Friday, March 16, 2012

Flaming Canyons of the Transfigured Dawn - D&D Mine

Working on my own D&D Mine called: Flaming Canyons of the Transfigured Dawn - Thought I would post some of the sections for clerics - always a troublesome part of the game. Note that some of these deities come from Jeff Reints: Six Kick Ass Gods. All of the god's marked with a * come originally from Jeff's post, with some edits.

Roll 1D8 or Choose your Patron God. The last deity is one that the player has to request at creation. It is my answer to the assassin and borrows from Al Qadim and other influences.  I have reposted even the the ones I am using from Jeff's Post since I modified some of the powers, and also added weapons and the names of the followers. I think having abstract Clerics that can be of any alignment for a temple help me with the 'cleric' problem. It also helps bring in some of the sci-fantasy aspects, they feel a bit like the cryptic societies from the original gamma world in some way.

Some of the spells are limited - such as raise dead only being available to the Maidens of the Black Gate.

Note in Flaming Canyons of the Transfigured Dawn all weapons do 1d6 damage. Two handed weapons always strike last regardless of initiative but they have +1 to hit against armored opponents. Fighting with two weapons lets you roll 2D6 and pick the highest one if you hit.

Comments are always welcome.

 
Deities in FCotTD are abstract powerful Deities rather than personified gods. For player characters only clerics who have reached second level (Oathtaker) may cast spells by calling on the power of their chosen Deity. Some NPC priests and pilgrims may have access to similar powers of a Cleric. Each Deity has a bonus and restriction. They are linked to each other. Failure to follow the restriction results in a loss of power. Additionally the referee may penalize the cleric to cast spells as a cleric 1-3 levels lower until an atonement or similar penance is undertaken.

(1) Obscuring Dance of the Utter Darkness
Other Names: What Lies Beyond the Black Gate, Confluence of Endless Sleep, The Long Kiss Goodnight
Followers: Maidens of the Black Gate
Holy Symbol: A black archway 
Clerical Restrictions: Must be a maiden with a minimum of 13 Charisma and 9 Dexterity. Must wear hair up and keep covered in public. Must keeps arms, legs, and body covered
Clerical Bonus: Ritual sword dances give the Cleric a +2 AC bonus when not wearing armor heavier than leather and having at least 10’ of space. Ritual sword dance also allows first strike in any combat round regardless of initiative. Only Clerics that can cast Raise Dead (as 4th Level Spell).
Weapons: Two curved single edged short swords (fights with two weapons)

(2) Prismatic Mists of Ys
Other Names: Long Strange Trip, Road to Unlimited Devotion, Fog of Multiple Hues
Followers: Dreamcoats of Many Colors
Holy Symbol: Swirling Circle of Multiple Colors
Clerical Restrictions: Oathtakers must take in the mists of a spring of Ys (found at all temples of Ys) at least once a month. Taking in the mists takes a whole day of stupendous dreams. Clerics must wear a bright multicolored coat over their clothes. To consecrate an altar, shrine, or new temple the Cleric must make a pilgrimage to the original source of the Mists of Ys and collect some of the mist for starting the spring at the altar, shrine, or temple. The location of Ys must be found out through play. Clerics may not attack a humanoid unless they have been attacked first.
Clerical Bonus: Can cast Charm Person as a 2ndst level Cleric Spell. Can cast Summon Forth the Mists of Ys as a 4th Level spell once the Elder has completed a pilmerage to Ys.  
Weapons: Throwing Stars and Multi-Colored Wooded Staff (generally the staff will clash with the Coat).


(3) The Cleansing Flame
Other Names: The Undying Fire, Blaze of Purity, The Immaculate Conflagration
Followers: Purifiers, Proselyte of the Pure Flame
Holy Symbol: Red and Yellow Flames on a Red background
Clerical Restrictions: Must always bring light into the darkness with flame. Generally wear a stole with embroided flames running it up over their armor.  
Clerical Bonus: Can cast Flame Retribution (as 2nd Level Spell) and Flame Strike (5th Level Spell). Can light a flame in 1 round on command.  
Weapons: Torch (treated as normal weapon instead of improvised) or Flaming Weapon.  

(4) The Benevolent Lightning*
Other names: The Holy Thunderbolt, The Electric Ecstasy
Followers: Keepers of the Electric Ecstasy
Holy symbol: jagged lightning bolt, usually displayed horizontally
Clerical restriction: must pass through doors and archways backwards. Must wear metal helmet with at least a 6” spike on the top when wearing armor.
Clerical bonus: cast lightning bolt as a 3rd level cleric spell
Weapons: Spear

(5) A Suffusion of Yellow*
Other names: An Amber Void, A Jaundice Upon the Cosmic Flesh
Followers: Golden Templars
Holy symbol: A body part painted yellow or made of gold, yellow gems, etc. The specific body part varies by individual church (e.g. A Temple of A Yellow Eye, A Cathedral of A Golden Hand).  A piece of yellow clothing or golden jewelry covering the appropriate part also functions as a holy symbol (a yellow eyepatch, a golden gauntlet).
Clerical restriction: All clerics of 2nd level or above must consult one of the Seven Yellow Oracles at least annually and follow their crazy-ass dicta.
Clerical bonus: All henchmen/hirelings are +2 loyalty/morale.
Weapons: Sword

(6) The Circle of Circles*
Other names: The Universal Circumscriptions, The Sphere of Spheres, The Point of Points
Followers: Seekers of the Circle
Holy symbol: a series of linked circles of differing sizes
Clerical restriction: cannot take the same route back to a place as they took going there
Clerical bonus: +2 saves vs. poison and petrification, a result of 20 or higher on such saves reflects the venom or stoning effect back onto attacker. Can cast the spell Counterspell as a 3rd level Cleric Spell.
Weapons: Mace (mace head must be a perfect sphere)

(7) The Vital Center*
Other names: The Heartbeat of the World, The Bottom of Down
Followers: Everfalling Followers, Guides of Nowhere
Holy symbol: arrows converging on a point, the number of arrows usually indicating the level of the owner
Clerical restriction: must greet every stranger with a brief blessing
Clerical bonus: half damage from falls; pit traps or similar only spring 1in 6 chance (B22)
Weapons: Shortbow (may use arrows as improvised melee weapon)

(8) Cosmic Cacophony
Other names: The Noise at the End of the Universe, The Sound of Stars all Screaming
Followers: Demonchasers
Holy symbol: A Brass Warbell inscribed with strange runes that make no sense (must be rung very loud when turning undead).
Clerical restriction: Must wear bells all over their armor or vestments tuned both flat and sharp; must ring warbell when crossing the threshold of a door.
Clerical bonus: At the start of a battle, when beating hammer against their gong shields foes must make a morale check at -1. Turn Undead, Demons and Evil Spirits at +1 Level.
Weapons: Warhammer and Gong Shield (same as regular shield but sounds like a loud gong when struck)

The Secret Word
Other Names: The Power that is Unspoken, The Hidden Way
Followers: Holyslayers
Holy Symbol: A dagger laid across a book
Clerical Restrictions: In most if not all the land east of the Riven Sea this religion is illegal. Temples must be hidden (cost is 4 times normal for the size of the temple). The number of followers is reduced by a quarter for the cost of the temple. Cannot use Clerical Bonus while wearing armor heavier than leather. If given a task by the Old Man on the Mountain they must obey his orders.
Clerical Bonus: Surprise others on a 1-3 on D6 if conditions are favorable. Can assassinate (with dagger or garrote) if they surprise a humanoid of equal HD or lower than themselves and hit on their first attack. If the humanoid is higher HD then there is only a 1 in 6 chance that they assassinate (but still get a free attack for surprise). May cast Finger of Death (as 5th Level Spell) but not Raise Dead.
Weapons: Dagger, Garrote.

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