Difference between revisions of "Overview of Woldian Spirituality"
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==Clerics in the Wold== | ==Clerics in the Wold== | ||
There are four kinds of clergy in the Wold. | There are four kinds of clergy in the Wold. | ||
− | + | ===The Generic Cleric=== | |
− | + | This character can honor some or all the Gods of the Wold or the Gods of Testing (but you can't be a cleric and honor gods from both, except that Gargul belongs to both pantheons). This gives the benefit of free choice of two of the Domains listed in the PHB. This is one way to access some of the more rare domains, such as Death, Sun, or Magic. If a generic cleric takes the War domain as one of her two domains, she can choose any simple or martial weapon as her favored weapon. | |
− | + | ===The Pure Cleric=== | |
− | + | This character can honor just one god, with benefits and restrictions described in each of the god's write-ups. A pure cleric gains certain special abilities: | |
− | + | *At 4th level, all pure clerics gain the ability to choose one spell from one of their selected Spell Domains to spontaneously cast. This operates exactly as the Cleric ability to Spontaneously Cast healing spells. | |
− | + | *At 6th level, all pure clerics gain a bonus of 'cleric level minus 5' to charisma-based skill checks vs. members of their faith. They also get half this bonus rounded down vs. worshippers in the same pantheon. | |
− | + | *At 8th level, Pure Clerics gain Leadership as a Bonus Feat. | |
− | + | *At 10th level, all pure clerics gain a price discount of 20% to buy or construct houses, shrines, temples, seminaries, etc. -- IF the construction is in an area with sufficient followers of the Cleric's God to warrant such a building. | |
− | + | *At 12th level, all pure clerics, if they have been faithful, are eligible to enter the hierarchy of their respective priesthoods. Priests which have chosen to join a sect by selecting a Prestige Class cannot join the hierarchy of their respective priesthood. They instead, may join the hierarchy of their sect. | |
− | + | *At 15th level, all pure clerics gain the ability to perform spontaneous casting of all the spells from one of their selected Spell Domains. This operates exactly as the Cleric ability to Spontaneously Cast healing spells. | |
− | + | ===The Sect Priest=== | |
− | + | This character is someone who has multiclassed into one of the Wold-specific religious prestige classes, also known as joining a sect -- even druids and nonreligious characters can join most prestige classes. Note that pure clerics who adopt a prestige class give up the benefits of being pure. | |
− | + | ===The Votary Cleric=== | |
− | + | This chacter honors an Immortal Power, that is, a potent being who is not a god but who is is nonetheless open to veneration and honor. A Power always has a restricted geographic realm. Within his realm, the votary cleric has full access to his abilities. Outside the Power's realm, the votary cleric is much more limited. | |
− | + | * No access to high level spells -- Powers can grant clerics only 7th level spells and lower. These clerics with 8th and 9th level slots can use them to cast lower level spells, possibly enhanced with metamagic feats, and for spontaneous casting of curing spells. | |
− | + | * Only one domain -- The votary cleric gains only one domain, not two. The domain must be chosen from those the Power grants. | |
+ | * Gaining gifts -- The votary cleric receives "gifts" which are special class abilities. Each Power offers different gifts. When outside the Power's limited geographic area, the votary cleric loses his gifts. He can only use them in the Power's realm. | ||
+ | * Restricted Spell Preparation -- A votary cleric can only prepare, or "pray for spells" within his Power's geographic realm. If he uses a spell, he cannot "get it back" until he is in his Power's realm. However, he CAN cast curing spells spontaneously and can prepare and cast his domain spells -- even outside his Power's realm. | ||
Witches and druids who follow a Power do not suffer any of these limitations. Witches may regain both arcane and divine spells in and out of the Power's region, due to the witch's special bond with the Power. Druids who honor a Power nonetheless draw their special abilities and spells directly from Nature, not the Power. | Witches and druids who follow a Power do not suffer any of these limitations. Witches may regain both arcane and divine spells in and out of the Power's region, due to the witch's special bond with the Power. Druids who honor a Power nonetheless draw their special abilities and spells directly from Nature, not the Power. |
Revision as of 11:30, 30 January 2008
Contents
The Dieties of Woldian Games
God | Responsibilities | Symbol | Domains | Opposed By |
Gods of the Wold | ||||
Alemi | Health | Open Hands, Glyph of Health | Healing, Good, Protection | Marteaus |
PrCs: Healer, Fixer, Paragon | ||||
Domi | Courage, War | Weapons, Anvil, Shield | Protection, Strength, War | Ga'al |
PrCs: Protector, Hand of Domi | ||||
Flower | Love, Family | Flower, Glyph of Love | Good, Healing, Giving* | Caeroldra |
PrCs: Server, Troubadour | ||||
Pantheon | Justice, Fairness | Gavel | Law, Knowledge, Insight* | Jancassis |
PrCs: Justicar, Oathbound | ||||
Ffloy | Hard Work, Commerce | Scale, Glyph of Commerce | Law, Protection, Trade* | Wardd |
PrCs: Venturer, Oathbound | ||||
Gargul | Life, Death, Souls | Open Eye | Travel, Mortality*, Shadow*, Insight* | |
PrCs: Undead Hunter, Grim, Soulseeker | ||||
Gods of Testing | ||||
Marteaus | Disease | Glyph of Disease | Destruction, Evil, Disease* | Alemi |
PrCs: Diseased, Tempered, Refined | ||||
Ga'al | Domination | Heartseed | Law, War, Domination* | Domi |
PrCs: Zealot, Inquisitor | ||||
Caeroldra | Passion | Amphora | Magic, Chaos, Charm* | Flower |
PrCs: Hand of Love, Obsessed | ||||
Jancassis | Revenge | Helix, Vermin | Trickery, Hunting*, Venom* | Pantheon |
PrCs: Avenger, Stinger | ||||
Wardd | Chance, Luck | Clover, Glyph of Luck | Luck, Chaos, Trickery | Ffloy |
PrCs: Mendicant, Obsessed | ||||
Gargul | Death, Life, Souls | Open Eye | Travel, Mortality*, Shadow*, Insight* | |
PrCs: Undead Hunter, Grim, Soulseeker |
Note: Domains marked with an asterix are Wold-exclusive. See the god's write-up for details.
Fair Warnings
All the rules for the new Gods of the Wold are subject to revision as needed, especially if errors or imbalances show up during play. The Gods of Testing generally may not be used by player characters without permission from the Campaign DM. Some prestige classes are not available to player characters. Note that evil PCs are never allowed in the Wold.
Clerics in the Wold
There are four kinds of clergy in the Wold.
The Generic Cleric
This character can honor some or all the Gods of the Wold or the Gods of Testing (but you can't be a cleric and honor gods from both, except that Gargul belongs to both pantheons). This gives the benefit of free choice of two of the Domains listed in the PHB. This is one way to access some of the more rare domains, such as Death, Sun, or Magic. If a generic cleric takes the War domain as one of her two domains, she can choose any simple or martial weapon as her favored weapon.
The Pure Cleric
This character can honor just one god, with benefits and restrictions described in each of the god's write-ups. A pure cleric gains certain special abilities:
- At 4th level, all pure clerics gain the ability to choose one spell from one of their selected Spell Domains to spontaneously cast. This operates exactly as the Cleric ability to Spontaneously Cast healing spells.
- At 6th level, all pure clerics gain a bonus of 'cleric level minus 5' to charisma-based skill checks vs. members of their faith. They also get half this bonus rounded down vs. worshippers in the same pantheon.
- At 8th level, Pure Clerics gain Leadership as a Bonus Feat.
- At 10th level, all pure clerics gain a price discount of 20% to buy or construct houses, shrines, temples, seminaries, etc. -- IF the construction is in an area with sufficient followers of the Cleric's God to warrant such a building.
- At 12th level, all pure clerics, if they have been faithful, are eligible to enter the hierarchy of their respective priesthoods. Priests which have chosen to join a sect by selecting a Prestige Class cannot join the hierarchy of their respective priesthood. They instead, may join the hierarchy of their sect.
- At 15th level, all pure clerics gain the ability to perform spontaneous casting of all the spells from one of their selected Spell Domains. This operates exactly as the Cleric ability to Spontaneously Cast healing spells.
The Sect Priest
This character is someone who has multiclassed into one of the Wold-specific religious prestige classes, also known as joining a sect -- even druids and nonreligious characters can join most prestige classes. Note that pure clerics who adopt a prestige class give up the benefits of being pure.
The Votary Cleric
This chacter honors an Immortal Power, that is, a potent being who is not a god but who is is nonetheless open to veneration and honor. A Power always has a restricted geographic realm. Within his realm, the votary cleric has full access to his abilities. Outside the Power's realm, the votary cleric is much more limited.
- No access to high level spells -- Powers can grant clerics only 7th level spells and lower. These clerics with 8th and 9th level slots can use them to cast lower level spells, possibly enhanced with metamagic feats, and for spontaneous casting of curing spells.
- Only one domain -- The votary cleric gains only one domain, not two. The domain must be chosen from those the Power grants.
- Gaining gifts -- The votary cleric receives "gifts" which are special class abilities. Each Power offers different gifts. When outside the Power's limited geographic area, the votary cleric loses his gifts. He can only use them in the Power's realm.
- Restricted Spell Preparation -- A votary cleric can only prepare, or "pray for spells" within his Power's geographic realm. If he uses a spell, he cannot "get it back" until he is in his Power's realm. However, he CAN cast curing spells spontaneously and can prepare and cast his domain spells -- even outside his Power's realm.
Witches and druids who follow a Power do not suffer any of these limitations. Witches may regain both arcane and divine spells in and out of the Power's region, due to the witch's special bond with the Power. Druids who honor a Power nonetheless draw their special abilities and spells directly from Nature, not the Power.
Credits
The Black Cathedral portion of WoldianGames.com is the work of the Woldian Revisionists Commitee: Jerry, Anthony, Jan, Stephen, and Cayzle. Generally, Jerry contributed the god write-ups; Jan, the stories; Stephen, the art; and Cayzle, the PrC write-ups and Web pages. Everybody brainstormed and commented on each other's work. Thanks to Chris for inspiration and feedback on the Justicar. Thanks to Carl for new logos for The Black Cathedral.