Heroes of Godsrage
Ability Requirements: 10 Wisdom.
Prime Requisite: Wisdom.
Secondary Requisite: none.
Hit Die: d8 per level until 10th, +3 HP from 11th level on.
Alignment: Adherents are normally Neutral Good though they may be Lawful Neutral, Chaotic Neutral, True Neutral or Neutral Evil.
Allowed Races: Aluft, Amurian, New Elf, Aflin, Dwarf (Earther, Stoner, Corsair, Topsider), Human, Gnome (KBC, P&D, KIG), Half-Elf, Half-Orc, Mull, Tabaxti.
To-hit Progression (Thac0): As Faith.
Experience Progression: XPro Chart 2.
Saving Throws: As Faith.
ETHOS: This is an old church, founded before the Godsrage. Though its members were put to the sword at that time, it has reemerged and flourished since. The belief of the power of the four basic elements is as old as Cyrus and has become accepted once again. The Adherents maintain that they worship the gods through their aspects and this is where their powers come from. Only the Order of Cepheus frowns upon this faith as there is no sect in it that worships his aspect. The Adherents are one church divided into four separate sects. They do not worship the gods, but they do worship the elements they represent, Fire, Earth, Water and Wind each have their own clerics but the Adherents are a united church. Adherent temples are not grandiose places like those of the Holy Orders. Small simple gathering places like a cave at the top of a cliff or a wooded glen are all these clerics use as temples, the closer to nature and the influence of the elements the better. The organization of the Adherents is not like that of other faiths either. They only gather four times a year at the high point of each season (I.E . the spring and the autumn equinox and the summer and the winter solstice). Though each sect has its own "Perfect Adherent” there is no real hierarchy in place.
Less knowledgeable members still learn from more experienced, but they are equal partners in the faith. Members of all sects work together and are rarely at odds over their faith. The Adherent’s church has no flock to speak of, many people believe in this ideology but an actual congregation does not meet formally other than at the seasonal gatherings. This may be due to the fact that this religion is not truly smiled upon in most nations. Whatever the reason as a faith, “The Adherents of the Elements” have long stood the test of time.
Rites of the Priesthood
Celebrations: all clerics able to travel must attend the four annual gatherings, those unable to travel must send someone in their stead.
Missions: Adherents are very often on missions, a simple one, like to protect a specific person, place or thing or just to see that person, place or thing. The priest might have chosen his current mission or might have been assigned to him. 1) against any forces, gods or mortals that threaten nature. 2) to view a natural event or feature that is of specific interest to the priesthood. 3) to stop a forced event from taking place. 4) to protect the prevalence of their element in an area where it is threatened.
Vigilance: 1) protection of nature against unnecessary defilement by humans and other sentient races. 2) to ensure that beings from the elemental planes do not upset the balance on the prime material plane.
Guidance: priests teach respect for the power of the elements.
Holy Symbol: a circular medallion carved with a drop of water, a lick of fire, a shining gem and a feathered wing, with the clerics element turned to the top.
Clothing: Adherents are expected to wear a cloak that conveys their element. Thus, any red for fire, any blue for water, any gray or white for wind and any green or brown for Earth.
Beholden to Nature: While temples are not built they must still be maintained outside of city walls, the further from civilization the better. Priests may stay within in city walls when traveling but their permanent residence must be outside the city limits.
Followers: Adherents never gain followers simply as a reward for advancing in levels, nor do they ever gain official approval to build a stronghold. However any of these may come about as the result of good role-playing.
Weapon Proficiency and Specialization: Adherent shaman are allowed to use weapons in accordance with their order:
- : Flame clerics rely on flaming weapons; flaming arrows, burning oil, Greek fire, a burning club or torch and magical weapons enchanted to somehow burn or scald. Heating metal weapons to cause searing damage is an acceptable practice amongst Adherents of Flame. Because these weapons are hard to find or maintain Flame Clerics have started using the Warhammer as a representation of a forge tool they also view the mace as a good acceptable weapon.
- : Earth clerics are usually the best armed as they can use any weapon made of metal, stone or wood. As such they may use any weapon available during the campaign and time period.
- : Air clerics use weapons that are guided by air. They are allowed the use of any missile weapon including any weapon that has a duel roll as a melee and missile weapon.
- : Water does not lend itself easily to being an offensive weapon. Its clerics have adopted the weapons of those who live by the sea. The club, dagger, gaff, harpoon, cutlass, trident and whip are all acceptable weapons for the Adherents of Water.
Weapon Style Proficiency and Specialization: When being created, Adherent shaman are proficient in all of the following basic Weapon Styles: single hand single weapon, Weapon and shield, two handed weapon, thrown missile/sling and Bow Missile. Additionally they may use weapon proficiencies to specialize in any of these styles and gain proficiency in exotic weapon styles as long as they support the weapons they can use.
Use of Armor and Shields: Adherent shaman may wear any armor and may use any shield.
Proficiencies: Adherent shaman follow the faith progression for starting and gaining Non-weapon Proficiencies. They have access to the general and Faith lists. They may take proficiencies off of other lists but must pay a 1 slot penalty for every NWP they choose to take in this way. : Adherent shaman are required to take the Religion: Shamanistic proficiency out of their initial allotment of non-weapon proficiencies when they are being created. : It is suggested they choose several proficiencies that relate to their element of choice.
Bonus Non-weapon Proficiencies: While being created Adherent shaman gain one Non-weapon Proficiency as a bonus according to their order as follows:
- : Weather Sense.
- : Agriculture.
- : Fire Building.
- : Swimming.
Magic Item Use: While Adherent shamancan cast magical spells, they can also use many magical items, including potions, protection scrolls, most rings, most miscellaneous items, and all forms of enchanted armor and weapons: as well as items created specifically for priests.
The Complete Priest’s Handbook: Adherent shaman may utilize kits from any published TSR source. If you wish to utilize a kit you must get the GM to OK the specific kit because some kits may not fit the flavor of the campaign world or time period. They may also utilize the Spells, Equipment, and followers tables from the complete priest’s handbook.
Stronghold: At 9th level, an Adherent shaman may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the Adherent faith’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The Adherent shaman can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.
Faith Spell Casting: The shaman receives his spells as insight directly from his faith (the deity does not need to make a personal appearance to grant the spells prayed for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. Adherent shaman have major access to the following spheres: All, the Elemental sphere of his order, and Cosmos.
Level 1: Turn Undead.
Level 5: may ignore the presence of the element worshiped. The duration of this power is a number of rounds equal to his level, he can only perform this two times a day. This protection extends to everything that the cleric is carrying on him at the time.
Leve1 7: can gate material directly from the plane of his element. The amount he can gate is equal to one cubic foot of matter per level above sixth. The material is a pure specimen from the plane in question. The exact nature of the material will be raw and basic stone (not metal) from the plane of earth, flame from the plane of fire, liquid water from that plane, and a terrific wind capable of knocking down a man size or smaller creature from the plane of air. The shape of the material may be dictated by the cleric but may not be gated more than 50 feet away from him and matter may only be gated once per day.
Level 9: though not a granted power Adherents can conjure elementals from his elemental plane when he reaches this level. The fifth level spell “conjure elemental” replaces the 6th and 7th level spells conjure fire or earth elemental.
Organization of the Faith
At first level Adherent shaman have the title: Adherent of (element of choice). They retain that title until such time as they reach 23 level and supplant their order’s leader and gain the title: Perfect Adherent of (element of choice).