First the goddess of Fertility (one of the three that the Westron Church is based on), as well as her affiliated demigods and saints.
Nadene - goddess of Fertility
- Priest's Alignment: Neutral or Neutral Good
- Minimum Abilities: Wisdom 12, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Herbalism (Required). NWP groups - Priest, General. No weapons required.
- Weapons and Armor: Weapons Permitted: Javelin, polearm, spear. Armor Permitted: Hide armor and leather armor (normal or magical), all non-metal shields.
- Restrictions: Priests of Nadene must be married.
- Major Spheres: All, Healing, Necromantic, Plant, Summoning.
- Minor Spheres: Animal, Charm, Creation, Divination, Protection, Weather.
- Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Incite Berserker Rage (A willing warrior may be incited at most 1 time per day. It takes 1 round for the priest to incite the warrior. Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him. Once he leaves, he chooses whether or not to emerge from the rage); May choose one of the following animals which which the priest may communicate (not control, just talk to): Cattle, goats, horses, rabbits, sheep or snakes.
- Symbol: The symbol of Nadene is a Pine Cone.
- Priest's Alignment: True Neutral
- Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Religion (required). NWP groups - Priest, General. No weapons required.
- Weapons and Armor: Weapons Permitted: Dagger/dirk, knife, scythe, sickle. Armor Permitted: All non-metal armor; no shields.
- Restrictions: Priests may not eat animal flesh - they are vegetarian.
- Major Spheres: All, Divination, Healing, Necromantic (Special Note: These priests cannot use resurrection spell; they use reincarnate instead), Plant, Summoning, Weather.
- Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
- Powers: Incite Berserker Rage (A willing warrior may be incited at most 1 time per day. It takes 1 round for the priest to incite the warrior. Then the warrior has +2 to hit and damage, and cannot leave the field of battle while foes still face him. Once he leaves, he chooses whether or not to emerge from the rage); Turn Undead (same as a Cleric in PHB)
- Symbol: Braided Circle.
- Priest's Alignment: Neutral Good or True Neutral.
- Minimum Abilities: Wisdom 9, Charisma 13. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Animal Handling (Required). No weapons required. NWPs allowed: Priest, General, Warrior.
- Weapons and Armor: Bill, cestus, club, dagger/dirk, knife, mace, main-gauche, stiletto, swords (all), warhammer. Armor Permitted: all non-metal armor; no shields.
- Restrictions: None.
- Major Spheres: All, Animal, Charm, Divination, Protection.
- Minor Spheres: Combat, Creation, Healing, Plant.
- Powers: Identification of any Natural monster or animal; Speak with 3 specific types of animals (priest chooses, 1 bird, 1 mammal, and 1 fish or reptile; Soothing Word for Natural monsters or animals 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Shapechanging at level 5 (as per the Druid's power from the PHB - same animals the Priest may speak to)
- Symbol: Salmon
- The Stone of Life - Great Cathedral of St. Horace, is located at Ungams.
- A number of different Ranger Hermitages exist throughout the valley, that are associated with St. Horace, who's clerics have an affinity for both Human and Elven Rangers. The original, is the site of the Eagles of Jazzan.
- Worshiper's Alignment: Chaotic Good, Neutral Good, Lawful Good.
- Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Healing (required). No weapons required. NWPs allowed: Priest, General.
- Weapons and Armor: Lasso, net. Armor Permitted: None; no shields.
- Restrictions: None.
- Major Spheres: All, Astral, Charm, Creation, Elemental, Healing, Protection, Summoning, Sun.
- Minor Spheres: Animal, Combat, Divination, Guardian, Necromantic.
- Powers: Turn Undead (as per Cleric in PHB)
- Symbol: Circle with a dot in it, off center
- Priests's Alignment: True Neutral or Neutral Good
- Minimum Abilities: Wisdom 10, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
- NWP and WPN Prof: Weather Sense (required). No weapons required. NWPs allowed: Priest, General.
- Weapons and Armor: Battle axe, bows (all), club, hand/throwing axe, javelin, spear, warhammer. Armor Permitted: All non-metal armor, all shields.
- Restrictions: None
- Major Spheres: All, Astral, Elemental (the priest can only use spells with the words Water, Air, and Wind in their names, and the spell chariot of Sustarre ), Protection, Weather.
- Minor Spheres: Combat, Divination, Plant, Sun.
- Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level).
- Symbol: Cloud.
- Cloudhome Cathedral in Werms.
- Priest's Alignment: Neutral Good, or True Neutral.
- Minimum Abilities: Wisdom 9, Strength 15. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
- NWP and WPN Prof: Endurance (Required). No weapons required. NWPs allowed: Priest, General, Warrior.
- Weapons and Armor: Battle axe, cestus, club, mace, maul, morning star, picks (all), polearm, sword/two-handed, warhammer. Armor Permitted: All armor and shields.
- Major Spheres: All, Combat, Healing.
- Minor Spheres: Elemental, Necromantic.
- Powers: Immune to life draining and paralysis from undead, also to chill touch, energy drain, enervation, ray of enfeeblement, and vampiric touch; Turn Undead (as per Cleric in PHB); Incite Berserker Rage at 5th level; Inspire Fear (2x per day, as per Wizard spell of 4th level) at 8th level.
- Symbol: Mountain.
- The Cathedral of Earthroot is located in the City of Shadows, capitol of Henn.
- Priest's Alignment: Neutral Good, or True Neutral.
- Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: Firebuilding (required). No Weapons required. NWPs allowed: Priest, General, Wizard.
- Weapons and Armor: Bill, dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All metal armor, all metal shields.
- Restrictions: None.
- Major Spheres: All, Elemental (the priest may only use the spells whose names include the words Fire, Flame, Heat, Pyrotechnics, and the spell Chariot of Sustarre), Sun.
- Minor Spheres: Charm, Divination, Healing, Necromantic, Protection, Weather.
- Powers: Pass Unharmed through any wall of fire spell; Immune - +2 saving throw vs. priest spells of Elemental sphere, and all wizard spells of Evocation and Alteration with the words fire, burning, flaming, pyrotechnics, and incendiary in the title.
- Symbol: Lantern
- Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good
- Minimum Abilities: Wisdom 13, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: Artistic Ability (choose one) (required). No weapons required. NWPs allowed: Priest and General.
- Weapons and Armor: Bows (all) are the only weapon allowed. No armor or shields allowed.
- Restrictions: Priests in the order of St. Ellain receive D6 for hit dice, rather than D8.
- Major Spheres: All, Astral, Creation, Divination, Elemental, Plant, Protection, Sun.
- Minor Spheres: Healing, Necromantic.
- Powers: Identification of and Immunity vs. certain spells. Because of the priest's superior insight into creativity and art, he is Immune (receives an automatically-successful saving throw) to all first-level wizard Illusion spells for which a saving throw is possible, and gets a +2 saving throw vs. all other Illusion spells for which a saving throw is possible (he can't make a saving throw against someone else's invisibility, for instance).
- Symbol: Quill
- Ramee Tower Cathedral - Khomaes
- Priest's Alignment:True Neutral or Neutral Good.
- Minimum Abilities: Wisdom 12, Charisma 10. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Navigation (Required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, javelin, mace, maul, polearm, quarterstaff, spear, trident. Armor Permitted: All non-metal armor and all shields.
- Restrictions: None.
- Major Spheres: All, Charm, Divination, Protection, Sun.
- Minor Spheres: Elemental, Guardian, Necromantic, Plant.
- Powers: Receive a new Language once per level, until level 8; Soothing Word (3x a day can remove a Fear spell or calm down people or monsters up to 2x the priests level), Charm/Fascination (works as 3rd level Wizard spell) at 8th level.
- Symbol: Walking stick.
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