. If the creature is unusual, magical, sentient, or from a faraway place, the accuracy drops as arbitrated by the GM, generally by 48%-93% depending on past experience. On rare occasions, such as attempting to identify creatures from another planet, the Huntmaster's accuracy with this ability can actually drop to 0%.
Upon reaching 4th level, a Huntmaster can summon an animal of his choosing once per day. The animal must be indigenous to the area he's in and will fight willingly and do most anything short of killing itself for its summoner. The animal must be beast, foul, or lizard—magical creatures, giant-sized animals, a creature with any amount of sentience whatsoever, and fish all cannot be summoned this power. If the summoner goes unconscious or dies, the animal goes into a berserker rage, viciously attacking the being which caused the summoner such harm. Upon the death of the attacker, the animal flees the area. The summoned animal should never be killed by the Huntmaster—doing so results in the immediate revoking of his Huntmaster status.
Upon reaching 6th level ranger Huntmasters begin progressing on their priest spell table. Just subtract three from the table's listed class levels and otherwise follow the table normally. Other Huntmasters get no special benefit from this.
Upon reaching 9th level the Huntmaster gains a great deal of heightened senses. In game terms, his visual range doubles and he can identify any creature at two and a half times the normally allowed range (of course he has to already know what the creature is—but regardless he can see it in detail). His keen sense of hearing and sight give him a +4 to his/her perception skill at this point. His sense of smell increases his tracking ability by +1 and the power to identify creatures' passage increases by +20%, his sense of touch becomes highly acute and he is twice as likely to be successful at finding secret doors, cracks, etc, and finally his taste buds increase greatly and the Huntmaster will never be willing to eat anything he doesn't hunt down himself after this point. The drawback to this is that the Huntmaster will be jumpy, aggravated, and irritable as his mind adjusts to these heightened senses. All attack rolls, skill checks, ability checks, initiative rolls, and saving throws, are at -3 for the first week, -2 for the second and third, and -1 until two months have passed. Spell failure chances double for two weeks; if they were at 0% chance of failure they become 10%. Up until the Huntmaster is through this initial two month period, his chances of being surprised are always double what they normally would be, but after two months, he has no chance whatsoever of being surprised.
Upon reaching 10th level, Huntmaster rangers gain 3d6 followers instead of 2d6 (if desired). The same table as listed in the PHB applies. Non-ranger Huntmasters gain 2d6 followers on the PHB ranger table (if desired).
Upon reaching 12th level, any headress procured in the Huntmaster's holy hunt may be donned and will gain immediate magical powers. The only restrictions are that he cannot switch headresses and gain the magical benefits more than once in a 24-hour period, but he can remove a headress and put the same one back on as often as he wishes. The specific headresses grant powers as follows:
A falcon headress quadruples normal visual range, and allows the wearer to fly once per day.
A bear headress gives the wearer a 2d8 bite attack and strength once per day.
A deer (buck only) headress gives the wearer a 4d4 antler attack and cure serious wounds once per day.
A ram headress gives the wearer a 3d6 ramming attack and jump once per day.
Any lizard headress gives the wearer chameleon power as per the cloak and spider climb once per day.
A snake headress gives the wearer a venomous attack (save vs. poison for 3d6 damage, otherwise death).
A tiger headress gives the wearer either a 2d12 claw attack or a 4d6 bite attack, but not both in the same round.
A lion headress gives the wearer a 1d12/1d12/3d6 claw/claw/bite attack. When using this attack, this supercedes the number of attacks per round the wearer may have, and all three attacks happen simultaneously as per monsters & animals.
A cheetah headress doubles the wearer's movement rate, and once per day the wearer can become invisible at will while moving, an effect that lasts for 1 turn per level of the wearer. However note that when he is finished moving (as per d20 combat round rules) he returns to being visible.
A wolf headress gives the wearer a 1d12 fang attack and increased sense of smell. In game terms, the wearer gains automatic tracking via this sense, and if he already has the track feat he gains a +4 bonus to it.
For any of these benefits to take effect, the hunt must be holy, the arrows blessed, and the Huntmaster of course must be in good standing with Jit'than. The kill, however, can take place before level 12.
All shepherds of Jit'than receive Knowledge: religion (Syserian) free as a bonus skill whether they are adventuring or clergy. The adventuring priesthood gain hunting as a bonus skill, and tracking and animal lore are both highly recommended. Other miscellaneous recommended skills include direction sense, fishing, mountaineering, running, endurance, set snares, and survival. Priests can select from the aforementioned warrior skills at no additional cost. skill in a bow of some type is also required.
They are restricted to their usage of armor quite severely; non-metal armor is all that is allowed, excluding shields of any kind. The weapons permitted are any and all ranged weapons, thrown, shot, or spat, and any slash-based bladed weapons. Piercing weapons are only allowed in missile form. Bludgeoning weapons are not permitted, and the bludgeoning of an animal is considered blasphemous.
The Church and Clergy
Clergy: Clerics, rangers, druids
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Clergy Align: NG, N, CG, CN
Req's.: Strength 9, Wisdom 9
Weapons: Any and all missile weapons, any bladed slashing weapons
Armor: Natural Preferred; Otherwise Per normal class restrictions
Magical Items:
Req. Skills: As above
Rec. Skills: As above (minus endurance)
Bonus Skills: Religion
Jit'than's shepherds are a ragtag collection of the faithful that have a limited structure to their religion, and generally do not judge or intervene amongst themselves—indeed, as long as the ethos of Jit'than is upheld, a follower or priest will never be judged by him or the priesthood. The god is generally venerated in and around open-air temples in the wilderness, preferably fashioned of living plantlife as opposed to performing cutting, lathing, chiseling, and other such barbarism upon the wood, although it is not forbidden. Log cabin is the generally preferred style for constructed temples. Stone, glass, marble, and pretty much any material other than wood and animal hide are forbidden unless it remains in its natural state and is not procured, i.e. it must already be present at the holy site when such a temple is constructed. These temples are frequently shared willingly with the clergy of Y' Lashaan, indeed the priests of Jit'than prefer that they grow their temples for them. In shared temples, prized quarries are prevented from display so as not to offend the naturists, but in the temples constructed solely for Jit'than, the heads of these quarries are proudly displayed upon the walls. Generally, the notable difference between shared temples and exclusive temples is whether the temple is grown or constructed, and whether quarry prizes are on display.
Dogma: The ethos of Jit'than is passed throughout the faithful by way of storytelling, legends and lore, and priestly preaching.
127 is a special number to Jit'thanians for some reason unbeknownst to even them. However, when any animal population of a region is reduced to this number, a holy ceremony is held to ordain the stopping of the slaying of such creatures—although you can expect most of the faithful to be aware of the coming of such an event well in advance. Anyone who fails to obey such ordinations are automatically ejected from the faith and heathens or poachers who kill creatures designated by this ordination find themselves becoming the prey of the Jit'thanians. Ignorance is not considered a valid excuse.
You might expect that Jit'thanians in advance of these circumstances to be less likely to kill the creature, but they will in fact want to collect their trophies and headdresses from the most powerful among the remaining animals, and will generally work fervently to do so, before they reach the one-hundred and twenty-seven mark. Frequently, in such cases, the Jit'thanians create and recreate self-fulfilling prophecies.
Novice Jit'thanians are initiated with their first hunt, but some preparation must be made in order for their status as part of the flock or shepherds to be official. This first hunt can only be performed with bow and arrow. First, his or her bow and four arrows must be blessed by a priest of Jit'than. Next, he is assigned an animal indigenous to the area to track and slay. Finally, he must perform his deed, and thusly he becomes an initiate. If he fails to kill his quarry with the four arrows, he may try again on the next holy day. There is no penalty for trying repeatedly, although the priesthood will likely begin to question one's worthiness as a Jit'thanian after the fourth attempt.
Rare cases are known in which the assigned animal has turned out to be a manifestation of Jit'than. In these cases, the initiate is automatically made a priestly shepherd, the player choosing whether he wants to be a cleric or a druid, and with two additional priest levels granted for free and enough experience points to place him halfway between his new level and the next. His old class, assuming it was different from druid or priest, is split into multi-class automatically. This works whether the new priestly class is higher or lower level than their former class. Also, wherever Jit'than's manifestation vanished is automatically considered a holy site, and the newly initiated priest is charged with constructing or growing a temple there, where he will automatically and immediately attract followers. Finally, the fact that the quarry was not slain is obviously not held against the new initiate in these cases!
Holy Numbers: 1 (the number of you), 2 (you and your prey), 4 (the number of prongs on Jit'than's spear), 127 (unknown significance)
Holy Days: Every new moon is considered a holy day, and the Jit'thanian priesthood will not sleep on this night—they hunt. This ceremony is called the New Hunt, and is performed by lone individuals only. If at any point during the New Hunt a quarry is slain, the priest returns it to his temple and chooses another, continuing this cycle until the sun rises. This is also the time for new initiates to enter the faith. Summer and winter solstice are the other two days of importance, in which Jit'than is at his most powerful. Ranger forgatherings are held in conjunction with these days considered equally holy; indeed the priesthood is often the organizers of such forgatherings.
The turning of seasons is another holy time, generally looked upon as a time of renewal in which preferred quarries should be changed, weapons of choice might be reordered, and the cycle of rebirth continues.
Holy Ceremonies: The hunt is a holy event in which the hunter and his quarry establish a sensual, religious link of sorts (although this has no effect in game terms) and any such hunt is looked upon with a great deal of reverence by this ethos. There is no judgement of life in the hunt; in destroying a life you are sustaining another, as is ordained by the natural order of the universe. If the hunt is unjust or unholy in some way, the Jit'thanian will innately feel differently or not feel this link at all and will instantly know that he should not slay his quarry; in many cases the Jit'thanian will be aware of such circumstances ahead of time. Once the hunt has begun, this effect is a very instinctual matter, and therefore the inner workings of these emotions are difficult or impossible to define. But the faithful will feel it.
All slain quarry must be used in their entirety, including bones, organs, hides, and of course meat. The spirit of their quarry then moves on to the Beastlands where they will spend eternity in their own version of paradise.
Forgatherings, although not necessarily religious by nature, are considered holy by Jit'thanian priests. These events are generally preceded by prayer and hunting, and any quarry procured in pre-forgathering hunts are taken to the event as an offering to its participants. The priest expects nothing in return for this tithe, but will not necessarily refuse gifts which may be offered.
Major Centers of Worship: There are none. The religion is loosely organized with no central authority.
Affiliated Orders: The knights of the round table, the knights of the dinner table, ranger bob's international house of pancakes
Priestly Vestments: The clergy of Jit'than prefer animal hides for their day-to-day garb, and while worshipping will often be wearing the head of their greatest kill upon atop their own head, such that antlers rise up as if they were coming from the priest's head, bear's teeth appear to sink into the top of the priest's forehead, etc. Such headdresses are only appropriate for priests and clergy, though, not worshippers. Necklaces and other jewelry made of claws, beaks, talons, and teeth are not unusual. During the hunt, red and/or brown clothing is preferred, with animal hide complimented by leather clothing. Armor of any kind is forbidden during the hunt; adventuring Jit'thanians are to remove any worn armor while hunting. The headdresses are to be removed for practicality (unless they're powerful enough to use the powers of their headdress), but the jewelry stays on. Faces are to be painted camouflage, brown, black, green, etc. The flock should abide roughly by these rules, but can stray from it as practicality dictates.
Adventuring Garb: They wear practical clothing, similar to that employed during the hunt, such as earth-toned leather and hide, whatever armor they are allowed, and weapons and strappings are worn over this. They should always seek to pick clothing of earthen and natural tones, regardless of what they choose to wear.
[#_PANTHEON_ALL_SPECIES_HUMANS_BROGNOR]
Brognor
(The Barbarian, The Bloody One, The Lord of Murder)
Power of Gladsheim, CN
Portfolio: Barbarism, Murder
Aliases:
Gender: Male
Realm: Ocean of Kur
Superior: None
Symbol: Red diamond dripping blood with clan symbol inside
Wor. Align: CN, N, NE, CE
Brognor is the god of Barbarians and barbarism in general. He is a chaotic deity with no regard for structure or civilization. His world is the ocean of Kur—the ocean of paradoxical unity between the material universe and astral realm of chaos.
This god has no regard for morality. He is technically not evil; he is amoral. His followers are often evil, but as a tribe they do what they want. They often try to destroy bastions of civilization such as keeps, towers, and outposts, although without the ability to organize, they usually can't bring the fight to a well-defended and organized city.
Brognor is a wanderer as are his followers, and is known to abandon his followers for no apparent reason, occasionally at key times when he is needed most.
Brognor's Avatar
Brognor appears as a huge, horned, deformed, beast of a man. He carries a meat cleaver and sometimes a heart, a head, or other body part always oozing huge amounts of blood. In general, however, he does not manifest before his followers or shepards.
Brognor's Manifestations
He rarely manifests on the face of Syseria. His appearance varies widely, and indeed whether or not an eyewitness account of such a manifestation was credible or just an apparition varies just as widely. A few credible manifestations include a raven, a freak storm, and an axe constantly dripping blood.
Barbarians of Brognor (Barbarian Paths)
Primal Paths
Path of Brognor
For barbarians that follow the Lord of Murder, there can be only chaos. Forged in the baptizing fires of change, these roving warriors show little regard to structure, civilization, and intellectual pursuits.
Alignment
Path of Brognor barbarians are restricted to Chaotic Neutral, Neutral Evil, or Chaotic Evil alignments.
Arcane Mistrust
These individuals strongly hate arcane users of magic (more so than a normal barbarian) and will generally seek to eradicate their kind, or at the very least they will openly distrust and display prejudice towards any practitioners of arcane magic. They may not carry, wield, or in any other way possess any magic items whatsoever until they build up a tolerance.
Any barbarian on the Path of Brognor must immediately endeavor to destroy any artifact, or any user of arcane magic, that she or he encounters. Failure to do so results in falling out of favor with Brognor, which incurs the following penalties:
-
The barbarian permanently gains a single level of exhaustion. This level of exhaustion never ends whether by rest or by magic.
-
The barbarian cannot summon her or his barbarian horde until s/he endeavors to destroy the artifact that was encountered.
-
You can only rage half as many times and for half as long (thirty seconds, i.e. 3 rounds) and your rage is never Persistent.
-
Allies of Brognor grants no benefits.
There are only two ways to remove these penalties: by trying to destroy the artifact or user of arcane magic, or gaining a level. Note that the point is to try to destroy it—success or failure technically don’t matter, what matters is that the barbarian on the Path of Brognor hates arcane magic.
If the barbarian on the Path of Brognor opts to gain a level instead of endeavoring to destroy the artifact causing these conditions, s/he immediately and irrevocably reverts to hunted barbarian on a different path, all conditions are restored, and the Path features of Brognor revert (retroactively if necessary) to her or his new Path features.
Hunters
Path of Brognor barbarians are constantly seeking out and destroying those who left the tribe/clan/family and abandoned the God of Murder. When they find such individuals, they will launch a bloodthirsty attack immediately or as soon as circumstances allow.
Summon Barbarian Horde
Once per game year, barbarians of Brognor may summon a Brognorian barbarian horde to fight or carry out some combat-related task for them. The summoning process takes 24 hours. This horde will carry out a few simple commands for a duration of no more than one week, and then wander back to wherever they came from. The Horde's numbers are Proficiency Bonus × the barbarian’s level. Each Barbarian is a level 1 fighter. For every 100 members of the Horde, there is a level 4 barbarian. In addition to that, one barbarian will [always] appear as the commander of the group with a level equal to the summoner's level. This is a supernatural ability. Only one barbarian horde may be present and active at a time—attempts by other shaman or barbarians of Brognor to summon further hordes simply fail and those individuals cannot use their ability again for another year.
Mild Arcane Tolerance
At level 3, barbarians on the Path of Brognor gain a modicum of tolerance for the use of arcane magic and the wizards, sorcerers, and warlocks who use them. Any Common or Uncommon magic item can now be used, but cannot remain in the barbarian’s possession. The barbarian does not trust, but can associate with users of arcane magic with no penalties.
Mindless Rage
You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Allies of Brognor I
Beginning at level 6, all other barbarians of Brognor within 5’ gain advantage on all saving throws, ability/proficiency checks, and attack rolls. Summon Barbarian Horde now calls a number of Brognor allies equal to Proficiency Bonus + Charisma Modifier × the barbarian’s level.
Intermediate Arcane Tolerance
At level 6, barbarians on the Path of Brognor continue to build up a tolerance for the use of arcane magic and the wizards, sorcerers, and warlocks who use them. Any Common or Uncommon magic item can now be used, and can remain in the barbarian’s possession. Any Rare magic item can now be used, but cannot remain in the barbarian’s possession. The barbarian may trust users of arcane magic if her or his past experiences warrant.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Allies of Brognor II
Beginning at level 10, all other barbarians of Brognor within 10’ gain advantage on all saving throws, ability/proficiency checks, and attack rolls, as well as +5 temporary hit points. The temporary hit points do not vanish if the Path of Brognor Barbarian leaves the 10’ radius, but they do on the first long rest after receiving them.
Summon Barbarian Horde now calls level two Barbarians, with a level 7 Path of Brognor Barbarian for each 100 that appear, and the summoning process now takes 12 hours.
Intermediate Arcane Tolerance
At level 10, barbarians on the Path of Brognor continue to build up a tolerance for the use of arcane magic and the wizards, sorcerers, and warlocks who use them. Any Rare magic item can now be used, and can remain in the barbarian’s possession. Any Very Rare magic item can now be used, but cannot remain in the barbarian’s possession. The barbarian may trust users of arcane magic at her or his own prerogative.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. The Path of Brognor barbarian will drink this blood (included in the reaction), returning any damage done by this attack to the barbarian’s hit points. If they are full, these hit points go to temporary hit points.
Allies of Brognor III
Beginning at level 10, all other barbarians of Brognor within 10’ gain advantage on all saving throws, ability/proficiency checks, and attack rolls, as well as +10 temporary hit points. The temporary hit points do not vanish if the Path of Brognor Barbarian leaves the 10’ radius, but they do on the first long rest after receiving them.
When the initiating barbarian enters rage, each other Path of Brognor Barbarian does as well, and the duration gains +1 round for each ally raging within the radius. This is determined by who is within 10’ of the barbarian at the time that she or he enters rage, unlike the advantage on rolls and temporary hit points, which are granted at the moment any barbarian enters the radius, or the path of brognor barbarian moves to include her or his allies.
Summon Barbarian Horde now (Proficiency Bonus × Charisma Modifier × Level) Path of Brognor Barbarians at level three, with a level 10 Path of Brognor Barbarian for each 100 that appear. The summoning process takes 12 hours to complete, and the horde will stay with the level 10 summoner for one month before disbanding and returning from whence they came.
Ultimate Arcane Tolerance
At level 14, barbarians on the Path of Brognor are fully tolerant to arcane magic. Any magic item can now be used, and can remain in the barbarian’s possession. Artifacts no longer must be destroyed, and may remain in the barbarian’s possession. Brognor still approves of the destruction of magic items, but leaves the judgment to the 14th level barbarian.
Path of Brognor Backgrounds
Table: Backgrounds for Path of Brognor Barbarians |
||
d6 roll |
Event |
|
1 |
I was locked in a fight to the death early in my hazing ritual and called for the blessing of Brognor. My opponent died by my hand and his blood nourished me, healed me. I followed Brognor from that day forward. |
|
2 |
I was killed in my hazing ritual and Brognor sent me back to the mortal realm, my task not yet complete, on the condition that I swore fealty to Brognor by a blood oath. |
|
3 |
There is nothing civil about “civilization.” It’s a house of cards built on a foundation of lies, with thinly veiled murder and rage lying just beneath the surface. I have merely discarded the pretense. |
|
4 |
I simply wish to see the world burn. |
|
5 |
I lack the courage and conviction to go against the will of Brognor. |
|
6 |
I believe all of life is pain, and killing is an act of merciful deliverance. |
Clerics and Druids of Brognor (Barbarian Shaman)
Req's.: Strength 13, Wisdom 11, Constitution 11
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Prime Req.: Constitution, Wisdom
Alignment: CN, CE
Weapons: Any
Armor: Wooden, leather, or natural only, no shields
Domains: Air, Chaos, Destruction
Magical Items: Standard (weapon restrictions/allowances apply)
Req. Skills: Hunting (provided free)
Rec. Skills: Tracking, animal lore, endurance
Bonus Skills: Hunting, religion
Power: Free Run Feat, Barbarian Rage, Summon Barbarian Horde
Brognor is a fickle god, and there is a base 10% chance for any divine spell or power to fail. This goes up by an additional 5% on the night of Cyan’s full moon.
Brognor often favors hybrid species, and they are unaffected by his fickleness. Brognor's shaman are the few circles into which hybrids will be readily accepted.
Barbarian Shaman may select the skills of animal empathy, climb, tracking, set snares, and survival—and obviously their allowable weapons—at no crossover penalty.
Barbarian Shaman may never multiclass.
Barbarian Shaman are distrustful of arcane magic. Their behavior changes as they progress, but starting out they cannot associate with any user of arcane magic, and will seek to destroy every user of this type of magic. They will further attempt to destroy spellbooks, wands, staffs, and rods of arcane nature, strongholds or towers of wizards, and anything that might be beneficial to wizards or sorcerors.
Barbarian Shaman are antisocial and anti-civilization. They are roving, nomadic wanderers. Material possessions are limited to what they can carry on their person. They may never own any property whatsoever. They may never join any guilds or civilized organizations.
Once per game year, Barbarian Shaman may summon a Barbarian Horde to fight or carry out some combat-related task for them. The summoning process takes 24 hours. This horde will carry out a few simple commands and then wander back to wherever they came from. The Horde's numbers are 100 x the Shaman's level. Each Barbarian is a level 1 fighter. For every 100 members of the Horde, there is a level 1 Barbarian. In addition to that, one Barbarian will appear as the commander of the group with a level equal to the summoner's level. This is a supernatural ability. Only one Barbarian Horde may be present and active at a time—attempts by other shaman or barbarians of brognor to summon further hordes simply fail and those individuals cannot use their ability again for another year.
Upon reaching 2nd level, a Barbarian Shaman may choose not to destroy arcane spellbooks or sundry items that he suspects may be useful to users of arcane magic. He will still feel loathing toward users of arcane magic, but it is assumed that he can decide what's most beneficial to Brognor at this point.
Upon reaching 4th level, a Barbarian Shaman may choose not to destroy arcane magical items. He will generally be distrustful towards users of arcane magic.
Upon reaching 5th level, and at every 5th level thereafter, a Barbarian Shaman gains a permanent, non-magical +1 bonus to their Constitution score. This stems from their constant wandering, running, climbing, and general hardiness.
Upon reaching 6th, a Barbarian Shaman may choose to associate with users of arcane magic. He will generally be distrustful toward all users of arcane magic, but has decided that it's beneficial to associate with a particular wizard or sorcerer. He may also opt to declare to his tribe that his wizard friend is under his protection, but the tribe may “call him out” in a challenge, hoping to defeat him and unleash their seething hatred on the wizard.
Upon reaching 9th level Barbarian Shaman become immune to all fear-causing effects.
Upon reaching 11th level the Barbarian Shaman loses his sense of pain. In game terms, any pain-causing effect or spell is nullified (no save necessary) and he never enters the Dying/Bleeding to death state as defined in the PHB pg. 129. Instead they are always disabled and stable, regardless of how many negative hit points they have, until they are dead. They still lose 1 hp for taking any action in the disabled state. The player is aware of their HP total at all times under normal circumstances (spell and other effects that state otherwise still apply).
Upon reaching 12th level, Barbarian Shaman gain 3d6 followers. They will always include a 5th level Barbarian and a 3rd level Shaman. The remainder will be 1st level fighters. They are fanatically loyal to the Shaman and will do absolutely anything (including suicide missions) that he tells them to.
Upon reaching 15th level, Barbarian Shaman become a hybrid species. If they were already a hybrid species, this effect is completely ignored. This is automatic and there is no way to avoid it. It is considered the gift of Brognor. After this point they are no longer subjected to Brognor's fickleness. A d12 roll determines what they will become:
1: Bear
2: Boar
3: Leopard
4: Ram
5: Wolf
6: Rat
7: Lizard
8: Cheetah
9: Falcon
10: Vulture
11: Badger
12: Monkey
All shepherds of Brognor receive 4 ranks of Hunting free as a bonus skill whether they are adventuring or clergy. Tracking and endurance (feat) are highly recommended. Other miscellaneous recommended skills include animal lore, direction sense, fishing, mountaineering, running, and set snares. Non-adventuring clergy can select from the aforementioned warrior skills at no additional cost. skill in a slashing weapon of some type is also required.
They are restricted to their usage of armor quite severely; natural armor such as hide, wood, or leather is all that is allowed, excluding shields of any kind. The weapons permitted are any. Weapons that draw more blood (slashing) are preferable.
The Church and Clergy
Clergy Align: CN, CE, N, NE
Req's.: Strength 9, Wisdom 9
Weapons: Any
Armor: Wooden or natural only, no shields
Magical Items:
Req. Skills: As above
Rec. Skills: As above (minus endurance)
Bonus Skills: Hunting
Brognor's shepherds are a motley assortment of barbarians, murderers, brigands, shamans, all nomadic. They have no structure to their religion beyond the non-adventuring priesthood, adventuring priesthood, and flock/followers. Their power structure is quite chaotic with no central authority and frequent intra- and inter-tribal squabbling. Living quarters are generally tents, lean-to's, teepees, or very rarely a log cabin. They have no temples or centers of worship of any kind, unless you consider the tribe itself to be the center of worship.
The shepherds of Brognor are modeled after their patron—murderous, chaotic, and without structure. As stated before, all religions are divided into flock and shepherds, but beyond that the barbarians make no distinctions among their societies. They exist in many places throughout the planet—the Chaos Wastes, roaming throughout Cirisca, Kuramenduria, and The Abyssmal Island.
Dogma: The ethos of Brognor is passed throughout the faithful by way of storytelling, legends and lore, and priestly preaching. There are no fixed records of this faith; they do not know how to read and write.
Reading is not allowed and is considered blasphemous to Brognor. Most if not all intellectual pursuits are worthless to the followers of Brognor. They have no use for math, engineering, law, physics, astrology, or organized religion. If any pursuits of the mind are to be undertaken at all, it will be in regards to spirituality or religion. They are not likely to, but have been known to, learn and retain knowledge of Syseria's pantheon and followers.
Renegade Barbarians are those which are of the Barbarian class and do not follow Brognor because of ideological reasons (alignment) or because they want to know how to read and write, or own property or retain wealth. These Renegades are hunted with the utmost indignance. All followers of Brognor, when they know of such a person, are required to attack him and fight to the death.
Novice followers of Brognor are initiated brutally. They are usually hazed quite badly, sometimes resulting in their death. This happens to new recruits to the tribe (less likely) or when boys or girls reach a mature age (more likely). If they survive the hazing ritual, the barbarian strikes out to go on a killing spree. He will kill anything living for 10 days and 10 nights, not sleeping, and bathe himself in the blood of all who he kills. They are expected to kill at least one sentient creature capable of fighting back in this ritual, and return with their head. On the 10th night he will have a vision which grants him his barbarian name and return to the tribe. If during this ritual they kill a user of arcane magic, they are often granted a place of importance in the tribe. The only way to fail this initiation is to die, to live means success. If a sentient creature is not found and killed during this ritual, it is not considered a failure, but the barbarian will gain only a partial acceptance into the inner circles of the tribe until he accomplishes this feat. In this case, for all intents and purposes he has passed the initiation and is in the tribe, but should try to kill a sentient, thinking creature as soon as he is able.
As it has been stated already, followers of Brognor find arcane magic distasteful. They will kill all wizards, sorcerers, and other users of arcane magic. It is preferable to ritualistically burn them alive, preferably atop the ruins of the wizard's own tower and arcane magical items, but any death is fine. Often when Brognor becomes fickle and ignores his followers, it is because his attention is elsewhere: this is probably what is happening.
If any tribe believes to have encountered a manifestation of Brognor, they will go into a blood frenzy for one moon cycle. They will seek any centers of civilization and massacre all its inhabitants. They will seek any users or structures of arcane magic, arcane magical items, or sundry goods they think may help users of arcane magic, and destroy them. If there is a user of arcane magic in the tribe under one of their own protection, the tribe will kill the wizard. If the protector attempts to defend his wizard cohort, the tribe will kill him as well.
These manifestations are hard to predict, hard to confirm, and hard to believe. Tribes often get into fights over the validity of one encounter vs. another. These squabbles often lead to massacre or at least squabbling.
Holy Numbers: None. Brognor has no use for math or numbers.
Holy Days: Every full moon is considered a holy day, and followers of Brognor will not sleep on this night. They ritualistically chant and dance around a raging bonfire. It is preferable that a wizard be burned at the stake in such a bonfire, but not required. This is typically the time when new initiates are hazed into the tribe, their 10 day killing frenzies starting on sunup.
Holy Ceremonies: Initiation, the ritual of killing users of arcane magic, and the full moon are the only noteworthy holy ceremonies of brognor.
Major Centers of Worship: None. Barbarians are nomadic and do not organize.
Affiliated Orders: None. They wander in tribal structures with no order whatsoever, and have no major affiliated organizations.
Priestly Vestments: The Shaman of Brognor wear similar garb to everyone else, wood, leather, and animal hide, and often carry a staff and might wear a cattle skill atop their head or around their neck. They frequently are bedecked with skulls (preferably) or other bones of important kills, or scalps.
Adventuring Garb: They wear simple clothing or none at all. Usually it's whatever they have as armor or what the weather dictates they need to survive. Again, wood, leather, and animal hide are all that are allowable.
God of : Beasts : Hermaphrodite : CN : Grell Kilbor (“GREL KILbor”)
MA: All, Animal, Elemental (Water), Summoning (Animal only above 4th), Combat, Healing
MI: Charm, Travelers, Sun, Weather
Granted Power: Speak with Animals, Charm mammal or human 1x/day/4 lvls
[#_PANTHEON_ALL_SPECIES_HUMANS_GRELL_KILBOR]
Grell Kilbor
God of : Beasts : Hermaphrodite : CN : Grell Kilbor
Portfolio: Beasts, feral savagery, monsters, rending fangs and talons, hunger, stalking
Foes: Inannaset and Adremelech, Hiah Layos
Allies: Jit'than, Y'Lashaan, Brognor, Udidia
Aliases: Render, The Beast Lord, Lord of Beasts, The Taloned One, The Bloody Fang
Superior: Y'Lashaan
Symbol: The clawed paw of an unknown beast
Wor. Align: CN, N, NE, CE
Deity's Favored Weapon: Claws and Fangs
Grell Kilbor is the god of beasts and savagery. It is one of the gods that serves Y'Lashaan, goddess of nature. Grell Kilbor revels in the sensual pleasure of the stalking and killing of prey. Its appetite for savage predation is utterly insatiable. It speaks only in low bestial growls and grunts.
God's Manifestations
[explain how god(dess) manifests
Druids and Rangers of Grell Kilbor (Beastlords)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Req's.: STR 12, DEX 10, WIS 10
Alignment: CN, N, NE, CE
Weapons: Natural Preferred; Otherwise Per normal class restrictions
Armor: Wooden or natural only, no shields
Domains: Life, Nature, Tempest
Magical Items: Normal
Bonus Proficiencies: Survival; always rolled with advantage
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
This works 100% identically to a Barbarian's rage, with the exception that the Beastmaster gets half as many rages per day as a barbarian would normally get. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, divided by two, you must finish a long rest before you can rage again.
At 3rd level, Beastmasters gain advantage when using any proficiency to identify plants, animals, and pure water.
Form of the Beast
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
At 5th level, Beastmasters can track any animal by its spoor. She or he receives a +4 bonus to Survival checks (including the aforementioned advantage) when tracking wild animals.
Bestial Soul
Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
At 7th level, Beastmasters are immune to the effects of charm spells cast by any fey or woodland creatures.
At 7th level, Beastmasters can make three melee attacks every two rounds (or gain one extra attack per every two rounds with one claw of Grell Kilbor)
At 10th level, Beastmasters can cast animal transfer (as the 6th-level priest spell) once per day.
Infectious Fury
At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
The target must use its reaction to make a melee attack against another creature of your choice that you can see.
Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
At 13th level, Beastmasters can make two melee attacks per round (or gain one extra attack per round with one claw of Grell Kilbor).
Call the Hunt
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
[#_PANTHEON_ALL_SPECIES_HUMANS_KOELAX]
Koelax
(Purveyor of Pestilence, The Lord of Putrescance, The Filthy God)
Greater Power of The Abyss, CE
Portfolio: Disease, Virulent Dispersal, Infection, Sufferance, Change
MA:
MI:
Granted Power(s): Resist Disease (see below); summon Pet of Koelax (see below); Polymorph into spore at 10th Level (see below)
Aliases: Sorian, Ullu, Zaleo
Gender: Asexual
Domain: The 17th layer, the realm of Despair
Superior: None
Allies: No one.
Foes: Everyone.
Symbol: Red sunburst with rotting, open mouth inside it
Wor. Align: CE, NE
Koelax is antisocial among the gods and has no friends or allied deities among the pantheon. Its enemies, on the other hand, are many, as its designs have destroyed entire flocks of deities' followers. It makes no distinction among deities. Its schemes do not discriminate.
Its followers are not very organized, but they are divided between flock and shepherds as are all other religions. The shepherds are referred to as Purveyors and the flock have no particular title. Koelax in general seems to have more shepherds and less followers than other deities among his worshipers.
The faithful are not immune to disease. Quite the contrary, its followers often seem to be riddled with viruses. But Koelax's flock have a special trait that allows them to carry the disease for long periods of time without any adverse effects beyond discomfort. Any disease, mundane or magical, that they contract works normally until it starts causing physical damage. When it starts causing damage, it is automatically halved until they are at half their maximum hit points. As they approach one quarter maximum hit points, they take only 1 damage per cycle (i.e. the time length the disease is supposed to cause its damage.) As they approach death, the disease causes only 1 point of damage per day or per cycle, whichever is longer, and the Koelaxian clings on to life for even longer. Even at 0 hit points, they are still alive and spreading the disease. This ability is granted to the flock as well as the shepherds, assuming they are in good standing with Koelax. Any damage beyond hit points is totally applicable, such as disfigurement, insanity, fainting, and blindness and/or deafness.
Koelax's Avatar
Koelax is venerated as an amorphous heap of slimy filth, rife with disease, constantly undulating, reforming, and slithering over itself. It leaves a trail of corrosive slime everywhere it goes that sprouts swarms of highly pestilent biting rats. Its followers consist of evil species (particularly the punier ones), disenfranchised members of failed societies, etc. It has a higher ratio of shepherds to followers in general.
Koelax's Manifestations
Koelax manifests in subtle, long-term, virulent outbreaks. It could come to you in the form of plague, smallpox, or a simple spore that will sow the seeds of future pestilence. If it doesn't destroy you today, it will tomorrow.
Clerics of Koelax (Purveyors)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Req's.: Strength 13, Wisdom 11, Charisma 10
Prime Req.: Strength, Wisdom
Alignment: CE, NE, CN
Weapons: Any
Armor: None
Domains: MA: All, Necromantic, Healing (reversed), Astral, Chaos, Elemental (Water), Combat, Wards, Time
Magical Items: Standard (weapon restrictions/allowances apply)
Power: Spread Disease
Purveyors do not gain any ability over undead as normal clerics do. However, at a later level, they gain the ability to summon one or more of Koelax's Children to do their bidding.
Kobolds, Goblins, Gibberlings, Orcs, and Gnolls may all become Purveyors in addition to the species normally allowed to become clerics.
Rat Hybrids may also become Purveryors, and gain one additional bonus channel divinity.
Upon reaching level 9, Purveyors may optionally get 1d6 Neo Otyugh pets.
Upon reaching level 10, Purveyors can polymorph into a germ or spore one time per week. This spore is highly contagious, can fly, travel through walls at will, is immune to all physical attacks, and is invisible. Detect invisible does not reveal the presence of such characters. Even a single point of the following types of damage, however, kills instantly, with absolutely no saving throw possible, even if the priest had resistances: fire/heat, cold, thunder, acid. The how and the why of inflicting this damage is entirely up to the GM, and should be quite rare (it is assumed that the Purveyor will avoid obvious fires, excessively hot or cold areas, etc.─or, if facing exposure to such hazards, would quickly polymorph back into normal form).
In this germ state, the Purveyor can reproduce exponentially at a rate such that in every day, there is a 25% chance that there will be enough virus present in the area to upgrade to the next iteration of infection: (Zeroeth iteration) A single germ, nothing happened yet (First iteration) One house/tavern/small structure/a few rooms in one very large structure (Second Iteration) huge structure/one block of houses/taverns (Third Iteration) One square acre of area or 1,000 people, whichever equates to more disease victims (Fourth Iteration) Ten square acres of area or 10,000 people, whichever equates to more disease victims (Fifth Iteration) 50% of the populace of the nearest 50,000 person town (Sixth Iteration) 50% of the populace of four geographically close 50,000 person towns (Seventh Iteration) 30% of a nation or region, plus 10% of any bordering nations or regions (eighth iteration) 50% of a nation or region, 30% of any bordering nations or regions, and 10% of each of the closest continents (Ninth Iteration) 50% of this hemisphere, 30% of the opposite hemisphere (Tenth Iteration) 50% of the entire world.
Upon reaching level 12, Purveyors can summon 1d3+1 Koelax's Children. They will do his bidding openly as long as it serves the greater will of Koelax.
The Cause Disease divinity replaces the ability to turn undead.
The Church and Clergy
Clergy: Clerics, rangers, druids (remove this line on all deities... anyone can be clergy)
Clergy Align: CE, NE, CN
Req's.: Strength 9, Wisdom 9
Weapons: Any
Armor: None
Magical Items:
Prof's: Medicine proficiency can be used to cause disease and create biological transformations. The Purveyor gains advantage when using medicine in this way.
Koelax's shepherds are a vaguely defined and loose-knit collection of various species, regions, and countries. There are pockets of Koelaxian faithfuls and militants throughout Syseria, nowhere is safe from this religion anymore than they are immune to the plague. This dismal, creepy god is usually worshiped in dark corners of the world—underground, in swamps, sewers, heavily overgrown caves, in the underdark and deep beneath the sea. The worship area is marked by decay and degeneration—this is their way of saying “I own this area,” and they expect everyone to understand that it is their property. Ignorance is no excuse.
Koelaxian followers and shepherds are schemers. Their designs are subtle, devious, intelligent, and long-term. Much legend surrounds their plots, a great deal of which is confused with natural outbreaks of disease. This is intentional, indeed much of this confusion is spread by the cult itself.
Dogma: The followers of Koelax believe that ultimately their time will come. Disease has a way of festering for long periods of time before it truly comes to fruition in a body and among a population, and Purveyors model themselves according to this.
Koelaxians have a persistent tendency to leave things behind—blood, excrements, articles of clothing, body parts, and money. They like to spend small portions of their money in a lot of different places—and they have a tendency to store it in bodily orifices such as their mouth and/or anus, or they swallow it and spend it after they pass it.
The faithful believe it is blasphemous to cure themselves of disease. This is both a help and a hindrance to the faith, for obvious reasons.
Holy Numbers: Not applicable.
Holy Days: Summer solstice
Holy Ceremonies: They have a weeklong ceremony every summer solstice where a diseased rat devours a diseased lizard, a diseased dog devours the rat, a diseased otyugh devours the dog, and then the Koelaxian worshipers devour the otyugh. Any vomit or excrements exuded by the participants for the next 24 hours are also devoured. After this ceremony tends to be a period of heightened activity, often involving an orgy and then a great deal of wandering around highly populated areas, spending money which has been ingested and passed, and generally spreading their... beliefs. Anyone who ends up with the lizard is considered to be in Koelax's favor for 1d4+3 days.
Major Centers of Worship: There are none. They exist and gather for worship in virulent outbreaks, coming and going in waves like the tide of the sea.
[#_PANTHEON_ALL_SPECIES_HUMANS_HERA]
Hera
Goddess of : Love, Fertility, Marriage, Life, Healing : CG : Female : Hera
MA: All, Charm, Healing, Sun, Guardian, Divination
MI: Creation, Summoning, Necromantic, Elemental (Air), War
Granted Powers: Soothing Word, Lay on Hands, Purge diseases 1x/week/3 lvls, Healing Touch
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
[#_PANTHEON_ALL_SPECIES_HUMANS_TYRUSINE]
Tyrusine
(The Valkyrie)
Greater Power of Valhalla, LN
Portfolio: War, Diplomacy, Political Strife, Overbearing of One's Opponents Through Strategic Superiority
Aliases:
Sex: Female
Domain: Valhalla
Allies: Jit'Than, Inannaset and Adremelech,
Foes: Kynteelas, Brognor
Symbol: Two black triangles, one inverted, on red background (resembles an arrowhead)
Tyrusine is the Goddess of war, struggle, and conquering. Needless to say, she patronizes warriors. Her priests are warrior like in their mindset and philosophy, meaning that they do not necessarily kill blithely, but they certainly do not avoid confrontation.
Tyrusine's hierarchy is complex and detailed. Tyrusine's male shepherds are referred to as Knights. The female shepherds are referred to as Valkyries. The flock are referred to as errants. Within these classifications, there are different levels of power and clout amongst those who worship Tyrusine.
Tyrusine's Avatar
Tyrusine appears as a 7'6” tall woman with jet black hair and of beautiful proportions. She carries a javelin which allows her to hurl lightning bolts dealing 20d10 damage.
Tyrusine's Manifestations
She does not frequently manifest, but when she does it is generally in a weapon or a steed of one of her warriors.
Clerics, Paladins, Champions, and Fighters of Tyrusine (Knight or Valkyrie)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Req's.: Strength 15, Intelligence 10, Wisdom 11, Charisma 16
Alignment: LN, LG, LE
Weapons: Any
Armor: Any
Domains: Combat, Law, Protection, War, Elemental (Fire), Healing, Guardian, Summoning, Travelers, Wards
Magical Items: Standard (weapon restrictions/allowances apply)
Req. Skills: Diplomacy, Gather Information
Rec. Skills: Etiquette, Heraldry, Bluff, Weaponsmithing
Bonus Skills: Intimidate
Power: Courage, Battle Cry
(All examples apply to both valkyries and knights unless otherwise noted.)
Tyrusine favors humans among her shepherds. All nonhuman clerics, paladins, and fighters of Tyrusine gain no Courage or battle cry.
A human Knight or Valkyrie is granted by Tyrusine the power of Courage once per day. This removes any fear-causing effects from all their allies and gives them a +2 morale boost. They also enjoy a +2 attack bonus. This lasts a number of rounds equal to their level, though the fear-causing effects are removed until they are cast again.
A Valkyrie (only) of Tyrusine is surprisingly fierce and gains a +2 Attack Bonus the first time she encounters any individual that she ends up in combat with. This applies to her first attack against that individual only. This bonus is negated if she is in a region that is matriarchal. Knights do not get any special ability in a matriarchal area.
Valkyries may select the skills of diplomacy, etiquette, gather information, heraldry, bluff, and weaponsmithing as class skills.
A Valkyrie or Knight of Tyrusine may use exotic weapons without having to spend a feat to learn how.
At 1st level, a Valkyrie must spend their first feat to select a weapon of choice. This is her preferred weapon, and she will be more likely to use it than any other. She then enjoys a +1 to hit bonus with her weapon of choice. This does not confer an ability to hit magical creatures with a nonmagical weapon. This is cumulative with any other other hit bonuses, feats, etc. If they are a Champion Adeptus follower of Tyrusine, they need not use a feat, because they get the ability as a class feature.
Upon reaching 9th level, a Paladin of Tyrusine can shout an awe-inspiring battle cry which will aid her allies. The battle cry allows her friends a free saving throw at +1 for every 3 levels of the Valkyrie if under the effects of fear. Friendly units get a morale bonus of +1 to their morale for every 3 levels the Valkyrie has, which lasts 24 hours. It will give all friendly units in a 300' radius an immediate free attempt to regain morale and initiative (reroll if desired). Finally, all enemy units must save vs. fear at -1 for every 3 levels of the Paladin of Tyrusine—and if they pass, they then must make a morale check at -1 for every 3 levels of the Paladins of Tyrusine's. They get a penalty to their morale score for 24 hours, equaling -1 for every 3 levels the Paladins of Tyrusine has, regardless of whether or not they succeed at these rolls. This effect is cumulative with other Paladins of Tyrusine involved in the battle. In two instances in known history, a small handful (4-6) of Paladins of Tyrusine routed entire armies by yelling at them.
The Church and Clergy
Clergy Align: LG, LN, NG, N, LE, NE
Req's.: Wisdom 9
Weapons: Any they are normally capable of wielding
Armor: Any they can normally wear
Req. Skills: As above
Rec. Skills: As above (minus endurance)
Tyrusine's followers and shepherds are a highly organized and militant group, capable of systematically spreading their religion to the masses in every corner of Syseria. They will protect the societies they exist in to the death, provided those societies allow them to bring the glory of Tyrusine into their midst.
They are judgemental, dealing out punishment and death to their enemies. Some do this with so much zeal that one wonders if they aren't just interested in inflicting judgment and death.
[#_PANTHEON_ALL_SPECIES_HUMANS_NYLIS]
Nylis
God of : Death : Asexual : LN : Nylis
Portfolio: Death, the afterlife, final judgement
Foes: Despair,
Allies: Y’Lashaan
Aliases:
Superior:
Symbol: Black obsidian disc with a symbol of divinity etched into it (this is to be buried with the deceased in order to pay her or his fare to Nylis):
Domains: Death, Grave, Order
Granted Powers: Inspire Fear, Speak with Dead
Nylis is the god of death. Its portfolio of influence covers all things that happen at the moment of one's final breath and through the point to which the soul has arrived at its proper eternity.
Nylis is not an evil god and does not cause death, mayhem, or destruction. Nylis is a shepherd and a guide. The currency of the afterlife is souls. Many entities, spirits, demons, and fiends await new souls' entry into the afterlife where they are tricked and greedily consumed, banished forever to exist at the wrong plane (often in damnation; it generally doesn't happen that celestial beings trick the evil into eternal paradise). Nylis's basic function is to prevent this and assure the soul does not wind up the victim of these schemes.
Nylis is the keeper of the Scales of Judgment. Upon death, one's heart will be weighed on the scales. The result informs Nylis of the proper judgment and final destination plane for that soul.
It takes its names in connection with his funerary role, such as The one upon the mountain, which underscores its importance as a protector of the deceased and their tombs, and the title The one who is in the place of embalming, associating it with the process of mummification. It is often depicted in sculpture or painting as protecting tombs, graveyards, and other final resting places of the dead from grave robbers, wolves, and other ne'er-do-wells.
Nylis's Avatar
Nylis appears as a winged spirit, sometimes morbid and scary in the case of evil souls, or comforting, guiding, and radiant for good souls. It carries a scythe +7 that deals 8d10 damage and an additional 4d10 necrotic damage. It almost never uses this, and when it does, it's for protecting the soul it's guiding to its final resting plane from aggressive soultakers.
Nylis's Manifestations
Nylis can assume any manifested form it wishes. Often it chooses the bones of a skeleton, an amorphous black cloud, or a windy storm.
Clerics of Nylis are required to have a Wisdom of 12 or better. Nylis does not employ Paladins, Druids, or Rangers.
Domains: Death, Grave, Order
Granted Powers: Inspire Fear, Speak with Dead
Alignment: LN, N
Weapons: Standard + Scythe
Armor: Standard
Magical Items: Standard
Req. Skills: None
Rec. Skills: Religion
Bonus Skills: None
Embalm
Beginning at first level, Priests of Nylis can prepare the recently deceased for their journey to the next world. This includes preparing the body, burial or cremation, or any final entombment appropriate to the deceased. The cleric has the ability to conduct last rites and any funeral ceremony that is appropriate for local culture and the deceased person's social class. A cleric of Nylis will earn a minimum of 2d6 gold per day doing this. In some places such as highly populated metropolitan areas, the GM may deem that the cleric may earn more than that daily. Other than this skill, the cleric gains abilities per standard cleric with her or his chosen domains. It is customary to donate a minimum of 10% of this income (only) to the church of Nylis.
The Church and Clergy
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Clergy Align: LN, N
Req's.: Wisdom 9
Weapons: Standard + Scythe
Armor: Any they can normally wear
Req. Skills: None
Rec. Skills: Religion
Bonus Skills: None
Nylis's followers have created a church that is in high demand everywhere, as their function is fundamental to all civilized cultures. Being the deity that collects the dead and rules the gateway between the living world and the spirit realm, Nylis's clergy are important to all people.
Nylis is venerated in some different ways, though the most common is what has already been detailed. Some cultures, especially around the Buhanga Jungles and Temek region, believe that Nylis stores the dead in its womb, thus giving the god a feminine aspect, but also creating a cyclical model of [demi/semi]human life.
Nylis is the sibling of Innannaset, and ferries her into the abyss when she enters seeking to expand her powers and domain.
[#_PANTHEON_ALL_SPECIES_HUMANS_INANNASET]
Inannaset (ee-NAH-nuh-set) and Adremalech (uhd-REH-muh-leck)
God/dess of : Wisdom/Knowledge : N : Female and Male : Inannaset and Adremalech
Portfolio: Wisdom, Knowledge, Ancestry, History
Foes: Brognor, Grell Kilbor, Kynteelas, Ralth
Allies: Hiah Layos, Vaunil, Lynona
Aliases: (Inannaset): Pallas, Anahit; (Adremalech): Apollothoth, Logos
Superior:
Symbol: A Single Candle
Wor. Align: LN, LG, N, NG, LE
Deity's Favored Weapon: Knowledge
While Innanaset and Adremalech are two distinct deities, in game terms they are one and the same. They are almost always worshipped together and always work together.
Followers believe they can, with the help of their God/dess they can attain “absolute” knowledge of the universe.
God's Manifestations
Adremalech manifests as a glowing book containing some key knowledge his follower must know.
Inannaset manifests as an owl, watching over her faithful.
Wizards, Clerics, and Paladins of Inannaset and Adremalech (Wise One)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Req's.: Intelligence 12, Wisdom 12
Alignment: Any Lawful
Weapons: Per Normal Class Restrictions
Armor: Per Normal Class Restrictions
Domains: Knowledge, Arcana, Time
Magical Items: 1 Additional Attunement
Req./Rec./Bonus Proficiencies: One additional language, one additional proficiency; advantage on History, Arcana, Religion, and Medicine checks.
Immune to Confusion and Feeblemind
Wise Ones are fully immune to the effects of Confusion and Feeblemind.
Elevated Reading
Wise Ones gain advantage on saving throws resulting from any ill effect of reading, touching, or being near books or scrolls. This benefit includes handling tomes, scrolls, or spellbooks and applies regardless of class.
Wise Ones, upon encountering any written information, enjoys advantage on any check related to identifying the glyph or writing. This does not confer the ability to know languages the Wise One does not know, but rather it gives the Wise One information about the writing's origin, what language it is, when it was written, and where it is from.
Quick Identify
Wise Ones may attempt to spontaneously identify any unknown magic item found on her or his travels. S/he may roll at a bonus equal to Proficiency + Level + Intelligence bonus. If successful, the Wise One automatically knows the basic function of the magic item. If the item has many functions, the GM may rule that only one function per check is revealed. In such cases, the Quick Identify cannot be used any further on an item for which the Wise One has failed once.
Suggested DC's are as follows (GM may adjust according to circumstances and judgement): Common: DC10; Uncommon: DC12; Rare: DC14; Very Rare: DC16; Legendary: DC24; Artifact: DC30
This ability does not require a short rest, nor does it prevent the Wise One from using identify or the short rest method per rules as written.
Superior Mindpower
Upon attaining level 3, Wise Ones enjoy an innate comprehend languages, patternweave, detect thoughts, tongues, or locate object provided they have the required components. From this list, the Wise One can cast a number of innate spells equal to their proficiency bonus. No spell slot is consumed in the casting of these innate spells.
Upon attaining level 10, the above list of innate spells available expands to include divination, commune, and locate creature.
Upon attaining level 15, the above list of innate spells available expands to include legend lore and find the path.
Upon attaining level 18, the above list of innate spells available expands to include foresight.
Knowledge Transfer
Wise Ones may impart any idea, complex or simple, to a recipient of their choice via touch. This can include visual images, diagrams, and memories. There is a limit to the amount of knowledge that can be transferred to the recipient's mind: One “full” idea, one image, or one memory may be transferred per point of the Wise One's proficiency bonus. What constitutes one “full” idea is up to the discretion of the GM, but a good rule of thumb is one image, one sentence, or one memory. If the recipient is unwilling, s/he will be allowed a wisdom saving throw to avoid the effects.
Note that these abilities do not replace any of the Wise One's regular class features, they are bonuses.
[#_PANTHEON_ALL_SPECIES_HUMANS_XI]
Xi (ZEE)
God of: Creation : Creator of Existence and the Gods : Nil : Nil : Xi
Portfolio: N/A
Foes: N/A
Allies: N/A
Aliases: The Lord of Creation, The Father God, The Supreme Being
Superior: N/A
Wor. Align: Any
Deity's Favored Weapon: N/A
Xi is the overseer of all creation, and supreme being of the gods and goddesses.
God's Manifestations
Xi rests in a seemingly eternal manic depressive slumber that has lasted several millenia. It shows no sign of awakening or even stirring. Xi, though not bound by The Pact he forced his children into, does not appear on the surface of Syseria. There are legends of manifestations as various primal powers. There is also a school of thought that Bloodstones are all manifestations of Xi. Otherwise, if Xi ever manifests, it is covert and unknown to any sage or priest.
Clerics of Xi (Clerics)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Req's.: Per Normal Class Restrictions
Alignment: Per Normal Class Restrictions
Weapons: Per Normal Class Restrictions
Armor: Per Normal Class Restrictions
Domains: None
Magical Items: Per Normal Class Restrictions
Bonus Proficiencies: Religion
This god can be worshiped, but does not grant spells or powers to clerics. Any cleric of Xi will have no divinities or spells to cast. Xi is the Father God, lord of creation who forged Syseria as a paragon of worlds, intended to be free from the strife instigated by his children. Clearly, He failed.
Calidorn Izzinbor (KAL-ih-dorn IZ-in-bor)
God of: Time : Overseer of the Flow of Time : NG : Male : Calidorn Izzinbor
Portfolio: Time
Foes: N/A
Allies: Xi
Aliases: The Overseer of Time; The Great Mind, Slash
Superior: N/A
Wor. Align: Any
Deity's Favored Weapon: N/A
Calidorn is the Keeper of the Flow of Time. He sits at the right hand of Xi. Any time travel that occurs must be approved by him, and it's not an easy feat. He shepherds all Time Bloodstones to their proper time and place.
Calidorn also does not grant any powers or spells to his followers. His mind is unknowable but his followers are ever striving to grasp the mechanics of Time and the knowledge of the gods.
God's Manifestations
Calidorn manifested as an adventuring wizard along with a party consisting of Tylon the Paladin, Nemesis the Halfling Burglar, Helm the Edgelord Fighter, Melina the Priestess of Peace, and Brognor the Dwarf. The purpose of this manifestation is unknown, but it is known that Calidorn was born to a lowly and humble parentage, and his existence as a God was not known to him until many decades into his life. He became a Snake Hybrid through the use of Arcane Energies and eventually spoke with his true form. It responded (strangely) by chastening him. From that point forward, Calidorn emphasized greater effort in learning, experimenting, and creating his own magic in his laboratory, which The Keeper of The Flow seemed to approve of (though his true intentions are baffling and unknowable to mortals).
Calidorn's adventures actually brought him in contact with a Bloodstone of Time, which resulted in a repeating loop of the same day. It took quite a few days before he and his company determined a method to extricate themselves from the unending loop. Eventually he retired and bore one child with his Acrobat wife. As his life progressed, Calidorn settled into a life of study, collecting and sharing knowledge. He died peacefully of old age and was buried and honored since his death. His lineage is known to still exist on Syseria, though they do not enjoy any sort of godlike status or abilities.
Wizards and Clerics of Calidorn (Clerics)
[#_PANTHEON_GODS_CHEEVOS]
Achievements |
|
Milestones |
Feats |
Craft Any Metal Object |
|
[#_PANTHEON_GODS_BUYINS]
XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Superior Materials |
3 |
|||
Superior Smith |
5 |
|||
Superior Smith +1 |
10 |
|||
Superior Smith +2 |
15 |
|||
Superior Smith +3 |
20 |
|||
Superior Smith +4 |
25 |
|||
Superior Smith +5 |
30 |
|||
Automatically Proficient |
3 |
|||
Priest Features
-
Feature 1.
-
Feature 2.
-
Feature 3.
-
Feature 4.
Req's.: Per Normal Class Restrictions
Alignment: Per Normal Class Restrictions
Weapons: Per Normal Class Restrictions
Armor: Per Normal Class Restrictions
Domains: None
Magical Items: Per Normal Class Restrictions
Bonus Proficiencies: Religion
This god can be worshiped, but does not grant spells or powers to clerics. Any cleric of Calidorn will have no divinities or spells to cast.
No comments:
Post a Comment