Académique Documents
Professionnel Documents
Culture Documents
Cleric
Sam Witt
Credits
Contents
Editor -
Introduction
Character Concepts
The Prestige Cleric
Tricks of the Trade
Cleric Feats
Tools of the Trade
Congregations
To Serve the Gods
Domains of the Gods
Divine Spells
The Fallen
Sacrificial Rites
Temples
Designer's Notes
Rules Summary
Index
Cleric Character Sheet
Licenses
2
4
13
24
32
35
41
67
80
90
97
102
110
119
120
122
124
128
Cover Art
Quintessential
without
Licences.
Cleric
is C2002
Mongoose
Additional
Text
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- Alexander Fennell
James Sparling,
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Cleric
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THE QUINTESSENTIAL
CLERIC
INTRODUCTION
rained
to discover
the wickedness
inquisitor
prowls
through
in search
of his church's
gods. Moving
through
the courts
divine emissary
forging alliances
furthers
among
of these
is an example
of the cleric,
forces
shake
The Quintessential
sourcebook
cleric
from
a complex
designed
to expand
a combat
medic
and
their
a class
this class,
character
far different
from
trade
From
the
into
abilities
those
of previously.
can quickly
background
With
provide
and history
path.
of
Prestige
Found
both
here,
to use in their
while
the clever
career,
adventuring
restoration
collection
of sainted
reliquaries,
clerics
and tools
of the
expanding
their
and in their
daily
of a lost temple
corpse
fTagments
will discover
to craft
many
life.
to the
into
new
opportunities.
of any
class.
Just as important
While
own
other
character
goals
campaign
classes
and often
world,
have
only
and a purpose.
characters
pursue
another
stash
higher
provides
their
of loot,
power
fighter
seeks
whom
own
belief
must
with
servitude.
to do.
be brought
regardless
of
the
sourcebooks
to greatly
Series
ttom
widen
Mongoose
to present
way
game
without
as a whole.
view
both
power
necessarily
allow
but they
will be able
a player
types
must
to
possible
before.
of hymns,
that ignite
In exchange,
powerful
the passion
learn
to deal
with
songs
them
the light
the cleric
will
and chants
of the faithful
will
the
learn
of
into
as an equal.
cost.
and racial
With
the tools
able
to expand
provided
the focus
in this book,
of their
into
in a completely
Series
the
will not
a better
to do a lot more
than
character,
ever
character
or unbalancing
to create
path.
manifestations
of the divine.
temple is a power to behold,
all designed
for their
The Collector's
of his
faithfully
guiding
the secrets
old character
god most
the
Slotting
seamlessly
each will give a
overpowering
their
to be a true priest,
spiritual
of options
of class
Publishing,
options
advancement
members
cleric
players
will be
and Games
Masters
can move their games into whole new areas of
play. The Quintessential
Cleric gives players
a wealth
is a new range
a player's
to serve
THE COLLECTOR'S
SERIES
The Collector's
seek
it means
faithful
the world
and those
what
on their
his prowess,
For clerics,
believe
individual
that
who
who
learn
of a
When
to prove
who
Clerics
or yet
is the servant
those
thing
those
glory
as the cleric's
however,
that other
of an organisation
to destroy
between
pre-equipped
personal
the cleric
and skill,
their
ties to the
the times
it is the right
is divided
corne
During
and requires
strives
because
no intrinsic
and a member
support
the cleric
clerics
plot hooks
new
dreamt
players
a complete
their
for clerics
options
is a
of undead
with
devotion.
with
turning
only
the cleric
greatly
classes provide
clerics with church offices and sects to
join and advance
within during their pursuit of divine
and
Cleric
with
found
adopting
and capabilities
concepts,
clerics
how they
the
the world
and turner
interesting
and responsibilities
other
that shape
into realms
new character
of kings
nobles,
any character
expanded
ties to supernatural
the heavens.
Armoured
and whispering
Each
the
of the city
enemies.
of men,
the streets
thought
of the divine.
characters
ttom
I"
to 20"
INTRODUCTION
Smoke
.one
still wreathed the village, curling lazily into the sky, a dozen plumes marking the death of its people. Only
child
charred
survived.
ruins,
seeking
A four-year-old
signs oflife.
boy, somehow
No longer
overlooked
concerned
by the raiders.
The child
crawled
now, through
the
to be alone.
Because of his desolate sobbing, the child did not hear the jingle of harnesses until they were quite close, within the
former confines of the little hamlet. He looked up and around nervously.
For a few seconds the child feared that the raiders had returned, somehow knowing they had left a victim alive, but
one glance at the man now standing before him gave lie to that. The man was in full armour, a mace, designed for
war, not ceremony, hanging on a golden thong trom his sword-belt. Covering much of the chain and plate was a
crimson surcoat, and emblazoned upon it was the mark of the child's god. The god who had spumed the village in its
hour of need. Behind the man were others, garbed in a similar, though less grand way, and spread in panoply behind
wa~ a huge standard, sitting atop a cross-pole, and carrying all the marks and trappings of his god. It seemed to
somehow surround the man standing before him like the borders of a painting.
The man eased his pointed helm from his head, the chainmail coif lowered down to his neck, fully revealing his face.
And it was a hard face, scarred with years of war. Stem blue eyes frowned out trom hooded, greying brows. Yet
within those eyes was a tWinkle, which thc man would never be able to hide, even should he want to. It was this
"twinkle which calmed the child, although he seemed paralysed, unable to move either away or towards the man.
The man's lips were shielded by a tightly clipped beard, streaked with grey as well, yet when they spoke, the words
carried a warmth that matched the twinkling eyes, and which even barely-controlled fury could not disguise.
'Come, child. I will not hurt you,' he said quietly, the strength in his tone apparent.
'Sire, we dare not tarry,' urged a voice respectfully trom amongst his followers.
The man s","ng around, his fur-lined cloak catching in the slight breeze. No word was uttered, yet all understood the
message. He looked back towards the child, but in doing so he was distracted by the shrine of his god, lying on it's
side in the centre of the village, scant yards trom the orphan. His god lay in the dirt, his welcoming arms still
outspread, but arrows dotted his wooden trame, and an axe lay buried in his skull. The man recognised the work.
Temporarily ignored, the child began to cry again, and the man returned to the task in hand. With a single stride he
moved to the infant and knelt down in front of him, lifting the child's head with a steel-gloved hand until their eyes
'. met. The child would have cried longer, but the eyes that held such power twinkled once more, and he was calmed,
knowing instinctively that hc had just found another father.
The man reached out and scooped up the child with a grunt, smilingly sternly. 'My, you're a big one,' was all he said;
. yet the infant was satisfied.
'What will you do, my lord'" asked the voiee trom behind.
'There's more than one way to be a bloodchild, Gonzalvo,' said the man. 'Well,
while?'
The infant,
sadly.
Resting
new life.
shoulder,
CHARACTER CONCEPTS
Character Concepts are a core idea for the
Quintessential series of sourcebooks /Tom Mongoose
Publishing and provide a range of templates for each
character class that will allow a player to quickly and
easily provide a ready background for every new
character he generates. As well as providing both a
small bonus and penalty to his character's capabilities,
each Character Concept gives a ready base for roleplaying, thus greatly shortening the time taken during
CHARACTER
CONCEPTS
JUDGE
There are those who believe in justice at any cost,
who pursue wrongdoers with a fanatical zeal and
tireless determination. For some, it is enough to
catch common criminals and bring them to
justice through conventional means. There are
others, however, who see the evil that lurks
within the hearts of men everywhere and know
that sometimes it is necessary to resort to
extraordinary measures to smite the wicked.
Such men are often seen as saviours to the
victims of wrongdoing, righteous avengers that
can do what needs doing in the face of evil.
Others, however, see them as dangerous
vigilantes with a thirst for punishing criminals
that goes far beyond the letter of the law. Judges
see their religion as the touchstone that keeps
them true to their calling, as well as the shield
that protects them /Tom corrupt nobles and
crooked guardsmen. They are hard men doing a
hard job, and they would have it no other way.
Adventuring:
Evil takes many forms, and
judges are eager to hunt it down no matter what
guise it wears. The wicked plotting of dragons,
the diabolical research of liches and even the
tricky banditry of kobo Ids are all crimes worthy
of investigation. The judge knows that all crimes,
great or small, must be punished lest chaos reign
CHARACTER
supreme and the lawless rule the land. Because of this
outlook, it is not uncommon for judges to join up with
adventuring bands who happen to be pursuing villains
of interest to them. The adventuring life, too, often
provides judges with the leads they need to pursue new
miscreants as the fall of one villain often uncovers a
dozen more hiding in the shadows.
Role-playing: The judge is a haunted, driven
character. Where others see a world of essential
goodness threaded through with predatory darkness,
the judge is locked in a world of shadows through
which thin streaks of light sometimes shine. Evil and
injustice stalk the world, waiting for their chance to
leap forth and devour the innocent, and only the judge,
and others like him, can hold back the tide. The judge's
fierce devotion to his cause is bolstered by those deities
that put forth creeds or ideals of justice, leading to a
fervour for battling evil that has no equal. The judge
can be compassionate, but where criminals or evil
individuals are concerned, he can be as cruel and
dangerous as any assassin. Judges are stalwart
allies, but hellish foes.
Bonuses: Due to his suspicious nature and eye
for trouble, the judge receives a +2 competence
bonus to any Sense Motive checks.
Penalties: The judge is simply unable to
dissemble well his forthright nature and desire
to seek justice prevent him from ever lying
effectively. The judge receives a -2 competence
penalty on all Bluff checks.
PROSELYTE
Spreading the word of their chosen god is not
merely ajob for the proselyte, it is a compulsion
that cannot be denied. What's more, the proselyte
so firmly believes his deity should be followed he
goes far beyond mere preaching and into the
realms of forceful conversion. The proselyte does
not believe that it is enough to tell others of his
god, he must make them follow his god at any
cost. While devout in his belief, the proselyte is
intolerant and dangerous 10 those who do not
share his faith. Proselytes have been known to set
fire to the fields of infidels, poison their wells,
destroy irrigation canals and otherwise wreak
havoc on communities. With the village on its
knees, the proselyte then rides in to otTer respite
to those who will accept his god as their saviour.
Adventuring:
Proselytes travel the world in
search of infidels and heretics to enlighten. Their
CONCEPTS
CHARACTER CONCEPTS
bring othersinto the fold is condonedin the eyesof his
god and will go to extraordinary lengths to convert
others. Intolerance and fanaticism are the hallmarks of
the proselyte.
MISSIONARY
In contrast to the proselyte, the missionary seeks to
bring others into the fold by showing how the followers
ofhis god aid those in need. Seeking out areas
afflicted with hardship of any kind, the
missionary does his best to bring relief to the
suffering, offering kind words of support and
understanding in his sermons. Those who seem
interested are often invited to prayer sessions or
other religious services to learn more about the
god that has sent mercy into their life. The
missionary seeks to convert those in need,
using mercy and compassion to convince others
to follow his lead. While the missionary is
rarely forceful in his sermons, his quiet
insistence on ministering to those in need can
bring him into conflict with other religions or
government agencies.
Adventuring:
The world is a big place and
adventurers get to see more of it than most.
Missionaries often join adventuring companies
in the hopes that they will stumble across
remote villages in need of conversion. Others
spend time with adventurers in the hopes that
they can ease the suffering of those who battle
against evil in its many forms, using their
healing spells to aid their companions.
Missionaries are especially active in !fontier
regions or areas tom by warfare, where they
can find a ready supply of refugees or victims
in need of assistance.
Role-playing: Compassionate and loyal, the
missionary is a welcome addition to any band
of travellers. Always ready to help those in
CHARACTER CONCEPTS
willingness to part with his money. The missionary
tithes 20% of his income to his temple but ifhe is
unable to retum to his own temple, the missionary will
tithe at least once per month to the nearest allied temple
he can find.
DIVINE
REVOLUTIONARY
revolutionary.
REFORMED
CRIMINAL
CHARACTER
CONCEPTS
circumstances,
a handful
find themselves
transformed
by the experience,
their souls opened to the wonders
the divine.
devout
These
clerics
new master
Adventuring:
contacts
reformed
criminals
and servants
steadfastly
go on to become
loyal
to their
criminals
side oflife,
have a wealth
rehabilitated.
alone
These
contacts
to groups
also brings
a sense
himself
reformed
criminal
and faith.
villains
Such
redemption
his own
seeks
quests
to be defeated
to prove
fallible
own
and prone
to make
choose
a path
that others
may
Benefits:
and
out quests
that prove
complete
and treasures
to pique
the mercy
reform
The reformed
of his god allowed
before
than
of a
their
are all too
own
in judgement.
to help
others
find their
those
who
his own.
checks
with
local
to be reclaimed,
in his home
knows
bonus
him)
who
to talk to
to Gather
He
Information
his familiarity
with
and a +2 competence
checks
the
check
to
elsewhere.
of the
that only
knows
for information.
city (where
aids
Information
Penalties:
criminal
looking
a +4 competence
criminals
Gather
criminal
to say when
receives
his loyalty
the interest
The reformed
and what
His former
reformed
Role-playing:
fatal errors
is there
not to condemn
other
at length
perils
sermonising,
that mortals
to make
criminal
their
self-righteous
them
to salvation,
him
to expound
are rarely
has taught
path
has made
prone
Despite
criminals
The reformed
being
his redemption
tend to come
and
of purpose
In an effort
worthy
are enough
of adventurers,
find attractive.
of
as well as a few on
criminal
about
reformed
Reformed
This
devout
experience
on the seedier
useful
incarceration.
exceptionally
less-than-Iegallifestyle.
the church.
permanent
of
criminal
appearance
and
other
or
a cleric
penalty
and the
When
of his faith
underworld,
circumstance
Motive
with
of a hoodlum.
than
criminal
carries
dealing
with
or a member
and
anyone
of the
the reformed
criminal
to all Bluff,
Diplomacy
suffers
a-4
and Sense
checks.
VENGEFUL
The works
SURVIVOR
of the gods
devastation
sometimes
in their
populations
their
wake,
and
pursuit
waste
of one divine
another.
The
normally
unaware
of what
but there
are those
who
disgusted
leave
much
displacing
laying
survivors
entire
to kingdoms
mandate
of such
incidents
exactly
learn
are
happened,
the truth
by the knowledge.
in
or
These
and are
survivors
The
serving
is less interested
a particular
god than
opposing
the interests
wronged
them,
their
new
distrust
leaving
religion
by their
they
in
are in
on the funges
and regarded
new-found
with
allies.
Adventuring:
A vengeful
survivor
spends
good deal of his time obsessing
over ways
amass
more
His personal
power
ambitions
for himself
require
of
some
a
to
his
individual
strength
be at its peak and his church be
prepared
for the day when holy war can be declared
against
those
vast treasures
survivor
he hates.
Pursuit
in his quest
to better
of magical
items
and
commonly
used
by the
himself
and increase
the
CHARACTER CONCEPTS
standingof his church and thesegoalsdovetailnicely
with those common to most adventurers. The zeal of a
survivor may be off-putting to his new companions,
but as long as none of them serve the god he opposes,
he will have no problem assisting them in their goals
and directing them towards the completion of his own.
ABANDONED
CHILD
ANCHORITE
Society holds no pleasures for some, especially among
the devoutly religious. Early in life the anchorite
decided to forsake the company of others for solitude
and contemplation on the nature of the divine.
Rewarded for his efforts, the anchorite had his eyes
opened to the truth of his chosen deity and
subsequently spent several years praying for guidance
and meditating on his own place in the grand scheme of
his god. In time, it was revealed that the anchorite
could best serve his god by going among other mortals
and spreading the word to those in need.
Adventuring:
Clerics that spent their early childhood
raised entirely within the embrace of their church
sometimes feel the need to go out and experience more
of the world to better understand their place within it.
Abandoned children, especially, have led sheltered
lives and by their early adulthood are plagued with
curiosity over what the world beyond the walls of their
cloister is like. Rather than build up resentment toward
the very church that saved their lives, they take up the
adventuring lifestyle in the hopes that they will be able
to further the goals of their church while satiating their
Adventuring:
The anchorite has much to learn and
travelling with adventurers is like taking a crash-course
in how thing work out in the great wide world. Time
spent in contemplative isolation far fTom the comforts
of civilisation has also given the anchorite skills that
are useful when travelling across wild areas. Given the
CHARACTER
been
'I've
left behind
here
after
the ritual
The newcomer
fingers
CONCEPTS
Yarkil
'It could
shaving.
"-'-~"'.
and dragged
shrugged
be worse,
I could
through
the unruly
of hair
also
shrugged
and hunched
himself
over, drawing
the edges of his cowl together
with the scabbed
suppose:
the voice was little more than a whistling
hiss as it emerged
from the hooded
robe,
'I
be better if they didn't treat us so poorly?'
it would
Yarkil glanced
whisper,
'I've
:do us.'
about
heard
nervously,
searching
that there
are others,
keep
them
down
A shudder
passed through
the hooded acolyte and his hand
ripped in his fingers.
'That is what you heard, is it?'
'Yes, yes.' His eyes darting nervously
and deformed,
with scales where their
]
wonder.
.
.'
feared
And with
that,
ringqfa
the hood
mouth
fell away,
and eyes
tensed
revealing
with
ichthY.oidal
with
abandoned
such
child
within
has spent
the church,
the
a life steeped
in the ways
them
suddenness
were
spat from
and unwanted,
nightmare,
a scaled
the hood,
by those
monstrosity
of paying
child-slaves,
intelligent,
of
help
Few ever
may
from
years
The
strange
with
new
situations.
The curiosity
and naivete of the cleric
prove something
of a hindrance
to his continued
survival,
as the abandoned
of the world's
child
many
clerics
chance
and hostile
forces
dangers
the boundaries
may
to
Benefits:
Due
a +2 competence
bonus
checks
in regard
he makes
Penalties:
much.
career
week
The church
with
with
the
dangerous
child
receives
request
child
rations,
weapon
no other
not provide
his adventuring
armour,
a backpack,
skin,
of his god:'
a holy
one
symbol,
The character
funds.
GODSLAVE
Not all clerics
themselves
churches
and around
choose
sold
purchase
their
path
into slavery
young
their temples,
in life, some
at a young
slaves
freeing
age.
to perform
them
from
find
Some
duties
Yarkil
do not even
a tooth-edged
in
the
10
work.
become
ofreligion
cynical
cruel
Of these
resourceful,
work their way
free,
for spiritual
in the name
though,
fetters
forged
of a distant
and slavery
and devout,
in the support
god.
produces
contemplative
of their
god.
or of very
tasks
end in death
often
but it does
starts
a water
starting
(religion)
a suit of leather
of standard
interest
familiarity
provides,
The abandoned
mixture
the abandoned
to any Knowledge
of servitude
Adventuring:
of the churchyard.
to his intimate
the shackles
and unbelievably
little
religious
driving
with
to do menial
of iron
faced
to
they
of the cowl
who
trading
when
than
hated
trepidation
he dared
worse
within
his religion.
Any experiences
that lie outside of this
setting are, at best, poorly understood
by the cleric who
exhibit
none,
much
necessity
Raised
Seeing
and treat
weirdness.
wanderlust.
Role-Playing:
observers.
the sump
thau~,!istened
monkish
below
learn
spikes
of one hand.
'though
own
his fingers
"'"'~"
of their
generally
low prestige.
clerics
Evil
Because
have
that are
gods
or dismemberment,
fall to godslaves.
those
often
certain
and these
missions
they
been
have
so
to
CHARACTER CONCEPTS
thoroughly brainwashedduring their yearsof slavery
and subsequent religious training, the slave-clerics have
no worries about throwing their life away in the pursuit
of divine goals. This makes them a perfect fit for the
adventuring life, where danger and death lurk at the
end of every dungeon corridor.
TWICE-BoRN
Death is a sure thing, even in worlds of fantasy. It is
not, however, always a final stop on the journey of life
and there are many who discover that the pain and
horror of death are but a pit-stop on their quest for
enlightenment. The twice-born were faithful before
their death, but after it they are nothing short of
fanatical in their support of the deity that has given
back their life once more. Having died once, they are
fearless defenders of their religion and are willing to
perform any act in its service. While not necessarily
evil, the twice-born thrive in situations where violence
and desperate action are called for, making them a
rarity among good-aligned religions.
Adventuring:
If the church is in need of clerics that
are willing to suffer or die for the cause, the twice-born
is the natural choice. These resurrected clerics are
often dispatched to pursue lost relics or search out
ancient treasures to fill the church's coffers. Such
missions often put the cleric in the company of other
adventuring types and some twice-bom end up
11
attack
rolls.
CHARACTER CONCEPTS
Penalties: Because he fights with no regard for his
own safety, the twice-born receives a -I natural penalty
to his Armour Class at all times.
VISIONARY
Even as a child, the visionary saw the world differently
from those around him. When other children were
playing with their imaginary friends, the visionary was
contemplating the nature of the gods. While his peers
chased one another through the fields playing ores and
warriors, the visionary spent his days searching for the
divine in the world around him. Later in life, the future
cleric sought out religious leaders and badgered them
with questions. Eventually, the visionary chose a
religion that seemed to just 'feel right' and devoted
himself to the priesthood.
PARIAH
Whether born under a bad sign or simply cursed by
circumstance, others have shunned the pariah for as
long as he can remember. Some are deformed at birth,
others have been horribly disfigured by accident or
disease, but all are visibly marked in ways that others
find disturbing and frightening. Accepted by the
church, the pariah has devoted himself to serving those
that gave his life meaning and provided for him when
the rest of the world shunned him. It is worth noting
that not all religions that take in pariahs are goodly
aligned neutral and evil religions have their own uses
for outcasts and are more than happy to foster feelings
ofloyalty in them.
Adventnring:
Visionaries constantly seek out relics
related to their religion, not only to keep them out of
the hands of enemies, but also to study them and
understand how they relate to the deity they represent.
Visionaries are seekers of metaphysical knowledge and
their pursuit of information dovetails nicely with the
exploration of old ruins and forgotten temples that are
frequented by other adventurers. The visionary's vast
stores of religious lore and other useful knowledge are
welcome to adventuring companies - even scholarly
wizards do not have the breadth of religious knowledge
possessed by the visionary.
Adventuring:
His fierce or frightening appearance
gives the pariah a good reason to avoid civilised lands
and spend some time exploring the hinterlands. Many
are driven to find a 'cure' for their ailment, chasing
down legends that may provide clues to aid them in
their search. Among the most faithful pariahs,
adventures are seen as a way to further the glory of
their god and as a possible way to eurich the church by
recovering treasures or items of value or importance.
12
THE PRESTIGE
CLERIC
lerics
affiliated
clout
have
with
advance
characters
through
a more
For some,
membership
in more
career.
with
member
a law-enforcement
of his religion.
they
religious
or seek
orders.
no two religions
prestige
structure.
The
slotted
are the
increased
power
capabilities
Players
that reflect
of clerics
that pursue
and
the campaign.
classes will
any character
could
available
to them before
settling
into a single-
deity
even more
in secret.
authority
in most communities,
Divine
sanction
as
he
or not, if
the
same,
officer
in this chapter
represent
may advance
themselves
Though
seek to
ways,
specialised
selective
The prestige
classes found
ways that cleric characters
later in their
them
As they
in more
and
from
influential
themselves
the primary
are also
that provides
to draw
however,
advance
of abilities
do not possess.
the levels
in his ability
becomes
range
an organisation
that other
grows
a wide
responsibilities.
support
member
effectively.
INVESTIGATOR
The church is responsible for the welfare of those who
worship its patron deity. It is not merely their spiritual
welfarethat is at stakeeither,as their physicalwellbeing and safety is of concern, too. If the church
allows horrible things to happento its worshippers,it
will soon lose members of the congregation to those
religionsthat are better ableto provide the necessary
protection and assurance of safety.
13
Hit Die: d8
Requirements
To qualify as an investigator, a character must fulfil the
following requirements:
Detect (Variable)(Sp):
Upon gaining entry into the
ranks of the investigators, the character gains the ability
to cast detect good. detect evil. detect law. or detect
chaos at will. Which detection spell is available is
chosen at the time the character takes his first level as
an investigator, and the alignment of the investigator's
god. The detection spell chosen must be keyed to an
opposite alignment from that of the deity, though
investigators from a neutral religion may choose any of
the available spells.
BaseAttackBonus: +3.
Skills: Knowledge(religion) 8 Ranks,Knowledge
(law) 5 Ranks.
Spells: Ability to cast discern
Class Skills
Concentration (Cha), Diplomacy (Cha), Gather
Information (Cha), Intimidate (Cha), Knowledge
(Arcana) (lnt), Knowledge (Religion) (Int), Sense
Motive (Wis), and Spot (Wis).
Class Features
from
this ability
- to
the investigator
other covering
- regardless
.ort
Level
Attack
+1
+2
+3
Save
+2
+3
+3
!..
2
3
-i.5 - - - +.1+4
--
ti+4 --
of where
it is placed
on the
The Investigator
Base
as if the
<.:rass
it appears
W'
~n
+0
+0
+1
.....;!;.!...
+1
14
Wilr
Save
+2
+3
+3
-- +'1..
- +4
---
Special
Detect
Eye of Judg,eme~
Handof Guilt
yoi.s,e~o.!!.fessi.lln
- Aura of Justice
CHURCH
PROVISIONER
!i.!.~""
15
THE PRESTIGE
CLERIC
The Church
Base
Attack
+0
+1
ass
Level
I
r2
+2
+
+3
3
4
5
--.;!;!l.
Provisioner
ef
Save
+0
Will
Save
+2
+1
+1
+1
+3
+3
+
+4
as a church
fulfil
the following
Skills:
Spellcraft
Spells:
Ability
divine
Brew
Class
must
requirements:
8 Ranks,
Alchemy
4 Ranks.
water
as a
Potion.
Skills
Alchemy
(Int),
Diplomacy
Concentration
(Cha),
Heal
Knowledge
skill),
Skill
a character
spell.
Feats:
(Int),
provisioner,
Requirements
To qualify
Special
Deliver Boun + I level existin class
(religion)
and Spellcraft
points
(Con),
(Wis),
Craft
Knowledge
(lnt),
Scry
(Int),
(arcane)
(Int,
exclusive
(lnt).
at each
level:
2 + Int Modifier.
Class Features
All of the following are class features
provisioner
Weapon
and
provisioner
shields
prestige
class:
Armour
Proficiency:
his choice
of deity.
for armour
heavier
The church
is proficient
investigator
of the church
weapons.
any proficiency
Note
than
Balance,
Climb,
Escape
Silently,
Pick Pocket
of armour,
In addition,
that armour
leather apply
gained
the
as a result
of
check penalties
to the skills
and Tumble.
religion
- all
others receive
no benefit
from
drinking
16
DIVINE
EMISSARY
Requirements
To qualify as a divine emissary, a character must fulfil
the following requirements:
Skills: Diplomacy 10 Ranks, Intimidate 4 Ranks.
Spellcasting: Ability to cast divine spells.
Class Skills
Bluff (Int), Concentration (Con), Diplomacy (Cha),
Heal (Wis), Innuendo (Wis), Intimidate (Cha),
Knowledge (arcane) (Int), Knowledge (religion) (Int),
Scry (Int, exclusive skill), Sense Motive (Wis) and
Spellcraft (Int).
emissary is proficient with all forms of armour, shields
and all simple weapons. In addition, the emissary
retains any proficiency gained as a result of his choice
of deity. Note that armour check penalties for armour
heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pocket
and Tumble.
Class Features
All of the following are class features of the divine
emissary prestige class. All spell-like abilities are
assumed to be cast at a level equal to the divine
emissary's class level, plus the level of anyone divine
spellcasting class he also belongs to.
Weapon and Armour
CIass
Level
I
I-OZ-
L'"4"
B'iiSe
Attack
+0
+1
+2
fj
+3
Proficiency:
The divine
- -"'"'FOrt-
- - -+5
Ret
Save
+0
-:j:()
+4
+1
+2
+3
+4
~Ir
Save
+2
- --- ~
+r-+1
17
--
+3
+4
+4
- Sp'ecial
Divine Speech+1 level existingclass
Cliarm Person +1 level exlsflhg class
'
CalmEmotions+llevelexisting""'claS'
I
'All that
your own.'
Tandala
forcing
her words
a religion
with
ideals close to
and smoothly.
She had
not trained so long to lose her temper with a fool such as this. 'After all, it would be a terrible shame if another
11
nobleman
of a powerful
church
within
the city
- there's
no telling
With a start, the ptince threw his glass across the room and staggered to his feet, drunken anger flaring in his eyes.
'You would dare to threaten me, in my own estate?'
Raising her hands and stepping smoothly away tram the table, Tandala flicked her eyes to each of the noble's guards
in turn, the message in her stern gaze clear~ 'Your highness, [ have no need to threaten anyone, it is my duty to relate
the words of the Sun Lord to his faithful minions. Surely, you want to hear his words?'
The force of young cleric's words seemed to halt the breathing of everyone in the room. She could feel her skin
itching where hidden archers were waiting for the order to drill holes in her. She was a hairsbreadth tram calling the
prince a heretic and not much further than that tram openly threatening him. Tandala hoped that he understood what
she was offering and would take her up on it.
With a nod, the prince stumbled back to his seat and flopped himself down on its overstuffed cushions. 'Tell your
superiors that [ accept, and the taxes will be lowered for the temple this year. ['II personally see to that. Offer old
Yorin my thanks for the message.'
With a smile, Tandala bowed low to the prince and backed away from him, careful to keep her hands away tram the
weapon dangling at her hip. No point in letting everyone know just how nervous she had been.
I -
~~a:s
Attark
+0
vI
I
IT
+2
DIVINE
HAMMER
a religion
follow.
Those
believe
just
hammers
as strongly
their
of their
the enemy.
the lands
religion.
trained
spends
is not compelIed
religion
prepared
that he meets,
to do so.
the hammers
to attack
Grim
are
of enemy
clerics
the divine
every
agent
ready
of an
to be
for action,
wrath.
Hit Die: d8
Requirements
To qualify
as a divine
the folIowing
Bonus:
Power
Special:
a character
must
fulfil
requirements:
Base Attack
Feats:
hammer,
+7/+2.
Attack,
Ability
Cleave.
to turn
or rebuke
undead.
Class Skills
Concentration
Intimidate
(Con),
(Cha),
Knowledge
Sense
Skill
Diplomacy
Knowledge
(religion)
Motive
points
(Wis)
at each
(lnt),
(Cha),
(arcane)
Scry
and SpelIcraft
level:
(lnt,
Heal
(Wis),
(Int),
exclusive
ski II),
(Int).
2 + Int Modifier.
Class Features
All of the following are class features of the divine
hammer
prestige
than
Artist,
leather
apply
Hide,
Jump,
wandering
of divine
heavier
Escape
divine
of
While
and always
Climb,
SpelIs
using
hammers
he is expected
+4
armour
ability
clerics,
his time
+4
exist~!.~
~iJ!!' Al!!l2!ir+.LJev.!.
e~w~
~~()fFaith
+1 !e~1 exi~
cla~
and seek
the powers
divine
and dispose
- _+3
+3 -
often
divine
other
to oppose
of trouble,
down
The
to hunt
deity
the hammer
looking
hammer
are sure to
in one deity
own
to track
and in peace,
its enemies
strongly
enemy
In times
dispatched
root,
believe
are clerics
the power
enemy
takes
who
down
to bring
+0
+1
+4
+3
- -+1.._- --+;IL.
+1
+3
+2
+.1.- - ::! --+1
Wherever
~-
+.1.
L~3
SaY'
class:
19
THE PRESTIGE
CLERIC
beyond redemption. This ability prevents the
resurrection or reincarnation of the touched corpse as
the soul is sealed away in a private hell by the power of
the hammer's deity. Not even a wish spell can undo
this powerful
damnation
the touched
individual
is lost
REDEEMER
Sites of religious significance are or more than
historical importance to the churches tied to them.
They provide a very real and significant boost in
temporal power for the churches that control them.
While this makes religious sites very attractive as areas
to control, it also makes them natural targets for
enemies of the church. Redeemers are clerics that
work both sides of these conflicts
- offensively, they
use their powers to defile sites important to their
religion's rivals, while defensively they call upon the
might of their god to protect those sites controlled by
their church. The redeemer's primary tools are
summoned creatures, which can be bound to an area to
protect
it
- or
to prevent
its occupation
by forces
that
Hit Die: d8
Requirements
To qualify as a Redeemer, a character must fulfil the
following requirements:
Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha),
Heal (Wis), Knowledge (arcane) (Int), Knowledge
(religion) (lnt), Profession (Wis), Scry (Int, exclusive
skill), and Spell craft (Int).
Skill points at each level: 2 + Int Modifier.
Class Features
All of the following are class features of the redeemer
prestige class:
Weapon and Armour Proficiency: The redeemer is
proficient with all forms of armour, shields and all
martial weapons. In addition, the redeemer retains any
proficiency gained as a result of his choice of deity.
Note that armour check penalties for armour heavier
than leather apply to the skills Balance, Climb, Escape
20
i.Class -~e
Fort
Leyel
Attack
+0
~-
+1
+2
LL5
+3
+3
Save
+2
The Redeemer
--Will
-- -- ---~f
~e
+2
RedeemerSpellList +1 level existing
+0
class
Gifted Summoning+I level exi,;"ring
+3
-to
_~e-
- - -+3'----="+4
~I_-
+3
+1
+4
- -..1l+1
--
--
--
+3
+:L
+4
class
Exili~mn;~
levele;;-'iing
class
Qc,!-o!ff\Allies :;1 levei e:ii'ti\)g,cl';s
RedemptiveEmpowennent+1 level
existingclass
CLERIC
THE PRESTIGE
essence
This divine
will bear
fruit
potential
and takes
his divine
shadow
conjuration.
locate
creature,
summon
of mortals
in the realms
absolutely
of men,
agents.
Many
method
to acquire
gods
have need
creatures
through
have
they
their
of physical
can depend
plans
discovered
after
their
religion
Base
Attack
.,..
,-'3
..i5
have
become
the
becomes
than
they
for
One
appear,
of
parentage
experience
powers
in
and
character
they
plans.
divine
a bloodchild
he finally
by
as a force
when
sufficient
own.
laid mortal
of their
their
on their
may
as well
The majority
gained
to discover
requirements
it once
any
provided
may
not
not mean
they
have
meet
known
he cannot
claim
aware.
Hit Die: d8
Requirements
To qualifY
as a bloodchild,
following
requirements:
a character
must
fulfil
the
Class Skills
Concentration
(Con),
Craft
(lnt),
agents
Diplomacy
(lnt),
(Cha),
Profession
Class Features
on
and guide
other
is to inject
their
The Bloodchild
Level
they
divinity
bloodchildren:
ahead.
and
him true
for him
parent
with
with,
do not know
until
prepared
of their
carefully
days
of his heritage,
the simplest
such a representative
<.:lass
about
realises
contact
upset
faithful.
infant
often
to follow
are strange
character
BLOODCHILD
The gods
is certain
there
responsibilities
nature
closer
that may
bloodchildren
up the mantle
are comfortable
thing
the
the child
Bloodchildren
a much
clerics
change
when
represent
many
of one of their
in time,
parent.
welcomed
child
seed takes
'FOrt
Save
-.;r--
+0
+0
WIll
--- --- l
~+2 S~cia~~
- - .J
Blood Components+I~level existing
class
+3
+1
Rer
Save
+3
+0
--~+3
+1
-+.1
-- -+.!.+1
+4
-22
+4
+4
ConsecratedI Desecrnied'FOOiSieps
~i~c~
EternalEssence+I level existing
class
Rebirth+lle~stin~lclaL.:J
presented,
whichever
they
neutral
prefer
may
choose
Rebirth:
The bloodchild's
gain
the ability.
has grown
so strong
characters
at the time
they
can be lifted
Weapon
and
proficient
Armoor
with
all forms
martial weapons.
any proficiency
Note
that arrnour
leather
of armour,
check
apply
Hide,
The
bloodchild
shields
the spell
is
and all
In addition,
the bloodchild
retains
gained as a result of his choice of deity.
than
Artist,
Proficiency:
penalties
to the skills
Jump,
Move
Silently,
per
as a divine
Day:
a bloodchild,
casting
spell
gained
class
of Blood:
a gate
and
plane
continues
caster.
For each
gains
a level
new
divine
in whatever
he belonged
to before
improved
chance
words,
of turning
to determine
gained
spells
divine
bloodchild
can cast
bloodchild
to the level
class.
spell casting
each level
spells
or rebuking
next
Characters
class
must
with
of bloodchild
undead.
In
that a
more
decide
divine
than
which
of
spell
one divine
class
to for purposes
Components
with
(So):
divine
The
essence
blood
to assign
of determining
when
bloodchild's
that he may,
rather
than
casting
If this ability
the bloodchild
suffers a number
of points
equal to the level of the spell being cast.
ConsecratedlDesecrated
Footsteps
bloodchild
can consecrate
(or desecrate
alignment)
an area
he stands
blood
is so
if he so desires,
use material
a spell.
is used,
of damage
(So):
in at will.
The
if of evil
This
etTect
lasts
Essence:
bloodchild
longer
When
has come
embrace
the power
susceptible
illnesses,
poisons
of all types.
falls
continue
points.
of any sort,
In addition,
water
and
He is no
including
bonus
to resist
the bloodchild
at 0 hit points,
normally
Holy/unholy
the
his nature
and blood.
unconscious
acting
is gained,
understand
his flesh
to disease
magical
longer
this ability
to fully
within
no
and may
up until
he perishes
heals
the bloodchild
at 010
potion,
though the bloodchild
from the water three times
each day.
After
the third
no benefit
hit
as if it
week,
his current
This
cast
as
of the
the bloodchild
location
spell-like
can
and the
effect
works
spell.
except
have
for
nothing
each
to fear
in this world.
other
Foreword to On Religion
Tandala Son~oeen
of spells
of his previous
each
may
is a member
parent.
as the gate
The faithful
as
as if
per day.
Blood
thick
of his godly
once
spell
becoming
the number
Once
between
of death
to gain
level
bloodchild.
The bloodchild
does not, however,
gain
any other benefits
of his former divine class, such as
casting
faith.
Call
Pick
The bloodchild
the character
he had also
other
of the spell
bloodchild's
create
to his parent
The bloodchild
resurrection
the recipient
precisely
ability
true
Escape
heavier
Tumble.
Spells
at his request.
Climb,
for armour
Balance,
connection
water
to the bloodchild.
23
or the
OF THE TRADE
TRICKS
TRICKS OF THE
TRADE
w;
Initial
Contact
CONVERTING
INDIVIDUALS
The Revelation
It normally takes an hour or so to explain the rudiments
of a faith to a potential convert. During this time, the
cleric explains the benefits and requirements of joining
a religion and will certainly relate the ways in which
his religion has improved his life to the potential
convert. Success at this stage hinges on how
compatible the religion is with the individual's own
beliefs and view oflife. The greater the difference
between the alignment of the religion and the potential
convert, the more difficult it is for a cleric to bring them
into the fold. Cross-reference the convert's alignment
with the alignment of the religion's god on the table
below to determine modifiers to the conversion attempt.
..'
An entry of
on the table below indicates that no
conversion attempt is possible the religion and
faithless individual are simply too different for the
seeds offaith to take root.
Alignment Modifiers
Clenc's
~n.!!!e.!!!.LG
NO
Convert'sAlignment
LN
N
CN
+0
-2
-4
-2
+0
-2
LG
+4
+2
NG
+2
+4
CG
+0
+2
CG
+0
+2
+4
-4
-2
+0
LN
+0
-2
+0
-4
-2
+2
+4
~
~
-4
-4
~
~
+0
-4
+0
+0
.
-0
+4
+2
-4
N -~
~
a
-6
'""!2
-4
-~
24
LE ~
-4
-6
-6 -~
-4
-6
+0
+2
+0
-2
-6
-4
-2
+0
-4
.2.
~
~
+4
-4
~
+4
~
~
+0
+0
+U
-2
+2
+~-+2
+0
+0
+4
TRICKS
As can be seen
extreme
gaining
by the table
above,
religions
alignments.
In the Congregations
the more
Religions
extreme
steadfast
of the neutral
chapter,
the faith
time
of Faith
chosen
it
large
of a
recruits
keeping
may
be used
by the cleric;
numbers
religion,
faster,
Bane,
and Miracle
in conjunction
attempting
of its followers.
gain
not 1M used
time
however,
the alignment
alignments
Note
with
alignments
have a much more difficult
converts
than those of more moderate
with
with
successful
to convert
their
other
clerics
with
important
to sway
modifiers
one another.
whichever
of lay members
hoping
OF THE TRADE
may
The
Show
action
is
will often
them
individuals
attitude
bring
when
to their
with
sheer
numbers.
their
Conversion Attempt
Conversion Modifiers
Once
the revelation
to perform
has passed,
some
individual
minor
of the value
following
modifiers
attempt
based
After
the cleric
miracles
to further
in joining
may
impress
his church.
be applied
on the actions
may attempt
the
attempting
the
cleric
to bring
may
attempt
individual
Boon:
If the cleric
a beneficial
Boon:
If the cleric
Bane:
this bonus
a powerful
beneficial
convert,
another
spell
demonstrates
a minor
harmful
(a
this bonus
spell
(a 0
this bonus
+2
If the cleric
demonstrates
a major
harmful
spell
to
(a 4"
this bonus
+6
attempt.
of Faith
+1 bonus
Note
Charisma
Faith:
If the individual
member
conversion
is applied
may
to the conversion
not be higher
than
modifier.
-8
that
of a religion,
is being
converted
this modifier
is currently
applies
for an hour
above,
the individual
or
the
to the
attempt.
25
to the cleric's
of his congregation.
has alienated
attempt
religion
and is
If the check
fails,
the potential
to bring
convert
that individual
and
into the
character's
faith may not be attempted
months
equal to the amount
by which
for a number
the roll failed.
a I is rolled
the potential
on the Diplomacy
convert
becomes
religion
and
be made.
to
Miracle:
is
the cleric
3'"
+I
If the cleric
Major
(a 0 to
+4
demonstrates
to
level spell) to the potential
8"
4"
is applied to the conversion
attempt.
Minor
spell
convert
as noted
has converted
now a member
+2
demonstrates
the potential
any actions
conversion:
Minor
with
A Diplomacy
check
made, with modifiers
The
to the conversion
of the cleric
speaking
so and performing
disgusted
another
check,
conversion
attempt
and his
may
never
of
If
CONVERTING
COMMUNITIES
It is sometimes
community
While
possible
ofhis
church
Need:
community
seeking
general
must
be some
them
favour.
great
need
open
must
of the community.
the poisoning
for assistance
that may
provide
community
of
provided
Morals:
Compare
dealing
water
bigger
than
can be converted
town,
arc met.
step
with
deity
their
of the
religion
the Need
in the conversion
the needs
process
involves
of the community.
Destroying
threat or alleviating
the harmful
condition
goes a long
way toward convincing
the community
to follow the
are all
the necessary
the alignment
inhabitants)
conditions
Step 1: Meeting
of
of vampires
of the cleric's
No community
(up to 5,000
the other
The first
in a community.
to the alignment
or other
enough
and
A band
Population:
town
that just
the community
Compatible
to convert
temple
organisation.
a large
by the
of a major
of a troupe
It is impossible
has a strong
at a time.
Note that it is possible
to convert
neighbourhood
communities
within a larger
be great
of the community
Presence:
that already
Manageable
in the
brigands,
religious
be met:
to the possibility
The need
the existence
is
for a
to the cleric's
must
populace
examples
In order
converting
enough
murderous
happen.
Religious
a community
in the eyes
conditions
that makes
imminent
of prestige
consider
divine
to threaten
deal
Weak
it is something
morals
that a conversion
a whole
oration.
occurrence,
it does
to even
religion,
to bring
in one brilliant
a great
when
community
need
for a cleric
agreement
possible.
that brings
enough
is not worse
have
need
way of life.
who
of a particular
the need
has been
is ready
community
saved
their
realise
It is crucial
is responsible
assistance
on
saved
was only
deity
that
for resolving
the words
Once
the
of the cleric
that
them.
Step 2: Address
The cleric
spread
the Community
the doctrine
to make
of his religion
his word
to those
known
and
that he has
saved.
This chance will only come once, within a few
days of the need being met, and the cleric must make
the most
addressed,
(DC
must
make
has been
a Diplomacy
check
modifiers:
Thorp: +2
Hamlet: +1
Village: +0
Small Town: -2
Large Town: -5
Alignment Modifiers:
Apply the modifier found on
the tableaboveby referencingthe alignment of the
religion and the alignment of the community.
Need Met: +4 to .-4 The Games Master may assign
this modifier based on the need that was met. A
particularly easy need to meet would impose a negative
modifier, while a great quest that was undertaken to
save the community would grant a positive modifier.
If the roll succeeds, the character has convinced the
community to convert to the new religion.
26
TRICKS
a community
has converted,
remain
in the area
temple
necessary
to assist
services
church
converted
priest
the character
must
congregation
as ifit
were
his own.
Until
use their
Divine
geometry
this stage,
the cleric
of his new
must
care
in seeing
to the best
community
will
its former
religion.
church
arrives,
community
reject
its new-found
Once
who
afforded
special
they choose
to return.
provides
arise,
or the
converted
on, though
privileges
workshop
Alchemy,
made
faith in favour of
cleric for the new
an 'official'
the characters
will
those
be
the new
church
See p41
for more
information.
Hospital
-
HOLY
SYMBOLS
While
any artisan
can produce
that is mechanically
the appropriate
believer
religious
can produce
resonates
with
represents.
icons,
the power
only
symbol
symbol
check
(DC
iconography
(jewellery)
symbol
a true
that
of the religion
a holy
(religion)
a holy
and incorporates
a holy
To craft
Knowledge
Craft
correct
check
and a
20) to create
Craft
skill
rules.
a cleric
uses
a holy
crafted himself,
any rolls made
spell (such
points
brandishing
forming
shapes
construction
careful
checks
made
when
symbol.
are used
by all religions
of the various
geometry.
of divine
of hit
bonus
GEOMETRY
and forms
representations
divine
that he
and a +1 divine
or rebuking
the holy
DIVINE
universe,
to the
or the number
by a spell)
to any turning
Shapes
symbol
the
of this
as for damage
cured
15) to ensure
is present
(DC
it
requires
a school
Wise
forces
of thought
clerics
make
known
careful
when
planning
any
and most
churches
are built
accordance
with
the principles
as
of the
as
use
in
of divine
27
once
a +1 sacred
Craft,
to enhance
they
Forgery,
created
using
(or profane)
its bounds.
or Profession
Reduce
geometry
to any
skill
checks
to apply
simple
with
divine
allows
and elegant
work.
sick rooms
an area
Any
divine
bonus
in a workshop
the workshop
to their
align" the
on the walls
symbols
functionality.
treated
the
a full eight-
Knowledge
can correctly
within
solutions
should
the workshop's
item
geometry
with
CRAFTING
used
By spending
the proper
within
magical
the
they
to actions
a successful
25) a cleric
and situate
to enhance
to
of his
ability.
If threats to the converted
community
they must be dealt with as soon as is possible
of divine
their
benefit
is commonly
take
community
students
to enhance
a small
of a workshop.
furnishings
the needs
life, many
knowledge
and provide
functioning
for the
information.
During
daily
the
In their
geometry
undertake.
the
congregation.
geometry.
activities
of a new
and perform
for a permanent
community,
must
in the completion
religion
can arrange
the cleric
OF THE TRADE
also benefit
is properly
aligned
from
divine
through
geometry
the process
EMERGENCY
CARE
HARVESTING
RELICS
28
HOLY
INTO OTHER
INCORPORATING
SYMBOLS
ITEMS
Blagranknelt b';ide ih~ coffin: hi'; eyesgleamingwith anticipation. 'You ha;~'~oid~awhat this means,my friends,
no idea. . : His voicetrailed off evenashis handswandereddownto the grimy sackhangingfrom his belt.
Witha grunt, Glim hoistedhimself up onto theedgeof thecoffin andpeeredat the half-desiccatedcorpsewithin.
'You'rekidding, right? Becausethis thing is deadandI don't evenseeanythingworth looting in there:
Blagranpausedandglaredat the wizard. 'Listen, gnome,just becauseyou can't seewhata prize we havehere,
doesn:tmeanthat I'm just asignorant. This is the body of Arganil, PatronSaintof the Skull Cults. Thereis power in
I
!
,~~
ii
IWith
returned
to his work,
of
the
chest
with
a slender
scalpel.
splitting
'Ah,
the corpse's
and
you
see,
ribs with
his
heart
a silver
is still
intact.
One
little
slice
the dusty
like
~---
this,
and
attempt
crafter
time
attempt
Once
to come
this initial
proceed
with
Ru/ebook
may
be made
to contemplate
up with
check
crafting
l).
after
the item
temples
the
(as detailed
symbol
or planned
communities
reason,
and
years.
to the problem.
the creator
the holy
giving
at hand
a new solution
is made,
If successful,
a week,
the matter
The restoration
and recovery
daunting
task,
may
character
that succeeds.
in Core
be discovered
is now
raw power
part
site.
holy
When such
Knowledge
a location
(religion)
significance.
Once
symbol
If the crafting
holy symbol,
have
(see above)
it offers
its standard
serves
as the basis
of an
enhancements.
to purchase
or craft
latest
dungeon
with
monsters,
RECOVERING
SITES
DIVINE
of these
sites
were
the
is a
for the
lost knowledge
ruins,
/Tom a properly
can
along
with
capped
the
divine
is discovered,
a successful
check (DC 25) reveals its true
the characters
is more
realise
than just
the restoration
is a difficult
time.
It requires
restoring
covered
by many
religions,
it
once
covered
with
ancient
abuse
square
that their
another
tunnel
process
filled
can begin.
that takes
a full, eight
hour
of neglect
a great
and
deal
of
day to restore
50
must
make
a Craft
check
(DC
20).
If successful,
the character
has restored
the area and
may move on to work on another
area of the site on the
over
sites
a replacement.
Recovering
are great
mouldering
that comes
for whatever
of these
Ancient,
in these
that,
following
elaborate
day.
If the Craft
check
fails,
the character
was unable to restore the area and may try again on the
following
day. If a character
rolls a I while
attempting
to restore
that
particular
part of the site is beyond
him and
may not be attempted
again.
Should two
characters
restore
area
both
area
has sustained
restored
type
an area
skill
a Craft
Craft
or other
skill
different
successfully
restore
any Craft
wall
decorations
skill
or perhaps
there
does
may
call
of injuries
levels
are times
those
who
cleric
has access
at his
to combat
type
of all types,
the undead.
their
the cleric
the
to be treated.
to adventurers
with
when
enough
that need
bane
stalk
CARE
wonders
that is strong
Negative
30
of
to
a site, a character
can work
spells,
on the scene
types
will
a
Because
required
RESTORATIVE
While clerics
disposal
used
in a group
process.
healing
Bare
skill
to restore.
skills
to restore
contents.
Areas
(painting)
(sculpture)
the many
the
to be
is required
with
trades.
of paintings
require
damage
on its original
can be restored
in the building
to
times,
be rebuilt.
of Craft
is based
rooms
attempting
at different
too much
and must
Which
deal
roll a I when
the same
of injury,
especially
While
to the restoration
not every
spell,
any
Churches
seek
to uncover
eluded
their
themselves
large
out divine
some
number
attempting
sites
bit oj divine
with great
knowledge
successors.
While
with digging
up their
oj churches
to uncover
religions.
Sometimes.
memething
important
sites
own
that spend
your
us good
hoping
religions
relics.
just
sati.ljy
there
as much
depriving
is just
many
zeal.
that has
are a
effort
to other
enemy
oj
as finding
a boon
for yourself.
when facing
an
TEST OF FAITH
When an individual ITom one church meets a
member of an enemy church, the two often
engage in a test of faith either as a precursor to
more direct combat, or as a way to avoid such
open conflict. The test of faith consists of loud
31
CLERIC FEATS
CLERIC FEATS
many
lerics
have
their
great
potential
connection
for a variety
to a divine
power
of feats
allows
power
is turning
orders
have
or rebuking
discovered
undead,
but many
unusual
uses
more
waiting
religious
clerics
have
abilities
other
classes
listed
as a cleric
can only
envy.
Any
Benefit:
feat in this chapter
be selected
by characters
with
feats
class
levels,
but they
also
cleric
class
by characters
expend
levels.
Divine
cleric
the likely
ftiendly
forces
receive
a + I to their attack
Combat Co-ordinator
With
for?'
(General)
continue
these
bonuses
they
Congregation
if the you
as long as the
(Cleric)
will persist
a cleric
the mortal
is a
follower
with
strength,
and strife.
bond
between
a priest
While any
cleric that gathers enough faithful together, either by
finding those without a church or converting
outsiders,
can form
a congregation,
it requires
a new
individuals
Prerequisites:
Congregation
Benefit:
between
this bond,
When
of 50+ members.
you lead.
Through
that faithfully
lead a congregation.
Thrning
See
and hymns.
(Divine)
32
CLERIC FEATS
Faithful
Sustenance
(Divine)
Fasting is a fact oflife in many religions and clerics
have learned to sustainthemselveson nothingmore
than the energy provided through the link to their deity.
Holy men have been known to wander the wilderness
for weeks at a time in search of enlightenment, and this
feat allows them to do so without the need to worry
about food or water.
Prerequisites: Wisdom 15+.
Benefit: You may go without food or water for a
number of weeks equal to your Wisdom modifier.
During this time you suffer no ill effects from the lack
of meat and drink, but must pray or otherwise make
faithful observances four times each day. Each
observance or prayer requires an hour in order for you
to renew your connection to your god. At the start of
each day that this feat is in use, you must expend one
turning attempt to fuel your body for the coming day.
Inspired
Leadership
(Cleric)
Many leaders are brave, powerful, and clever. Adding
the hacking of a major religious institution and the
power of a god to this combination creates a leader who
is much more than just another warlord or would-be
king. Clerics who take up the role of the leader often
do so by divine mandatc, enabling them to call upon
the faithful to support them in their endeavours.
Prerequisite: Leadership.
Benefit: Youareempoweredby your churchto lead
the faithful into battle or to accomplish other tasks for
the church. As long as at least half ofthe followers led
by you are members of your religion, you may have
twice the normal number of followers granted by the
Leadership feat.
Intensify
Poison
of walking corpses.
Prerequisites: Charisma 15+, Extra Turning.
Benefit: You are treated as if you were 2 levels higher
than your actual level when you attempt to command
undead. For example, a 9"-level cleric would be treated
as if he were II" level, giving him control over II Hit
Die worth of undead.
Persuasive
Conversion
(Cleric)
Some speakers are able to more eloquently state the
reasons for their faith than others, drawing others in
with their well-reasoned arguments and sound
theological statements.
Prerequisites: Charisma13+.
Benefit: When attempting to convert an individual (see
p24) or group to your religion, you receives a
competence bonus to your Diplomacy check equal to
half of your character level, due to your conviction and
persuasive arguments.
(Divine)
Sacrificial
Vessel (Cleric)
There are many gods that hunger for sacrifice,
demanding tribute in the form of blood, flesh, or
precious treasures. The offering of such sacrifices
provide the god with the energy that is used for
sustenance; those clerics who take this feat are provided
with additional granted abilities as thanks from their
deity for the sacrifices offered by their congregation.
Master of Undeath
(Divine)
While good clerics master the art of vanquishing
undead through the power of their god, evil clerics seek
to use undead as tools and weapons. This feat
improves the ability of evil clerics to control undead,
allowing them to hold sway over more impressive mobs
33
CLERIC FEATS
Shield the Faithful
(Divine)
Many spells that a cleric can cast have an area of effect
that can be quite devastating to those caught within.
Clerics who wish to shield the faithful from their own
spells should definitely take this feat.
Prerequisite: Wisdom 13+, ability to cast 5~ level
divine spells.
Benefit: When you cast a divine area-effect spell, you
decides at the moment the spell is cast whether or not it
will affect members of the faithful who are within the
spell's boundaries. This allows you to safely cast
damaging spells into a melee involving members of the
faithful and be sure you will not cause them harm
through your actions.
Sustained
Turning
(Divine)
For most clerics, turning undead involves a sudden
burst of released divine energy that drives the foul
creatures away. Clerics who further study the art of
turning, however, learn how to channel the energy so
that it is released in a steady stream, building in power
over its duration. This allows them to turn more
powerful undead than would otherwise be possible,
thoughit takesthemlonger to do so.
Prerequisites:
Charisma15+,EnhancedTurning.
Benefit: You are ableto build up turning damageover
a number of subsequent rounds.
Prerequisite:
Congregation
Benefit: This feat allows you to receive double the
number of uses of a granted power each day, provided
that your congregation is observing the appropriate
sacrificial rites, as described on pi 02. If a congregation
is not offering up sacrifices as required, you will not be
able to make use of this feat until the missed sacrifices
have been offered.
Sense Infidel
(Cleric)
When religions go to war,their clericsoften find
themselves much closer to the action than they would
like, surrounded on all sides by enemies of the faith.
Over time, religions have developed techniques that
allow their clerics to sense the presence of opposing
religious forces in order to avoid or attack them.
Benefit: Sense Infidel allowsyou to sensethe faithful
of opposing religions within 60 feet at all times. It
requires a standard action for the cleric to determine in
what direction the enemies lie, but you will be made
immediately aware when any agent of an enemy
religion comes within 60 feet of your current location.
34
TOOLS OF THE
TRADE
ile the true strength
W
abilities
connection
equipment
if chosen
within
This
of the highly
whilst
chapter
lies in his
takes
specialised
adventuring,
The wide
cushion
allows
sizes
Scroll
Dispenser:
heated
combat
as those
scroll
of any
clerics
with
release
CONTAINERS
Clerics
accumulate
paraphernalia
symbols,
a large
artifacts
are often
required
harnesses,
and other
to assist
clerics
Back Travois:
more easily
hazardous
This
carry
areas
their
leather
harness
to fit bipedal
a set of jointed
connect
leather
(straps
wooden
poles.
to form
The open
from
small
and poles
travois,
any injuries.
a character's
movement
When
carrying
rate is reduced
rests
across
capacity
a -5 circumstance
A character
can only
are no more
than
than
to avoid
is tripled
a back
and his
travois
to all Dexterity
transport
the
drags
of the
a back
penalty
also imposes
checks.
wearing
by one-half;
and
size or
wearer's shoulders,
while the tip of the triangle
in most cases, the head
on the ground behind
fallen is positioned
near the head of the wearer
exacerbating
and
of wood
of large
of
the
to large)
triangle
creatures
in a
allow
The harness
a simple
individuals
himself
that
with
back travois.
Divine
Symbol
Flask:
well as a receptacle
This
the cleric
area in front
attack of opportunity;
and does
an attack
Relic Case:
heavy
case
as
A cap
of a thumb,
across
sprinkling
a flick
water.
the contents
Popping
is a holy symbol
of holy
with
to scatter
of him.
This
flask
the
the top of
not provoke
is a standard
an
action
of opportunity.
is lined
with
Finding
the case
numerous
to safely
itself
and different
within.
the right
creatures
scroll
when
during
contending
attempting
a
not
to tear the
compartments)
stud
this problem
up to 20 scrolls
is pressed
next
scroll
from
the bottom
hand
(the scroll
(five
metal
at the bottom
in the corresponding
of the tube
in four
tube.
When
compartment
slides
waiting
may be retrieved
is worn
by allowing
scrolls
in a single
with
only
on a belt or harness,
Containers
Item
Back Travois
Divine Symbol Flask
Relic Case
Scroll Dispenserl50 gp
to
consists
and buckles
creatures
tasks.
out of
travois
was
to be secured
alleviates
to store
compartment
treatment
The back
unless
of buckles
of scrolls
within.
been
adventurers
receive
the case
item placed
the
out
one hand).
retrieving
support
these
comrades
may
smaller.
enables
fallen
harness
together
have
hostile
If the dispenser
specialised
containers
location.
a sturdy
hazardous
many
device
holy
Because
in accomplishing
so they
more hospitable
scrolls,
potions.
to perform
of combat,
cases,
of religious
including
and, especially,
collection
in their journeys,
breakage
variety
can be difficult
dispenser
different
temple.
clerics
While
any other
equipment
to another.
for relics,
is destroyed.
only
a detailed
as well
one location
specifically
wisely.
may take
of the cleric
from
designed
transport
35
Cost
100 gp
50 gp
75 gp
2 lb.
Weight
20 lb.
lib.
10lb
TOOLS
AND
KITS
SHIELDS
Cost
200 gp
50 gp
30 gp
150gp
100gp
AND
Weight
51b
21b
Y,Ib
21b
10Ib
ARMOUR
Profane
Protection
-Any
non-magical
weapon
that
Aura
of Aversion
36
the
expenditure
turning
of one
attempt
to use
Activating
an ability
requires
move-equivalent
action,
does
provoke
not
an attack
oppottunity
of
and uses
attempts
the day.
for
The benefits
of an activated
ability
equal
character
level
eleric who
of
to the
ofthe
activates
them.
Only
aligned
clerics
goodmay
sacred armour,
for
whilst other
use
characters
only
chaimnail.
This
armour
cannot
be crafted
mottal
hands
service
to their
by
and is a reward
gods.
following
abilities;
provides
the cleric
Retributive
Flare
from a melee
hit points
ability
to faithful
The wearer
Damage
with
Aura
the
of Aversion
choose
suffers
suffers
to the wearer's
- The
armour's
for their
the
- This
Reduction
wearer
the assailant
equal
priests
may
Reduction
Damage
When
attack,
of damage
modifier;
becomes
it
as simple
tend
ability
5/+ I;
damage
a number
of
Wisdom
wearer
much
the character
in melee
protection
Any
Item
Cost
Emblazoned
Shield
This
armour
+5
...
TO(}gp
cannot
be bought
- it
of small
can knock
spells,
unlike
size or larger
action.
CEREMONIAL
TOOLS
(see p48)
ritualised
singing
they
serve
or chanting
A:rmour
for the
J>ircane:spell. speespee
Dex Bonus
Check PenalIT.
..
Failure
~-f
+
")")
-5
:lU"I.
30%
is a gift granted
as a focus
150 gp
+)
IProtaneArmour:
Sacred Armour
Ilurtle Sh"'i'e1o
...
Bonus
/Tom targeted
combat.
Tending
J>irmour Maxlmum-
avoiding
creature
standard
Thrtle
while
tower
shield.
to crouch
or smaller
also provides
within
is activated,
size
to the wounded
515
directly
to
specific
.......
-.
60%
individuals
If a
15ft.
15 ft.
4010
40 lb
20 lb.
by their deities.
The table presents the cost for having a shield emblazoned; other details depend on the type of shield emblazoned.
37
any type.
For example,
blade is typically
This ceremonial,
double-edged blade is used
clerics to direct and store the energy released by
Athame:
by lead
Tandala
needs
to lead
her congregation
protect
the temple from assault.
level, allowing
them to perform
Tandala
would
like to lead
metal,
in
Beads,
Prayer:
highly-polished
can make
during
require
eight
different
the congregation
a large
While
section
supply
many
ceremonial
s current
of tools
tools,
levels.
of the ceremonial
destroy
precious
This will
one for
Fortunately.
each
she has
known
to fonn
artistic
hilts.
these
smooth,
as malas,
together
ceremonies.
Their
on wires of
or prayers
distinctive
clicking
ofa
and focused.
tools
found in this
doing
their effectiveness
Used
hymn
or other
to signal
the beginning
ceremony,
bells
or ending
of a
ringing
bell is often
Bells:
instrument
so will
as a religious
Also
of
at hand.
immediately
hymn.
so its
to a mirror-like
instead,
cut anything,
but polished
The
up
them
dulled,
metal,
of
38
which
is used to offer
wine,
blood,
water,
or
as a lump
of marble,
but I could
the temple
hymn.
communion
during
the hymn
with their
This
divine wrath
short
Priests
the congregation
to keep chants
Horn:
Typically
manner
similar
offerings
Kartika:
taken
This
in conjunction
with
of the
forces.
A dOlje
is often
precious
metal
insttuments
on the cadence
of the hymn
Wheel:
are scribed
/Tom a bull,
the horn
is used
as a tool to hold
ceremonial
is used
to
and mortal
presence
wheels
in a ritual
blood
contain
mantras
are spun
weight
to serve
sanctuary.
swinging
enter
These
heads
to indicate
During
his physical
the times
/Tom a length
often
leather
or trance
whips
often
a cleric
the
state.
have
and mental
fastened
the hymn,
as a way to help
on
During
are required.
is most
a meditative
short
scrolls
and prayers.
depending
the pendulum
ofthe
demonstrate
39
is mounted
of the cleric's
large
An ornate
multiple
knife
to stop.
bonds
or rope,
Scourge:
liquid
that
a kartika's
myriad
the wheels
congregation
in a
communions.
decorated
often
amount
The knife
of physical
These
responses
the ceiling
and
blade
to the handle.
which
of chain
to help
and rhythmic.
elaborately
crescent-shaped
Man!
when
and
to ward
was going
the hymn,
inlays
attempt
that ringing
most
Pendulum:
simple
to the chalice,
to a deity
in a feeble
the severing
as a focus
energies
is to spill a small
the
and the
Used
with
use these
ordered
of both
t~speak.The'
left.
perpendicular
represent
trying
to the temple,
has a wide,
of a
feminine
masculine
focus
of my own
connections;
offaith.
spells
to seal their
is representative
the wicked
to balance
ears th;tW;;gav~up
growing
he was getting
the doors
god.
sceptre
power
a bell, it serves
I opened
power
the congregation
that smites
indesttuctible
once
the performance
is completed,
a drink
way or another,
to the gods
When
is often offered
Dorie:
One
so loud i~ o~
feel their
other fluids
;'i~ging
but I could
discipline.
to
By
to
Ceremonial Tools
Damaee Critical
Cost
1d3
x2
20~.
50 .
100gp.
100gp.
150gp. Id6
X2
50 g1LL.!2.rum~Horn
20 gp.
!):gp.
nIT" ~
L.:I91rtIKa
Mani Wheel 200 gp
I PeMulumu . 100gp.
Item
Athame
I Beads.Praver
Bells
maliCe
DOIje
Scourge
lfiunble
125gp
Tingshas
Vase
4o--'"gp.--
30gp.
60gp.
lOft.
--
1d2
----
X2
Weil!ht
lib.
III;'
5 lb.
210.
5 lb.
RaUl!eIncrement
5 ft.
--
lb.
3 lb.
Tv.pe
Piercing
Bludgeoning
.::s:!l=--""Mb.-'t>i~-
----
-- ---
25 lb.
I1fIO:-
-== -:
=== = ..:
- ---, - -211),
--- 2 lb.
~shing
...i.!2.
lib.
~--,
40
CONGREGATIONS
benefits from the contributions of the congregation,
sharing in the potent power of their faith.
CONGREGATIONS
WHAT IS A
CONGREGATION?
At its most basic, a congregation is simply a gathering
of 20 or more worshippers who follow the spiritual
guidanceof a cleric who sharestheir faith. In orderto
reap the benefits of their gathering, a cleric must also
provide a place of worship that contains the
appropriate furnishings, objects, and symbols of
worship. More information on temples and other
divine sites can be found on pliO, including
information on how to construct an appropriate
meeting place for a congregation.
41
CONGREGATIONS
ESTABLISHING
CONGREGATION
A cleric is almost never handed a ready-made
congregation,
but must make his own from the
available
slow
pool
process
hand,
of faithful
each
are ways
to speed
things
large
number
Perhaps
the fastest
convert
a community
advantage
way to gain
and there
will almost
believers
to form
be enough
on the cleric
but also
and a congregation
order
to keep
cleric
must
to attend.
these
services,
time
until
the faithful
hold
wish
where
quickly.
with
religious
While
should
and place
their
have
In
his guidance,
services
a true temple
the cleric
twenty
can be formed.
satisfied
weekly
and when
at least
is not necessary
arrange
for
for a regular
knows
will be held.
is to
priests.
The
filled
faithful
in need
followers
congregation
for
church
and assistance
hear
difficulties.
reason
who
happened
is in need
is in a very
to have
hierarchy
cleric
of their
or two to tend
a
building
congregation
developed
faith
will almost
to their
the
needs.
area, the
certainly
dangerous
If a particular
more
Unless
or dangerous
out a new
In the
or remote
areas,
the
and would
they could
leaders
of guidance.
isolated
of the congregation's
aforementioned
A slower, more stable method
for establishing
congregation
is to convert
individuals,
slowly
common
clerics
a congregation
and the murder of clerics by rival
religious
factions.
In either situation,
a group of
The
is already
not simply
The most
of adventuring
faithful
immediately.
for protection
converted
meeting
by
certainly
of faithful
been
up and acquire
very
on p26.
guidance,
can be a
member
a congregation
as discussed
a congregation
of followers
disadvantage
This
converts
but there
a relatively
worshippers.
if the cleric
up the number
may
church
choose
grows
too large,
to split
the church
congregations.
be appointed
to the newly
the leadership
previous
make
When
handy
formed
clerics
Both
cleric
for Games
very
While
to build
first
Masters
to get
come
congregation
right
it can be satisfying
up his congregation
parishioner,
satisfaction
by
a congregation
will
congregation
for establishing
methods
into two or
this happens,
of the religion.
method
the religious
for a
from
the
from
dealing
with
and
that
day to day.
CONGREGATION
SIZE
There
LIMITS
are definite
parishioners
spiritual
limits
To account
congregations
a cleric
42
for these
limits,
level
than
houses
(see pl16
temple
levels).
or higher
to successfully
and a temple
higher
must
levels
level
provide
for
be of the same
the congregation
for more
to the
can
are assigned
be of the same
as a congregation
of
can provide
as a limit
and temples
must
its needs,
cleric
for, as well
size of a congregation
service.
to the number
that anyone
guidance
that
information
it
on
or
CONGREGATIONS
To detennine
the level
total number
congregation
size, is considered
number
of a congregation,
level
I"
of parishioners
knowledgeable
elaborate
divide
of worshipers
by 50, rounding
with 20 members,
the smallest
cleric
temple
congregation.
increases,
to guide
in which
them
require
a more
and a larger,
their
more
Each
member
such
ceremony
needs
increases
it, additional
provide
beyond
adds
the level
priests
spiritual
needs.
+ I to the clerical
spend at least
to lead
fifteen
hours
per week
hours
however
hold services
each
week
required.
during
times
morning
or late night
mundane
matters
Adventuring
clerics
maintenance.
that require
enemies,
able
travel,
to support
religion
to religion,
If any members
church
looking
must
of day,
members,
and
a service
succeeds,
make
a Charisma
of a congregation
their faith
combat
another
by those
but some
a harder
needs
time
are based
praying
cleric
describe
may
Religious
Services
not flourish
The congregation
-
part
responsive
who
leads
(DC
to
the
10) with
a-I
ten congregation
that were
unable
members
ofthe
ftom the church
to
of the church
other
must
to attend
If
to join
not feed
to come
to cure
problems
them,
ailments.
clerics
without
do
of
of devout
men.
of the laymen
understand
that they
are unable
without
of
to
the wisdom
of
This wisdom
is conveyed
to the
through
religious
ceremonies
that are rich
43
to attend
will simply
of those
each
who
week
there
are no other
carry
on their
were
temple
their
gods
alignment
are no
unable
from home.
to attend
the previous
in the area,
in the comfort
at least
one
who
will
religion.
If
month
of the appropriate
temples
aligned,
ifthere
worship
during
worship
will depart.
similarly
area if possible;
of any other
service
component
month
another,
in the area,
quarrer
homes.
that
the nourishment
temples
ofthe
unable
the previous
will join
Congregations
to services
their
the needs
during
any neutral
in the immediate
members
are met.
a deilY with
then
members
temple
face.
realisation
their priests.
congregation
of
on religious
guidance,
hungry parishioners
have
is unable
teachings
In order
sections
congregation
The following
their church
of the congregation
practical
religious
worship
faith,
serves
that were
week
These
clerics
Faith does
each
continued
are more
are
congregation.
members
is not ftee.
Most of these
the
service each
and they will
check
for every
it fails, however,
then some
congregation
have defected
given
to glorif'y
in its alignment,
the cleric
thereof,
the
vary
that is more
month,
or mction
leads
of a congregation
for a church
penallY
who
ceremonies
and strengthen
the mortal
the
them.
Members
their
of these
Each
circumstance
clerics
lasts roughly
of symbolic
one
singing,
Penalties:
NEEDS OF THE
CONGREGATION
confirm
meeting
by the cleric
If the church
ensure
to attend
chanting,
details
between
the
or even
prized
The exact
connection
are sometimes
needs
or drinking
of
of temple
and sennonising
their
services,
foods
ceremony.
begin
assistant
instructional
An average
includes
beverages,
must
assisting
Most
met.
and often
the patron
religious
to the
clerics
and
of the
he must
holding
per week
of symbolic
ftom
Each
levels
a congregation,
churches
to
for a cleric
leading
ofthe
are necessary
symbolism
of a congregation
are being
two hours
services.
eating
If a congregation
understood
parables.
As the
they
to hold
in easily
its
down.
A
allowable
CONGREGATIONS
~
failure
Multi-Denominational
Congregations
In campaigns
where
many congregations
worship
beset
pantheons
of gods are normal,
will consist of individuals
that
gods within
different
assumed
at the time
the same
pantheon.
of the congregation's
It is
congregation
faithful
deity
related
to either
the entire
pantheon
all problems
Bandits,
dedicated
staff to tend
to the needs
of the appropriate
deity
members.
is not made
If a
available
services
with
they
need,
the problem
as noted
above
under
feelings
to convince
acceptable.
in large
must
be satisfied
Religious
powers
Hiring
with
guards,
to a
from
or even
to move
In communities
other
or fortified
appear
threats
the church
and resentment
the threat
authority
cities
nom
are
for the
to do so.
central
of stress
violent
action
of abandonment
not required
strong
rival religions
deal
These
immediate
adventurers,
perfectly
require
from
a great
of a congregation.
the congregation.
may wish to deal
to be on the
of these
and warriors
community
to avoid
cleric
, deal
These
and blight.
monsters,
members
a particular
god within the pantheon
has 20%, or
of the congregation
directly
venerating
them, a
cleric
drought
Protection
or a
When
more,
church
with
formation!
results
individuals
leave not just the chureh,
but the area as
well, striking
out on their own in search of a land not
than
towns,
the church
to be working
along
where
there
the church,
is
is a
such
the congregation
as
will
the problem.
Services.
Penalty:
For every
community
of a congregation
times
of need.
wells,
blights
from
they
sometimes
A drought
out crops,
the bones
lie down
the church
drink
can
animals
to supply
until
in
and illness
In these
is expected
into
the water
of herd
and die.
need,
come
can lower
can wipe
make
even
times
of
food
and
the crisis
has
passed.
While
magically
solution
created
food
to this problem,
stock
of magical
clerics
some
periods
to prepare
items
Wise
by cultivating
villages
in the surrounding
Penalty:
Lack
crisis
church
trade
with
of provisions
within
is in short
plans
towns
is a problem
result
the church.
supply,
for a
in a serious
For every
must
make
a Charisma
check
nom
dehydration
or starvation,
check
has occurred).
indicates
the congregation
A successful
for such
and
area.
of faith
that food
such
on the
will devote
contingency
hazards
congregation
priests
of
of privation,
to preparing
for the
can allow
needed
of the church.
time
of time
extended
is one
their entire
Creating
scrolls
and water
it can be difficult
(DC
15 ifno
DC 20
Charisma
has managed
for another
week
of the
week,
to hold
but
44
exists,
a Charisma
(DC
20
threat
to the
of the church
- DC
must
25 if one or more
CONGREGATIONS
deaths
result
from
and prevent
check
their
results
who
other religions
defect
removal
down
will return
Failure
simply
involved
Ifno
leave
the
are directly
within
of this
of the
religion.
they
to weather
of the church
of the threat,
church
his congregation
members
to another
are available,
and hunker
the clerics
to calm
of the faith.
congregation
church
this threat)
desertion
If
in the
who
left the
of the threat's
resolution.
For problems
in the community
Services,
number
members
for those
religious
service.
Drink rules
impact
suffered
substituting
who
could
likewise,
can be used
to judge
dire threats
Using
in combination
the
are useful
immediate,
these
with
and
hardship
Protection
congregation.
not attend
the Food
by the community
resolving
the
congregation
of any long-term
given under
handle
above,
of distressed
to the
systems,
each
other,
either
alone
a Games
reacts
or
Master
can
to any onerous
circumstance.
BENEFITS OF THE
CONGREGATION
Clerics
established
congregation
can receive
benefits
as a result
of their
numbers
can often
allow
deal in a short
skilled
period
individuals
can provide
work.
a church
of time,
that
expert
good
find
advice
with
an
many
the church
Simple
a great
things
of highly
clerics
to accomplish
range
such
of trouble.
time,
the church
for service.
continue
great boon
must
require
mundane
to the clerics
a great
This section
who tend
benefits,
deal
of time
describes
to their
who
there
are also
lead them,
even
and attention
the rewards
congregation.
if they
to reclaim
to maintain.
granted
duties
congregations.
begin
perform
each
service
of a congregation
a service
consists
tasks easily
of simple
handled
are of importance
tending
cleaning
may
the church's
be called
In most
manual
by unskilled
labour
Digging
vineyard,
or even just
are valuable
to
adult
services
to desert
conscripts
that allow
45
can
of the
has elapsed,
the faithful
homes
and business
affairs
back
does
not release
the church
the Temple
members
around
and
the service
the workers
in order.
from
the congregation
their
will
faithful
day.
congregation:S
trenches,
roster
to their
of Divine
Victory
of its congregation.
but which
cooking
this time
to return
of its
congregation
per 25 members
For example,
this
or menial
individuals,
to the church.
upon
cases,
their
If the church
to clerics
Manpower
Every member
After
be allowed
that
members
these
important
components
By rotating
powerful applications
of the gathered
faith that can be
put to good use by the clerics.
Congregations
can be a
Beyond
on more
members
of areas.
its money
and spell
At any given
in a wide
to spend
as scrolls
best
the temple.
members
has determined
interest
to build
To complete
has 500
Tandala,
a defensive
this project,
of the congregation
the lead
that it is in the
wall
she
and is able
to
CONGREGATIONS
congregation to determine the expert's level to a
maximum of 20th. GamesMasterscaneither
determine the skills and level of every expert within a
congregation, or wait to determine them as needed. If
the Games Master chooses to wait, there is a 50%
chance that any previously unidentified expert within a
church will be of high enough level and have enough
ranks in the necessary skills to perform a task requested
by the cleric. Once an expert's skills and levels have
needs.
Expertise
Churches attract followers tTom all levels of society,
tTom the lowliest rat-catchers and beggars to famed
artists and learned sages. For the church, this can prove
very useful when skilled professionals are needed for a
particular project or to resolve a dilemma. For every
100 membersof a congregation,therewill be one
expert. Rollld6-1 and add +1 per level of the
Force of Arms
Religion often leads to violence in a world
where the gods are prone to warring amongst
themselves. When it becomes necessary for a
church to either defend itself or take the war to
its enemies, the faithful may find themselves
going to war. While full-scale war is rare, large
churches are more than able to field sizeable
forces drawn tTom their congregation and have
been known to do so to emphasise a point to an
upstart politician or dangerous rival.
If pressed into service, one quarter of the adult
members of a congregation can be considered
first level warriors, but are reluctant at best.
While it is possible to whip them up into a
divinely inspired tTenzy to unleash against the
foes of a church, this is a good way to rapidly
reduce the size of the congregation. Most
churches will instead use their congregations
defensively, holding them in reserve to protect
the church itself against the predations of their
enemies.
Members of the congregation that are brought in
to defend the church will remain at their posts
for as long as the threat persists, but will also
require payment of I silver piece per day in
order to support their families. If they are
required to travel, this rises to 2 silver pieces per
day. The church must also supply arms and
armour for the faithful; though members of the
congregation will remain in the field as long as
46
CONGREGATIONS
the church
is able
to pay them,
dwindle
quickly
due to their
quality equipment.
Churches
congregations
into battle
a congregation
in short
their
numbers
inexperience
that throw
often
find
will likely
For more
and lack of
their
themselves
without
in almost
can contribute
to the welfare
to do so, ftom
the lowliest
all religions;
(see Needs
members
those
of the church
beggar
bargain
are expected
is upholding
to donate
income
to the upkeep
of the church.
average
income
area,
the church
week
for every
see the
member
impact
on the political
scene in their
dangerous
adversary)
on
allows
This
most
are willing
this nets
powerful
of the Congregation),
of the congregation
each
sacrifices,
who
to the wealthiest
of their
pieces
about
chapter.
are traditional
noble.
Rites
Political Power
order.
Income
Tithes
information
Sacrificial
10%
far.
In an
size is a matter
2 silver
for individual
Games
Masters
to decide,
of the
congregation.
However,
the following
are likely
political
concessions
Material
are kind
ftom
their
both a source
of sacrifice
gaining
sacrifices
other
sacrificing
themselves
to a church,
actions.
Though
can be
among
the members
for
be an effective
discipline
harsh
can be
and a method
their
it can also
cement
demand
of maintaining
moving,
gods
Congregations
through
members
damaging
method
and some
followers.
power
are great
with
fans of such
the mortals
rituals
under
their
to
banner.
to defend
In less extreme
on to bring
cases,
in sacrifices
themselves.
Animal
the common
members
their goats,
sacrifice
the congregation
Iambs,
that they
sacrifices,
either
in particular,
and calves
of these
temple
church
ahead.
well
This
with
Evil religions
have
congregation
members
intelligent
animals
practice
stocked
also
been
Either
using
sex, or as packs
of roving
kidnappers
of activity
taking
place
best to drive
the church
a campaign,
the
almost
and most
out before
as
of the opposite
that steal
it does
way
Fortunately
always
cities
often
a church
be allowed
the strength
to maintain
of the regions
themselves
of
using their
defenders
on
to
of the
. .
to other
the congregation
rites.
most
to use their
access
a privilege
on the
in ihe
and keeps
will
Churches
church.
known
in members
for others,
well,
military.
sacrifices.
to draw
them
properties,
in
to
ceremonies
works
circumstances
ftom
bring
The clerics
and stable
bait, particularly
travellers
years.
as a way to gain
sacrifices.
who
in the springtime
take possession
months
or raise
come
of the congregation
to the gods
grounds
capture
their
can be counted
exposes
will do their
irreparable
t
Political Protection: A sufficiently large
churchcanuseits influenceto preventrival religions
harm.
47
CONGREGATIONS
from movinginto an area.This oftenrequiresan
increase in taxes paid to the local government, but laws
forbidding the practice of an enemy faith are well
worth the price the church will have to pay to get them
on the books. This political protection can evolve into
the foundation of a state-sponsored religion, with the
government and dominant form of religion cooperating to keep the faithful in line and any new
religious rabble-rousers out of the kingdom. Sadly, this
sort of co-operation tends to end in oppressive regimes
backed up by religious puppets (or vice versa) and
legions of abused common men and women.
HYMNS
OF POWER
48
CONGREGATIONS
1Othe
following
SINGING
appear
sectiOI;s,'ii"veialterms
repeatedly.
Faithful:
An adherent
a member
of a congregation.
the plural
counted
Rival
faith
to refer
as part
Faith:
, is in some
of the religion
This
to all members
that is counted
term
is also
as
used
of the religion
in
Also
called
Religion,
the goals
way in competition
resources)
with
;.
Enemy Faith.
this refers
The
chureh
of congregations
This
refers
within
to a specific
a single
faith.
bureaucratic
management
congregations
below
or
one church
within
Temple:
a given
A temple
for worship
and serve
There
services;
temples
as a general
such.
pcint
around
ft. beyond
the wall.
the boundaries
buildings
structures.
one hymn
draining
If a temple
are a circle
of a temple
extend
lOft.
below
as well.
Lead
Cleric:
Cleric
and temple,
assistant
or High
responsible
lead cleric.
congregation
to respect
the
church.
Assistant
Cleric:
This
cleric
and performs
cleric
maintain
running.
type
duties
of cleric
as necessary
the congregation
Assistant
clerics
to'!'.i!ke
reports
and keep
cannot
to the lead
to help
the lead
the temple
lead congregational
use of individual
enemies,
will not
as calling
to renew
attempt
one performance
may
sing
forth
divine
spirits
week
than
power
is a
simply
afterwards.
more
and they
into more
will receive
nothing
to extract more
be considered
an affront
a sacred
and
and obey
as
of a hymn
vow.
is
of the congregation
are expected
the results
subterranean
cleric
week,
all members
clerics
A lead
time
who
to successfully
week.
all the
The boundaries
the lowest
of the congregation
each
10
is not walled,
encompasses
of the complex.
level of construction,
ultimately
complex
that
than
complex
extend
spell
at any time.
experience
have
Clerics
a temple
boundaries
of a hymn
No member
to clerics
If a temple
and
than
encompassing
of a level greater
No mortal
must
The area
or
to
interfere
with the divinely
granted
hymns.
The only
way for an intruder
to end the effect of a hymn
congregation.
Boundaries:
is
in singing
together
cast.
by a congregation
gathering
them
voices
effect
used
a hymn
he can
faith.
is a building
of
clerical
of parishioners
guides
their
to their
the power
conduct
These,
temples
number
the cleric
raising
as a number
equal
for
clerics
as an
by an hierarchical
and oversees
the'
can be more
the required
Assistant
count
members
the hymn,
invoke
organisation
of the various
them.
Once
of his congregation
to be sung.
the temple,
chanting
or other
congregations
are normally
managed
group of clerics that sets the polieies
Temple
HYMN
at least 25 members
of the hymn
congregation
within
level
normal
to a
of the religion
(for followers
the religion.
gather
each
levels.
Rival
opposes
must
that arej
of a congregation.
that indirectly
cfthe
THE
hymns.
49
CONGREGATIONS
Air Domain
1. Worship's
members
hear
7. Chill
Call.
When
of the congregation
a simple
breeze.
message
and is most
the message
as soon
often
as the hymn
faithful
who
ten words
a call to worship.
Note
within
is complete;
move
than
the effect
after
(personal)
For eight
in
that
range
is
by members
into range
Winds.
to stun
Rains.
its activation,
beneficial
the gentle
the location
3.
rains
of the
the original
Dust
where
Devils.
to burst
call.
Once
of damage
buffeting
winds
Attacks
penalty
from
when
a steady,
radius
of Wind,
(personal)
five other
individuals
of large
(including
all items
hour
of the caster.
per level
perfonn
any action
moving
chariot
spell
spirals
causes
the incoming
attacks
(personal)
surround
the cleric
ft. in diameter.
gases
Singing
current
level.
1. Verminous Minions.
with
a sphere
This sphere
and remains
centred
of pure,
spend
the next
to the temple
keeps
repels
5.
Storm
stonn,
of Faith.
filling
boundaries
with
fire through,
and harmful
on the cleric
at all times.
except
even these
suffer
must
must
make
away
also
knocked
are unaffected
6. Breath
trom
a successful
Creatures
a cone
enemies
of his faith.
save (DC
large
Note
of sanctified
20) or be
size or larger
On the round
he is able
do
after
to
to the
creatures
at its boundaries.
this hymn,
The cone
the
20) or be
but stop
is
and
All
within
(personal)
singing
unleash
penalty.
stonn;
missile
of effect
engines
caught
Fort
by the winds.
finishes
Any
area
siege
of gargantuan
the cleric
winds.
for attacks
a successful
of hours
up a circular
by the powerful
make
down.
not extend
calls
is able
minor
to transfonn
equal
creature
that
an enemy to
faith.
50
their
If used
problems
repairs
nonnally,
as the small
to his
materials
necessary
trom
must
to patch
nonnal
once
sings
and
minor
repairs
perfonning
becoming
vennin
a congregation
or within
hours
trom
Large
After
cease
itself.
sundered gates.
a -8 circumstance
or smaller creatures
medium-size
blown
hymn
within
hurricane-force
into,
impossible
winds
This
the area
air 10
water
in a
the
rating.
of hit dice
inside
twelve
the temple
prevents
will
clean
all vennin
temples boundaries
receive
aside.
this hymn
The caster
problems.
of Air.
manoeuvrability
himself
this hymn,
siege engines
suffer a -2 circumstance
attempting
to fire on the temple.
4. Vault
to them
30 ft. above
is guided
may
be available
at roughly
on
for one
Animal Domain
60 ft. of the
push
The characters
and travel
of Air.
are transported
that would
chariot
and up to
or smaller
of air
enemies
within
The
The cleric
size
or worn)
that travels
9. Avatar
on
carried
a gust of wind
cleric
centred
damaging
to all enemies
temple's
perimeter.
a +4 cover modifier
causes
is sung,
the temple.
This
per round
following
was sung.
this hymn
allies.
hours
a 10-mile
the hymn
and protecting
ability
8. Chariot
ground.
2. Gentle
A cone
opponents.
radius
on a gentle
hand
all
a ten-mile
to them
can be no more
is heard
instantaneous
is sung,
within
drifting
The message
length
this hymn
a week,
this ability
dirty
or run-down
becoming
major
and
still be handled
are unable
up holes
to transport
in walls
or repair
CONGREGATIONS
2. Animal Attraction. (personal) Singing this hymn
calls a smallanimalto the cleric. The animalwill
arrive within IdlO rounds and will be ofa type
appropriate to the current area. Note that this animal
will remain docile for 5 rounds after being sununoned,
but is not under the control of the cleric in any way.
The prime use of this ability is to attract food for the
day and the animal that arrives will be able to provide
two meals for a medium-size adult.
8. SpiritBeast.(personal)
Id6
I
2
3
4
5
6
currently
is
if successful,
powerful
+1 baseattackbonus
+2 Ref Save
of its effect.
This hymn
All
receive
attacks
and
a +2 divine
of hours equal to
he may continue
Chaos Domain
Effect
+2 Move Silently checks
Animal spirit
Panther
Owl
Bull
Horse
Hawk
Rat
normal.
51
CONGREGATIONS
4. Chaotic
it creates
radius
Nexus.
(personal)
an unpredictable,
centred
on the cleric.
This
bonus
to all actions
taken
chaotic
and a -2 chaotic
chaotic creatures
effects
persist
cleric's
level.
penalty
flickering
bolts
the temple
within
attack
against
makes
a hostile
members
within
against
penetrate
for a number
of hours
the temple
This
attack
level
touch
This
equal
The effects
a wave
of
and causes
to any non-faithful
of the congregation.
attack
8. Chaotic
Focus.
completed,
the cleric
(personal)
When
is empowered
this hymn
to make
is
a single
ld6
equal
to
will
to its Base
of this power
to the level
releases
touch
who
causes
Bonus
hymn
or the
Attack
This
as
Resistance
equal
round
to the
a ranged
of the congregation.
or lower.
of the temple
by nonThis hymn's
any Damage
Bonus
a +2
wards the
of its enemies
Corrosion.
creatures
equal
makes
of the congregation.
of damage
of effect.
power
This power
action
taken
7. Chaotic
chaotic
a 50 ft.
provides
by chaotic
of rounds
is sung,
with
ripple
This hymn
the presence
anyone
the area
of chaotic
walls.
this hymn
ripple
to all actions
for a number
S. Chaos
Lightning.
congregation
against
points
When
chaotic
9. Avatar
of Chaos.
The
faith
defend
of the
the church
against
is
of the congregation
last
to
arrives
its enemies.
congregation.
Death Domain
6. Unpredictable
hymn, the cleric
Armour
rounds
Class
equal
Assault.
(personal)
receives
a +3 chaotic
plus
he makes
After singing
bonus to his
this
for a number
of
his Wisdom
modifier.
2, Grave
Pact.
(personal)
is also suffered
inflicted
by one target
is sung.
If the cleric
sings
on the
he selects at the
is slain, his
of any remaining
hit
If the cleric is
subsequently
the target of a raise dead or resurrect
spell, his target will also receive the benefits of the
spell. This hymn lasts for a number of rounds equal
to the cleric's
Wisdom
modifier.
3. Fertile
lead
cleric.
Note
that zombies
grounds
52
of the congregation
can be interred
during
each
and a single
of those
hours.
CONGREGATIONS
sunrise, at which time they dissolve into dust. Note
that these skeletons may not leave the temple grounds
under their own power for any reason and if they are
forced to do so, they immediately decay into dust.
Destruction Domain
1. Fury. Sung during times of battle, this hymn
provides any member of the congregation inside the
temple grounds with a + I divine bonus to attack and
damage rolls. In addition, the faithful receive IdS'
temporary hit points as their rage helps them to ignore
the initial clash of battle with the enemy. This ffffect
lasts for a number of hours equal to the level of the
congregation though any member of the congregation
that leaves the temple grounds during this time will no
longer receive the benefits of the hymn.
2. HammerHand.(personal)
4. Bonebreaker.
(personal) Singingthis hymn allows
the cleric to make a touch attack against any target
within 100 ft.. If the attack is successful, the target
sutTers I d6 hit points of damage per level of the cleric
and + I point of temporary Strength damage per 2
levels of the cleric's congregation. This strength
damagepersistsuntil all damagefrom the attackhas
been healed.
53
CONGREGATIONS
suffers I d6 hit points of damage.
Earth
Domain
8. Annihilation.
(personal)
When this hymn is sung, it
floods the area around the cleric with destructive energy.
All non-faithful creatures within 20 ft. of the cleric when
the hymn is sung suffers the loss of one-half of their hit
points (round down when determining how many hit
points are lost) and are stunned for 1d3 rounds.
(personal)
Upon singing
this hymn, the cleric sinks into the earth, fusing his
body with the healing energies of the ground in which
he rests. For the next eight hours, the cleric is beyond
the reach of any power, but emerges trom the earth with
the rising of the sun. The cleric emerges trom the earth
healed trom all wounds, though ability damage heals at
the normal rate.
3. Natural Reinforcement.
This hymn causes stone
and earth to flow up trom the ground and through the
structure of the temple. The effects of this hymn last
until the next sunrise, until which the walls and doors
of the temple naturally regenerate at a rate of 5 hit
points per round.
4. Stone Spears. (personal)
in a 20 ft. radius (centred
sharpened
on the cleric)
to burst with
54
CONGREGATIONS
of range. This hymn has a duration of fifteen minutes
per level of the cleric singing it.
8. ElementalAvatar. (personal)
8. Venomous
Blood.(personal)
Evil Domain
I. Profane Touch. When this hymn is sung, all
members of the congregation receive a +1 bonus to all
actions performed within the boundaries of the church
and all good characters suffer a -I divine penalty for
all actions performed within the temple boundaries.
The effects of this hymn persist for one hour.
Fire Domain
I. Eternal Flame. When this hymn is sung, fires lit
within the temple burn without the need for fuel and do
not spread beyond their original boundaries. The
effects of this hymn last for I day per level of the
congregation.
(personal)
4. Shock of Evil.
After singingthis
55
~ONGREGATIONS
Any
creature
portals
that attempts
suffers
6. Call
of Fire.
weapons
successful
attack,
points
number
When
7. Lances
of Lava.
church
points
in deadly
receive
On a
sacred
for a
hour
2.
of this hymn,
suffers
lava flows
in which
lava subsides,
to the earth.
of Flame.
it causes
(personal)
bonus
to his Armour
Holy
hymn
is rarely
conflagration.
flame
Flames.
blasts
used
This
hymn
Class
areas
the hymn
the
may
3.
only
bursts
Good-aligned
allowed
because
of the collateral
4.
destructive
a roiling
temple,
(personal)
After
a +2 sacred
when
singing
bonus
attacking
Choirs.
After
a +2 sacred
when
for I
this hymn,
to both
members
attack
the
and
of an evil
singing
bonus
attacking
this hymn,
to both
members
of this hymn
attack
the cleric
and damage
of an evil religion.
Force
of
of Purity.
(personal)
allows
the cleric
causes
and stuns
wall
The
per level
them
to make
Singing
a single
of the
of damage
this hymn
touch
altar
of
are only
6.
circumstances
worshipped
Extension
this hymn
damage.
that
creatures
in the temple
the god
attack
to non-good
5. Redeem.
When this hymn is sung
month, the alignment
of any individual
extending
immediately
temples
in the direst
a-I
lasts
cleric.
structure
effect
Blessed
effects
the next
rolls
religion.
per level
the cleric's
providing
a
until
is sung,
ofthe
This
suffer
of the congregation.
Zeal.
receives
This extremely
in urban
When
boundaries
to all actions.
receives
damage
3dlO
sunrise.
9. Obliterating
to all actions,
over them.
damage,
per level
bonus
the temple
penalty
cleric
rolls
8. Avatar
within
the congregation
sings this
within the temple boundaries
level.
boundaries
as the animated
a +1 sacred
creatures
lasts
to the words
of damage
flame.
an additional
to the cleric's
In answer
of the church
within
Good Domain
I. Sacred
Touch.
After
hymn, all good characters
This effect
barred
is sung,
in divine
inflict
of fire damage.
equal
these
this hymn
are wreathed
the weapons
of rounds
through
of fire damage.
(personal)
the cleric's
IdlO
to pass
4d6 points
will shift
to match
the alignment
of
by the congregation.
of Righteousness.
extends
the reach
(personal)
Singing
of congregational
to surround
hymns
the cleric
upon
allows
hymn
him.
This
effects
that
would normally
be used
only within the temple
to be used
cleric
anywhere
happens
standing,
the
to be
regardless
range.
This
for fifteen
of
hymn
lasts
minutes
per
Holy
When
sings
aligned
divine
granted
Separation.
a congregation
this hymn,
no evil-
cleric
cast
spells
or use
abilities
the temple
56
may
within
boundaries.
CONGREGATIONS
8. Martyr's
Blood.
the cleric's
body
that splatter
suffer
suffers
his blood
9. Inlluential
creatures
4d8 points
Tide.
this hymn.
of luminous
of damage;
blood
Those
of evil
the cleric
of Constitution
his body
within
singing
streams
2d4 points
leaves
After
with
all within
alignment
himself
(personal)
erupts
damage
as
in a rush.
When
10 miles
this hymn
is sung,
feel an irresistible
all good
pull toward
moving
toward it as fast as
lasts for 2 hours per level of
the congregation.
Healing
Domain
I. Divine Balm.
During the night following
singing of this hymn, any of the faithful who
within
the temple
additional
hit points
regained
2. Faithful
any healing
additional
through
I point
limit.
The effects
of the cleric,
during
will be healed
of damage
per level
to the
resting.
of this hymn
with
spells
cast
an
no upper
this time
of an
in addition
normal
Gift. (personal)
spells the cleric
level
cleric
boundaries
I d4 hit points
the
rest
per
by the
are affected.
3. Banish
Disease.
During the night following
the
singing of this hymn, any faithful
who rest within the
temple
boundaries
will
be cured
have
4. Purify.
(personal)
The instant the cleric finishes
singing this hymn all poisons
in a 20 ft. radius are
harmless.
magical
poisons
injected
into
This
ability
and does
a living
affects
not affect
only
poison
the Faithful.
may
there
of how
9.
Exalted
healing
radius
of 3 miles
that
potions.
of effect
to normal
potions
remain
remain
effective
effective
indefinitely.
and
equal
If removed,
Note
is sung,
of his congregation,
been
dead
or whether
body.
to the
the area
that these
hours.
57
direction.
the temple
All faithful
their
normal
to a
within
of this hymn
may
only
be sung
Domain
For one month
all knowledge
boundaries
receive
Knowledge.
the cleric
knowledge
potions
of this hymn
from
per month.
2. Divine
they
to radiate
of effect.
Inspiration.
hymn,
The performance
illnesses
within
temple
have
heal at twice
persist
of this hymn,
wounds
they
of their
in every
immune
I.
7. Healing
Waters.
When a congregation
sings this
hymn, a fountain
within the temple grounds
produces
of cure critical
long
energy
this area
Knowledge
number
If this hymn
any member
Healing.
causes
to brew
potion
individuals
per week.
nonalready
body.
are healing
once
(personal)
resurrect
once
he creates
by unfaithful
be sung
the cleric
6. Inspired
Potion
Brewing.
(personal)
This hymn
may be sung only once per week and allows the cleric
an additional
only
8. Raise
regardless
all potions
if imbibed
may
of any non-magical
disease.
rendered
no effect
the hymn
receives
skill checks
This hymn
after
skills
the performance
used
a +2 divine
(personal)
By performing
a +5 divine
made
within
within
the
bonus.
bonus
this
to all
CONGREGATIONS
3. Unearthly Sight. After the congregation sings this
hymn, each cleric within the temple is able to cast
scrying
4. Guidance. (personal)
Oncethecleric singsthis
Law Domain
I. Lawful Harmony. After this hymn is sung, when
two or more members of the congregation work
together on a single task, they each receive a +3
competence bonus to any skill checks related to that
task. The effect of this hymn endures for one day.
2. InnateOrder.(personal)
4. Shield of Law.
infuses
the cleric's
(personal)
shield
with
the divine
might
of his
- any
chaotic
creature
that flies
58
CONGREGATIONS
engaged in combat with an enemy of his faith. This
bonus stacks with all other bonuses, regardless of their
source. The effects of this hymn last for one hour.
think
possible
is
Luck Domain
I. Divine Chance. When the congregation sings this
hymn, all members of the faithful within the temple
boundaries may choose to reroll any attack or skill
check. If the character does reroll, he must accept the
new roll, even ifit is less than the original.
8. Second Chance.
who perform
(personal)
it surprisingly
- until
the next
Magic Domain
l. Aura Revelation. Any item placed on the temple's
altar while the hymn is sung will reveal all of its
magical properties to the leading cleric at the end of the
following day. Note that only one item may be so
identified each day, regardless of the number of altars
within the temple.
59
CONGREGATIONS
7. Divine Empowerment. This hymn causes all spells
beneficial to the congregation that are cast within the
temple grounds to be treated as if they were prepared
with the Empower Spell feat.
8. Enruned Soul.
(personal)
Perfonning
this
hymn provides the cleric with a +5 magical
resistance in addition to any other magic
resistance already in place. This effect
persists for one hour per level of the cleric.
Plant Domain
1. Lush Harvest. Whenthis hymn is perfonned,
any lands belonging to the congregation provide
quadruple their nonnal harvest each season. This
hymn can only be perfonned on the day prior to the
planting of a field.
2. BlessedYield. (personal)
3. Magical
casting of hannful
temple.
Filter.
of magic within
the temple
boundaries
this hymn
opens
the
or their
that prevents
Singing
within
When a forbidden
the temple
3. Nature's Cloak.
boundaries,
temple
spell is
the caster loses
4. ResidualMagic. (personal)
Whenthe cleric
itself
behind
this
hymn
hides
the
a seemingly
the congregation.
If this hymn is
persists
5. Armour
members
Perfonning
natural growth of
vines, shrubs, and trees, provided that it is located in an
appropriate
setting (i.e., not within a city or barrens).
This miraculous growth shields the temple from all
casual observers;
in order to find the temple, one must
After perfonningthis
of Thorns.
of rest.
of the congregation
boundaries
thorny vines
any creature
with
a +3 natural
armour
bonus
as thick,
boundaries
60
CONGREGATIONS
6. Treebond.
(personal)
Singing
bond
the cleric
and a specific
between
within
the boundaries
tree lives,
this hymn
of his temple.
the cleric
receives
forms
tree
As long
Damage
planted
as this
double
damage
20 points
from
fire-based
of damage
month.
another
the cleric
may
he receives
number
S.
of rounds
Impenetrable
preventing
each
not bond
Fruit.
tree planted
single
Singing
within
fruit
each
cure serious
this hymn
the temple
grounds
the congregation
when
eaten.
can be healed
produces
by the fruit,
dawn,
of
of plants
graft onto
his body.
water
as a single
he does
not need
the necessary
to eat.
sunlight,
a supernatural
(at least
remains
attached
to the cleric
equal to the cleric's
level.
9. Plantlife
hymn
Protectors.
creates
mounds
attack
commands
cannot
one within
Resistance.
the temple
of any type.
equal
This
to increase
same amount.
effect
cleric.
the Armour
may
persists
for a number
This
hymn
of rounds
Class
Class
of the
The
hymn
is sung,
make
no
a hostile
for a number
of
singing this
his own Armour
of another
by the
remain
to the level
by the cleric
immunity
Spiritual
causes
may
be used
breaches
in the
potta!s.
The power
worn
of this
by the cleric
Class.
equal
to damage
in
of the
at any
time.
3. Divine Deflection.
Performing this hymn provides
all members of the congregation within the temple
boundaries with a +3 deflection bonus to their Armour
Class.
61
Aegis.
This
to the level
with a +2
effect
lasts for
of the cleric.
of any type.
(personal)
by this hymn
the following
of days
This
changes
equal
can be ended
of minutes
of the congregation.
The Armour
including
(personal)
to its Armour
of 15 against
receive
The vine
to the verbal
this hymn
2. Sworn
Defender.
(personal)
After
hymn, the cleric may choose to lower
Class
day)
effect
Armour.
bonus
released
boundaries.
boundaries
to the level
ability
or extraplanar
natural
with
of this
clerics.
After
this hymn
to
Domain
1. Peaceful
sings
for a
7. Bastion
of Faith.
As a result of this hymn, divine
power suffuses
the structure
of the temple providing
it
mounds
This
any armour
8.
per level
and respond
again
shambling
Protection
minutes
the temple
be performed
summoned
action
mound
any intruders
or exit.
provides
each
cannot
The performance
to protect
Singing
hymn
receives
eat as normal.
for a number
one shambling
congregation
vine
an hour
If the character
he must
Portal.
and extradimensional
a number
and sunlight
to his level.
4/+1
it rots away.
by encouraging
adequate
equal
entrance
6. Fortified
of
8. Symbiotic
Sustenance.
(personal)
By singing this
hymn, the cleric gains intimate
insight into the divine
nature
the cleric
potion
Up to ten members
of the potion.
by the following
walls
a sacred
wounds
consumed
causes
Once
Reduction
with
the temple
7. Divine
(personal)
Damage
attacks.
to itself
Fortitude.
this hymn,
II-.
Reduction
4. Faithful
anyone
grant
school
is performed.
dawn.
The protective
the cleric
of magic,
This
effect
Spell
energies
Resistance
chosen
persists
at the
until
CONGREGATIONS
grounds automatically
stuns the target.
6. Burst of Power.
(personal)
After singing
this hymn, the cleric gains
a +ldivine bonus to his
strength per clerical level
for a number of rounds
equal to his level.
7. GiantToss. When the
congregation performs this'
hymn, one member of the
congregation per level of
the congregation gains the
ability to throw boulders as
if they were giants. Each
round, the blessed faithful
can throw a boulder; this
attack has a range of75'
and causes 2d8 + 8 points
of damage. The faithful
must be kept supplied with boulders and use their own
attack modifiers when hurling a boulder.
Strength Domain
l. Exalted Thews. Singing this hymn fills the faithful
with divine strength. Any members of the congregation
within the temple boundaries receive a +2 divine bonus
to Strength.
Travel Domain
1. Accurate Course. This hymn grants divine wisdom
related to plotting a course. Any travel planned by the
temple's lead cleric within one hour of the hymn being
sung will require 20% less time to reach its destination
than normal.
2. CartographicGuidance.(personal)
62
Ifthis hymn is
CONGREGATIONS
temple
that
creating
either
is linked
a portal
side.
of its own,
The
connection
between
spell
cast.
bonus
This
the prayers,
must
same
faith
width
abreast,
within
the
gateway
full-round
gateway.
of the linked
1000 miles.
to allow
The
version
The gateway
two horse-drawn
carts
by any member
lead
cleric
links
to
decides
at any
time
to walk
that sang
through
to the other
godroad
remains
side,
the hymn
they
in effect
cannot
return.
Paths.
(personal)
gives
the cleric
paths
of the world.
between
divine
This
The
of the
hidden
path
travel
directly
effects
is performed)
requires
between
chooses
to move
by 50%.
Note
and those
toward
distance
by the cleric
the cleric,
of this ability
this hymn
overland
(chosen
until
another
at the
that using
he guides,
points.
the cleric
location
to
The
either
or reaches
his
destination.
7. Mass
Transfer,
during
holy
above)
but travel
the mystical
the lead
hymn
Only
chooses
those
this
is possible
8. Bridge
of Faith.
this hymn
temple
once
through
This
is completed.
teleported
must
the teleportation
selected
the
for the
to the
in times
of
and up to five of
to the nearest
ability
may
occurs
All companions
be within
above,
of the godroad.
Performed
teleport
faith.
hymn,
that performed
the cleric
to instantly
the hymn
time
directions
the gateway
(personal)
allows
of the cleric's
per week
in both
currently
through
temples
(as
destination
at the destination
temple.
to major
a godroad
the current
can return
his companions
travel
creates
of the congregation
originating
duress;
hymn
gateway.
cleric
godroad
To facilitate
days,
be used
the instant
to be
of the same
of this hymn,
a ghostly,
shadowed
during
through
religion.
the effect
the altars
While
its former
image
at the
occurs.
63
of
the temple
location
of the temple.
Domain
locations
and valuables
within
rooms
or objects.
by clerics
no one else.
Other
with
decoration,
illusory
into a divinely
hymn
performing
decreases
Performing
guidance
be accessed
is under
ofthis
congregation.
6. Hidden
the hymn,
contains
areas
can pass
performing
it can only
churches
illusions
action to change
the destination
of the
This gateway
is also one-way,
while members
of the congregation
in this protoplane
other
it requires
time
important
of the
which
remains
1. Artifice,
When this hymn is performed,
develops
a series of impenetrable
illusions
is of
the
into a protoplane
temple
Trickery
congregation.
temple
of
is performed,
moved
other
one hour
this hymn
is temporarily
which
he can normally
be cast within
An enhanced
level
When
itself
of the congregation
If the cleric
he receives
an
or it is lost.
S. Godroad.
ofthe
temple
(personal)
for spells,
of the highest
spell
9. Multilocal.
of
from
of the congregation.
4. Enhanced
Spell Allotment.
sings this hymn while praying
additional
to be capable
persist
areas
of the temple
turning
decorated
even
spectacle.
congregation.
the temple
that disguise
the temple
as
These
of the faith,
but
are enhanced
the simplest
of
The effects
per level
of the
CONGREGATIONS
2. Glib. (personal) Foronehourafterperformingthis
hymn, the cleric receives a +5 enhancement bonus to
all bluff checks.
3. Aura of Mystery.
4. FalseImage. (personal)
8. Faceless.
(personal)
War Domain
1. Grim Resolve. This hymn fills the congregation
with the courage to withstand assault. Members of
the faithful receive a + I morale bonus to their
Armour Class as long as they are within the temple's
bounds.
2. DivineCommander.
(personal)
After thishymn
64
CONGREGATIONS
They suffer damage as per normal, but cannot be
reduced below I hit point. At the end of this hymn's
duration, all members of the faith within the temple
boundaries must make a successful Fortitude save (DC
20) or be instantly reduced to -I hit points.
Water Domain
1. Extinguish Flame. When this hymn is performed,
any member of the congregation can instantly
extinguish any fire (up to 10 ft. x 10 ft. in size) with a
mental command. Larger fires may be extinguished
section by section, or through the efforts of multiple
congregation members. This effect persists until the
following dawn.
2. Water Affinity.
(personal)
after singing
attempt
this hymn,
to slay another
favoured
4. Geyser.
erupts
Immediately
weapon
will
Fortitude
destructive
(personal)
energies are
his body.
make a Reflex
rate. This
8. Fatal Weapon.(personal)
movement
save (DC
a 20 ft. area to
15) or be knocked
down.
This
CONGREGATIONS
etTect
is instantaneous
water,
roughly
use.
The
lead
the geyser,
and releases
10 gallons
cleric
which
chooses
may
100 gallons
of which
of
can be gathered
the origination
be anywhere
within
for
point
of
Rains.
This
causes
of the temple.
as it falls
ffom
hymn
will be cured
which
they
sutTer.
a brief
shower
Any who
bathe
per round
the temple
rain falls
Fluid
for one
Exchauge.
The
to all caught
flood
boundaries
(personal)
performs
this hymn,
become
a large puddle
equal
in
of any non-magical
The
of damage
extends
in all directions.
the temple
8.
Cleansing
disease
Id8 points
within
boundaries.
5.
causes
to his current
water
clerical
equipment
cleric
not need
does
Once
the cleric
he may, as a standard
levels.
items
of rounds
The cleric's
also become
to breathe
while
The
6. Buoyant
Soul.
action.
(personal)
to walk
He retains
his normal
no actions
would
The power
on water
force
walking
other
than
the cleric
to make
check
while
concentration
check
is required
while
below
the waves.
lasts
to avoid
sinking
casting
per level
movement
moving.
concentration
water
of this hymn
as a full round
rate,
normal
Flash
that flares
Flood.
This
hymn
the same
walking
This
9.
on
Dome
causes
ability
to life in a circle
around
action.
The effects
attack
of this
a raging
the temple.
of the Sea.
a dome
creatures
thick
of the cleric.
unleashes
as a standard
persist
cannot
a spell,
The
7.
form
hymn
If a
The cleric
and
retains
the cleric
senses.
water.
in this state,
half-hour.
allows
action,
for a number
flood
The
of ocean
to surround
and extends
faithful
power
filled
the temple.
around
may
immense
water
pass
with
This
dome
the boundaries
ffeely
through
of this hymn
small
sea
is 50 ft.
of the temple.
the dome,
but
outsiders
can only access the temple if a member
of the
clergy opens a path for them.
Any who attempt
to enter
This
the dome
sutTer
without
a cleric
I d8 points
to guide
of damage
them
and begin
immediately
drowning.
Divine Overlap
Thereare
conflict
their
times
with
areas
the power
when
of ctTect,
that
the higher-level
level
first
sang
cleric's
If the hymn's
'.
66
Master
and which
will
randomly
hymn
fails.
come
cancels
prevail.
into
overlap
cancel
the levels
The
in
or contradict
of the
hymn
the other
sung
hymn.
level,
the higher-
Should
the lead
should
hymn.
compare
each
congregation
congregations
lead
may
If two hymns
of another,
congregations
If both
two hymns
one another.
in power,
determine
then
which
the Games
hymn
lasts
by
To SERVE THE
GODS
TYPES
OF VOWS
DIVINE LAw
Every religion has its own set of guidelines for
behaviour and lifestyle. While the average member of
a church does his best to live in a way that is acceptable
to the church, clerics must adhere to much more
stringent restrictions. The common worshipper does
not have any real ties to the church outside of his belief
clerics, on
and his membership in the congregation
the other hand, are directly tied to their god and his
servants, who will know if the cleric starts going
against the grain of the religion. The guidelines, edicts,
and proscriptions laid down by the clergy of a given
religion are collectively known as the divine laws of
that religion. Each god and, sometimes, each church,
has its own set of divine laws for the faithful and their
clerics.
comes to violating
minor
vows
They
are divinely
pains
to follow
of this nature
church,
mandated
them
continued
against
of the pact
to adhere
sacred
is always
violations
vows
represent
violations
relationship
without
of unwanted
at the very
their
least,
deeds,
cannot
even
commit
often
in a painful
churches
differences
the coherent
together
leading
the clerics
a good
church
religion,
without
much
thought
religion
as a whole.
While
chaotic
evil religion
may
just
plans
their
of how their
as likely
or even
plans
two churches
attempt
thwart
one another
attack
to put
that
is seen
of this
own
ends
may
affect
the
in the same
to work
to actively
of
internal
and work
within
Sacred
an arduous
are allowed
and irreversible
vows
delivered
to retain
together,
they
one
in open
under
in
manner.
its sway.
from
Still,
a divine
most
entity
to the mortals
of a chaotic evil
clerics
to one or two
to the current,
future,
A RELIGION'S
directly
plans
depending
CREATING
lack
such a
their affiliation
with the religion
at all. Evil religions,
particular,
tend to punish the breaking
of mortal vows
with death,
nature
They
several
his career,
to undertake
if they
of lawful
on the
haphazard
with
who
structure
their
worship.
teeter
They
that simply
get away
Clerics
they
are perhaps
against
the gods
another's
combat.
of all.
during
vow
for their
by
fear of divine
may
vows
of a mortal
be required,
deal
stringent
a cleric
transgression
penance
Violating
a great
of the church
of the sacred
one violation
heinous
beliefs
While
laid down
of self-destruction
aside
but
by the cleric
castigation.
the priest
will bring
core
be violated
the
warrant
in question.
noticed
on the priest,
Mortal
to the tenets
brink
a vow
is allowable,
will certainly
punishment
attention
between
mistake
take
failure
vow
should
Breaking
enough
and clerics
An occasional
it is a violation
down from
members
of their deity.
on the whims
related
or
based
on the needs of the god and the uses it has for its priests
VOWS
When
what
defining
vows
represent
a religion,
say about
the way
it is important
the church
in which
the church
They
to the
from
relates
restrictive
its view
of the world
it is for congregations
lives
without
an esoteric
has,
and clerics
violating
Mortal
to understand
in question.
to live their
religious
edict.
Below
are some
general
guidelines
for
use in creating
the vows ofa
religion,
organised
by alignment.
While
gods
the domains
dictate
within
a religion,
alignment
determines
organised
membership.
determine
religion's
following
each
ofa
religion's
the specific
vows
it is the
vows
and communicated
Use these
the number
are
to the
guidelines
and category
to
ofa
for
vow.
68
its followers,
it is also well
and
down
in stone
the things
There
evil religions
destructive
nature
could
never
are small,
of its priests.
chaotic
of numbers
both
due to attrition
from
natural enemies
and the lack of individuals
appropriate
mindset,
and further reducing
of available
clerics
set
that it demands
will do nothing
with the
the numbers
to support
the god's
power.
While there are certainly
a handful
of truly mad
gods that may demand
certain mortal vows from their
clerics,
it is extremely
Chaotic
uncommon.
Neutral
With
a distinct
moral
compass
that
the chaotic
the verge
of drifting
latitude
for organised
lacks
sacrifice,
a difficult
worshipers;
Vows
disregard
any real
neutral
apart.
time imposing
even clerics
in how
they
structure
leaning
religions
Gods
and a
toward
always
on
of this alignment
represent
self-
seem
the church
have
of
and their
deity.
This
means
neutral
that minor
churches.
their
divine
guidance
Sacred
have
vows
religions,
mostly
least pointed
all sacred
cleric's
without
little
life.
thing
congregations
out religious
in the world,
most
apart
in the chaotic
as guideposts
somewhat
with
a less oppressive
place
to keep
in the right
believes
strongly
in protecting
congregations.
This combination
that would
If presented
will break
from
their
of the congregation
a set of rules
to enjoy
for every
neutral
members
to follow
ability
laws
chaotic
vows
Even
and seek
unduly
restricting
the clerics
direction.
precepts
the actions
in this type
of his god,
sacred
vows.
clerics
will generally
Mortal
vows
there
stays
is little danger
In the course
swear
thrive
divine
bounty
wherever
ensures
they
that
spring
chaotic
good
up.
are most
vows
indoctrination,
to three
to five sacred
ability
comfortable
rather
attempts
done
his
with
faith
with.
than
to control
away
restricted
to pursue
will be restrictions
behaviour,
As
true to the
of their
to feel unduly
the clerics'
Almost
in violating
congregations
at
of the clerics.
of religion
and
religions
for their
religious
god.
neutral
long as a cleric
guidance
and providing
of hands-off
Almost
against
ways
in which
Some
minor
minor
evil
the religion
churches
vows,
vows.
all of these
blatantly
its priests.
restrictive
have
entirely,
and
congregations
into
to the god in
question.
may
exist
in a chaotic
against
repugnant.
A deity
instance,
may
have
neutral
religion,
but
of this alignment
will
mortal vow that is a
finds
vow
against
about
particularly
with animals,
from
ever
destroying
a magical
which
These
Good
religions
The clergy
oppressing
with
religions
of this alignment
will,
as noted
vows
above,
those
activities
the church
for their
will
clerics
focus
on ways
in
the faith
rather
than
finds
distasteful.
item.
Vows
vows
restricting
Most
the cleric
Mortal
Chaotic
god.
from
and these
the wanton
slaughter
of animals,
while a god associated
with magic
may require his priests swear to a vow that prevents
them
their
require
for
the common
folk.
the types
of behaviour
church.
to point
Proscriptions
common
69
good
serve
vows
a chaotic
likely
They
mortal
vows,
out
and also
of the church.
evil actions
but there
within
that spell
to be restrictive
are edicts
gods
who also
vows
are common
used
primarily
seven
minor
most
vows
of which
the safety
clerics
is typical
relate
a way
the cleric
religion
their
himself,
follow
provide
for
While
no real compunctions
vows,
so will
ensuring
them
or otherwise
have
to
evil church,
minor
that doing
and are
Five
for a neutral
to secrecy
of the religion
breaking
religions
the congregation.
of this alignment
about
such
in these
to direct
most
are set up in
be directly
detrimental
in the name
to
of the
of self-interest.
they
as chaotic
tendency
Because
between
clergy,
church
ofthis
of themselves
of this, sacred
vows
officials
promoting
religion
- such
are often
divided
behaviour
from
higher-ranking
your
of opposing
churches.
are common
a
else.
the
own agenda,
as backstabbing
have
anything
to promote
those
acts of violence
alignment
before
restricting
unwanted
such as backstabbing
while
members
to wanton
those
to the
high-ranking
In general, six to
in neutral
evil
religions.
oppose
the stagnation
require
vows
behaviour
vows
among
is a good
with
a strong
rather
than
of law with
to promote
chaos
their
clerics.
average
within
emphasis
restricting
Neutral
Evil
great
One
and
lawful
to three
a chaotic
on promoting
evil
zeal
or restrict
mortal
good
good
church,
actions.
in how goals
are actually
accomplished,
the neutral
evil religion
is able
on the goals
themselves.
These
comfortably
into society,
as their
work
itself.
together
or with individuals
hand,
of a neutral
evil religion
all manner
of questionable
Given
real problem
religions
On the other
Vows
disinterest
respect
Neutral Vows
behaviours
With a general
healthy
for those
members
have a
that helps
outside
them
no problem
actions
promotes
to
of the church
the congregation
have
to focus
fit
and clerics
performing
to achieve
their
ends.
a
way.
70
The
congregation
They
looked
Standing
dripping
trembled
up towards
in horror.
the altar,
body
of the temple
'The impurity
through
the hall.
a child,
could
'Be silent!'
commanded
All except
How
have
one.
He stood,
in the name
and
instantly
towards
turned
god forsaken
Upon
has been
cleansed
they
rushed
icon
been
Juratbus,
his tone
of the temple,
in the blood
Jurathus,
of a sinner!'
brooking
stared
no dissent;
their
toward
who
naturally
in horror.
the intruder,
drawing
leading
A side effect
congregations
choose
tend
to join
to small,
church
with
different
was a curved,
announced,
wall.
became
It was Domnios,
his voice
blades.
Jurathus
Domnios
He whispered
with
those
tight-knit
body
may
the same
who
each
merely
a word
Investigator
gestured
raised
a hand
and looked
IToze in place,
share
communities
This
will
their
holding
alignment's
ominously,
his hollow
are those
in life.
They
actions
deity.
that directly
in neutral
A god of wisdom,
restrictions
believe
a core principle
for instance,
While
and other
demanding
concerns
more
on the members
of these
should
structure
be
from their
chaotic
of the
religions.
of the god
against
of that
may forbid
good
that caring
congregation.
his
that promote
voice
at
times.
of a neutral
as if
of any religion
secondary.
religions
concern
Several
each group
Domnios
vows,
that form
of the church.
said
Mortal
of the church.
religion.
vows
echoing
silent.
the Special
unrecognised?
within
to follow
need?
stone.
gods.
smaller
Those
of greatest
hetman.
Jurathus
and they
honour
in their hour
of the town's
a sinner.
and Jurathus
towards
Now,
somehow
hanging
them?
the holy
to solid
had their
now.
Why
bloodied
religions
to agree to a single
heavily
leads
set of guiding
The domains
principles.
figure
quite
71
number
as a sort of
between
common
the congregation
man
is simply
the necessary
relatively
vows
vows,
would
them
which
religion,
unable
to learn
keeps
position
when
priests
they
Ten sacred
for a neutral
expected
all
of clerics
respected.
with
the number
the
and observe
good
to take at least
four of
congregations
good
and clerics
than
simply
a chance
expelling
for their
possible.
a single mortal
then,
to return
them
For
vow related
with
death or excommunication.
alignment
will
and reward
A religion
it
of this
vows,
all of
presented
with
the opportunity
to grow
Lawful
and
chaotic
impulses
of the common
man.
They also
believe,
however,
should
dominate
Neutral Vows
members,
bound
to tradition.
They
the
large number
helps
number
of people
- they
religion
to
vows
of the church.
to restrict
ensure
All
the lawful
restrictions,
mandated styles
in lawful
reassures
noticeable
many
worshipers
and
neutral
their
their
of minor
the freedom
loyalty
of the
to the institution
required
prayer
Travelling
around
times,
Typically,
rituals.
While
these rituals
especially,
of not
times
when in the field or on the road. Still, the vows are not
onerous
and do not unduly restrict the
particularly
lifestyle
of the congregation
members.
Fifteen
to
and
such minor
clerics,
evil religions.
a host ofreligious
of years without
Such stability
observing
evil religions will have a large number
congregation
congregations.
life entirely.
Lawful
in adhering to
changes.
in any world
firmly
churches
believe
vows
easily
The
down
have twice
that number.
have only
to the religion.
Lawful
as the clergy
weaker
as plentiful
use minor
and lower
as minor
vows and
evil deities
in position
than themselves.
vows
the middle
of a lawful
between
relish
in a manner
those
and restricting
inconsistent
neutral
encouraging
sacred
certain
of the world
actions
them from
of their
of their
around
duties
them.
The
72
a good
time.
A lawful
ten sacred
vows
clerics.
Their
is enough
need
There
in tune
are some
in order
of
trom
six to
to take
them
with their
gods'
clerics
Mortal
who
nature
needs
voluntarily
their
faith
in as
more
are always
and tend
the
and loyalty.
and honourable
well-meaning
and good
be short-sighted
intentions,
these
religions
can
and intolerant
conform
to their ideal.
When threatened,
the lawful
good church lashes out with its full might, seeking
to
quickly
destroy
proclaiming
on your
point
be a great
who
oppose
right
of view,
saviour
force
bent
can
on the
lawful
can be disconcerting
members
of both
sides;
between
perhaps,
these
more
between
any other
vows
to
religious
two alignments
common
than
wars
are,
those
religions.
in a lawful
good
religion
are designed
to promote
the virtues
good and condemn
the actions
of
evil.
loudly
Depending
good religion
a lawful
or a terrible
religions
Minor
it while
to do so.
of their enemies.
The parallels
good and lawful evil
destruction
between
those
its divine
Members
congregations
of lawful
are urged
neighbours
adherence
They
effective
the size of
and ensuring
to minor
vows.
for
a method
church,
remarkably
in maintaining
congregations
their
can.
with damnation
their
of
good
to help
their
all
Almost
good
church
tend
towards
modifYing
the behaviour
of the
congregation
to more closely conform
to the
ideals
represented
churches
of the church
by their
vows
to
on important
god.
is a good
enough
Between
average
establish
eight
for lawful
the
position
remembered
their
deity
charity
is a
to be found.
of
tailored
to support
representative
are no requirements
vows
the religion
neutral
orderly
but there
to do so.
of self-sacrifice
by lawful
and their
to declare
as possible,
not taken
them
vows
terms
have
are expected
for balance
to keep
mortal
may
to the clergy.
are simply
and wishes.
religion
and clerics
ascending
Mortal
strong
neutral
vows,
all when
take
or evil government
by the common
of the congregation.
73
SAMPLE
VOWS
Minor Vows
The vows in this section are those
followed, somewhat loosely, in the
day-to-day life of a congregation
member or cleric. The clergy
typically creates these vows to
assist the common member of the
congregation in remembering his
god in his daily activities.
Breaking them, while certainly not
recommended, is not a grievous sin
against the church in most cases.
For clerics, close observance of the
minor vows is expected, but this is
not a divine sanction if a cleric
breaks a minor vow while far from
civilisation, he is unlikely to suffer
reprimand from his church simply
because his infraction is unlikely
to be reported to his superiors. In
short, these are the types of vows
that are meant more to display
one's loyalty to the church to the
church fathers than to venerate the
god of a religion.
74
Sacred Vows
Sacred vows are those most commonly associated with
clerics. They represent the many prohibitions and
requirements that must be followed to properly venerate
a god and remain in good standing with their faith.
Very few members of the general congregation will
follow these vows due to their restrictive nature - those
with the devotion necessary to adhere to such vows
most often end up in the clergy in any case. Unlike
minor vows, sacred vows represent the covenant
betweenthedivine andthemortal. A cleric who breaks
these may find himself bereft of his granted powers and
ability to cast spells.
Ritual Mutilation:
In some religions, the rending of
the flesh is seen as a sign of devotion. Circumcisions,
radical piercing of the body, and branding are all
commonly taken as a part oflhis vow. As a cleric
advances in level, new and more detailed mutilations
are inflicted upon his body. These are sometimes, but
not always, extremely visible.
Idolatry:
To remind their followers of the god's
presence, this vow requires them to keep an idol in their
home or on their person at all times. Travellers are
required to bring their idols with them on journeys and
keep it close to them during the trip.
75
forbid
Clerics
to have
narcotics
Travel: This vow forces the cleric to get out into the
world and experience it for himself. Any cleric who
takes this vow must travel at least fifty miles each
month and spread the word of their god to those they
meet. Clerics who take on the responsibilities of a
congregation may have this vow rescinded in order to
allow them more time to spend with their temple.
Ministry:
A religion that does not gain new converts is
a religion that will soon be dead. Priests that accept
this vow are required to attempt to convert at least one
individual to the faith each month. Note that this must
be a different person each month and the attempt must
be sincere. Games Masters are encouraged to be strict
in judgement for this vow.
Fraternisation:
All religions have enemies it is the
nature of the beast. Clerics who take this vow agree to
never work with, travel alongside, or otherwise spend
time with members of an enemy nation, race, or
religion. While ignorance is an excuse in this case,
once the cleric becomes aware that he is in the presence
ofan enemy of his religion, he must immediately sever
ties with that individual.
Intoxication:
Clerics of boisterous gods often require
their clerics to undergo regular bouts of intoxication in
order to free themselves from earthly concerns and
come into contact with the divine. Alcohol, narcotic
herbs, and other means are used to enter an altered state
of consciousness which clerics claim allows them to see
the face of their god. This vow requires at least 8 hours
of intoxication each week.
The village was miles from anywhere, and nobody 'ever came to the local tavern that wasn't. )oca[ 'Thus it was an
"
I. even greater surprise that during the worst storms seen for a decade the door should open and a stranger enter. The
place was crowded, the strongest roof in the village being above them. That suited the stranger just so.
'Evening, friends,' he said cheerfully, rain cascading from the broad brim of his felt hat.
'Not much good about it,' said a voice in reply, not even noticing that the term had not been used. Such was the
state of depression that the villagers had sunk into.
'Well, that remains to be seen,' replied the visitor. He removed his hat, revealing a tanned, bald head, marked with
the emblem of a rising sun high on his forehead.
'Oh, sorry father,' said the other speaker, recognising the priest now for what he was.
'No need to be sorry my son. None at all. I hear that your village has been having a run of bad luck lately.' The
cleric smiled as he walked to the bar, looking up disdainfully as a particularly savage gust of wind sucked at the
roof above. He smiled warmly. 'Now, who's for a drink?'
76
BREAKING
A VOW
77
TO SERVE
THE
GODS
Violating a Mortal
Vow
78
cannot
violate
the first
transgression
between
the cleric
certainly
he' cannot
the same
returned
break
than
While
or another
to the good
more
one mortal
removes
violate
he has been
more
etTectively
than
vow
a cleric
mortal
graces
If a cleric
any vows
breaks
vow before
may
first
vow once
transgression,
mortal
of the church,
a sacred
first clear
he can be given
of the sacred
breaks
a mortal
he must
sin before
violation
he has a chance
for his
the taint
penance
of the
for his
vow.
PENANCE
Returning
As noted
above,
it is a relatively
to repent
for transgressions
is paid, forgiveness
goes on with life.
simple
against
is asked
But when
road
crime
minor
vows:
religions
a fine
the cleric's
back
to the path
righteous
sincere
a great
of the faith
a cleric
in his desire
before
not as severe
is accepting
his deity.
take
part
temple
uniting
in a cleansing
However,
before
fallen
the church.
the penance
raw gold
assigned
Raids
site, or even
the cleric's
or object
that seek
at least
political
paying
exact
personal
will require
himself
by other
entity
nature
retaking
the
laws
journey
is applied
to
all
who
have
suicidally
broken
difficult.
their
Destroying
of the quest,
tasks.
it must
directly
Whatever
have
benefit
the
a real chance
the church
of
and the
succeeds
in his quest,
other
clerics
will
However,
clerics
of his faith,
to perform
sutTers
to have
Games
religion,
a cleric
but then
While
cleric.
a sacred
he
from
the cleric
is once
again
able to
his activities.
or otTer a
a mortal
breaking
mortal
more
vows
penance
lightly
to those
clerics
should
divine
rebuke.
vow
penalties.
79
be careful
lightly
a sacred
a cleric
spell
is
should
otTtoo
permissible,
to receive
goes
service
Masters
has
who
broken
At this point,
experience
religious
of an atonement
a pariah.
is considered
to
of a sacred
against
his
gain
risky
to a repenting
of
religion.
against
territory
of an important
given
the casting
on his promise
and immediately
the cleric
this time
the
are often
work
in some
for a transgression
broken
not made
However,
during
his deity.
to clerics
are often
spell
will be
If the cleric
redemption
to either
the violent
tasks
not require
redeemed
given
of religious
into enemy-held
assassination
has
with
an entire
opposing
are certainly
temples
the cleric
relic,
repenting
he
donation,
from
vow does
back
of a
be worth
himself
vows
powers,
experience
reconnecting
divine
granted
to the quest.
his arduous
The quests
to the church
during
their
danger
benefits
the cleric's
that he learns
of the extreme
and power
to him prior
of a
gift to
of the cleric
succeeds
ability
vow
is often
a religious
while
it must
level
many
to clerics
religion
venture.
A cleric
the fonn
or an extravagant
or gems
item
and require
an enemy
leader
in re-
from
Because
instead.
dangerous
retrieve
come
to the church,
of a magical
returned
the clerics
take
succeed
promises
these
per character
While
significance
Tasks
cases,
and must
acceptable
delivery
certain
back
a mortal
This
very time-consuming
sorely.
if the cleric
lengthy
the church.
involved,
casting
within
he
will require
he is accepted
for breaking
from
the cleric
must
is generally
the ritual,
secure
to be performed
pieces
wealth.
itself
If a gift is request,
300 gold
he shares
his deity.
In most
task
in a cleric's
the cleric
perfonned
ritual
performing
brother.
this,
with
will certainly
promised
ritual
The
vow, the
event
of the bond
from
symbolism,
the cleric
temple
a weakening
of his faith.
a mortal
vow is a crucial
To recover
a quest
very dangerous,
as breaking
of a sacred
most
provided
to do so, they
task to be completed
a drastic
While
of the
such
task.
to return,
While
after
will allow
appears
and granted,
and the cleric
a sacred or mortal vow is
sundered,
to the bosom
against
once
may
who
flaunt
their
find
otTenders
penance.
a year
transgresses
or atonement.
be well
their
vow once
who
than
that repeat
with
may be
against
his
himself
The gods
disobedience,
unable
do not take
and
of taunting
DOMAINS
OF THE GODS
DOMAINS
OF
THE GODS
Air Domain
Estate of Wind
This estate provides clerics with the freedom of the
wind, allowing them to move through the world like the
breeze itself. This minor domain is also suitable for
those gods who specialise in travel or liberty.
3. Freedom of Movement:
despite impediments.
5.
7. Wind Walk:
and travel fast.
9. Freedom:Releasescreaturesuffering
imprisonment.
Estate of Tempest
5.
Animal Domain
Estate of the Beast
The estate of beast calls upon the destructive power of
animals to thwart the enemies of the cleric. This es.ate
is most commonly granted by deities of a primal nature
as well as those deities that see animals as tools to be
dominated and used rather than as allies.
5.
80
Awaken:
DOMAINS
3.
7.
Destruction:
9. Mord's Disjunction:
magic items.
Death Domain
Estate of Execution
While killing for its own sake is an undeniably evil act
in most cases, there are times when a death is called for
by mortal or divine law. Clerics who adopt this estate
serve deities that believe in justice and the judgement
of those who do wrong.
OF THE GODS
abilities.
9. Sympathy:
creatures.
Chaos Domain
7.
Estate of Chance
Gods related to randomness or unpredictable fortune
often grant the estate of chance. Clerics
who adopt this estate represent the
fickleness of the divine and their
abilities are unpredictable at best.
3. Blink: You randomly vanish and
reappear for I roundllevel.
5. Rainhow Pattern: Lights prevent
24 HD of creatures nom attacking or
moving away.
S.
on all sides.
Estate of Decay
When all order is removed nom a
system, it begins to decay, breaking
down and falling apart as entropy takes
its toll. Gods who grant this estate are
often fatalistic and bring messages of
the inevitable doom that is the fate of
all things.
81
DOMAINS
OF THE GODS
this estate is most often granted by the powers of evil,
more than one good deity provides the powers of this
estate to holy assassins trained to target enemy priests.
3. Hold person:
round/level.
5.
7.
Destruction:
9.
Estate of Rupture
Where the estate of murder focuses on the annihilation
oflife, the estate of rupture centres on the destruction
of objects and structures. Clerics armed with the spells
of this estate specialise in siege warfare and terrorism,
using their divine power to lay waste to enemy and
civilian dwellings and armaments.
3.
7.
Destruction:
Earth Domain
Estate of Depths
This estate provides clerics with power over the dark
caverns and hidden spaces deep below the surface of
the earth. A favourite estate of the gods of dwarves and
other subterranean dwellers, these spells are also often
granted to those who must battle the creatures lurking
within the earth.
5.
9.
Destruction
Domain
Estateof Murder
Godswho revel in thewantondestructionof life grant
Estate of Material
Gold, gems, iron, stone, and other materials are all
brought up fTom the lands below and the spells of this
estate are related to this aspect of the earth domain.
DOMAINS
looked
across
damn
-"
checked
Xanthus
his enemy
anticipation.
to whatever
Why
An was ready-
heel
any would
such
pick
weak
another
--.
It was perfect."
gods
deity
kept
was now
for those
was beyond
right
that failed
was" ready- -
Everything
to produce
them-
OF THE GODS
the document
He chuckled
nastily
losing
Xanthus
furiously,
goblet
off as he slipped
crashed
towards
need
Gods
with
a focus
on structure
on a
the
as he did so.
watched
in horror as his carefully
prepared
room became
splattered
in red wineHe looked
to where the hapless
man lay upon the floor.
He drew his ceremonial
dagger quietly.
'No
in
him-
just brought
you a mug of...' the servant's
The door suddenly
swung open.
voice tailed
'I've
rug that he did not even know his master owned.
Performing
an impressive
splits, the servant
ground,
He
that would
and stability
often
grant
5.
Harm:
7.
Forcecage:
9.
Energy
Subject
loses
an but
around
Id4 hp.
this estate.
3.
Keen
Edge:
Doubles
normal
weapon's
range.
5.
Wall
of Stone:
20 hplfour
levels;
Estate
both
Domain
Estate of Crime
The gods who grant this estate promote larceny and
other criminal behaviours in their clerics and fonowers.
Armed with these spells, the clerics are able to commit
an manner of crimes in the names of their deities.
3.
Improved Invisibility: Subject is invisible for 10
min.llevel or until it attacks.
False
7.
Shadow
9.
Thief
Vision:
Fools
Walk:
Soul
*:
Step
scrying
into
Caster
with
an inusion.
shadow
gains
to travel
the skins
rapidly.
of a dead
rogue.
Estate
of Pain
Torture
and violence
are part
worlds
and, whether
human
priest,
coerce
your
there
enemies
are times
and parcel
when
into tening
of most
shaman
fantasy
or a
it is necessary
you what
to
you want
to
know.
3.
Agony
damage.
*:
Target
suffers
intense
pain
Drain:
Subjeet
imprisons
gains
an inside.
2d4 negative
levels.
of Conflagration
9.
Repel Metal or Stone: Pushes away metal and
stone.
5.
of force
Fire Domain
can be shaped.
Evil
Cube
threat
and subdual
83
simpler
and more
presence
comfortable.
not with
the tame
infernos
eye.
that
makes
life
of an
DOMAINS
OF THE GODS
7.
Fireball:
9.
7.
Estate of Purification
This aspect of the fire domain focuses on the healing
aspects of flame the heat that cleanses the taint of
corruption or the stench of infection from its target. Of
course, the fire often does a great deal of damage in the
purification process.
9.
Healing Domain
Estate of Cures
While the healing domain is concerned with the repair
of physical injuries of all types, this estate provides the
specialised magic necessary to combat disease, both
magical and mundane.
3.
.
9.
True Resurrection:
As resurrection,plus
remainsaren'tneeded.
Good Domain
Estate of Assistance
The support role of clerics is
emphasised by the spells of this
estate, which are granted by those
deities that stress teamwork and
aid over direct action or violence.
Estate of Antivenin
This estate gives clerics the
abilities they need to thwart
the progress of poisons and
prevent the use of toxins
against the faithful.
5,
Neutralise Poison:
Detoxifies venom in or on subject.
7.
Greater Restoration: As
restoration,plus restoresall levelsand
ability scores.
intercession.
9, Drowning Poison
*: Kills those who
use/carry poison and detoxifies all poison in
area.
Estate of RIghteousness
This estate represents the aspects of deities concerned
with the divine rightness of a religion's actions.
84
DOMAINS
Estate of Decree
As is often the case, the clerics who accept this estate
believe that they, guided by their deity, should be the
ones to establish the laws of the land. The spells of this
estate help them to establish their dominance over
others.
Knowledge Domain
Estate of Intuition
The mind works in mysterious ways, and the spells of
this estate allow it to plumb the murky waters of
intuition to reveal knowledge previously hidden.
3. Locate Object: Senses direction toward object
(specific or type).
5.
7.
Estate of Secrets
Not all information should be available to everyone and
the gods who provide the spells of this estate believe
that it is their duty to ensure that dangerous or
damaging information is kept out of the hands of
undeserving mortals.
3. Obscure Object: Masks object against
Luck Domain
Estate of Fortune
Deities that grant this estate encourage those who
follow them to trust in divine luck to see them through
and provide these spells to help their clerics
demonstrate the power of good fortune.
divination.
5. Confusion:
round/level.
OF THE GODS
7.
9.
Mindcrypt
Law Domain
Estateof Order
Religionsthat favourthis estatebelievethateverything
in life hasa placeandthatevil only prosperswhenthe
divine orderis disturbed. Judicioususeof thesespells
canbe usedto returnthingsto their naturalorder,or to
at leastminimisetheeffectsof chaos.
3. Dimensional Anchor:
movement.
5. Planar Binding:
to 16HD.
7. Banishment:
creatures.
9. Imprisonment:
earth.
9.
Miracle:
Estate of III-Omen
When the enemies of the church believe they have the
faithful under the hammer, clerics with this estate can
often tip the balance by provoking a run of bad luck for
their oppressors.
Bars extradimensional
3. Bestow Curse: -6 to an ability; -4 on attacks,
saves, and checks; or 50% chance oflosing each action.
5.
9.
85
Antimagic
DOMAINS
OF THE GODS
Estate of Weakness
Clerics attuned to this estate use their granted powers to
weaken their opponents, crippling their ability to hinder
the faithful.
Magic Domain
Estate of Augmentation
Clerics use the spells !fom this estate to improve the
abilities of themselves and the faithful to increase their
odds of success during divinely mandated missions.
3. Confusion:
roundllevel.
5.
7.
7. Crippling
damage.
9. Imprisonment:
earth.
Plant Domain
Estate of Nature's Force
Thepowersof this estateareattunedto
thewild aspectsof nature,thethick,
lushgrowth of thedeepjungle andthe
creepingdestructionof lichensand
hidden roots.
3.
booby
Snare:Createsa magical
trap.
5.
Hallucinatory Terrain:
Makesonetypeof terrainappearlike
another(field into forest,etc.).
7.
guardian.
9.
Maze: Trapssubjectin
extradimensionalmaze.
Estate of Cultivation
This estate assists clerics in taming the
powers of the forest and wilderness,
bending it to their will and focusing its
energies in directions that are beneficial
to the cleric and his congregation.
3.
Diminish Plants: Reduces
sizeor blights growthof normalplants.
5.
Antiplant Spells: Keeps
animatedplantsat bay.
7.
Cultivation *: Creates
cultivatedfields !fom wilderness.
86
DOMAINS
OF THE GODS
Estate of Avoidance
The best way to keep from being hanned is to be
somewhere else when an attack arrives. Clerics of
this estate specialise in moving themselves or
their allies out ofhann's way, letting the danger
pass by without incident.
3.
Blur: Attacksmisssubject20%of
the time.
5.
Improved Invisibility: As
invisibility, but subject can attack and
stay invisible.
7.
Mislead: Turnsyou invisible
andcreatesillusory double.
9.
Relocation *: Transport
religiouscreaturesto friendly temple.
Strength Domain
Estate of Might
The spells of this estate provide the
cleric with the strength and
detennination to smite his foes and lay
waste to the holdings of his enemies.
3.
(max
Estate of Deflection
This estate specialises in turning danger away from the
targets of its spells, protecting them by redirecting the
forces of violence.
7. Spell Thrning:
at caster.
9.
7.
Estate of Power
Gods who favour this estate are concerned with more
ephemeral fonns of strength than simple muscular
might. These spells assist clerics in improving their
magical capabilities and cowing others with displays of
their divine strength.
5.
9. Earthquake:
radius.
Protection Domain
5. Forbiddance:
alignment.
87
DOMAINS
OF THE GODS
Sun Domain
Estate of Life
In the iconography of many religions. the sun is a
sourceoffife andliving energy.The spellsof this
estate promote this aspect of the sun, giving clerics a
stronger grasp over the grave.
9.
Travel Domain
Estateof Pathfinders
This aspectof thetravel domainis grantedto those
clericswho musttravelacrosswild placesandthrough
forbiddingfrontiers. Its spellsoffer insight into the
properdirectionto travelandoffer someprotection
from dangerousencountersin thewild.
7.
3.
3.
drains.
Resurrection:
9. True Resurrection:
aren't needed.
Estate of Sunset
Where the sunrise brings on new beginnings, the sunset
denotes an ending. Gods who grant the spells of this
estate urge their clerics to help in bringing on the
natural ending of any cycle, including the circle of life.
7.
Etherealness:Travelto EtherealPlanewith
3.
Estate of Discovery
Clerics who take this estate as their own travel the
world in search of undiscovered ruins or
strange relics that may hold the key to
religious insight. The spells of this estate
point them in the right direction to begin
their search and assist them in unravelling
the mysteries they find.
companions.
Trickery
Domain
Estate of Lies
Trickster gods are prone to lying, and
their priests must often do the same. This
estate provides spells that aid deception in
all its fotms.
88
DOMAINS
3.
Confusion:
round/level.
5.
gain
Righteous
+4 Str.
5.
Subjects
7.
Destruction:
9.
Implosiou:
Mind
Fog:
Might:
OF THE GODS
Kills
subject
and you
and destroys
remains.
che9ks.
7.
Veil: Changes
9.
Sympathy:
appearance
of group
Kills
one creature/round.
of creatures.
Water Domain
Object
or location
attracts
certain
Estate of Drowuing
creatures.
Estate
of Illusion
are near
The spells
of this estate
the senses,
creating
focus
illusions
on tricking
the mind
and
clerics
and
roaring
enemies
any water
regardless
at all.
with
With
can be visited
on
of whether
or not they
the spells
of this estate,
or even summon a
water
3.
Invisibility
invisible.
Sphere:
5.
Image:
Includes
Permanent
sight,
sound,
and
smell.
Estate of
Illusion
hides
area
from
vision,
scrying.
7.
Oedema
strike
with
before
The spells
stealth
the enemy
of this estate
and accuracy,
Deluge
is aware
5.
False
7.
SpellstalI:
9.
Time
Hides
Vision:
Fools
Stores
Stop:
help
bringing
clerics
3.
to
subject
scrying
one spell
when
a battle
and disregard
are used
into reckless,
the slavering
water
floods
area.
of Blood
Thin Blood *:
Increases
vulnerability
of target
to
damage.
woe to their
from
divination,
with
an illusion.
in wooden
quarterstaff.
for Id4+1
rounds.
of Berserk
are times
ferocity
Summoned
that it
scrying.
Estate
*:
foes.
Nondetection:
There
bodies.
cleric.
are won
unsuspecting
Ambush
battles
is in danger.
3.
Estate
Screen:
Many
estate
5.
9.
War Domain
3.
targets'
7.
Mass Invisibility:
range.
9.
3.
by clerics
last.ditch
jaws
True Strike:
is won
for safety.
through
The spells
of war gods
assaults
sheer
of this
to urge their
to snatch
allies
victory
from
next
attack
of defeat.
Adds
+20 bonus
to your
roll.
89
5.
7.
9.
kills
subject.
levels.
DIVINE
SPELLS
immediate
DIVINE SPELLS
his chapter
contains
new divine
magic
themselves
preceding
chapter,
to the domains
a small
spells.
treasure
While
trove
from
which
they
were
thereafter
of
entire
rolls
ofsubdual
damage
and an
of sub dual
damage
each
the spell
of the touch
Creatures
in the
to belong
points
until
the time
the spells
originate
with the estates
they can also be assumed
Id8 points
additionalld8
affected
duration,
ends.
attack
A successful
negates
by this spell
round
Will save at
the spell
scream
entirely.
in pain
for the
to all attack
a -I penalty
due to their distracted
state.
and suffer
and skill
checks
derived.
Avatar
Agony
Conjuration
Necromancy
Level:
Clr 9, Good (Righteousness)
Components:
V, S, M.
Level:
Components:
3, WizJSor
5.
V, S.
Casting
Time:
I action.
Range:
Touch.
Target:
One
creature
with
fewer
hit dice
than
the
Time:
Range:
Close
Effect:
One
Saving
Saving
One
Throw:
Spell
This
Casting
Dnration:
cleric.
Duration:
Resistance:
spell
allows
round
per level
Spell
of the cleric.
Will negates.
the caster
with a successful
touched
creature
fails
to cause
melee
inestimable
touch
attack.
it suffers
pain
I round.
summoned
to
I round/level.
None.
Resistance:
the avatar
an
allowed)
of the caster).
avatar.
No.
this spell
summons
deity, a glowing
shadow
up to smite unbelievers.
If the
9.
Throw:
Casting
Yes.
a target
[ Summoning]
suffer
an avatar
the effects
as if a 20th
the avatar
damage
of the
level
any member
I ear
spell
cast
it.
wizard
of an enemy
faith
automatically
each
of the caster's
round
within
suffer
until
(no
save
In addition,
50 ft. of
2d8 points
they
move
of
out of the
area.
Material
component:
to the caster's
A sacrifice
appropriate
at 500 gp or more.
god valued
The sacrifice
is wholly consumed
during the
casting of the spell and does not have to be
ritually
offered
as outlined
on p102.
XP Cost: 500
Cavernous
Travel
Transmutation
{Teleportationj
Time:
Range:
Touch.
Area:
those
Circle
who
Duration:
I action.
up to 20 ft. radius
activate
Throw:
Resistance:
No.
this spell
is cast,
circle
of black
circle.
light
surface
Any
circle is instantly
spot underground.
within
(D).
None.
When
horizontal
that transports
it.
Spell
entire
7, Drd 8.
20 minutes/level
Saving
90
(Depths)
V, S.
the grounds
it creates
upon
large
creature
a glowing
the ground
enough
or other
to contain
that steps
the
into the
transported
to a designated
The destination
must lie
of a temple
dedicated
to the
DIVINE
SPELLS
caster's
deity and have been visited at least
once by the caster in question.
Note that
for the duration
transported
of this spell,
by the spell
to tpe location
any creature
can elect
of the original
Crippling
to return
circle.
Fog
Necromancy
Level: Clr 7, Magic (Weakness) 7, Wizl
Sor 8.
Components:
V. S.
Casting Time: I action.
Range: Medium (100 ft. + 10 ftJlevel).
Effect: Cloud spreads 50 ft. wide and 10
ft. high.
Duration:
I minute/level.
Saving Throw: See text.
Spell Resistance:
Yes.
This spell creates a glistening cloud of
purple fog that stinks of mold and old
leather. Any creature within the fog must
make a Fortitude save or suffer I point of
temporary ability damage to their highest
physical ability each round. Creatures
within the fog must make a new Fortitude
save each round or suffer damage as noted
above.
Cultivation
Transmutation
Level:
Clr 7, Plant
Components:
Casting
Time:
Range:
Touch.
Effect:
Two-mile
Duration:
Saving
Spell
Saving
centered
on cleric.
This
Instantaneous.
into cultivated
Note
effect
wilderness
fields
sewn
and does
with
within
the area
crops
appropriate
has no effect
not increase
produced
with
four times
of
causes
Reflex
the normal
amount
of food
from
flood
action
them.
Other
Creatures
suffering
Level:
Time:
Range:
Long
Effect:
50 ft.-radius
(Drowning)
of damage
cumulative
ends,
9.
affected
5 rounds.
(400
ft. + 40 ft.nevel).
spread,
20 ft. high.
91
of the spell's
that make
thereafter.
immediately
area
round
round,
dissipates
their
from
into
a loss of
and an
of damage
suffer
the
it crashes
suffer
in the initial
Thus,
in the third
the water
area of
of the water
characters
additional,
into
in mid-air.
of the water
2d8 points
damage
Conjuration
to wash
portal
rises
of damage
on the first round,
damage
in the second round,
Deluge
of water
a sparkling
violent
round
(see text).
will
time,
a frigid
spreads
and then
half
Yes.
of effect
violently
in
in the cultivated
fields it produces.
The fields
produce
a bountiful
harvest
at the appropriate
however,
spell
The water
No.
converts
rounMevel.
Reflex
Resistance:
the area
No.
this spell
One
Throw:
Spell
Resistance:
forested
7, Drd 6.
Duration:
radius
Throw:
Casting
effect
(Cultivation)
V. S.
I action.
each
of
of
and so on.
When
this spell
in a rainbow
mist,
leaving
the
DIVINE SPELLS
Drowning Poison
Healing Flame
Transmutation
Level: Clr 9, Drd 8, Healing (Antivenin) 9.
Components: V
Casting Time: I action.
Range: Touch.
Area: 100 ft. radius circle centered on caster.
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
When this spell is cast, any creature within the area of
effect of 10 HD or less and is either carrying poison or
has a natural poisonous attack must make an immediate
Fortitude save or die as the very poison it intends to use
suddenly fills its veins to overflowing. If the creature's
save is successful, it suffers no damage but any poison
on or within its body is rendered inert for a period of
48 hours, after which it returns to normal potency.
Conjuration
Level: Clr 7, Fire (Purification) 7, Drd 8.
Components: V, S, M.
Casting Time: I action.
Range: Self.
Area: 5' radius emanation centered on caster.
Duration:
I round/level (D).
Saving Throw: Will (harmless).
Spell Resistance: Yes (harmless).
When this spell is cast, any open flame (such as a torch
or candle) held by the caster expands into a diffuse,
warm light that fills the area affected by the spell. Any
allied individual that spends a full round within the
spell'sareaof effect is immediatelyhealedfor Id4 +
caster's Wisdom modifier hit points of damage. This
healing occurs at the end of every full round the
character spends in the area of effect.
Erosion
Conjuration
Level:
Components: V, S.
Casting Time: I action.
Range: Touch.
Target: One-mile-radius circle, centered on caster.
Duration:
Id6 days
Saving Throw: None
Spell Resistance: No
When this spell is cast, the winds sweep in low to the
ground, shredding leafy vegetation and stripping away
layer after layer of fertile top soil. Any crops in the
field are leveled by violent dust devils that strip leaves
from stalks and fruits from the trees. The devastation is
so severe that no crops will grow in the area for one
year.
Exalted Domination
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 9, Law (Decree) 9.
Components: V, S.
Casting Time: I action.
Casting Time: I action.
Range: Medium (100 ft. + 10 ft./level).
Area: Burst (5 ft./level).
Duration:
I day/level.
Saving Throw: Will negates.
Spell Resistance: Yes.
As dominate person, except that the spell affects all
creatureswithin theareaof effectup to a total number
of hit dice or levels equal to the cleric's level.
92
DIVINE
SPELLS
Lung Burst
Conjuration
Level:
Components:
Casting
Time:
Range:
Touch.
Target:
One
Duration:
living
Fort negates.
Resistance:
After
casting
Yes.
this spell,
its effect
attack.
their
creature.
round/level.
Throw:
Spell
discharge
lungs
begin
the caster
by making
If the target
fails
their
to fill with
must
a melee
ofsubdual
damage
each
is allowed
a saving
throw
beginning
of each
indicating
their
must
ability
out of their
the spell's
affected
oozes,
by this spell.
creatures,
possess
Note
while
lungs
Material
molds,
causing
round.
at the
a success
and cough
freeing
them
that target
a respiratory
slimes,
with
to hack
lungs,
effects.
possess
round,
save,
seawater,
Id8 points
target
touch
Fortitude
The
water
5.
1 action.
One
Saving
(Drowning)
V. M.
system
Creatures
the
from
creatures
to be
such
as
and plant-based
certainly
living,
component:
do not
to this spell.
A one-ounce
vial of
saltwater.
Material
Disruption
Evocation
Level: Clr 6, Destruction (Rupture) 5, Drd 5.
Components: V. 5, OF.
Casting Time: I round.
Range: Close (25 ft. + 5 ft.llevel).
Area: Burst (20 ft. + 5 ft.llevel).
Duration:
Instantaneous.
Saving Throw: Fort negates (seetext).
Spell Resistance: No.
Whenthis spell is casta waveof powerwashesover
everypieceof armor and everyweaponin the areaof
effect, causing Id4 hit points of damage per level of the
caster(to a maximumof 15d4). Carried or equipped
itemsareentitledto a Fortitude saveto negatethe
effects of the spell, and the hardness of all objects is
subtractedfrom the damagethat is dealt as normal.
Weapons or armor destroyedby this spell arebeyond
Clr 9, Knowledge
Components:
Casting
Time:
9, Wiz/Sor
I yearllevel
Throw:
Spell
Resistance:
When
this spell
an insidious
or until
spell
is activated.
None.
No.
trap waiting
mindcrypt,
Intelligence
suffering
2d6 points
of permanent
damage.
Misfortune
Transmutation
Level: Clr 7, Luck (Ill-Omen) 7.
Components: V. S.
Casting Time: I action.
Range: Touch.
Target: One creature.
Duration: I week/level.
SavingThrow: Will negates.
Spell Resistance: Yes.
{Mind-Affecting]
(Secrets)
Self.
Saving
Mindcrypt
Level:
Touch.
Target:
Duration:
repair.
Enchantment (Compulsion)
Range:
9.
V. OF.
I action.
93
DIVINE
SPELLS
damage
Oedema
Conjuration
Level: Clr 7, Drd 8, Water (Drowning) 7.
Components: V. S.
Casting Time: I action.
Range: Close (25 ft. + 5 ft.llevel).
Target: Up to 3 HD of living creatures/level, no two
of which can be more than 50 ft. apart.
Duration:
One round/level.
Saving Throw: Fort negates.
Spell Resistance: Yes.
This spell causes frigid brine to fill the empty spaces in
the target's body, rupturing flesh and bone with intense
pressure. All living creatures that fail their saving
throw (including slimes, molds, plant-based life, and
other exotic life without standard biology) immediately
suffer 2d8 points of damage and an additional Id8
points of damage each round thereafter for the duration
of the spell.
Obedient Growth
Transmutation
Level: Clr 9, Drd 7, Plant (Cultivation) 9.
Components: V. S.
Casting Time: I action.
Range: Touch.
EtTect: One acre/level.
Duration:
Instantaneous.
Saving Throw: No.
Spell Resistance: No.
When this spell is cast, the caster causes all plant
growth in the area of effect to grow into shapes at his
command, instantly transforming to match his desires.
While this cannot be used as an attack form or to
provide a defense, it can be used to create buildings of
all shapes and sizes a caster can even construct a
temple provided there is woodland of sufficient area to
be provoked into growing correctly. When creating
structures, every 10 ft. x 10 ft. x 10 ft. building (or
building section) requires 10,000 sq. ft. of wooded
land to create, all of which must be contiguous. Thus,
a 30 ft. x 30 ft. x 30 ft. building would require a
Relocation
Transmutation {Teleportation}
Level: Clr 9, Protection (Avoidance) 9.
Components: V. S.
Casting Time: I action.
Range: I mile.
Targets: All religious creatures within a 100
ft. radius burst.
Duration:
Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
When this spell is cast, all creatures that
religiously venerate a deity are instantly
transported to the nave or courtyard of the
nearest temple dedicated to their god.
Creatures without a religion are completely
unaffected by the power of this spell.
Revelation
Divination
Level: Clr 9, Drd 9, Travel (Discovery) 9.
Components: V. S.
Casting Time: I action.
Range: 60 ft.
Area: Quarter circle emanating ftom the
caster to the extent of the range.
Duration: One hour per level.
Saving Throw: None.
Spell Resistance: No.
When this spell is cast, the caster gains
supernatural insight into the world around him
94
DIVINE
andawarenessof theperils it holds. As a standard
action, the caster can scan the area in front of him and
automatically detect any traps, natural hazards, poisons,
secret doors, undead, or creatures (visible or invisible)
out t~ the extents of the spe1l's range.
SPELLS
Spectral Gallows
Conjuration
Rotbreath
Necromancy
Level: Chaos (Decay) 3, Clr 3.
Components: V, S, M.
Casting Time: I action.
Range: Close (25 ft. + 5 ft.llevel).
Area: Cone.
Duration: 2d4 rounds.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Casting this spell causes a noxious vapor to roll out
ftom the caster's mouth and nose. The damaging
vapors immediately fill a cone as detailed above and
then persist until the duration expires. Any creature
that is caught in the initial exhalation or who passes
through the affected area must make a successful
Fortitude save or suffer 3d8 points of damage ftom
contact with the venomous air.
Material component: A finger bone ftom a corpse
interred in a temple consecrated to the caster. When
the spell is cast, the caster consumes the bone to release
the damaging vapor.
95
DIVINE
SPELLS
Thief Soul
Necromancy
Thin Blood
Necromancy
Level: Clr 3, Water (Blood) 3, Wiz/Sor 3.
Components: V, S.
Casting Time: I action.
Range: Touch.
Effect: One living creature.
Duration:
One hour.
Saving Throw: Fort negates.
Spell Resistance: Yes.
The target of this spell suffers a wave of weakness as
the energy of their body becomes diluted and
undirected. The creature suffers I point of temporary
ability damage to each physical ability and drops to the
bottom of the initiative order in the following round.
The spell also impairs the target's ability to resist
damage, providing all successful attacks with a +1
circumstance bonus to damage.
Duration:
I minute/level.
Saving Throw: None.
Spell Resistance: No.
When this spell is cast, the caster opens himself up to a
spirit animal that fills him with animalistic strength and
vitality. The cleric gains a +3 natural bonus to strength,
a + 4 dodge bonus to Armor Class, and 4d8 hit points
for the duration of the spell. Damage taken is deducted
from temporary hit points before affecting the caster's
actual hit points. Wben the spell expires, the caster is
considered exhausted for a number of rounds equal to
the spell's duration.
Totem Animal
Transmutation
Level: Animal (Wild) 7; Clr 7; Drd 6.
Components: V.
Casting Time: I action.
Range: Touch.
Target: Self.
96
THE FALLEN
FALLING
THE FALLEN
lerics
C
.
a cleric
through
despite
of their
deity.
his own
needs,
appearances,
Each
not an extension
your
individual
that such
is a unique
wants,
and dreams.
with
Most
often,
personal
times,
are,
power,
though,
the clerics
when
the followers
things
as the Fallen,
discover
wish
gods
and go their
their
peers,
the Fallen
their
life as they
allow
any cleric
own
way.
to ever
Though
often
while
who
abandon
religions
about
they
will no longer
but there
forsake
There
who
for another.
religious
their
more
immediately
not
a cleric
do not want
that
revealed
leaves
to join
he knows
with
and open
warfare
to rivals
another
church
his newfound
to destroy
Life
to
especially
takes
devote
that they
there
to share
Covert
that will
clerics
surely
spend
will catch
become
if it is not prepared
result.
Known
days
wondering
rogue
up with
them
and when
their
their
their
allies
all divinely
granted
spells
he
abilities,
to turn or rebuke
as a cleric
to draw
upon
the power
their
while
entire
are other
they
no longer
forces
obeisance
material
of his former
provided
is no
by the
have
of a single
to a higher
for excellent
Many
the heart
to
deity,
that do not
power.
druids,
clerics
its
these
past
that,
what
when
of any
to join.
require
missions
as the wretched,
their
of the
by members
deity.
discover
is common
enough
that a religion
will think very
carefully
before allowing
a wayward
cleric to join
number,
workings
he attempts
and may
able
spurned
and a cleric
one of these
from
gods,
clerics
is sure
friends.
likely
longer
or enemies,
becomes
loses
including
few are
churches
that will sit still while such treason
place
mortal institutions
often have secrets
all of his
suspicion
organization
loses
and will
least,
taken
free to go
of his contacts
to the inner
other
When
are forgiving
allow
Even
At the very
be privy
he is now
The cleric
some
Assuming
however,
as declaring
god.
by
his enemies.
fit.
faith
undead,
become
current
his faith,
abilities,
the church.
religion.
allies
your
may
his position,
joined
granted
within
so stringent.
But when a cleric
another,
his name
GRACE
not violate
the cleric
to pursue
allowed
some
an act does
and
abandon
from
when
suffer
are
pitied
independence
divinely
Collectively
are most
wish
There
to tread.
these
their
stronger.
do not go as planned
of the divine
grows
FROM
as much
as possible,
constant
reminders
might
life
have
the wilderness
to
and what
been.
will
enemies.
there
religion,
return.
The
from
the path,
faith
and renewed
redeemed
have
are clerics
resumed
their
that,
their
divine
have
members
first-hand
to have
their
clergy.
fellow
In this section,
be introduced
of their
experience
each
a trove
church
with
straying
in their
ties to their
gods.
as they were
the redeemed
before
are
after
all, they
of other
faiths
of knowledge
to share
with
along
types
of clerics
with
old
former
members
of the above
and discussed,
after
duties
is sadness
there
Many bards come from the ranks of the fallen aswellthe natural charisma and insight into human nature
possessed by clerics serves the bard in good stead when
performing. A few of the fallen pursue the bardic
tradition, too, to revel in the visceral pleasures they
mayhavedeniedthemselvesfor so many years. It is as
if, with the stopper of religion out of the bottle of
hedonism, the cleric cannot drink deeply enough or eat
will
information
on
graces
of his original
deity.
heartily
97
enough
to
be
satisfied.
THE FALLEN
The most
pitiable
of the fallen
lives
in some
hours
of their
After
such a close
mundane
days
or tilling
a waste
of the cleric's
for some,
to a deity
they
from
these
energy
evil religions,
They
often
the fallen
must
may
do.
to spending
the church
and faith,
could
cause
to the local
harder
temples
zealous
While
in many
are often
not accepted
large-scale
operations
provide
about
especially
proof
violating
long
In some
leave
their
hatred
represents.
These
vigilantes
determined
down
their
former
of the cost.
Why
faithful
cleric
religion
cleric
himself
There
are legends
of mercy
fellow
who
clergy
murdering
faith
further
allies
and betray
what
treacherous
they
of the
clerics
can from
before
their
disappearing
Particularly
managed
into the
effective
to take
they
ancient
treasures
defect
Known
traitors
relics,
and countless
when
their
to the enemies
These
with
to another
by others
are those
who
of them
if given
If they
as the
did nothing
will make
use
the chance.
of crimes
but nothing
Most,
reveal
new
however,
clerical
them
join
to wage
abandoned
faith.
comes
war on the
This
reversal
at a great
cleric,
be reaped
know
companions
to use that
knowledge
renegade
price
of
for the
are large
to
as well.
against
When
varies,
with
a cleric
intention
he will
that the
cleric
an agent
of
treason
between
98
his church
of betraying
within
class
that his
harsh
leaves
the faith,
abilities
tolerate.
during
worry.
They
belief
from
the wretched
be troublesome
and urge
regardless
turn
but steal
congregation,
to their
that their
were
hatred
dear.
may
a formerly
discovered
children
their
to bring
cannot
but take
of great
a burning
to uphold
is guilty
away
faith
would
in
and their
become
discover
turn
their
their
for all it
would
go a
the local
with
loathsome
were
of the fallen
hearts
more
from
there
could
a magistrate.
religion
the
lack
wretched,
these clerics are despised
by virtually
all religions,
though
make
in their
their
not only
religion.
would
A handful
from
with
who
scrolls,
might
surely
feel justified
cases,
be right.
are none
have
they
cleric
before
own.
those
they
congregation
are
but clerics
than
them
helping
law enforcement
grief
and any
that they
way toward
hauling
areas,
activities,
any laws,
of their
once
bring
night.
Any
their
offaith
than
temples
members
would
a fallen
rather
steal
any
evil religions
nervous.
church
church.
a more
for other
of the faith.
information
simply
former
or a visit
to destroy
be undertaking
not suffer
secrets
churches,
to errors
one step
trip
a rival religion
are tolerated
the locals
a simple
and start
search
and prone
amongst
There
of trouble
constabulary
be enough
local
deal
from
Such
THE WRETCHED
of
an evil fallen
allies
with a cleric
could
the workings
a great
would
ahead.
so much
about
so they
flee from
With
knowledge
gently
are mortal
them
in the months
and
no longer
have a much
slaying
starvation
certainly
a field.
it is preferable
in servitude
winters,
end their
away the
understand.
Among
lot.
who
grinding
horses
brush
seem
still,
countless
are those
occupation,
day shoeing
tasks
knowledge
fully
dreary
days.
Id6 + 10
Once
of that god,
of the cleric,
god and man
level
of
his god,
discovers
or
the
the connection
is severed
THE FALLEN
and the cleric loses
spell casting ability
Due
renunciation,
draw
declaration
the cleric's
unnoticed
than
may
all granted
powers,
including
and the ability to turn undead.
for a short
the attention
betrayal
time;
higher
of their
a god learns
however,
god much
are instant
clerics
more
whose
of the traitorous
the effects
go
level
their lower-level
counterparts
go unnoticed
for a few days.
Once
of
may
quickly
treachery
actions,
and severe.
The
powers,
undead,
abilities
that require
rebuking
the ability
attempt.
granted
to turn
the expenditure
In addition
abilities,
or rebuke
the cleric
divine
of a turning
or
also
suffers
the effects
throws,
ability
the duration
is a curse
with
placed
A wretched
his clerical
betrayal,
the new
allies
wretched
after
back
if he
it is not so readily
accept
they
While
succumbed
to
it is probably
If the cleric
While
any information
the
the
to trust
temptation
to
of a greater
best
is often
his
given.
elsewhere,
god.
religion
he is contemplating
will happily
of
for him to
for another
by a rival
when
has to offer,
all,
as a cleric
be possible
duties
of acceptance
in practice
for
that this
by his deity,
advanced
but it may
to a cleric
checks
Note
allowed.
cannot
deity,
the promise
offered
and skill
effect.
the character
throw
cleric
his former
upon
no saving
continue
checks,
of the spell-like
him
turn
in his quest,
old deity
are reinstated
available
spells
his
career.
faith
and domain
At this point,
in him.
a place
must
convince
wretched
worth.
The
himself
Most
quests
a blow
stealing
struck
worthy
given
faith.
In the latter
in the eyes
the former
to cement
a crime,
cases,
allowed
In most
cases,
will be
in order
will revolve
religion,
such
but some
of his
to
evil traitor
likelihood
as
few good
are
clerics
may
accomplices
be required
to
closer
from
appropriate
unsavory
priest
match
new alignment
as possible
to redeem
church
religion.
himself
temples
is
and still
While
from
to take
clerics
in some
duties.
99
cases,
about
the
is so slim that
the risk.
An evil
Neutral
accept,
to adopt
religion.
who
they
either
are willing
an
it is possible
conversion
are willing
discover
the church
another
of a real overnight
accordance
religions
most
of its more
closely
to the adopting
several
and assisting
alignment
a good-aligned
from
for a cleric
around
the church.
This serves the dual purpose
of enforcing
loyalty (after all, the cleric wouldn't
want the guard to
his misdeeds)
based
converted
to more
The cleric's
to his previous
all
will change
as close
the
Naturally,
will change
on the newly
the
significance,
instance,
often
spell
powers
into
serving
a start,
the cleric
to a quest
of divine
merely
is certainly
against
an item
meant
commit
In most
himself
order,
of the church
provided
enough.
to subject
prove
the elders
information
but it is rarely
required
gained
the clerics
spell
he is accepted
levels
on the portfolio
of the new
spell is lifted and the cleric
reward
succeeds
in a
into
in
evil or good
to undergo
an
THE FALLEN
It is important
choose
to note
to betray
the wretched.
to join
that a cleric
his religion
A cleric
another
does
must
in order
who
simply
not become
is allowed
consciously
to become
leaves
must
one of
one church
to choose
allies
required.
The church
will offer
the
nor
god
quest,
will
the
THE REDEEMED
After
leaving
a church,
for whatever
reason,
themselves
their
religious
vows.
is not as simple
more
For good
religions,
a change
in alignment
church
finds
The cleric
temple
be trusted
his case
to the leaders
to them.
to sway
fails,
The cleric
church.
The required
the current
an enemy
as above,
goals
them
task
and is often
must
is always
of the temple
quite
that the
dangerous.
check
If the check
agree
to submit
a task
for the
to
or thwarts
the plans
While
during
to
wishes
serve
it
spell,
cleric
cementing
the cleric's
return
to the
more
directly
and bypass
level;
of this congregation
process.
A Diplomacy
and perform
no assistance
cleric
of a local
outright.
the
It is also possible
power
an action
he
religion.
to prove
the divine
himself
30) is required
spell,
with
in his quest,
church
will have
the cleric
(DC
a quest
to a former
or committed
unforgivable,
and states
atonement
to
of his temple.
provided
presents
of
by a return
But returning
some
piece
him
clerics
to assist
provide
of
the cleric
appropriate
to his current
of his god.
use of an atonement
clerical
spell
- his
level
devotion
and ardent
priests
coming
and stirring
position
if this happens
of the faithful
without
fearful
of upsetting
in order to redeem
character
further
himself.
It
to overcome this
distancing
himself
from his
god.
Rival religions, too, are eager to exploit any weakness
hey can find in their enemies. A cleric without the full
acking
~ redation
enemies
of
be setting
his
church
himself
without
up for
the
divine
his
congregation
from attacks from enemy temples. If a
cleric cannot protect his followers from their enemies,
might
to help
him,
he may
not be able
to protect
THE FALLEN
Self-Conversion Modifiers
Condition
and new deity have the same alignment
Modifier
+5 circumstance
;Cleric
Curr~nt
i'Current
(or past) deity and new deity share one or more domains
(or past) deity and new deity are within the same pantheon
Charaeters has four or more clerieallevels
Current (or past) deity and new deity are rivals
Cleric has performed a task in the past that offends the new
deity and/or new ehurch
Clerie led a congregation in his former church
larger
the congregation
course,
the more
are, which
clerics
the former
difficult
can make
to redeem
cleric
it is to conceal
it quite
difficult
themselves
once
must
gather,
what
his plans
of
in the world.
to damage
are no vows
the cleric
will
have
Adventuring
fallen.
beneficial
were
suffer
another
deity
willing
Clerics
who
success
when
wish
ftom
to accept
to convert
they
him
have
are simply
the best
shifting
similar
can find
chance
their
god.
a church
The
of
allegiance
cleric
to begin
In order
to successfully
must
succeed
the modifiers
as shown
If the cleric's
atonement
spell
be more
have to undergo
newly
converted
themselves
assisting
This
check
for him,
though
a quest
clerics
and is accepted
are given
of
servitude
one week
cleric
is not required
lasts
of the caster.
to complete
then
he has
to cast the
into the faith.
religion
In most
the chance
operations
normally
per level
the
30), with
will typically
by overseeing
period
of his new
to the church
minus
religion
the cleric
(DC
above:
succeeds,
of his new
check
in the table
Wisdom
the clerics
your
to a new religion,
at a Wisdom
convinced
Acceptance
convert
is
following
cleric
will certainly
view
and talents
ofa
for
may
not
cases,
to prove
minor
tasks
and
temple.
six
Though
this 'breaking
months,
tasks
ifhe
does
Spiteful
to humble
not want
position
of
that he must
to look ungrateful
officials
impossible
them.
this is certainly
in the unenviable
assignment
church
seemingly
While
the
have,
tasks
The adventuring
more
to new
cleric
to his
than
once,
converts
in
is ftee to
clerics
elects
feel as if their
a dangerous
order
will be able
ifhe
from
possible
may
receiving
provided
departing
even
gods
certainly
clerics
church.
Naturally,
all clerical
abilities
granted
to his former deity will be lost, just as
his advancement
ifhe
possible,
complete
and there
of his temple,
no ill effects
to continue
of
have
has no
he is leaving
the abandonment
likely
the other
the religion
forbidding
by his deity,
penalty
for higher-level
they
-5 circumstance
period
SELF-CONVERSION
happened
bonus
".!
the
in'
101
SACRIFICIAL
RITES
innkeeper, for example, earns fifty gold pieces
each
week and visits the temple oncea week to makehis
offerings, then a sacrifice worth at least five gold pieces
SACRIFICIAL
is in order.
RITES
up worldly
it
demonstrates.
Willing supplicants
goods in the name of their deity
who offer
may find
themselves
unexpectedly
their offering.
appropriately
descending
When
home,
on one's
For clerics,
their
is more
god.
material
wealth
method
for currying
and many
adventuring
While
in order
of
adventurers
one more
in the world
rites
world
edges
method
Used
great
is offered
characters
Games
money
from
here
and
is a
a slight
Masters
players
of their
character.
THE
some
control
While
items should
coffers!
destiny'
i
'
NATURE
represent
a true
sacrifice
a small
token
must
of their income
have
wrong
to a deity,
For most
a value equal
during
the period
with
offering
TO
be sacrificed
should
If an
102
be
to a particular
domain
as well
as a
no book could
world
combinations
of sacrifice
do justice
and ri!Ual,
are an
Air Domain
up
it does not
individuals,
sacrifices
creations.
it must
of appreciation
that frequent
lives.
do not.
interest
so view
for a sacrifice
a direct
there
individual
OF
SACRIFICE
In order
find
of their
who
properly,
the guidelines
presented
here can add a
deal of drama and excitement
to a campaign
whil
allowing
peers
edge!
with
the character's
part
realise
for sacrifices
What
for draining
take
feel grateful
!
and players
of civilisation
essential
every
their
providing
the gods
often
victory
are not a
in a perilous
while
where
of
task
Drama
on the game.
device
a gift, they
form
understand
can
a return
to ensure
effect
a primitive
peasant
Virtually
an elaborate
sacrificial
dramatic
patron,
every
someone
In worlds
back
bit helps.
that there
you give
to you.
done
for a specific
perform
success,
rThe Sacrificial
their
a ceremony
It is also
favour
sacrifices
when
the
a way of giving
has received,
clerics
endeavours.
supplicant
communication that
who
is a
keeps
GIVE
bounty.
divine
goods
WHO
events.
on those
which
than just
the cleric
THOSE
for
rate.
It represents
for divine
of ritualised
in their
calamitous
sacrificial
at a steady
of that which
series
sufficient
sacrifice
to appease
reward
visit judgement
sacrificing
some
or other
a god will
a divine
all
or where
mystery
blessed,
they
SACRIFICIAL
RITES
arecommonmethods.
Death Domain
Sacrifices:
Living
creatures,
living
plants,
grave goods
Presentation:
bled
to death
collected
in sacrificial
containers
blood
that are then
Destruction Domain
Sacrifices:
Any item of value or significance.
The more valuable or important an object is, the
more favoured it will be as a sacrifice.
Works
of art, finely crafted weapons, and flawless
gems are commonly used as sacrifices to gods
of desttuction.
Presentation:
many
temples
are situated
Burning
wind
venerating
on or near
items
great
accepted
to the above
that
cliffs
and allowing
is another
inferior
gods
oversee
to make
the smoke
method,
is Jittered with
this domain
on the
but it is certainly
on fire.
the temple,
Animal Domain
Sacrifices:
magical
sacred
Specific
beasts,
Presentation:
(varies
by god),
sacrificed
that needlessly
slaughter
rare
or
only
The ritual
slaughter
animal
are then
in the graveyard
or at the site of a
Earth Domain
(generally
holidays,
often
predatory
of an animal
Sacrifices:
on the
fed to sacred
animals
ornamental
fertile
or, on
often situated
congregation.
metals,
sacrifices,
but pillars
as well.
lava flows
and sacrifices
cards),
money
items gained
lawful
won
gambling
(either
through adventuring,
gems or coins),
items of value to
religions.
Presentation:
The priests
sacrifices
after
a complex
determine
a random
Evil Domain
Sacrifices:
are drawn to
winner. All supplicants are given a
series
oflots
varies
from
icons venerated by
to evil gods.
Creatures
ticket
sacrificial
are dropped
have been
performed.
Chaos Domain
Sacrifices:
of
Presentation:
of the
Precious
to the sacrificial
battle.
animals
beings
animals
crucial
this easier.
to drift
to a god of destruction
The altar
implements
Presentation:
Brutal
slaughter
of Jiving creatures
103
involving
upon
the
SACRIFICIAL
humane
local
RITES
bleeding
of animals
law enforcement.
defiled
with
burned
in a brazier
sacrifices
near
animal
blood
atop
are buried
the midden
common
are often
Items
or waste
the altar.
somewhere
to pacifY
disappear
ritually
divine.
staged
are most
often
matter
before
the compost
grounds,
heap
are
Fire Domain
If it bums, especially if it burns brightly
with an intriguing
accept
it.
smell,
scrolls,
Coins,
aromatic
herbs
gods
silken
clothes,
or
will
and even
Healing Domain
ofthese
locations.
Sacrifices:
absorbed
being
The remnants
on the temple
pits or below
over time,
by the fire
gods.
Presentation:
Temples
atop
Ashes
or other
into bricks
furnaces
to gods
l1ames
remains
are mixed
Knowledge Domain
sacrifices
are immolated.
with
Sacrifices:
of the temple.
Good Domain
Sacrifice:
religion
supplicant
requirements,
are often
of unusual
titbits
Presentation:
and hymns
stacked
sung
a divine
Because
altars
high
left behind
Sacrifices
to an evil
to gods
with
There
value
for the
of the lax
of the good
an odd assortment
by devoted
are offered
by the priest
important
is also accepted.
sacrificial
domain
are accepted;
and
and church
is rarely
Law Domain
worshipers.
up with
choir
a burst
prayers
along
of light
or
tend to
the forces
Luck
of chaos.
Domain
SACRIFICIAL
together on silken cords and left hanging from the altar
rubbing them for luck is a common reason for coming
to these temples. Monetary treasures are kept by the
church and used for improving or expanding the temple.
Magic Domain
Sacrifice: Scrolls, potions, and other magic items of all
types are favored sacrifices to the gods of magic. For
those who cannot afford such extravagant gifts to their
gods, various spell components may be sacrificed.
Presentation: As befits the gods of magic, their
sacrifices are extravagant and flashy. After a long ritual
of offering, all the sacrifices on the altar are whisked
away in a blinding flash of lightlsmokelfire or other
brilliant display meant to invoke awe and/or fear.
Plant Domain
Sacrifice: Samples of fertile earth, seeds, domesticated
bees, plant cuttings and fresh fruits and vegetables are
common offerings.
Presentation: Seeds and cuttings are ritually planted or
grafted onto existing plants in the gardens of the temple
while other items are blessed and put to use within the
temple as appropriate.
Protection Domain
Sacrifice: Shields, pieces of armour, and other symbols
of protection are offered up to the priests of the church.
More unusual, but still acceptable, sacrifices include
locks or small safes that represent the protection of
physical items, rather than individuals.
Presentation: Items are left on an altar prior to the
ceremony and several individuals may present their
sacrifices for the same ceremony. After being ritually
blessed, the items are moved to a storage area where
they will be dispensed to those in need of protection.
Typically, the items are given to adventuring clerics or
individuals working for the church in hazardous
occupations.
Strength Domain
Sacrifice: Muscle tissues from oxen, hones from large
animals, and other items that represent the quality of
strength are acceptable to the gods of strength.
~iamonds and mithril are also remarkably wellreceived, given their great durability and tensile
strength.
Presentation: Foods that are sacrificed are seared on a
ritual fire and then offered to the gathered congregation
for their consumption. Other items are either
incorporated into the interior of the church as decorative
items or given to clerics for their personal use in the
service of their god.
RITES
Sun Domain
Sacrifice: Brightly coloured gemstones, mirrors, and
prisms are the most treasured sacrifices. Gold is also
accepted as it is so often used to represent the sun itself.
Presentation: After being ritually blessed by the clerics
of the temple, the goods are taken away to be prepared
for hanging. Once they have been cut or mounted in
proper settings, the items are strung from long strands
of gold inside the temple and situated where the light of
the suncanstrikethemeachday.
Travel
Domain
Trickery Domain
Sacrifices: Ornate masks (either full face or harlequin)
studded with precious metals or dotted with gems,
spools of silver wire, weighted dice, marked cards or
any other items used to disguise or deceive are all
acceptable sacrifices.
Presentation: Unlike the gods of other domains that
demand elaborate rituals, the trickster gods prefer that
their sacrifices be simply left, hidden, somewhere within
their temples. These secret offerings are often stolen by
parishioners (if thieves are clever enough to find the
offerings, the trickster gods have no problems with this
practice) but a few are accepted by the gods and just
disappear from their hiding places.
War Domain
Sacrifices: Teeth or bones from enemies slain in open
battle, the weapons or armour taken from fallen foes, or
other mementoes of war are the most commonly
accepted sacrifices.
Presentation: Grizzly trophies from battles are left
stacked atop the altar where they can serve as a
reminder of the horror of war. The priests periodically
bless these items and then burn them as an offering
to the god. Weapons and armour are most often
105
SACRIFICIAL
refurbished
needed.
upkeep
RITES
by the temple
The money
or expansion
and then
sold to warriors
then
goes
who
as
to the
Water Domain
Sacrifices:
distant
Pure
islands
caverns)
water
1T0m exotic
or exceptionally
sacrifices
construction
priests
and sacrificial
Presentation:
they
stored
discover
Sacrifices
offer
in the flasks
potions
never
of art.
the priests
by the
If
sack
clerics
to make
there
are definite
regular
offerings
benefits
and impel
through
their
both to sacrificing
their
vows,
more
prefer
of a sacrifice
may
never
be known
of sacrifices
to deities,
as necessary
and beneficial
it offers
the hope
them,
Living
it is a practice
is an attractive
therein
dumping
the
far-ranging
and exotic
welcome
loot
at most
will do what
they
can to
cases.
to remember
cash
have on hand.
they
will have
total
of the character,
Assume
a value
worth
A sacrifice
of a sacrifice
not simply
the
that a sufficient
of roughly
including
10% of the
all equipment,
is only a sacrifice
land,
if it hurts
when
can afford
man,
one sacrifice
and even
and nobles
per year
typically
offer
is often
all
real burden.
a sacrifice
just
before undertaking
a major new endeavour,
such as
opening
a trade route or engaging
in important
political
negotiations,
Because
your pleas
option
their
valuable
are quite
to the worth
they
simply
with
to acquire
foes,
to
regard
lives.
is
can
offered.
the offering
that many
daily
sacrifices
success.
and
known
in an effort
Warriors,
to improve
their
to sacrifice
precious
items
chances
battles,
to their
of
are
gods
in the
to those
Sacrifices
of animals
market
price.
living
creatures
Even
The sacrifice
depraved
is a straightforward
good
religions
make
matter,
use of such
sacrifices,
of such
sacrifices
and there
is no stigma
entirely.
Any
is determined
by their
attached
to the offering
current
of
to the gods.
of intelligent
sacrifices
destruction
will come
by various
of societies
creatures,
under
however,
intense
good-aligned
and is always
in their
that your
sacrifice
The sacrifice
such
surrounding
to
nothing
in the future.
is crucial
is relative
Merchants
answer
in most
and gold.
the supplicant.
Despite
fallen
character's
the results
in that
sacrificing
While
the gods,
probably
sacrifice
than
is required
or offering
up sacrifices
in religions
where
offerings
are not mandatory.
The gods do not dole out
their favour
they provide
that a properly
value.
of survival
Adventurers,
and potential
help,
sacrifice
with
chances
effect.
habits
OF
require
dealing
on an altar
It is important
religions
on
the policy
of regularly
is of great
sacrifice
of gold
desired
magical
SACRIFICE
many
a practice
your
1T0m their
While
a chance
be enough
deity
when
hurt
temples
BENEFITS
policy
it is not certain
is always
is needed,
An appropriate
will often
elixirs.
THE
exceptionally
of insurance
While
may
or have
The Sacrifice
in times
has been
or other
there
ever certain
water.
a kind
lives.
sacrifice
is what
where,
players
character's
an appropriate
in
in their
or holy
such
character's
favour when the dice are falling the wrong
way. When a little divine intervention
at the right time
on
is held
are blessed
potions
with a temple,
into healing
depending
are works
the temple
to hold
transformed
as adventurers.
offered
of these
are used
flasks
below
are used
conditions
lives
will payout,
as
but most
the water
flasks
The sacrificial
and then
of need,
value
metals
(such
and unexplored
to adventurers,
The monetary
comes
- precious
locations
deep
common
sacrifices
environment.
exist
their
are sacrifices
folk make
their
in desperate
dangerous
is another
scrutiny
religious
matter
1T0m local
groups.
law enforcement
Sacrificing
religion
and will
intelligent
creatures
that is found
probably
is a crime
to be offering
be targeted
up
for
an evil act.
of an intelligent
sacrifice
is determined
less than
by their
106
A O-Ievel
value
creature
equal
a monster
(or one
to their
with
level or
10 Hit Dice
SACRIFICIAL
RITES
ofte",
with
their
dangerous
THE
lifestyles
and risky
will probably
most.
RITUAL
~
presented
to the deity in
While the sacrifice
may
A sacrifice
that is not properly
question
will not be accepted.
sit upon the altar until it rots, only those that are offered
with the appropriate
rituals will attract the notice of a
deity.
Rather
than
hold
daily
blessed
services
individual
to make
in which
and ritually
opening
all offerings
prepared.
will be granted
an individual
supplicant
may have to wait
in the church's
religious
services
a sacrifice,
most
on the altar
Extravagant
ceremony,
a few days
for
churches
are
sacrifices
but the
until there
is an
schedule.
Divine Acceptance
Even if
a supplicant
brings the correct type of offering
that is sacrificed using traditional rituals performed
by a
priest of the religion,
there is always the chance that the
sacrifice
will
not be accepted
be
dealing
with
are in for a
rude awakening.
character
When a cleric
makes a sacrifice
on the behalf
of himself
or another,
he must make a successful
Knowledge
(religion)
check (DC 10). Success
in this check
will
receive
Divine
then
there
Favour.
is a chance the
The Games
If the Charisma
check is a success, then the character
gains a point of Divine Favour. A character may never
divine.
sacrifice
A failure
sacrifice
at this point
that appears
to be accepted,
which
happens
in
Divine
Favour
to the character.
to call
of Divine
i Character
Character
Character
Character
Character
Character
Character
Character
is
is
is
is
is
is
is
107
+5
+5
+10
+2/level of congregation (in addition to the
bonus for being a cleric of the god)
+5
-5
-10
-10
-15
-5
-5
SACRIFICIAL
RITES
Minor
Boons
THE REWARDS
SACRIFICE
t
Nulli/)'ing the effectof a spell castby a hostile
wizard.
t
Turninga fatal attackinto a glancingblow that
causesno damage.
OF
Major
Boon
108
When
a character
inadvertently
insults
an
SACRIFICIAL
important personage, the insulted party does not take
offence but is instead enamoured of the character's
forthright and honest nature.
t
Ratherthan slayinga party member,an activated
trap insteadmisfires andjams itself sothat it will never
activate.
Extraordinary
RITES
Boons
Calling a Boon
All boons are limited in what they can do by time
a boon can only undo an event that occurred in the
current or preceding round and can only guarantee
success for an action that will occur in the
following round. Those who do not act quickly to
call upon divine intervention may never have the
chance to call at all.
109
TEMPLES
spend
TEMPLES
ighters
build
frontiers
of the world
towers
where
of gleaming
their
construct
studies
their
is the cleric
of faith
must
may
career,
but as he grows
expansive
their
be enough
swells
the need
of medieval
areas
in power
with
new
cleric
must
elaborate
build
to house
or village,
serving
temple.
grander
Even
and more
of his faith,
as a representation
about
constructing
needs
to worship.
the temple
From
the first
in
of the
of the
ApPROVAL
their
area
temples
can weaken
the area
of influence.
A proliferation
the importance
of others
up the existing
home.
churches,
Most
will have
some
even
already
of a chaotic
in
as
to their
bent,
expansion of old
of new temples and will
sort of plan
regarding
those
of
congregations
parishioners
to prove
that
a danger
to
cleric
in another
temple.
happy.
Personal Congregation
will have
not present
foundation
to the last glittering
window
of stained
glass, the entire process
is outlined
here.
CHURCH
and does
Personal Power
to
his congregation
stone
upon
Personal Fame
and his
he will quickly
the members
this means
assistant
the church's
his
he can be relied
and it
starts
and prestige
converts,
for a more
structures
a cleric
his plans.
the populace
construction.
when
with
will be to grant
of cities
fantasy
the church
Faithful Service
strange
But clerics
in the hearts
oversee
shrines
the humblest
raise
in the desolate
Simple
discover
and wizards
live in worlds
who
congregation
on the hostile
stone
bastions
who
strongholds
proceed
massive
willing
to the smallest
building
current congregation.
When the size of the cleric's
congregation
increases, the church will review any
clerics
convinced
to assist
the cleric
in his endeavours.
old neighbourhood.
A cleric who wishes to receive permission to build a
new temple
must petition
his church
to the cause.
and provide
While
proof
the exact
Earnest
guidelines
provide
a starting
point:
money
to his request.
The more
110
TEMPLES
new temple
THE SITE
The first step in constructing a temple is to secure the
land upon which it will rest. Cities provide the greatest
number
of potential
converts,
hand,
a great
offer
temple,
deal
for a congregation.
to provide
purchase
land
the church
will only
cleric
can prove
approve
a great
he is worthy
wealth
where
land
guidance.
their
is cheap
The more
ministries
rustic
temples
if the
in isolated
hunger
for
the
reverse
to
be
to become
gradually
true
a major
increasing
eventually
grows
religious
structure.
it is not
draw
for spiritual
the size or
Still, it is possible
unheard
of
to a small
for
village,
their
villages
can be constructed
more cheaply,
but may never achieve
prestige
of a temple in a major city.
temple
so that it
or city surrounding
significance
than
are highly
churches
one religion,
likely
to occur.
religious
squat
atop
sites
he might
Sadly,
and outright
the locations
But there
cleric
uncover
URBAN
and sought
may
find,
with
as an effort
and personal
power,
of those
who
of most
are
important
is no telling
what
or what
important
a clever
The prices
legends
or as an altruistic
wish
below
way
his
assume
a moderately
1):pe-
_Wood".!l.
- --
it will
cost
from
20%
Building Size
To fl. x-ZO fl. x 20 ft.
C~t-
.f.erJ~na.!&>~J.IQJ!,.
400!ill
!!()gJg.
.J.Q..~
1,000
b,ew!L
- ---:Per ~d~ory.illJ
ft.J!.ei!il&
~d~
2qlL~idth
or lenll,th
10 ft.
to 100%
Per ~~iti~al
Stone
b!!se, wooden
well-to-do
Urban Temples
~rfl~
to worship
their
neighbourhood,
..
TEMPLES
~tone
the main
to improve
already
In the crowded
urban environments
that make up the
majority
oflarge
fantasy cities, finding
space to plant
.J!!!!l!!!n~
seek a temple
to more
combat
and temples
in his travels.
religion,
the needs
clerics
out by agents
a site is important
are well-known
them.
adventuring
prized
where
conflicts
of their
Still,
due to conflicts
the
Another
crucial element
in selecting
the site for a
temple is the history of the area. Sites of religious
of many
church
status
either
the elder
expense
to lead a congregation.
or begin
territory.
own,
god.
to
many
their
can be convinced
he needs
such
Added
within
of their
to meet
members
if not impossible.
own
to construct a
of possible
the resources
and materials
clergy
site of
on the other
in which
of space
the number
with
is at a premium
an appropriate
Villages,
While
a cleric
but space
to locate
can be difficult,
to the difficulties
in locating
major religions
will already
x 20 ft.
,!;r a2~nal~~ry
Per additional
x 20 fl.
(10 fl. hei.htL
20 ft. width
III
or length
~~gp
7_0m>,
1200
[11-
gp
J~20~!\!?
52.2-!W
1,000 gp
TEMPLES
as much
as 50%
congregation
how large
a church
the effective
gets,
level
Improving
within
it is certainly
a neighbourhood
an entire
4"
a temple
by locating
could
to bring
city.
is to convert
the scope
be played
prosperity
of
Demolishing
a building
building's
carted
local
is much
it in the first
cost to have
place.
Finding
a site of religious
claimed
it torn
urban
out
area.
ruler
requires
before
a bribe
down
demolition
or three,
hitherto
are causes
generally
easy.
Most
surrounded
farm.
allows
of buildings
organisations.
constructed
these
with
problems
the church
supporting
known
local
will likely
disappear
citizens
there
or
to get approval
for great
may
discover
touched
by the divine,
excitement
quickly,
negotiations
bribes
(5%
but adventurous
Rural
open
and should
land
poor
than
be
pieces
in these
a steady
are more
greasing
mounds
preserved
bodies
clerics
may
shrines
lost burial
ITom time
less important
their
garner
them
when
by millennia
sites
of
of neglect,
deal
of jobs
the temple
and
the miraculously
to time.
those
in
entering
and forgotten
of saints
a great
built
of coin
to hold hidden
eroded
temple.
being
supply
Ancient
containing
than
provided
has no
likely
significance.
ever
areas,
government
to see temples
ITom construction
areas
could
can be purchased
of the proposed
happy
very
and are
they
plot ofland
as it ensures
battlefields,
the
of the cost
clerics
by more
as 100 gold
area
religious
will
with
are relatively
are quite
the area
as long as
the cleric
villages
church,
on development,
also be able
some
Well-placed
cleric
location
to the religion
Villages
is being
of the cleric's
have to undergo
government.
in areas
SITES
passes
objections
is respected
in the area. If the church is not
the new temple, or the church is not well-
or respected
certainly
by private
If the church
the blessing
in an
are founded
lucky
A 100 square-foot
for as little
up.
cities
impossible
10% of
that what
the purchase
. .
that is not
is almost
religions,
a very
unknown
RURAL
ITom the
This
an additional
cleared
religion.
When it's all said and done, a cleric can expect to pay
roughly
25% of an existing
building's
cost, just to have
it torn down
Of
the city
rare.
the building's
nobility.
within
significance
that many
to various
but these
than
10% of a
can begin.
adding
Given
important
to a
less expensive
must
to your
by a temple
It costs
to get approval
the rulers
already
small,
purchasing
way
rise above
but beyond
campaign
tasks
the simplest
limits
neighbourhood
can never
or arduous
course,
No matter
if it is in a poor
possible,
dangerous
the church.
of the temple
level.
this book
limit
by adventurous
these
sites
tend
that cities
are founded
discovery
is often
of attention
to be
upon,
enough
to
and potentially
profitable
construct
to
a church
in a
of a city.
The
lack of congregation
members
problem,
church
the faith
can be a.
at first, but a
that is strong
guidance.
112
than
to relocate
in exchange
strong
in
for such
spiritual
TEMPLES
BUILDING
With
THE
can begin.
process
This
marks
very
temple
selected,
expensive,
the beginning
Building
the temple
the construction
construction
time-consuming
of a new chapter
nom
life - the passage
to responsible
member
character's
adventurer
TEMPLE
items
are chosen
and Games
Master
to work
together
of the new
temple.
This
to create
collaborative
a good
areas
process
idea of what
items
the temple
finished
to help
their
is one factor
much
when
that costs
expand
while
the level
modest
will
better.
size listed
below
dimension
(height,
are several
when
selecting
things
items
a cleric
from
should
be aware of
the construction
within
the prices
Rules
construction
Quintessential
with
these
and very
list
Fighter
rules,
well
allowing
defended
may
for
have
also be used
clerics
the final
'Atrium
'Ba.!:tistery
'Apse
Catacombs
when
its height
was
also
be found
in
are considered
This
may
to have
be increased
to 10 by
and arrow
slits,
to have
adequate
as the player
desires.
List
Width
- -- ----
fOODgp.==--
--
gp
10,000
-'300 gp
-~
l'J"atenouse
Outbuilding~
-
OulbUllOmg,
woor-~
Tower, Round
~,
-:Square
Underground Corridor
---~
~,U"iiii
"9OO"'gp
25,000 gp
18,000 gp'
150 gp
_-20ft. '
,UTI.
30 ft. 40 ft.
l2J!..
----.0 ft.
10ft.
10 ft.
15 ft.
50 ft.
I~
10 ft.
201!.
20 It.
20 ft.
;0 ft.
10 ft.
20 ft.
iO-ft.
20 ft.
20 ft.
5 ft.
20ft.
20 ft.
20 ft.
20 It.
5 ft.
..!2..!!:30 ft.
30 ft.
10 ft.
--=
'
:E--=
300
;0
'
i'OO---:50
100
800
500-
--
was
doubled.
"""Her2ht
-eioisier - 6,OOOm.;.gp.-A"edICUia
-'"2':00"0
- W.l'!!...-
windows
Construction
the
in proportion
Structure Points
~55,OOOgp - _: - - 20ft. 40ft. Length
500
100ft.
100
.1000 giJ.
--zQ1i
-40it:-:"'m'r40 ft. 100 ft.
2,000 gp or-==5,000 gp.
j'Oo(j
::':::~S'1'~
of8.
All constructions
doors,
may
its width
Points
All constructions
doubling
temples.
example,
If the
Fighter.
truly
grand
increase
Points
when
for Structure
in conjunction
The
Temple
...:."Narti1eX
1200
score
in
to build
~st.!:!!c!!on
Main Temple
600 Structure
and
will also
-gp.for
any
the cost
Hardness
Strongholds
Doubling
will double
to 40 ft. wide,
of it will
The Quintessential
on the Construction
t
The
increasing
Points
workers.
than their base
List.
or length)
t
would
list below:
List.
width
on the Construction
twice
doubled,
taken
of it is also doubled
Structure
There
into account
foundations
or simply
the wilderness.
costs
gp,
50,000
on the
to take
All constructions
width
while
all costs
be doubled
of creating
solid
materials
through
wall doubled
of the
will do little
construction
or desert),
of the construction.
Tripling any dimension
triple the cost. Such costs are cumulative
the
is crucial.
a fortune
his congregation,
with more
should
selecting
construction;
the cleric
to get
Players
in determining
a tiny church
church
impulses
swamp
List must
increasing
for every
the temple.
in the temple's
temple,
Building
way
in its construction.
to control
to include
final price
work
is a good
will be needed
be warned
larger
a map
on building
nom
it is a
be hired
the difficulty
transporting
as selecting
must
Construction
of society.
as items
engineer
of, spent
as mountains,
in any
nee-booting
is as simple
list below;
One
or part
to
TEMPLES
Common
to the main
Aedicula:
Members
engage
in unguided
shrines.
A small,
within,
hold
along
a series
altar
and a collection
who wish
use these
pews
needing
Apse:
found
found
(enough
of religious
to
symbols.
main
temple
the apse.
with
a circular
or polygonal
churches,
the sanctuary
architecturally
separates
higher
distinct
the floor
area
either
of the apse
of the nave.
main
and sacred
temple
with sacrificial
relics.
known
indicates
an elaborate
implements
altar,
and religious
as
to
only
by
up to the
a low wall
as well,
chamber
representing
types
represents
is self-contained
to perform
oils.
the washing
While
they
baptisms
away
the new
initiate
religion's
the same
so that others
The majority
the baptistery
symbolise
near
life
of
and hands
with
rituals
are
to remind
can view
carried
however,
of the church
life
prefer to
and leiIYe
the rites
of religions,
the entrance
of
are
of the past
purpose
open
the
purifications
of the head
every
all serve
within
any of a number
Immersion
and anointments
out within.
the
the
to the columns
different,
one wall
is decorated
of an apse
or gems
is beginning
with the church.
Some religions
place the baptistery
near, or even in, the apse
is raised
The apse
The inclusion
leads
in preparation
is
This
common,
of the
price
and is used
temple
inductions
grounds.
the sanctuary
In these
forecourt
metals
main
precious
surround
allowed
to be used
here.
to traipse
of precious
Baptistery:
other
churches
The higher
addition
This colonnaded
columns.
to
The aedicule
is open at all hours, even when the main
temple is not. Because
of this, it is usually
located near
the gate
allowing
are never
space
is usually
of short
members
as it is a sacred
clerics.
Atrium:
structure.
of the congregation
prayer to their gods
unadorned
with
ten people)
temple
congregation
the apse,
ordained
enhancements
to the structure
example,
the narthex,
atrium,
enhancements
enter
locate
to
entering
the
religion.
in the
Catacombs:
replete
often
symbols.
linked
These
underground
together
deep
to form
beneath
burial
long,
chambers
winding
the temple
grounds.
one of these
chambers
ten corpses
are
corridors
A single
as
in long,
piled
bones
are often
and stacked
in great
removed
in the comers
mounds
or
in the centre
of
the catacombs.
Cloister:
A covered
quadrangle
inner
wall
cloister
the congregation
vestal
virgins
sacred
small
chamber
the main
altar
below
remains
of a saint
that of a martyr.
even
Temples
if they
to inter therein,
place.
The confessio
such
to the catacombs
of common
Tempi...
by
of the
direct
contact
is located
and contains
The
chamber
be built
a body
needs
with
of a
must
a
is never
that contain
congregation
main
the
prefenibly
resting
rectangular
of
members
may
until
Main
The
used
sealed
bodies
often
of the religion,
remain
attached
temple.
world.
This
directly
confessio
as an
members
Confessio:
114
the main
to common
or other
around
is used
as it is most
saint
often
surrounding
is off limits
clerical
passageway
that most
temple
containing
the
members.
is simply
pews
for the
TEMPLES
congregation (the area containing these pews is known
as the nave) and a raised dais or pulpit at one end for
the cleric and the temple's altar (the area containing the
dais and altar is known as the sanctuary). It is here that
the majority of religious services will take place; the
main temple is also used for meetings to discuss matters
of importance to the congregation and other community
concerns. A temple this size will hold roughly 150
parishioners at anyone time; increases in size will
increase the number of congregation members the
temple can seat.
Narthex: This entryway to the main temple is most
often separated from the nave by an ornate low wall.
Those who wish to witness a ceremony or religious
ritual but who are not a member of the faith may stand
in the narthex during the service.
Outbuilding, Stone: Outbuildings are common within
the courtyards of temples and are typically used as
storehouses, stables and living quarters for clergy and
guards. Players may choose any arrangement of rooms
within an outbuilding as they desire, and may add
additional floors simply by increasing the building's
height. Several outbuildings may be joined together to
form larger constructions.
Outbuilding, Wood: Wooden outbuildings are far
cheaper and quicker to construct than their stone
counterparts and are often used by budget-conscious
engineers to shave expenses from construction. [n most
cases wooden buildings are used as living quarters for
non-clerical members of the staff.
Tower, Round: Towers are a common element of
urban temples where land space is at a premium; by
building up, rather than down, the temple can be far
larger than would otherwise be possible. Round towers
are more structurally sound, but also more time
consuming and expensive to construct than square
towers and so are regarded as a status symbol among
temples. The arrangement of any rooms and floors
within the tower may be left to the player.
Tower, Square: Far easier and cheaper to build than
round towers, the square design is the most common
found in temples.
WEAPONS
AND
DEFENCES
Temples, while able to withstand attacks, rarely rely
solely on physical defences for their protection or
mundane weapons for their protection. The most
common form of protection are the hymns sung by the
congregation which are far more potent than siege
weapons or the tallest walls. Spells take the place of a
ballistae or catapult while guards (either hired or
conscripted members of the faithful) meet any invaders
on the field ofbattle.
STAFF
Temples are like any other large building in their need
for maintenance and administration. Though clerics
serve their churches for little or no pay, the guards,
cooks, alchemists, and other staff must be compensated
in order to keep them on staff. While the members of
the faithful can be counted on to fill a position on a
temporary basis, a wise cleric will realise the
importance of staffing his temple with professionals.
Unless otherwise noted below, the staff listed here may
be considered I" or 2'"' level experts in their respective
fields, or commoners, as appropriate. Games Masters
and players may choose to generate appropriate
abilities for each member of the staff, but most often
the employee's name and pertinent descriptive
information is all that will be needed during play. Not
all churches will fill every staff position listed below.
Staff Member
Alchemist
Armourer
Artificer
Chamberlain
Cook
Engineer
Guardsman
Herald
Sage
Scribe
Weaponsmith
115
30gp
100gp
TEMPLES
Alchemist: Useful for thecreationof specialinks and
preparation of scroll paper, the alchemist is crucial to
a temple. Normally provided with their own quarters
and work areas separate from the main temple,
alchemists can produce up to fifty sheets of paper
suitable for use as a scroll each month, along with the
proper ink and other re-agents necessary for scribing
each scroll. This reduces the gold piece cost (the
experience cost remains unchanged) of scribing a
scroll by one-half, as long as it is performed within the
church with the alchemist's assistance. Note that the
alchemist's salary also includes the supplies necessary
for his work.
Armourer: Armourers are essential in keeping the
equipment of mercenaries and guards in good working
order. One armourer is necessary for every 100 armed
men present within the stronghold. If sufficient
armourers are not present, units will receive a-I
circumstance penalty to their Armour Class until
enough armourers are present.
Artificer:
These professionals oversee the
maintenance of the religious icons and other symbols
found within the temple. Without an artificer on staff,
these important items will slowly be moved out of their
proper place or may even be inadvertently defaced by
the overzealous hands of the faithful. For every three
LEVEL
OF THE
TEMPLE
116
TEMPLES
congregation,
assume
congregation
are no longer
for more
information
temple's
level
is very
The
this.
Until
process
of any given
p43
the
of the congregation,
in the temple
following
the level
- see
services
to handle
the level
that membership
away.
determine
of the total
attending
on how
exceeds
likely
dwindle
that 25%
it
will
is used
the service
of the Wind
first
priest
divine
visitation
Multiply
members
time
the major
on a major
in the main
number
religious
where
of congregation
temple
at one
of the faithful
services
who
of the temple
week.
2.
Divide by 100 to determine the base level of the
temple.
Divide the total value of the church by 50,000
(rounding
stamped
4.
Add the results from step 2 and step 3 to
determine
the total level of the church.
way
to increase
larger
from
temple.
temple
services,
will have
bonus
Note
that a temple
lingering
can attend
DIVINE
a temple
is
The
value
the
While
can be a
to ensure that
service.
SITE
of the site.
more
on recovering
information
Minor
sites have some significance
religion,
but in a strictly mundane
The
scene
of a great
battle
forces
of the righteous
classify
as a minor
used
by primitive
religion's
religion
site adds
Major
the
would
a location
of the
god.
If the site's connection
to the
is strictly based around the actions
of mortals,
rests
between
site, as would
sites.
to the
sense.
worshipers
then
it is a minor
I to the level
upon
sites
site.
A minor
of the temple
that
it.
are related
god in question.
levels.
to the servants
of the
celestials
Sites.
The lake
his tears
for a dying
the Goddess
examples
to the temple
in
117
must
located
be devoted
will benefit
it.
If two or more
site, then
sites.
marked by the
site grants a 3-
on or near
for it to benefit
presence.
of War
of blessed
a particular
of the gods.
of the
to the congregation.
where
level
the
of a church
religious
temple
above,
the level
the main
faithful
the process
to raise
crater
shed
venerates
simplest
to her
receive
If a site is, or
2 bonus
Blessed
of Martyrs
associated
down).
As can be seen
sites.
site receives
has touched
the Lord
marked
3.
major
edicts
clerics
temple:
number
by 4
can attend
each
the total
where
are both
delivered
valley
was
situated
to
Mother
the
gods
any religion
from
are
that
the power
Prayer
had been
appearing
over more
than
to be otherwise
Kneeling
in prayer,
the man
coughed
The man
around,
looked
looking
an hour
heard
padded
gently.
'Can
seeing
for a friend,
heretofore,
remained,
ensconced
in his aisle,
footsteps
approaching,
I be of help,
my son?'
the robed
Venerable
old priest
who
The steps
covered
itself
mainly
does
again.
'Talk
covered
'Ah...'
The cleric
The
the priest,
nodded.
old priest
grounds
'although
not come
he was once
understanding
'Yes, Venerable
nodded
sadly.
in its worship.
'There
travelling
man
although
As you surmise,
One;
He smiled
he said,
gently.
wondering
belied
such
if the
a thought.
cloak.
One.
a great
in essence.
One.
by a brown
in the service
unable
of those,
I'm
looking
deep
for your
and resonant,
friend.
Does
he,
be talking
of.
of our Lord.'
to determine
he is indeed
the cleric
eon firmed.
His leather
boots
scraped
no longer
afraid.
on the stone
'Then walk with me, my son; said the old man kindly, offering
took it, and together
they walked out of the temple and indeed
a few wistful
cleric
above
behind
whom
the man
with
You will
might
us.'
be wanting
to go to the burial
then?'
'If I might;
The
just
My flock
halted
temple
One.'
'I'm
crimson
the grand
empty.
traces
looked
had been
'Memories
of cloud
marred
up at the heavens,
of man's
are sometimes
making.
the otherwise
and eould
He smiled
blue
not help
flooring
as he rose
to stand.
sky.
but think
of another
day many
years
before
when
the clouds
ruefully.
have,
my son',
the priest
noted
circumspectly.
seek?'
The cleric had been searching
the headstones,
priest, and moved alone to where it stood.
surged
through
The Venerable
but had made
him in many
One
smiled
years,
sadly.
man.
The warrior
cleric
had gone
Such
burst
keenly
Kneeling
forth,
looking
before
Few knew
the story
of an orphan
child.
of he who
marble
lay there.
118
obscurity,
slab,
tears
pouring
How
he had once
down
been
his face.
of great
a proud
standing,
and haughty
had he complained.
DESIGNERS NOTES
enough information to help smooth over the insertion
of new systems with as little fuss as possible.
DESIGNERS
N.OTES
Obligatory Thanks
As my first big book in a while, The Quintessential
Cleric book was a bit of a challenge. I would like to
thank those who helped me here, because this is my
page and I can do that sort of thing.
First, to Kim her assistance with the research was
invaluable and her support was, as always, unflagging.
To Glim, Dunn, Thaelon, Ahamay and Wu for a
campaign that never ceases to be fertile ground from
which to mine ideas for my books - a finer group of
players I have rarely had the pleasure to game with.
Through thick and thin, they're a team that always
seems to win - or at least survive with only major
injuries and the occasional ecological disaster.
Sam Witt
119
RULES
SUMMARY
RULES
SUMMARY
Converting Individuals
Conversion Modifiers
Minor
Boon:
+2
=_Conve.!:t.'.s~nmeiii--NG CG LN N CN LE NE CE
Major
Boon:
+4
~2 -4
Minor
Bane: + I
Major
Bane: +2
~Ii.n"!.ent ~~difie~:~rTs:sAlignment- LG
+4
.!&.
+2
NG
CG- -~;!;iL;;:\
+0
LN
CN
!:lli.CE
+.f iQ +0
- =~"
-4
-:
+L~..;!:.2.
-~ :2. -4..~.
-J. +Q. * -Ji,,-4..
-4 +4 +2 +0 +0 -2 -4
-2
+-2..2..:!l. ~:l.
Miracle:
-1~:1...
-2 +0 +0 +2 +4
- --4 -6 <::: +Q -1.. -i
:.6.. -1.....:!:2..~
.-L-:!
-~ +!L
-* -.;L -L~
-4 -2 +0
+.i..i~;!;Q!.~ +,i +
i9 -+;k+4.
Item
Cost
Weight
5 Ib
21b
Y,Ib
21b
10 Ib
Item
Back Travois
Divine Symbol Flask
Relic Case
Scroll Dispenser
~Armour-Maximum
Bonus
Dex
ShieW --r5O"gp
- -
Profane Armour
Sacreii"A7mour**.
12rtle SlileIa
Faith: -8
Containers
Item
Divine Geometry Kit
Poison Antidote Kit
Preservative Fluid (pint)
Relic Treatment Tools
Sacrificial
Implements
~oned
+6
+5
+5
!iE-::-rno:-
be bought
***
Ai'milii
Bonus
Check
Arcane
Penalty
- ..-
-.*
+2
-5
- -+2 -
provides
cover.
- --Speell
30 ft.
30%
15ft.
hahhhame
ii~;
.9!.9!
2.!E;.. Id3
~s, Praye.!:.
~.
Bells
'"Drums
- -Horn
"K'ai'tiT<a
lEuri.!;,!e
Tingshas
Vase
R;;'",ge I~cre..!?'-':!.lt
2...!!:......
.l...!E:...
emblazoned.
--
W!'l!\!!t:-Txne-:'
5 lb.
--
10'1rlm.
Piercing
- --
-- - -- 2jjj.~.- - .
Mani"Whecl
1'"effili1ffiiii
Scourge
x2
4OTb
- ~OIr ~
by their deities.
on the type of shield
100 gp.
'tlia'i'ice
o;];]e-
~,rJic!I:
150 gp.
Id6
200 gp
--- - - -- -
- :-IU$P-:=-':'
Id2
30 gp.
..ll..ll
60 gp.
40gp.
--
: :-:
"I"Il5'.
25
lb. -
--= - - ~2 lb.
1>i'ei'C'IIL..- - -==-==-==
Slashing
- - --=~ 120
I lb.
~lJj.
;'-4Olb
20 ft. i5ft.
Ceremonial Tools
m~m
Weight
-;0--
20ft.
600/'.---
to specific
individuals
other details depend
20 ft.
":0
30'10
-5
the cost
Spell
21b-
Failure
515
it is a gift granted
directly
for having a shield emblazoned;
Weight
20 IbI lb.
10 Ib
Cost
1O0gp
50 gp
75 gp
150 gp
--~-
RULES SUMMARY
Self-Conversion Modifiers
Temple Staff
Condition
Modifier
+5 circumstance bonus
Cleric and new deity have
the same alignment
Current (or past) deity and new +5 circumstance bonus
deity share one or more domains
/ domain
Current (or past) deity and new
deity are within the same pantheon +5 Divine bonus
+1 Competance bonus
Characters has four or more
/4 c1ericallevels
c1ericallevels
5 Divine penalty
Current (or past) deity and new
deity are rivals
Cleric has performed a task in
-10 circumstance
penalty
the past that offends the new
deity and/or new church
Cleric led a congregation in
-5 circumstance
penalty
his former church
Staff Member
Alchemist
Armourer
Artificer
Chamberlain
Cook
Engineer
Guardsman
Herald
Sage
Scribe
Weaponsmith
30 gp
100gp
Urban Temples
Buil!!.ng Type
~.!!.di'!.g~e
~.2.~.en
Cost
--
~f.2JU.2.2.1L
ler a22!.!ionals'2!;(10 ft. height)
P:r a~i~nal20 ft. wl<!!hr leE~
.19 ft.."2 ft;.Z30 ft~~
-,,ft. hei!\,ht).
ie! a~~-".'j;Q
2
Stone
'POr additional
20ft.
gp
1~0
700~
Stonebase.!. wooden
upper floor
L2QQ!\e40Q.gp
J,20.~
1-,-200
&p.
~~~
1,000 gp
wTdiJi or length
'0
'Atrium
'!:Iaptistery
, Apse
Conf~sio
~Catacombs
9';!;te~
Aedicula
'Gatehouse
ouibuTldTng,Stone
.2uibui~ing, 2\'001
Tower, Round
'Towcf:'"S'luare
,,dergro";.nmrrido~
Wall
Cost
55,000 gp1,065' g;,:
i,oom! o!5,000~.
3~000 gR.
10,000 gp
J.2!!0 &P
300 gp
2,Idrgp.
2,000gp.
8:000gp
900gp
~.2E gp
25,000
~.:20~gp
!2,gp
40gOgp
---
'
100
50
20ft.
10ft.
20ft.
20ft.
100ft.
20ft.
]~
100
l!L!t
ft.
20ft.
20ft. 1'0
20ft.
20ft. 20ft. .,.
860
(j{JiJ
30ft.
3(jfi.
10ft.
20ft.
121
5 ft.
5 ft.
20ft.
100ft.
300
----
----
INDEX
INDEX
A
Abandoned Child 9
Agony 90
Air Domain 80, 102
Alignment Modifiers 24, 120
Anchorite 9
Animal Domain 50, 80, 103
Athame 38
Aura of Justice 15
Avatar 90
B
Back Travois 35
Beads, Prayer 38
Bells 38
Benefits of Sacrifice 106
Benefits of the Congregation 45
Blood Components 23
Bloodchild 22
Brew Greater Potion 16
Building the Temple 113
C
Call of Blood 23
Calm Emotions 18
Cavernous Travel 90
Ceremonial Tools 120
Chalice 38
Channel Faith 16
Chaos Domain 51, 81, 103
Chaotic Evil Vows 68
Chaotic Good Vows 69
Chaotic Neutral Vows 69
Charm Person 18
Church Provisioner 15
Coalesce Faith 16
Combat Co-ordinator 32
Congregation 32
Congregation Size Limits 42
Consecrated/Desecrated Footsteps 23
Conversion Modifiers 25, 120
Converting Communities 26
Converting Individuals 24
Cow the Faithless 18
Crafting Holy Symbols 27
Crippling Fog 91
Cultivation 91
D
Damning Touch 20
Death Domain 52, 81, 103
Deliver Bounty 16
Deluge 91
Destruction Domain 53, 82, 103
Devoted Allies 21
INDEX
Level
of the Temple
Luck
Lung
Domain
59,
Burst 93
116
85,
104
Sacrificial
Implements
Sacrificial
Vessel
Scourge
39
Scroll
M
Magic
Domain
Major
Boon
Mani
Wheel
Master
60,
86,
Minor
Vows
101
Sense
Infidel
Shield
of Faith
Shield
the Faithful
33
Spectral
108
20
40
95
115
93
Strength
Missionary
Sun Domain
Domain
Sustained
79
34
Gallows
Staff
74
Vow Penance
34
Shout
18
Singing
Bowls
93
Misfortune
Mortal
35
Self-Conversion
108
Material
Disruption
Mindcrypt
93
Boons
Dispenser
39
of Undeath
Minor
105
36
33
62,
87,
88,
105
Turning
34
105
N
Neutral
Evil Vows
Neutral
Good
Vows
Neutral
Vows
70
Tap Faith
70
Temple
71
16
Construction
Test of Faith
The Fallen
0
Obedient
Growth
Oedema
94
The
94
Pariah
12
39
Persuasive
Conversion
Plant
Domain
Poison
60,
Antidote
Preservative
Profane
86,
Kit
Fluid
Proselyte
Travel
Domain
Turtle
36
Redeemer
20
Redeemer
Spell
61,
87,
Sites
List
Urban
105
30
Case
Relic
Treatment
105
37
Temples
Survivor
Violating
a Minor
Vow
Violating
a Mortal
Vow
78
Violating
a Sacred
Vow
78
12
of Confession
War Domain
Services
94
Restorative
Care
Revelation
94
Water
Weapons
43
31
20
of Sacrifice
108
95
S
Sacred
Armour
Sacred
Vow Penance
Sacred
Vows
36
79
75
Strike
77
15
7
36
Relocation
111,121
Vengeful
Voice
21
35
SacredlProfane
105
88,
II
Visionary
22
Criminal
Rotbreath
Shield
88,
63,
Empowerment
Relic
62,
Divine
Redemptive
96
Domain
Twice-Born
Recovering
Rewards
40
Trickery
23
Revive
96
40
Animal
Religious
96
Totem
36
Domain
40
Reformed
Blood
Tingshas
44
Rebirth
Soul
Thin
105
Protection
Puja Stick
100
98
33
36
Armour
Protection
Thief
Thurible
Pendulum
113,
97
Redeemed
The Wretched
List
31
20
123
Domain
64,
65,
89,
89,
and Defences
105
106
115
121
The
Q1-d"'tesse"'ti~1
ALIGNMENT
FIGHTING STYLE
HIT POINTS
ABILITY SCORES
TEMP
TEMP
SCORE MODIFIER
SCORE MODIFIER
DEXTERITY
SUB
CLASS
DMG
CONSTITUTION
HIT
INTELLIGENCE
DIE
DAMAGE
REDUCTION
rorAL
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MISC
ABILITY MACIL
FORTITUDE (CON)
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WILL (WIS)
BASE
TEMP
MODifiERS
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ABILITY SIZE
<~","
CROSS KEY
CLASS ABILITY
LVL+3(a)
v I N
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ANIMAL EMPATHV
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KNOWLEDGE
KNOWLEDGE
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PICK POLKET
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NOTES
DEX
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WEAPONS
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I:
2:
2:
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HENCHMEN
/ ANIMAL
COMPANIONS
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NAME
NOTES
NAME
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THIS PAGE IS DESIGNATED DPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. A
PHYSICAL APPEARANCE
AGE
SEX
HEIGHT
SIZE
WEIGHT
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NUMBER OF MEMBERS:
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TYPE:
ALIGNMENT:
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THIS PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY A
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