Showing posts with label holyhumpday. Show all posts
Showing posts with label holyhumpday. Show all posts

Wednesday, July 4, 2012

[Holy Humpday] Forge of Thorag (The Mountain's Heart)


Alignment:  NG
Portfolio:  Dwarfs, Mountains, Stone, Machinery, Artifice, War
Requirements:  Str 15,  Wis 12,  Int 12,  must be a Dwarf
Weapons Allowed:  Hammers, Axes, Phlogs
Armor Allowed:  Scale Mail, Chain Mail, Plate Mail, no shields
Major Spheres:  Elemental, Creation, Protection, Guardian
Minor Spheres:  Charm, Combat
Magik Items Allowed:  Any priest item, Magik hammers and axes, Gauntlets of Ogre Power, Girdles of Giant Strength, Maul of the Titans, Mattock of the Titans

Granted Powers:

•  A Forge of Thorag may see through illusions which imitate rock or stone.  The Forge must be actively looking for such illusions.
•  Forges may add half their level in points of damage done to giants, and their level in points of damage done to stone giants.  They may always hit stone or iron golems regardless of their weapon, and do double damage in any case.
•  At 5th level Forges of Thorag may create a Wall of Stone or Wall of Iron at their option once per day.
•  At 10th level a Forge may cast Stone to Flesh upon one being for every level above ninth, once per day.
•  Forges of Thorag cast spells which deal with earth and stone at double their level with respect to duration or effectiveness.

Other Notes:  •Forges of Thorag are exclusively dwarfs.  •Forges weave their beards into ornate patterns which are studded with precious stones and golden trinkets.  Their beards then serve as their holy symbols.

NOTE: I don't have an original digital file of some of my Queston Holy Symbols.  I've had to scan my only remaining print out and then tidy it up in GIMP.  :)

Wednesday, June 27, 2012

[Holy Humpday!] Phaze of Monon

MONON ( Nightglow )
Alignment:  N
Portfolio:  Moon, Agriculture
Requirements:  Wis 12,  Int 13,  must take Agriculture and Astrology NWPs
Weapons Allowed:  Sickle, Flail
Armor Allowed:  Leather, no shields
Major Spheres:  Plant, Sun, Weather, Animal
Minor Spheres:  Elemental, Healing, Necromancy
Magik Items Allowed:  Any not prohibited to priests, any which function exclusively at night or provide illumination

Granted Powers:

•  Phazes of Monon may see at night under a moonlit sky as if it were bright daylight.
•  Upon reaching 6th level, once per cycle of Khosos (21 days), the Phaze may Cure Lycanthropy.  The cure is permanent, but does not prevent reinfection.
•  Phazes of Monon are themselves immune to Lycanthropy.
•  At 9th level of ability, the Phaze may summon a Moon Dog (MM2 p.92) once every cycle of Celuna (14 days).  It can only be summoned at night, and will remain until dawn.

Other Notes:  •Phazes of Monon are dedicated to the preservation of the natural Whyrld and keeping a balance therein.  To this end, they find themselves well prepared to destroy monsters which would upset the natural balance, especially evil shapechangers such as werewolves, wererats, and dopplegangers.  •Phazes are quite often found among adventuring companies which operate primarily out of doors.  They are free to roam and do as they choose most of the year, but come planting time they feel compelled to return to their homelands and participate with their agrarian duties.  •Despite their opposite spheres the Henges of Monon and the Prism of Solon get along quite well.  They usually do not operate together however.  •Phazes of Monon dress primarily in leather armor with silver accents.  Their sickles are well used, both for combat and for agriculture, and as such tend to be durable and sturdy.  •Female Phazes wear an ornate necklace, called a Monek, during all ceremonies.  All of the various beads and strands on the Monek have specific meanings. 

Wednesday, June 20, 2012

[Holy Humpday!] Oracle of Fayn

FAYN ( The Incomprehensible, The Question )
Alignment:  N
Portfolio:  Knowledge, Language, Art
Requirements:  Wis 15,  Int 15
Weapons Allowed:  Staff
Armor Allowed:  Robes
Major Spheres:  Astral, Charm, Divination, Summoning
Minor Spheres:  Healing, Guardian
Magik Items Allowed:  Any allowed to priests, written magikal items of any kind

Granted Powers:

•  Oracles of Fayn may speak, read, and write any human or demi-human tongue.
•  Oracles may cast Tongues and Comprehend Languages once each per day.
•  +4 on saving throws versus scroll spells and malicious writings and glyphs.  If no save is allowed, the Oracle may make a normal save with no bonus.
•  Oracles of Fayn may read wizard spells from scrolls but there is a chance of spell failure.  For the purpose of spell failure, treat the Oracle as a wizard of half his level, rounding down.

Other Notes:  •The Oracles of Fayn are charged with keeping the knowledge of all the Whyrld.  They are eager to learn all they can about everything and most people tend to believe that the Oracles are just plain nosey.  •They always carry on their persons a pouch which contains paper, ink, and writing instruments.  They often transcribe letters for the illiterate for only a few silver coins.  •The Oracles of Fayn are responsible for the Encyclopaedia Questonia, perhaps one of the most comprehensive works of general knowledge there is.  They update it every few years with an additional volume.  •Oracles are often privy to knowledge others may never hear, but because of a vow, they may share it with none who do not belong to their order.  •Oracles always dress in a simple tan vest which bears the symbol of Fayn over the heart.  They wear white linen shirts and square cut black trousers and boots.  Their hands are always spotted with spilled ink.  •The Oracles of Fayn have an intricate network of small shrines and churches from which they gain information throughout Queston.

Wednesday, June 13, 2012

[Holy Humpday!] Arcane of Aerylyn


AERYLYN ( The Magistress )
Alignment:  CN
Portfolio:  Magik, Wizards, Dragons
Requirements:  Int 14,  Wis 13
Weapons Allowed:  Staff, Dagger
Armor Allowed:  Robes
Major Spheres:  Charm, Elemental, Summoning
Minor Spheres:  Healing, Protection, Necromancy
Magik Items Allowed:  Any not prohibited to priests or wizards

Granted Powers:

•  Once per day, an Arcane of Aerylyn may Detect Magik.
•  At 8th level, Arcane of Aerylyn may Identify magikal items as a wizard of half their level.  They may do this once per day and once more for every two levels of experience beyond 8th.
•  Starting at 2nd level, Arcane may be granted Wizard spells of a single school as if they were wizards of half their level rounding down.  The school is chosen by the Arcane the first time he requests a wizard spell and is fixed thereafter.  The wizard spells take the place of a priest spell of the appropriate level.  Only spells which are common or very common may be requested by the Arcane.
•  Arcane gain a bonus of +2 on saving throws versus any sort of magik.

Other Notes:  •Aerylyn is the force all good and neutral mages revere, for she is the ultimate power source behind their spells.  •Arcane of Aerylyn are dedicated to the preservation of wizardry as an art.  They are responsible for keeping balance between the oppositional schools of wizardry.  And oppositional forces in magik.  They serve as mediators in all disputes between the schools.  They do not revere the politics or the wizards, but the magik itself.  •The Arcane (Arcane is both singular and plural) dress in ornate robes of a single, specific color for each school of magik specialization.  •The Arcane of Aerylyn do not have temples, but instead occupy an important part of the Wizard's Guild structure known as the Octoval, from which they dictate their decrees.  They are in charge of spell availability and the purse strings of the guild itself.  •They also have the additional responsibility of preventing one faction of wizardry from overtaking the rest.  •The first major test of their power was the Phantom Heresy. During this heresy, Illusionists tried to take over the Wizard's Guild.  The Octoval set forth decrees of secrecy within the school of Illusion and set their writings apart from the rest of the schools with the creation of their special language, Illspeak.  •Should the Octoval declare a wizard treasonous or heretical, an Arcane can be bestowed a special Curse, The Mortylomancy (it means "Death of all Magik"), which has the power to strip a specific wizard of his power.  This curse cannot be removed by dispel magik or remove curse, but only by decree of the Octoval.  The curse cannot and will not be bestowed to an Arcane of Aerylyn without the official decree of the Octoval.  •The reason Aerylyn has such fell creatures as Dragons in her portfolio is that legend states she created them during the Age of Magik.

Wednesday, June 6, 2012

[Holy Humpday!] Quester of Valorian


VALORIAN ( Sword of Honor )
Alignment:  LG
Portfolio:  Honor, Valor
Requirements:  Wis 13,  Str 16;  Questers of Valorian may have exceptional Strength
Weapons Allowed:  Sword, Lance, Battle Axe
Armor Allowed:  Any
Major Spheres:  Sun, Summoning
Minor Spheres:  Healing, Necromancy, Elemental, Charm
Magik Items Allowed:  Any not prohibited to priests, Magikal Weapons and Armor of allowed types

Granted Powers:

•  Questers of Valorian may Detect Evil once per day.
•  Upon reaching 4th level, Questers may Dispel Evil as the Priest spell of the same name once per day.
•  Total Immunity to Quest and Geas spells is gained upon reaching 7th level.
•  At any time a Quester of Valorian may declare that he is 'crusading' against some foe or evil creature.  While the Quester is earnestly pursuing this 'crusade' he gains a bonus of +2 to his Armor Class, Saving Throws, and To Hit and Damage.  If he ceases crusading, he is penalized by the same amount, and  will receive no spells beyond first or second level, until he regains the favor of Valorian by performing some exceptional deed of valor.
•  Questers of Valorian gain a bonus of +2 to all saving throws versus spells and spell-like effects cast by evil creatures.  This includes the breath weapons of evil dragons.

Other Notes:  •The Questers of Valorian are noted as being a single minded and stubborn bunch.  Once they set their mind to a goal, in general, they will pursue it unto completion or death.  They work quite often in tandem with Paladins of their order.  They get on quite well with the Equalizers of Jarba the Rectifier.  •Questers of Valorian oppose the Renders of Thrun the Destroyer as well as just about every other evil temple or cult.  •The Questers of Valorian dress much like the Paladins of their order, that is in the best armor they can afford.  This is quite often Plate Armor and Shield.  Their helmets are always  adorned with a single tall plume of white feathers and they always wear white cloaks or capes.  They adorn their armor in many different ways with their holy symbol.  •Valorian has major temples in many cities throughout Queston.  There are typically only a few Questers assigned to each temple, and it is a generally militaristic order.  Paladins play an important part in the temple hierarchy.

Wednesday, May 30, 2012

[Holy Humpday!] Curate of Malko


MALKO ( The Preserver )
Alignment:  NG
Portfolio:  Healing, Destruction of Undead, Lightning
Requirements:  Wis 14,  Con 14
Weapons Allowed:  Any Blunt Weapon
Armor Allowed:  Ring Mail, Scale Mail, Chain Mail, No Shields
Major Spheres:  Healing, Necromancy, Charm, Sun, Any Lightning Spells
Minor Spheres:  Protection, Divination
Magik Items Allowed:  Any not prohibited to priests, Javelins of Lightning, Hammer of Thunderbolts

Granted Powers:

•  Curates of  Malko may turn undead at two levels higher.
•  Curates of  Malko gain the Thunderhammer at 4th level.  The Thunderhammer may be called down once per day outdoors from a cloudy sky.  The Thunderhammer may be thrown to a range of 15" with a +4 bonus to hit.  It may be thrown once for every two levels of experience of the Curate.  It causes 2-12+4 points of damage to the target on a successful hit.  Upon scoring a successful hit, the hammer causes a  tremendously loud thunderclap, hence the name.  The victim may save for half damage.  The Thunderhammer causes double damage to undead creatures and they save at -3.
•  Curates of  Malko gain a +2 bonus on all saves concerning undead and their powers.
•  Curates of  Malko are bestowed the following spells as if they were one rank lower;  Slow Poison, Cure Serious Wounds, Cure Critical Wounds, Heal, Cure Blindness, Cure Deafness, Cure Disease, Negative Plane Protection, Raise Dead, Regenerate, Restoration, Resurrection, Remove Curse, Remove Paralysis, Protection From Evil 10' Radius, Protection From Lightning, Dispel Evil
•  All Healing spells cast by Curates of  Malko gain the benefit of an additional 1-8+4 points of effect.

Other Notes:  •Curates of Malko are ascetic men and women who have dedicated their lives to helping others.  The health and well being of others is their main concern.  Most Curates spend their lives working within the villages and towns of Queston, rendering aid to the less fortunate and impoverished.  •They violently oppose the followers of Girgun the Putrifier, as well as cults devoted to Orcus.  •Curates of Malko dress simply in robes of a single color, usually brown, black, or blue.  They carry the symbol of their order around their necks on a silver chain or atop a staff which serves dually as a weapon.  •Most Curates dwell within small communities around Queston, while still others travel between very rural areas.  These 'circuit priests' typically spend one to three days per month in a single community before moving on to the next.  Nearly every major city in the Fyrkingdom has a large temple to Malko, and it is the temple in Fyrkeep itself which holds the holiest of objects, the Lifestones.  These are the only objects capable of Raising or Ressurecting the dead.

Wednesday, May 23, 2012

[Holy Humpday!] Anarch of Mayhem

Thus begins an ongoing series of posts.  Until I run out, I will post one "specialty priest" from my Queston Campaign world each week.  I'm posting them "as is," which means they might be incomplete or really crappy.  I wrote these up about 20 years ago.  :)

In Queston, the priests of Mayhem are called Anarchs.  I had a couple of great PC Anarchs in my game, Sondor Lawbender and Calidor Darkblade.

Here's a write-up that describes Mayhem and his clerics.  Houseruled 2nd Ed. AD&D.
MAYHEM ( Laugh Lord )

Alignment:  CG
Portfolio:  Freedom, humor, laughter
Requirements:  Any one attribute above 15;  Spell bonus based upon this attribute
Weapons Allowed:  Any
Armor Allowed:  Any
Major Spheres:  All
Minor Spheres:  None
Magik Items Allowed:  Any not restricted only to another class

Granted Powers:

•  Anarchs of Mayhem may Taunt their enemies once per day as the wizard spell of the same name.  It seems they always know what to say to provoke a fight.
•  At third level Anarchs of Mayhem may stand up in front of a crowd and begin to tell amusing stories and jokes to them.  If the crowd understands the Anarch, this is similar in effect to the Enthrall spell.  They may do this once per day.  At the end of the routine, the crowd typically has a favorable reaction toward the Anarch and his party unless their alignments are drastically different.
•  At 7th level an Anarch of Mayhem may cast the spell Free Action upon himself or another once per day with a duration of 1-6 hours.
•  Anarchs of Mayhem gain a bonus of +2 to any saving throw, versus spells such as Hold Person and Slow.  In fact this bonus is gained versus any spell or spell-like effect which hampers movement or immobilizes the Anarch.
•  Each and every Anarch upon reaching fourth to ninth level is typically bestowed a spell unique to that Anarch.  The spell is usually first or second rank and the effects vary widely.

Other Notes:  •Anarchs of Mayhem have the reputation of being stalwart opponents of tyranny and oppression.  They have fought many battles against vicious overlords and evil monarchs.  They currently focus a lot of their attention on the terrible conditions found in the Empiracy.  •Anarchs fervently oppose the Skulls of Morbus.  •Anarchs also have the reputation of being quite funny and never, ever losing their sense of humor.  They have a gift for always finding the bright side of a bad situation.  Bad puns abound.  •Anarchs typically dress in an astounding variety of mismatched clothing and armor.  They have an interesting perception of aesthetic taste (some would say no taste at all).  The colors they favor are purple, green, orange, and red.  They are quiet a motley group and no two Anarchs look or dress alike.  They wear their symbol out in the open and often decorate their shields with it.  If they didn't everyone would recognize them anyway  •Anarchs quite often receive a random assortment of spells from Mayhem, instead of their spells of choice.  •Mayhem has few major temples and requires no temple service from any of his Anarchs, but a rare few choose to venerate their deity in this way.