Corrise - Goddess of Agriculture
- Priest's Alignment: Neutral Good
- Minimum Abilities: Wisdom 11, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
- NWP and WPN Prof: Agriculture (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
- Restrictions: None.
- Major Spheres: All, Creation, Divination, Plant, and Summoning (can only use wall of thorns , weather summoning , and creeping doom from this sphere).
- Minor Spheres: Animal, Healing, Protection, Sun, and Weather.
- Powers: Identification A priest of Corrise can examine any normal (non-magical) plant and determine if it is healthy, if not what is wrong with it, where it naturally grows, etc; Create Food and Water (Priest can cast this once per day, for free); Immune to any food poisoning from vegetable source; Heroes' Feast - at 8th Level can cast this once per day.
- Symbol: Sheaf of Wheat
- Priest's Alignment: True Neutral, Neutral Good, or Lawful Neutral
- Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Herbalism (required). Sickle Weapon required; NWPs allowed: Priest, General, Warrior.
- Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
- Restrictions: May not wear Leather or Furs in their clothing.
- Major Spheres: All, Divination, Healing, Plant, Protection, Summoning, Weather.
- Minor Spheres: Combat, Creation, Guardian, Necromantic, Sun.
- Powers: Identify any plant (magical or non-magical) perfectly; Pass through Overgrowth (as per Druid, but at 1st level).
- Symbol: Oak Leaf and Acorn.
- Priest's Alignment: True Neutral.
- Minimum Abilities: Wisdom 12. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Required one of (Mining, Stonemasonry). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, dagger/dirk, knife, mace, maul, morning star, picks (all), scythe, sickle, sling, staff sling, stiletto, warhammer. Armor Permitted: All non-magical non-metal armor, all non-magical non-metal shields.
- Restrictions: None.
- Major Spheres: All, Creation, Elemental (the priest may only use spells dealing with dust, stone, rock, mud, and earth, plus transmute metal to wood ), Plant, Summoning.
- Minor Spheres: Animal, Divination, Healing, Protection.
- Powers: Immune to all Snake venoms (+3 to saving throw); Detect grade or slope as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice); Determine approximate depth underground as per Dwarf (if character is already a Dwarf, then chances improve by 1 on the dice).
- Symbol: Stone.
- Homehall Cathedral, in Gorrem
- Monastery - Harmonious Reflectory of Order in Octorix, Barony of Henn
- Priest's Alignment: Any non-evil alignment.
- Minimum Abilities: Wisdom 10, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
- NWP and WPN Prof: Local History (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Dagger/Dirk, Knife, Flails (both), Morningstar. All armors and shields allowed.
- Restrictions: Priests of the order of Brother Rudiger must always wear vestments indicating their priestly status.
- Major Spheres: All, Creation, Healing.
- Minor Spheres: Combat, Protection.
- 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); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB);
- Symbol: Knotted golden rope.
- Priest's Alignment: Neutral Good, Lawful Good, Lawful Neutral.
- Minimum Abilities: Wisdom 12, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
- NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Dagger/dirk, knife, stiletto, swords (all). Armor Permitted: All armor, all shields.
- Restrictions: May never turn away an individual looking for hospitality.
- Major Spheres: All, Charm, Healing.
- Minor Spheres: Combat, Creation, Divination, Protection.
- Powers: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Laying on Hands (as per Paladin in PHB)
- Symbol: Open Hands.
- Tolbe Cathedral - in Botts (also known as the Orphans' Cathedral)
- Priest's Alignment: Neutral Good, Chaotic Good.
- Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
- NWP and WPN Prof: Brewing (required). No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, scythe, sickle. Armor Permitted: All armor and shields.
- Restrictions: None.
- Major Spheres: All, Charm, Elemental, Plant, Protection.
- Minor Spheres: Divination, Healing, Sun, Weather.
- Powers: Immune to the effects of Alcohol; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Constitution raised to 18 at level 8.
- Symbol: Bunch of Grapes.
- Priest's Alignment: Neutral Good, Chaotic Good, 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: Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Immune to fire and heat attacks (+2 to saving throw); Create Food and Water once per day.
- Symbol: Cooking Fire.
- Appuco Fast cathedral - Khomaes
- Priest's Alignment: Lawful Good, Chaotic Good, Neutral Good.
- Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, quarterstaff, scythe, sickle. Armor Permitted: No armor; all wooden shields (no metal or leather).
- Restrictions: None.
- Major Spheres: All, Divination, Healing, Necromantic, Plant, Summoning, Weather.
- Minor Spheres: Animal, Charm, Creation, Elemental, Protection, Sun.
- Powers: Immunity (automatic successful save) vs. all priest spells of the Elemental Sphere, and wizard spells with coldness and/or heat in their name; Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level).
- Symbol: Leaf.
- Priest's Alignment: Neutral Good, Chaotic Good.
- Minimum Abilities: Wisdom 10, Dexterity 10. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Bows (all), Club, quarterstaff, scythe, sickle. Armor Permitted: All armor; no shields.
- Restrictions: None.
- Major Spheres: All, Animal, Healing, Plant, Weather.
- Minor Spheres: Divination, Guardian, Protection, Summoning.
- Powers: Identification of the time of day, whenever outside; Turn Undead (as per Cleric in PHB);
- Symbol: Tree.
- Priest's Alignment: True Neutral, Neutral Good.
- Minimum Abilities: Wisdom 10, Strength 10. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Club, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
- Restrictions: None.
- Major Spheres: All, Charm, Combat, Plant.
- Minor Spheres: Divination, Healing, Weather.
- Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Turn Undead (as per Cleric in PHB).
- Symbol: Sapling.
- Priest's Alignment: Neutral Good, Lawful Good.
- Minimum Abilities: Wisdom 10, Constitution 10. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
- NWP and WPN Prof: No Weapons required; NWPs allowed: Priest, General.
- Weapons and Armor: Bill, flails (both), hand-throwing axe, scythe, sickle. Armor Permitted: All non-magical non-metal armor, all non-magical (non-metal) shields.
- Restrictions: None.
- Major Spheres: All, Creation, Elemental, Protection, Weather.
- Minor Spheres: Animal, Divination, Healing, Plant.
- Powers: Create Food and Water (once per day); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level);
- Symbol: Bare tree.
- Sky Cathedral in Werms.
No comments:
Post a Comment