View Full Version : Alternate Pantheon: Virtues and Sins
Captain Impulse
7th May 2008, 06:46 AM
In my most recent campaign, I've decided to continue fleshing out my custom world by moving on to a new region. But during the course of my writing, I started to realize some thing I didn't like about my world - namely, the pantheon of deities. I've always had a problem or two with the cosmology of pretty much every official world, mostly because of the seemingly haphazard hierarchy or structure of their pantheon.
Forgotten Realms is the biggest offender in this category. While I love the world, I doubt many would argue that there are just too many deities to keep track of, and outside the big names, very few of the minor deities get used. It sort of detracts from the power of the deities, to me, to have too many wielding so much power. Even more so, it seems that with the way D&D is designed, with epic levels and such, that eventually a continuation of the same characters almost inevitable leads to the PCs eventually becoming effectively "gods" in terms of their power, if not in name. And with the deity system as it is in FR, many DMs allow their players to become gods (I've heard it way too often).
Thus, when re-working my custom world, I had a few goals in mind:
1) I wanted there to be a definite degree of structure to the way the heavenly pantheon was created, as well as an explanation as to how the demonic pantheon would subvert the system.
2) I want Priests and Paladins of each deity to have unique abilities that make them different from their brethren.
3) I wanted one pantheon for the entire world (unlike FR, which has different pantheons for humans, elves, dwarves, monsters, etc) that explained the creation of all major races, humanoid and monstrous.
The following is what I came up with:
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The Creation
In the beginning, there existed only One.
From the One, all things were created. The universe, the stars, the planets, and all life was born of the One.
To serve him, the One created the Seraphim, to be the minders of the sun, the moon, the stars, and the soldiers of the heavens.
Then he created the Nephelim, to be the guardians of the earth, the elements, and the governors of its peoples and its civilizations.
Then he created his world, on which the culmination of all life was placed.
He filled the skies with air, the great depths with water, and the lands he covered with plants.
He created fish, birds, and all manner of animals to perpetuate the cycle of life.
And all the animals knew their purpose; whom to feed upon, and whom to fear.
Then he created the races that would rule the earth.
The first race was the Dragons, who were born of the elements of the earth: of solid rock, of sky and wind, of oceans, lakes and rivers, and of the fires below the earth itself. They would be the sentinels that would watch over the earth, and protect it from harm. Wisest and most powerful of all races, they would be entrusted with its care.
Next came the Elves, weaved together from the plants of the forests and the gentle winds.
Then came the Dwarves, crafted out of the mighty rocks of the mountains.
Halflings then were formed from the soft earth of the hills and plains.
Gnomes came next, formed from the chaos under the earth; fire, earth and gem.
And last came the Humans, steadfast and resolute, formed from the dauntless waves of the sea.
However, among the Nephelim there was a great and powerful being; the Fallen One. This being, who saw the world and the lesser beings to whom it was given to reign over, became jealous. The Fallen One, known as Lucifon, rebelled against the One, and gathered many of the Nephelim to battle against him. Yet the One foresaw this, and cast down the Fallen and the Nephelim from the heavens, and took away their heavenly forms.
The Nephelim, now cursed to walk the earth, took on new forms. The most powerful became creatures of legend: the giants, the trolls, the djinn, and other creatures of legend. The lesser Nephelim became monsters or possessed other living beings, spawning terrible creations in the process. And such was their hatred of the One, the Seraphim and the races of the earth, that they sought to corrupt all that was made in the world.
The Nephelim captured and bred with many of the races of the earth, and from them, new, corrupt beings of darkness were created.
From the unholy offspring of the Nephelim and the Dwarves, the Orcs were born. Rooting themselves firmly in the mountains, caves and hidden places of the world, their savagery knows no limits.
The corruption of the Elves wrought the creation of the Dark Elves, who fled into the deepest, darkest corners of the forest, cursing the light of the sun. Some retreated from the surface world entirely.
Goblins are the corrupt offspring of Halflings and Nephelim, and to this day infest the hills and plains, plaguing the lands of farmers, burning and pillaging as they please.
From the breeding of Gnomes and Nephelim came the Kobolds; a shrewd race of tricksters and thieves that stalk the shadows under the earth, striking out at the surface world with their dark crafts.
And the cursed spawn of Humans and Nephelim became the Ogres. Outcast from society, they thrive in their solitude and the fear they induce in the weak-hearted.
The Nephelim also committed great acts of evil against the plants, animals, and even the lands themselves. They granted dark sentience to trees and plants, bringing them to life with malicious intent. They bred with animals and created new monstrous races; gnolls, lizardmen, minotaur, manticore, and several others. To the lands they cast great curses and plagues, creating deserts, swamps and wastelands. Disasters such as earthquakes, tornadoes, hurricanes struck the lands of civilization, causing great devastation. The balance of nature has been upset by the works of the Nephelim.
The Dragons awoke and fought against the Nephelim, and destroyed many demons, but alas, the power of the Fallen One and his minions was too great, their forces too overwhelming. Many dragons were slaughtered; others were captured, and from them the Nephelim bred a new race of Dark Dragons that served the Fallen. Unleashing these twisted mockeries upon the originals, the Dragons suffered an even greater defeat. Those few Dragons that survived fled, wounded and defeated, and passed into the shadows of time. There they would rest, recover, and wait through the ages for a time when they could exact their vengeance.
The peoples of the earth cried out to the One for salvation, and in response the Seraphim were sent to battle the Nephelim and their dark creations. These Seraphim were forced to cast off their divinity to walk upon the lands of the earth, for no divine being is allowed to walk the earth. Many Seraphim died battling the Nephelim, yet the evil forces of the Fallen also suffered heavy losses. Those that survived on either side still walk the earth, doing battle whenever they encounter each other.
The peoples of the earth learned the names of the Seraphim over the ages, and began to revere them as divine patrons of the One. The monstrous races, and some people who were seduced by the darkness, learned the names of the Nephelim and began to revere them as well.
There are seven Seraphim that are revered as the most powerful on the earth, and there are seven Nephelim whose names are well-known among the peoples of the world as harbingers of pain, suffering and death. These beings (called Seraphs or Demons) are not the only remaining divine beings on the earth, but these are the most widely known and considered to be the most powerful. Each Seraph or Demon represents one facet of their belief system.
Uriel, Seraph of Hope
Ramiel, Seraph of Faith
Sariel, Seraph of Mercy
Azrael, Seraph of Justice
Gabriel, Seraph of Fortitude
Michael, Seraph of Temperance
Raphael, Seraph of Purity
Azazel, Demon of Wrath
Abaddon, Demon of Sloth
Anima, Demon of Envy
Pazuzu, Demon of Gluttony
Bael, Demon of Lust
Belzebub, Demon of Greed
Lucifon, Demon of Pride
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In the following posts, I will detail each of the 7 Seraphs and the benefits of their followers. Unfortunately, I have not completed the 7 Demons yet, as in my current campaign, there will be no evil player characters and thus no need for evil Priest or Paladin info.
NOTE: I take NO credit for the images I use below. I use them to give you a good idea of what these guys are like. The original artist is Wen-M, whose works can be found here: http://wen-m.deviantart.com/
Captain Impulse
7th May 2008, 06:47 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Uriel.jpg
Uriel, Seraph of Hope
The Star of Hope, The Light of Heaven
Alignment: Lawful Good
Domains: Life, Creation, Glory, Joy, Community.
Portfolio: Uriel is the patron of creation and life itself. He teaches that
people should find joy and happiness in the gift of life that has been given
to them, and not to fall into the depths of despair when things become
difficult. It is through these trials that true heroism is found, shining like a
beacon amidst a world cloaked in darkness. Uriel presides over the domains
of procreation, birth and celebration, and is a favored deity of those wanting
to have a child. Uriel teaches that his followers should not seek battle, but
never to shy away from it when the lives of others are threatened.
Followers of Uriel: Those who follow Uriel’s teachings are instructed to
confront sin, darkness and wrongdoing head-on, never faltering in their faith
and never succumbing to despair. Those who put their belief in Uriel never
lose heart, even in the face of seemingly inescapable defeat. True believers
know that even if they are to lose their mortal lives in Uriel’s service, their
souls will undergo a glorious transformation into a form far more powerful
in order to battle the forces of darkness.
Favored Weapon: Uriel’s favored weapon is a Longsword.
Weapon/Armor Restrictions: Followers of Uriel are proficient with all Armor and Shield types (except Tower Shields), and are proficient with Longswords in addition to a Priest’s normal weapon proficiencies.
Bonus Abilities: Followers of Uriel gain the following abilities according to their class:
Priest
Turn Outsiders – During character creation, a Priest of Uriel may choose to alter the focus of his Turn ability from undead to another creature type, from the following list: demons or outsiders.
Unshakable Faith – Priests of Uriel are immune to Fear, Sadness and Despair spells and effects, and are not subject to
the effects of Curses, Bane or Doom spells.
Believe – Priests of Uriel may reroll all natural 1’s when attacking or resisting an effect from an evil opponent.
Voice of Hope –Priests of Uriel may, as a standard action that uses one of his Turn attempts for the day, double the effects of any Morale bonuses cast on friendly targets within 30’ (including himself). This includes spells such as Bless, Prayer and Heroism, or a Bard’s Inspiration abilities.
Petition: Hope – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine blessing using one of his Turn attempts for the day. All allies within 30’ of the Priest gain +2 morale bonus to hit and damage, and become immune to Fear effects. This effect lasts for 1 round per Priest level.
Paladin
Aura of Hope – Paladins of Uriel replace the ability Aura of Courage with Aura of Hope, which grants all allies within
10’ of the Paladin a +1 bonus to attack rolls.
Divine Fervor – Paladins of Uriel may replace the ability Divine Health with Divine Fervor, which gives them immunity
to immune to Fear, Sadness and Despair spells and effects, and are not subject to the effects of Curses, Bane or Doom spells.
Indomitable Will – Paladins of Uriel may replace the Special Mount ability with Indomitable Will. Once per day,
starting at 5th level, a Paladin of Uriel immediately gains hit points equal to 1d8 + his Paladin level + his Charisma modifier immediately upon being reduced to less than 0 hit points. He also gains a +2 to attack rolls, damage rolls and all saving throws for the next three rounds. Doing so uses one of the Paladin’s Turn attempts for the day.
Remove Fear – Paladins of Uriel replace the ability to Remove Disease with Remove Fear, which removes all Fear,
Shaken, Sadness and Despair penalties from allies within 30’.
Blessed Weapon – At 10th level, a Paladin grants the “Holy” ability to any weapon he wields, making it a Good weapon
for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
Captain Impulse
7th May 2008, 06:49 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Ramiel.jpg
Ramiel, Seraph of Faith
The Weaver of Wonders, The Granter of Miracles
Alignment: Neutral Good
Domains: Magic, Holy, Destiny, Fate, Divination.
Portfolio: Ramiel is the caretaker and guardian of cosmic forces and the weaver of mystic
energies. Arcane magic, divine power, elemental energy, time and fate are all entrusted to
Ramiel. No mortal manipulation of these forces can be accomplished without Ramiel’s
knowledge; however, the forces of The Fallen One (particularly Belzebub) are able to siphon
away some of this power to grant spells to their own followers. Ramiel carries a book that
details the entire history of the universe: past, present and future, including his own fate.
Even armed with this knowledge, Ramiel is duty-bound to protect the course of events,
regardless of their outcome.
Followers of Ramiel: Those who revere Ramiel tend to be scholarly in nature and generally
have some proficiency with spellcasting, whether it be arcane, divine or some other
manipulation of cosmic forces. People often look to Ramiel for answers concerning the
future, thus oracles, soothsayers and diviners revere Ramiel for his insight (although often
Ramiel is vague in his answers in order to protect the fabric of time). Priests and Paladins of
Ramiel are knowledge-seekers, inquisitors, lorekeepers and those who seek to unravel the
mysteries of the universe. They often join adventuring companies in order to explore the
world around them and learn more about its history and its many truths.
Favored Weapon: Ramiel’s favored weapon is a Quarterstaff.
Weapon/Armor Restrictions: Priests of Ramiel not proficient with armor or shields, and are
only proficient with Simple Weapons. Paladins are allowed all the same weapon, armor and shield types as regular Paladins, except Tower Shields.
Bonus Abilities: Followers of Ramiel gain the following abilities according to their class:
Priest
Turn Anomalies – During character creation, a Priest of Ramiel may choose to alter the focus of his Turn ability from undead to another creature type, from the following list: elementals or aberrations.
Blessing of Foresight – Due to the knowledge bestowed upon them by intense communion with their deity, Priests of Ramiel are gifted with a supernatural foresight into the near future. They may add their Intelligence bonus to their AC (as a divine dodge bonus) as well as to their initiative rolls.
Master of Divination – Starting at 3rd level, Priests of Ramiel may reroll any check related to a divination attempt,
whether it be skill based (Scry check), spell based (percentage for a meaningful/accurate answer), or Saving Throw, in order to achieve a more positive result. Doing so uses one of the Priest’s Turn attempts for the day.
Cosmic Theurge – Starting at 1st level, any time a Priest of Ramiel gains the ability to cast a new level of spells they may choose whether they will draw their magic energies from the Arcane, Divine or Nature circle of magic. For example, at 1st level, a Priest of Ramiel decides that all of his 1st Level spells will come from the Divine Circle of spells (and thus choose from the Priest’s spell list). At 3rd level, the Priest may decide that his new level of spells will come from the Arcane Circle of spells (and thus choose from the Wizard/Sorcerer spell list). At 5th level, the Priest may decide his new level of spells comes will come from the Nature Circle of spells (and thus choose from the Druid spell list). Once the choice is made, it becomes permanent and all spells of that level may only be taken from the chosen spell circle.
Petition: Faith – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine blessing using one of his Turn attempts for the day. All allies within 30’ of the Priest gain a Spell Resistance rating equal to the Priest’s level. This effect lasts for 1 round per Priest level.
Paladin
Aura of Faith – Paladins of Ramiel replace the ability Aura of Courage with Aura of Faith, which grants all allies within
10’ of the Paladin a +2 bonus to Reflex saves.
Divine Resistance – Paladins of Ramiel may replace the ability Divine Health with Divine Resistance, which gives them
a Spell Resist rating equal to their Paladin level + their Charisma modifier.
Arcane Denial – At 5th level, Paladins of Ramiel may replace the Special Mount ability with Arcane Denial. Once per day, the Paladin can negate the effect of any spell being cast as an immediate action. The Paladin makes a Spell Attack roll against the caster (DC: 10 + enemy caster’s level), adding his Paladin level and his Charisma modifier to his roll. Doing so uses one of the Paladin’s Turn attempts for the day.
Remove Sleep or Charm – Paladins of Ramiel replace the ability to Remove Disease with Remove Sleep or Charm,
removeing all such effects from the Paladin or any touched ally. This uses one of the Paladin’s Turn attempts for the day.
Blessed Weapon – At 10th level, a Paladin grants the “Holy” ability to any weapon he wields, making it a Good weapon
for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
Captain Impulse
7th May 2008, 06:51 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Sariel.jpg
Sariel, Seraph of Mercy
The Mistress of Mercy, The Lady of Light
Alignments: Chaotic Good
Domains: Love, Healing, Mercy, Sun, Nature.
Portfolio: Sariel is a caring, forgiving deity whose compassion for the world and all living beings
in it is immeasurable. Sariel holds that all of creation has the potential for good inside of it, and
those that stray from the righteous path have been seduced by the agents of The Fallen One.
However, Sariel believes that all creatures, even the Nephelim, are capable of redemption, and
she crusades tirelessly in an attempt to redeem those who have turned their back to the light.
Followers of Sariel: Followers of Sariel are varied in nature, from unkempt wanderers in the wild
to peaceful missionaries and local apothecaries. Doctors, veterinarians, farmers and others who
work for the betterment of life (whether it be man, animal or plant) look to Sariel for guidance
and support. Those who have truly accepted her teachings take pity even on their enemies and
will offer their healing powers to anyone who is in need (and willing to change their wicked ways).
Favored Weapon: Sariel’s favored weapon is a bow (long or short). Even so, she teaches that
weapons only lead to violence and that her followers learn martial combat only to defend
themselves or for survival.
Weapon/Armor Restrictions: Priests and Paladins of Sariel not proficient with armor or shields,
and are only proficient with Simple Weapons, longbows and shortbows. However, she prefers
that her followers not use weapons at all, if possible.
Bonus Abilities: Followers of Sariel gain the following abilities according to their class:
Priest
Turn Nature – To reflect her desire to not harm any living being, during character creation, a Priest of Sariel may choose
to alter the focus of his Turn ability from undead to another creature type, from the following list: animals, plants or fey.
Improved Disarm – Priests of Sariel gain the feat Improved Disarm for free.
Benediction – Priests of Sariel add their Wisdom modifier to their AC as a divine armor bonus.
Healing Hands – Priests of Sariel may apply the Maximize Spell feat to any Cure spell as an immediate action by spending on of their turn attempts for the day.
Faith Healing – Priests of Sariel gain may apply the Reach Spell feat to any Cure spell as an immediate action by spending one of their Turn attempts for the day.
Petition: Mercy – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine blessing using one of his Turn attempts for the day. All allies within 30’ immediately heal an amount of damage equal to the Priest’s level. Also, all affected allies heal 1 additional point of damage per round for the next minute (10 rounds). This ability may be used as an Immediate action if the Priest uses an additional Turn attempt.
Paladin
Merciful Fist – At 1st level, Priests of Sariel gain the Improved Unarmed Strike feat for free, and deal unarmed damage
as a monk of equivalent level. The Paladin suffers no penalty to his attack roll for attempting to deal subdual damage.
Shield of Radiance – Paladins of Sariel gain the ability Shield of Radiance, which allows them to add their Charisma
modifier to their AC as a supernatural dodge bonus in addition to their dexterity bonus.
Aura of Mercy – Paladins of Sariel may replace the ability Aura of Courage with Aura of Mercy. All allies within 30’
ignore all Bleed effects (such as from Wounding weapons or from being reduced below 0 hit points) currently in effect,
and also ignore any new applications of such effects while within the Aura’s area of effect.
Prevail - At 5th level, Paladins of Sariel may replace the Special Mount ability with Prevail. As a Swift action, Paladins
of Sariel can choose to add any of the following effects to all of their unarmed strikes to overcome Damage Reduction: good, law, silver, adamantine, or magic. Doing so uses one of the Paladin’s Turn attempts for the day, and lasts for 1 minute.
Divine Radiance – Paladins of Sariel replace the ability Divine Health with Divine Radiance, which gives them
immunity to level-draining effects from negative energy sources.
Remove Negative Levels – Paladins of Sariel replace the ability to Remove Disease with Remove Negative Levels. This ability removes 1d4 negative levels per use. This ability uses one of the Paladin’s Turn attempts for the day.
Blessed Weapon – At 10th level, a Paladin grants the “Holy” ability to any weapon he wields (including his unarmed
attacks), making it a Good weapon for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
Captain Impulse
7th May 2008, 06:53 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Azrael.jpg
Azrael, Seraph of Justice
The Fist of Righteousness, The Sword of Truth
Alignment: Lawful Good
Domains: Law, Justice, Protection, Truth.
Portfolio: Azrael is an emotionless judge of character, who serves as the judge
of souls in the hierarchy of Seraphs. Azrael judges the deceased worthy or guilty
of entering paradise on his actions, not his words, for they are often filled with
lies and deceit. Still, Azrael is quick to protect those who are being persecuted,
often sending his agents to deal with such atrocities directly. Although they hold
vastly differing viewpoints on the nature of sin, punishment and redemption,
Azrael still maintains an amiable status with Sariel, and often has her present when
presiding over the judgment of souls (Sariel often acts in their defense).
Followers of Azrael: Priests of Azrael often serve as judges, lawyers, constables,
sheriffs and other agents of the law. Churches of Azrael promote the redemption
of sin and wrongdoing through confession and atonement. His churches offer asylum
to those who seek it, but this comes with a price: working towards redemption
through acts of good and making amends with those who have been wronged.
Many Priests and Paladins of Azrael were once criminals themselves.
Favored Weapon: Azrael’s personal favored weapon is a Longsword, however,
most of his followers have adopted the Warhammer or the Mace as their weapons
of choice due to their symbolic similarity to a judge’s gavel.
Weapon/Armor Restrictions: Priests and Paladins of Azrael are proficient with all types of swords and hammers, including Mauls. They are also proficient with all armor and shield types.
Bonus Abilities: Followers of Azrael gain the following abilities according to their class:
Priest
Turn Abominations – During character creation, a Priest of Azrael may choose to alter the focus of his Turn ability from undead to another creature type, from the following list: outsiders or aberrations.
Righteousness – Starting at first level, a Priest of Azrael is immune to all effects and additional damage from weapons,
spells and abilities that grant bonuses versus certain alignments. Thus, Priests of Azrael can not be Smited, are immune to
spells such as Unholy word, and do not suffer additional damage from Unholy or Chaotic weapons.
Immutable Word – Starting at first level, Priests of Azrael can gain a +2 bonus to the DC or Spell Attack roll of any
spell cast upon an evil opponent. Doing so uses one of the Priest’s turn attempts for the day.
Petition: Justice – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine blessing using one of his Turn attempts for the day. All allies within 30’ immediately add +2 damage to all of their attacks for the next 10 rounds.
Paladin
Aura of Justice – Paladins of Azrael replace the ability Aura of Courage with Aura of Justice. All allies within 10’ gain a
+1 to all damage rolls.
Divine Furor – Paladins of Azrael replace the ability Divine Health with Divine Furor, which gives them immunity to
all forms of paralysis as well as Hold Person effects.
Aegis – Once per day, starting at 5th level, Paladins of Azrael may replace the Special Mount ability with Aegis. The
Paladin calls into being a shield of divine power to protect himself or a nearby ally. The Priest or one ally within 30' gains Damage Reduction 3/- per level of the Paladin for the next round. The Paladin can activate this ability as an immediate action. Doing so uses one of the Paladin’s turn attempts for the day.
Remove Paralysis – Paladins of Azrael replace the ability to Remove Disease with Remove Paralysis and Hold Person
Effects, which immediately removes all such effects from the Paladin or any touched ally. This uses one of the Paladin’s Turn attempts for the day.
Blessed Weapon – At 10th level, a Paladin grants the “Holy” ability to any weapon he wields, making it a Good weapon
for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
Captain Impulse
7th May 2008, 06:54 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Gabriel.jpg
Gabriel, Seraph of Fortitude
The Martyr, He Who Suffers, The Carrier of Burdens.
Alignment: Neutral Good
Domains: Endurance, Suffering, Strength, War.
Portfolio: Gabriel epitomizes the concept of selfless sacrifice for the good
of others. His personal mission is a crusade against evil, and he calls all
who are willing to take a stand against darkness to take up arms and
fight. Gabriel knows that battle is inevitable, but he also holds himself to
an unbreakable code of ethics: never harm an innocent, never strike an
unarmed opponent, and never let another suffer because of your actions.
Gabriel’s body is criss-crossed with scars; symbols of the many times he
has taken a blow to shield another. The Seraph would sooner let himself be
killed than let an ally die in combat alongside him.
Followers of Gabriel: Gabriel’s followers clad themselves in the heaviest
of armors and wield large, intimidating weapons. Although some accuse
his followers of being muscle-headed brutes, they believe if they can prevent
a fight by intimidating the enemy into backing down, then it is for the better.
Gabriel’s followers train day and night on an intense physical regimen that
helps to steel their bodies to endure the whips and blades of their enemies,
for themselves and in the protection of others. Soldiers are the most common
followers of Gabriel.
Favored Weapon: Gabriel’s favored weapons are the Greatsword and Greataxe.
Weapon/Armor Restrictions: Priests and Paladins of Gabriel are proficient with all Simple and Martial weapons, but tend to prefer two-handed weapons. They are proficient with all types of armor, but they are not proficient with shields.
Bonus Abilities: Followers of Gabriel gain the following abilities according to their class:
Priest
Turn Minions – During character creation, a Priest of Gabriel may choose to alter the focus of his Turn ability from undead to another creature type, from the following list: outsiders or constructs.
Endurance – Priests of Gabriel gain the Endurance feat for free. If they would already gain this feat for free from another
source (such as a racial bonus), they gain a free bonus feat instead.
Unbreakable Concentration – When casting a spell, a Priest of Gabriel can use one of his Turn attempts for the day as a
Swift action to automatically succeed at any Concentration check to avoid a disruption of their spellcasting. While in
effect, a Priest of Gabriel’s spellcasting can only be interrupted by knocking out or killing the priest, or by muting him (as if by a Silence spell).
Vanguard – Priests of Gabriel use d10 for their hit dice instead of d8.
Petition: Fortitude – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine blessing using one of his Turn attempts for the day. All allies within 30’ immediately add +2 bonus to their Constitution scores for the next 10 rounds. Temporary hit points are removed first, and lost after the effect ends.
Paladin
Aura of Fortitude – Paladins of Gabriel replace the ability Aura of Courage with Aura of Fortitude, which grants all
allies within 10’ of the Paladin a +2 bonus to Fortitude saves.
Divine Vigor – Paladins of Gabriel replace the ability Divine Health with Divine Resistance, which gives them immunity
to all forms of Ability Damage.
Martyrdom – At 5th level, Paladins of Gabriel may replace the Special Mount ability with Martyrdom: Once per day, the Paladin can cast Shield Other on all allies within 30’. This effect lasts for up to three rounds, but can be dispelled by the Paladin at any time. This uses one of the Paladin’s Turn attempts for the day.
Remove Ability Damage – Paladins of Gabriel replace the ability to Remove Disease with Remove Ability Damage, which removes 1d4 points of ability damage per use. This uses one of the Paladin’s Turn attempts for the day.
Blessed Weapon – At 10th level, a Paladin grants the "Holy" ability to any weapon he wields, making it a Good weapons for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
Captain Impulse
7th May 2008, 06:55 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Michael.jpg
Michael, Seraph of Temperance
The Redeemer, The Bringer of Deliverance.
Alignment: Chaotic Good
Domains: Courage, Nobility, Retribution, Liberation.
Portfolio: Temptation is the greatest enemy of mortal kind, but Michael is
its greatest enemy. Michael grants strength of will to those who are weak,
strength of heart to those who are abused and downtrodden, and strength of
will to those who lack courage of faith. Forgiveness is his chief virtue, and
through Michael, many of those who have fallen can be set on the path to
righteousness. Michael teaches people to resist temptation, resist slavery
and entrapment, resist the lies and deceit of mortal rewards, and seek a
greater purpose in the world beyond.
Followers of Michael: Rebels, radicals, insurgents – Michael’s followers
have been called all these things. Even among supposedly enlightened societies,
servants of Michael seek to root out corruption and injustice, bring equality
to all people regardless of class, and fight tyranny and oppression wherever it
appears. Sometimes where the light shines brightest, so hides the deepest darkness.
Servants of Michael also seek to purge weakness and corruption from within the
temples of the Seraphs.
Favored Weapon: Michael’s favored weapons are the Spear and the Longsword.
Michael’s priests often use shields.
Weapon/Armor Restrictions: Priests and Paladins of Michael may wield all Simple and Martial weapons, and can wear any armor or shield (except Tower Shields).
Bonus Abilities: Followers of Michael gain the following abilities according to their class:
Priest
Turn Deceivers – During character creation, a Priest of Michael may choose to alter the focus of his Turn ability from undead to another creature type, from the following list: demons or fey.
Discipline – Priests of Michael use a Monk’s Saving Throw chart instead of the Priest’s chart.
Inspiring Courage – Priests of Michael always have the Bless spell in effect. All weapons wielded by Priests of Raphael
have the Bless Weapon cast upon them at all times. These bonuses do not stack with other Bless effects.
Petition: Temperance – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine
blessing using one of his Turn attempts for the day. All allies within 30’ immediately add a +2 bonus to all saving throws for the next 10 rounds.
Paladin
Aura of Temperance – Paladins of Michael may replace their Aura of Courage with Aura of Temperance, which grants
all allies within 10’ of the Paladin a +2 bonus to Will saves.
Divine Will – Paladins of Michael replace the ability Divine Health with Divine Will, which gives them immunity
to all forms of compulsion (such as Charm or Domination) as well as possession (such as a Magic Jar spell or a ghost’s
Malevolence ability).
Avatar - At 5th level, Paladins of Michael may choose to replace the Special Mount ability with Avatar. Once per day, as
an immediate action, the Paladin can become immune to all forms of damage and negative status effects for one round.
The Paladin’s movement cannot be hindered by anything short of a solid object (such as a wall or another creature), and
he can even walk on water and other unstable surfaces. This uses one of the Paladin’s Turn attempts for the day.
Remove Impediment – Paladins of Michael replace the ability to Remove Disease with Remove Impediment, which
casts Freedom of Movement on the Paladin or any ally within 30’ for one round. This uses one of the Paladin’s Turn attempts for the day.
Blessed Weapon – At 10th level, a Paladin grants the “Holy” ability to any weapon he wields, making it a Good weapon
for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
Captain Impulse
7th May 2008, 06:56 AM
http://i18.photobucket.com/albums/b144/Bandit_DM/Raphael.jpg
Raphael, Seraph of Purity
The Purger of Sin, The Incorruptible.
Alignment: Neutral Good
Domains: Purification, Renewal, Exorcism, Spirit.
Portfolio: Raphael is the vessel by which all evil is purified, and by whom tragedy can
be turned into glory. He teaches that people can live free of sin, but does not condemn those
who falter while honestly trying. Raphael knows that no mortal being can be perfect,
but he encourages all mortals to be forgiving, loving, and examples of all that is good to
those around them. Raphael preaches mercy even to your enemies, for no one is irredeemable;
not even the Fallen One – yes, Raphael has not even given up hope on him.
Followers of Raphael: Raphael’s followers are typically pacifistic by nature, but that does
not mean that they stand idly by while evil is allowed to work its ways. Priests and Paladins
are instructed to always offer an enemy at least one chance (and usually three) to repent and
try and change his ways before enacting final judgment. Raphael’s temples are places of
healing and community service, some serving as hospices and/or shelters for refugees and the
homeless.
Favored Weapon: Raphael’s favored weapon is the quarterstaff. However, some sects have
adopted the sickle and the scythe, as they are symbolic of cutting away sin an iniquity as a farmer
cuts the chaff from the wheat. Still others have adopted the chakram, as it is meant to be
representative of Raphael’s halo.
Weapon/Armor Restrictions: Priests and Paladins of Raphael may wield all Simple weapons,
as well as sickles, scythes and the chakram. Neither class has any proficiency with armor or shields.
Bonus Abilities: Followers of Raphael gain the following abilities according to their class:
Priest
Turn Corruptors – During character creation, a Priest of Raphael may choose to alter the focus of his Turn ability
from undead to another creature type, from the following list: demons or aberrations.
Ring of Divinity – Whenever a Priest of Raphael casts a Cure spell, all allies within 10’ of the Priest are healed for 1
point of damage per level of the Cure spell.
Light of God – At 5rd level, Priests or Raphael can cast the spell Searing Light as a standard action without having
prepared it in advance. This uses one of the Priest’s Turn attempts for the day.
Exorcism – At 7th level, Priests of Raphael gain the ability Exorcism, which allows the Priest to attempt to cancel all
forms of compulsion (such as Charm or Domination) as well as possession (such as a Magic Jar spell or a ghost’s Malevolence ability) from any target within 30’. The Priest makes a turn attempt against the HD of the creature or the level of the caster of the spell or effect. The Priest may add his Charisma modifier to the level result as well. If the Priest’s Turn result is greater than or equal to the HD level of the creature or the level of the caster, the effect is negated. This uses one of the Priest’s turn attempts for the day.
Petition: Purity – At 15th level, as a standard action once per week, the Priest can petition his deity for a divine
blessing using one of his Turn attempts for the day. All allies within 30’ immediately remove any and all of the following negative status’ currently in effect: nausea, shaken, stun, sickened, poison, dazzled, dazed, confusion, blindness or deafness.
Paladin
Aura of Purity – Paladins of Raphael may replace their Aura of Courage with Aura of Purity, which makes all allies
within 30’ immune to stun effects, and cures any stuns in effect whenever the aura moves and envelops a stunned target.
Stainless Soul – Paladins of Raphael add their Charisma modifier to their AC as a divine dodge bonus.
Divine Cleanliness – Paladins of Raphael may replace the ability Divine Health with Divine Cleanliness, which makes
them immune to all diseases and poisons.
Judgment – At 5th level, a Paladin of Raphael may choose to replace the Special Mount ability with Judgment. For the
next 10 rounds, the Paladin may convert his remaining Turn attempts for the day into additional Smite attacks. Each time
the Paladin successfully uses a Smite attack, all allies within 10’ heal hit points equal to his Charisma modifier.
Remove Affliction – Paladins of Raphael may replace the ability to Remove Disease with Remove Affliction, which
removes all poisons, as well as the sickened or nausea status effects, from any touched ally. This uses one of the Paladin’s Turn attempts for the day.
Blessed Weapon – At 10th level, a Paladin grants the “Holy” ability to any weapon he wields, making it a Good weapon for purposes of Damage Reduction and dealing an extra 2d6 Holy damage against all creatures of evil alignment.
MindForge
7th May 2008, 10:36 AM
I am replying to just the idea right now - not the actual deities.
I really like the idea of fewer gods. In my campaign world, I have 11 gods utilizing pretty much the same thing but only clerics get special abilities and only get one domain instead of two. One domain is unique to each god.
What I do not like is the use of strong biblical connections. That's just me. When I was reading, I was interested in the idea until I got to the beginning of the direct connections to biblical and real faith. I stopped reading then.
Now, if your home game was very biblical in nature, I can understand it better. Is it?
Captain Impulse
7th May 2008, 12:00 PM
Not really. It's an even spread of Christians and athiests, actually, and even among the Christians, I'd say maybe 2 are active church-goers. The campaigns aren't biblically inspired, either. Even so, they all responded well to the system. I think they latched on to it because the idea behind the theology is more familiar to them than a lot of the ideas presented in the books.
Obviously the system is not for everyone but I think there are enough people who might want a simpler or more familiar system to use. You could easily change some names and adapt it to your own world, or re-write the history of the pantheon so it's less "biblical". The real meat of the system is in the changes it makes to Priests and Paladins.
Knight of Roses
7th May 2008, 04:47 PM
Personally, I like having access to multiple pantheons of gods. Done well, it adds depth to a world. Mind you, I do not think that FR does it well, but then I do not care much for the FR at all.
I can see the lure of syncretism and simplicity but I prefer my pantheons to be big. If a player wants to play a cleric, we can work together to customize the class abilities for each faith should be unique.
olstar18
10th May 2008, 10:45 PM
I kinda like both ideas. THe jumbo pantheon fits the city-state type religon, 1 main god for each city that everyone worships (sometimes forced to) and several minor gods that individuals would worship individually, and then this method which form of religon which matches up closer to Catholic Christianity making it easier for people to relate. Please I beg you tell me when your planning on running a game using this pantheon.
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