Introduction to barbarian altanis (“altanis”)


Alignment: Lawful Neutral Domains



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Alignment: Lawful Neutral

Domains: Law, Magic, Repose

Symbol: Black Jackal

Typical Worshippers: Guardians, embalmers, necromancers, monks

Favored Weapon: Mace

Anubis appears as a male human with the head and long tail of a dog or jackal. A neat mane of straight black hair falls over his shoulders. He dresses in a white knee-length kilt, a decorative scale mail breastplate of glittering gold, and a number of bracers and armbands. He typically carries either a scepter or a true ankh. He can use his Shift Form ability to take on the form of a jackal.

Anubis is the son of Re and Elishar.
ATHENA, BATTLE GODDESS OF WISDOM

Alignment: Lawful Good

Domains: War, Good, Law, Knowledge

Symbol: Owl

Typical Worshippers: Sages, fighters, paladins

Favored Weapon: Spear

Athena, Battle Goddess of Wisdom, is Lawful Good.

Athena attracts warriors who desire to see justice done in the Wilderlands. The domains she is associated with are Good, Knowledge, Law, and War. Her favored weapons are the spear and shield. Athena has a temple in the town of Bryny which on the Rorystone Road between Thunderhold and City State. In Valon, Athena is worshiped as Amala, Warriorgoddess of the Sea. Her domains are War, Good, Law, Water.
BONDORR, GOD OF SWORDS

Alignment: Neutral

Domains: Earth, Strength, Protection, War

Symbol: Two crossed swords

Typical Worshippers: sword masters, smiths, warriors, fighters, swords-for-hire, Altanians

Favored Weapon: Scimitar

Bondorr appears as a powerfully built man with blue skin and long white hair. He fights with a gold scimitar in his left hand that will parry with a 60% chance every weapon attempting to strike him and will break any weapon it parries with. Bondorr can not be injured in any way by a sword, however other weapons will do full damage. The silver scimitar in his right hand is so light that he can make two additional attacks per round with it. Any sword held in his hands becomes a +1 sword permanently.


CILBORITH, GOD OF THE ELVES

Alignment: Chaotic good

Domains: Chaos, Protection, Good, War

Symbol: Quarter moon

Typical Worshippers: Elves

Favored Weapon: Longsword or spear

Cilborith (Kill-bo-rith), High God of the Elves, is Chaotic Good. Cilborith was one of the first deities to appear and has been with his people since just after the Uttermost War. He is the High God of the Elves and is prayed to in times of conflict to provide inspiration to their leaders.

While many elven communities have local deities he is universally worshipped by elves throughout the Wilderlands. His High Temple is located in the Great Forest.
DENNARI, DWARVEN EARTH MOTHER

Alignment: Chaotic good

Domains: Chaos, Earth, Good, Liberation, Plant

Symbol: Warhammer with leaves sprouting from handle

Typical Worshippers: Dwarves, oppressed, poor people, farmers and peasants

Favored Weapon: Warhammer

Dennari is an earth-mother deity of dwarven origin, yet she has found a surprising popularity among poor and oppressed people of many races. Like other earth goddesses, Dennari represents agriculture and fertility, but these aspects are not as important as her association with the earth proper and its fruits. Her faith is not connected with the agricultural cycle; it has become a symbol for the strength of oppressed peoples.

Dennari appears as a full-bodied, muscular dwarven woman. Dwarves sometimes depict her with a long, flowing beard from which plants grow as if it were earth. Her nondwarven followers typically portray her as beardless.
DIONYSUS, THE LOUD-ROARING

Alignment: Chaotic Neutral

Domains: Chaos, Destruction, Madness

Symbol: Thyrsus, a staff tipped with a pine cone and a twisted vine.

Typical Worshippers: Satyrs, Fauns, revelers, rogues

Favored Weapon: Quarterstaff

Deity of wine, mirth, and madness, Dionysus (dye-oh-nye-sus) appears as a young man carrying an amphora of wine, a lyre, and a thyrsus. Like Dennari, he is an nature god with power over fertility of both land and creatures, but his portfolio is limited to vines, wine, and wine’s influence on mortals.

Dionysus is called Women-Maddener because of his ability to inspire frenzy in his worshipers (particularly women). He is the son of Re by a mortal woman, Semele.
ELISHAR, THE LIGHT-ONE

Alignment: Neutral Good

Domains: Good, Healing, Knowledge, Luck, Protection, Sun

Symbol: Five-pointed star containing a five-pointed star in its center

Typical Worshippers: Good and Neutral mortals

Favored Weapon: Scimitar

Elishar is a radiant goddess suffused with positive energy. She appears in many forms: a pulsating globe of light, a humanoid with brightly glowing silver or gold skin, or a Solar. Like a Solar, Elishar literally exudes life energy, and its mere presence is devastating to undead.


FREYA, THE GODDESS OF LOVE AND POETRY

Alignment: Neutral Good

Domains: Air, Charm, Good, Magic

Symbol: Falcon

Typical Worshippers: Bards, sorcerers, wizards, lovers, husbands and wives, Elves, Gnomes, Half-Elves

Favored Weapon: Longsword

Freya (fray-ah) is the deity of erotic and sensual love, adept at the practice of magic. Some myths say she taught the art of witchcraft to the Gods. Freya is the daughter of Re and the twin sister of Zon-Kathon. She delights in romantic poetry and is considered the most magnanimous of the goddesses. Freya weeps tears of gold when her husband, Thor, goes on his journeys. She possesses the Necklace of the Brisings, sometimes called Brisingamen, a fantastically beautiful and priceless piece of jewelry crafted by the dwarves. She rides to battle in a chariot pulled by twin lions. Half those slain in battle, and all women so slain, come to Freya’s hall Sessrumnir.


HANUMAN THE ACCURSED, THE APE GOD

Alignment: Chaotic evil

Domains: Chaos, Evil, Animal

Symbol: A black simian head

Typical Worshippers: Evil priests and wizards, animal cultists, non-humans

Favored Weapon: Dagger

Hanuman is a bestial and debased dire ape, rarely worshiped by humans though those who do are utterly debased and evil themselves. His priests rule through intimidation and terror. He demands human sacrifice. His priests, if human, wear masks of his bestial image. His idols are carved from black marble. Hanuman is worshiped in the southern jungles and in the region of Chim, Tlan and Lenap.


HEPHAESTUS, WORKMAN OF THE IMMORTALS

Alignment: Neutral Good

Domains: Artifice, Community, Earth, Fire, Good

Symbol: Hammer and Anvil

Typical Worshippers: Dwarves, Artizans, Fighters

Favored Weapon: Warhammer

The god of blacksmithing, fire, and crafts, Hephaestus (hef-faystuss), usually appears as a tall, bearded giant with a club foot and a hunchback. Among the comely gods of Olympus, only he is ugly. It is said that his older brother, Zon-Kuthon, tossed him down the side of Titan Mountain. Hephaestus is highly honored among the gods as their armorer and smith. Bards’ tales say that volcanoes mark the sites of his forges.

Hephaestus is a patron of all the civilized arts, though smiths are his special charges. He is married to Freya but secretly loves Dennari, who either does not notice or does not deign to acknowledge his affection.
MIDOR, ORC GOD

Alignment: Lawful evil

Domains: Evil, Law, Strength, War

Symbol: Spear

Typical Worshippers: Orcs, goblins

Favored Weapon: Longsword

Midor is an unusually large orc. He can regenerate and hates anything that uses his orcs. Midor has a body guard of two orcs that follow him everywhere. He demands cruelty and strength of his followers.


NERULL, THE HATER OF LIFE

Alignment: Neutral Evil

Domains: Death, Darkness, Evil, Trickery

Symbol: Skull and Scythe

Typical Worshippers: Necromancers, assassins, rogues, murderers

Favored Weapon: Scythe

The deity of death, Nerull (nare-ull), is widely known and widely feared. His gaunt form resembles a mummified, nearly skeletal corpse with rusty red skin, thick blackish-green hair, a cowled cloak of rusty black, and eyes, teeth, and nails like poisonous verdigris.

His black staff, Lifecutter, forms a scythelike blade of red force that slays anyone it touches.
OBAD-HAI, THE SHALM

Alignment: Neutral

Domains: Air, Animal, Earth, Fire, Plant, Water

Symbol: Mask of oak leaves and acorns

Typical Worshippers: Cat-folk, barbarians, rangers, druids, hunters

Favored Weapon: Quarterstaff

Obad-Hai (oh-bod-high), deity of nature, is most often shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities depict him as one of their own race. Because Obad-Hai strictly adheres to neutrality, he is a rival of Dennari. Obad-Hai plays a shalm (a double-reed woodwind musical instrument, also spelled “shawm”) and takes his title from this instrument. He also carries a staff.


ODIN, BATTLE GOD OF KNOWLEDGE

Alignment: Neutral good

Domains: Air, Good, Knowledge, Strength, Travel, War

Symbol: A never-blinking blue eye

Typical Worshippers: Rulers, nobles, lawyers, fighters, warriors

Favored Weapon: Spear

Odin, Battle God of Knowledge, is lawful good. He is also known as Wotan the All-Seer and One-Eye to the Skandiks. He hanged himself off of the world tree and sacrificed one of his eyes to gain the wisdom of Gaea. It is said among the gods that there is no other who knows the will of the world than Odin. Odin is also known as the chooser of the slain picking those worthy warriors who died in battle to join him Valhalla. The Skandik people revere him, and he has major temples in the City State and Tarantis (where he is also known as Woten).


RE-HORAKHTY, THE RULER OF THE GODS

Alignment: Lawful Good

Domains: Glory, Good, Law, Nobility, Sun, War

Symbol: Solar disk encircled by a serpent

Typical Worshippers: Rulers, vizers, fighters, paladins, monks

Favored Weapon: Khopesh

The ruler of the gods, Re-Horakhty is the resplendent lord of the sun, steering the Solar Barge across the sky and through the underworld at night. He appears as a strong, dark-skinned human with the head of a hawk.

Re-Horakhty is the son of Elishar and Re. Previously called Horus, he ascended to take the place of the original sun-god, Re, after defeating Nerull to avenge the murder of Re. He absorbed the divine essence of the aging Re, increasing his power beyond that of his parents.
SEKER, GOD OF LIGHT

Alignment: Lawful good

Domains: Sun, Magic, Knowledge, Protection

Symbol: Hawk-headed mummy or sun-tipped mace

Typical Worshippers: Women, foes of evil, seekers of knowledge

Favored Weapon: Halberd and mace

Seker, God of Light, appears as a strong, virile man. He is a tireless foe of evil. He fights with a halberd or lance and his mace, which disintegrates undead. He also shoots rays of sunlight from his hands. He enjoys having female worshipers and most of his priests are female temple maidens. His temples normally contain large libraries of scrolls and books of philosophy, magic and religion for those who want to seek out truth. The priestesses tend their god when he appears. Otherwise they seek out evil to destroy it.

Followers of Seker are known as Sekerites. They often partner with Mycretians to foil the foul plans of Mer Shunnan priests of Armadad Bog.
SUTHAK, GODDESS OF FERTILITY

Alignment: Chaotic Good

Domains: Community, Chaos, Goodness, Healing, Protection

Symbol: Palm of the Hand

Typical Worshippers: Common People, Healers, Protectors, Families, Altanians, Women

Favored Weapon: Dagger

Suthak's form on the material plane is one of an extremely beautiful woman of medium height with long, flowing dark hair and dark brown eyes. She wears a long white gown with a gold chain around her waist and gems that sparkle like stars in her hair. All non·Evil life is friendly to her and she is able to walk most of the earth with very little trouble. Suthak has the power to cause all life within 10 miles of her to bloom, grow, heal up to full Hit Points or Cure Disease as whatever the case may be, once per day.

She is also known as The Spring of Life, Goddess of Spring, and the Bringer of Life.
THOR, GOD OF THUNDER

Alignment: Chaotic good

Domains: Chaos, Good, Protection, Strength, War, Weather

Symbol: Hammer

Typical Worshippers: Barbarians, fighters, paladins, rangers, farmers, other commoners, Dwarves and Half-Orcs.

Favored Weapon: Warhammer

Usually portrayed as a powerfully built man with a red beard and eyes filled with lightning, Thor is the strongest of the gods. Thor is the son of Re and a female giant named Jord (“Earth”). Where Re was complex and crafty, Thor is straightforward and physical. This makes him popular among the common people. Thor greatly enjoys facing giants in contests of strength and martial prowess. His nemesis is Jormungandr the World Serpent, whom he is destined to face at Ragnarok.

Though married to Freya, Thor had two sons with a giant named Jarnsaxa. Those sons, Modi and Magni, are prophesied to survive Ragnarok.
THOTH, GOD OF KNOWLEDGE

Alignment: Neutral

Domains: Knowledge, Magic, Rune

Symbol: Ibis

Typical Worshippers: Scholars, sages, wizards, sorcerers, bards

Favored Weapon: Quarterstaff

The mysterious deity Thoth appears as a slender human with the head of an ibis. He is the inventor of writing and arithmetic, and the god of scribes, sages, libraries, and knowledge in general.

Thoth is not related, even by marriage, to any other deity, and his origins are not clear. Some legends say that he was present at creation, recording the events of Re’s birth as they occurred. Others say he is a son of Re.
XERBO, GOD OF THE SEAS

Alignment: Neutral

Domains: Animal, Knowledge, Water

Symbol: None

Typical Worshippers: Merchants, Sailors, Fishermen, Money

Favored Weapon: Net or Dagger

Xerbo is worshiped in Valera as the town protector and God of the Sea.


YOG, GOD OF THE OUTER DARKNESS

Alignment: Chaotic evil

Domains: Chaos, Evil, Knowledge, Magic, Darkness

Symbol: None

Typical Worshippers: Insane cultists, wizards seeking alien knowledge

Favored Weapon: Dagger

Yog resides in the Void outside of the world. He appears as an evil blot of seething darkness, which occasionally takes the most bestial forms. He or his servants can be summoned from the void by ancient wizardry. Seeing Yog requires a Will save (DC 40) or the viewer suffers 1d6 permanent Wisdom damage and 2d10 temporary Wisdom damage. Yog is so mind-rendingly alien that even a successful save results in 2d4 temporary Wisdom damage. He is a keeper of ancient knowledge. Speaking with Yog allows a character to select ranks in Knowledge (ancient arcana), presuming he maintains his sanity in the process. He has no earthly priests. It is said that there are many other gods like Yog in the outer void.


ZON-KUTHON, LORD OF PAIN

Alignment: Lawful Evil

Domains: Darkness, Death, Destruction, Evil, Law

Symbol: Chained Skull

Typical Worshippers: Sadists, Masochists, Torturers

Favored Weapon: Spiked Chain

Zon-Kuthon is the brother of Freya. He was as beautiful as she was when they were young. He disappeared into the darkness of the plane of shadows and was possessed by evil entity. Zon-Kuthon was twisted, he lost his beauty, his love, his decency. Pain wracked him in the depths of the shadows. In time he emerged and fought his sister and all the other good deities. Now he cares little about fighting the other gods or caring about anything beyond his pain and pleasure. Unfortunates who wander into his home suffer greatly before they are freed.



Prestige Classes:

ANOINTED KNIGHT

The anointed knight is a holy soldier in the service of the Altanian Elementalists who have taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.

An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.

Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.

Regardless of their backgrounds, anointed knights often form bonds of friendship with knowledgeable arcane spellcasters who might benefit from their combat puissance. Anointed knights also ally themselves with angels, eladrins, and other forces of good. They believe in crusades against evil and enjoy taking the fight to evildoers wherever they may reside. They oppose the warriors of darkness, and the one trait they share with their evil counterparts is a lack of subtlety. An anointed knight would much rather go head-to-head with her enemies than work behind the scenes or try to organize any form of passive resistance.

Hit Die: d10.
REQUIREMENTS

To qualify to become an anointed knight, a character must fulfill all the following criteria.



Alignment: Any good.

Base Attack Bonus: +5.

Feats: Ancestral Relic.

Organization: Member of the Altanian Elementalists.

Skills: Craft (alchemy) 2 ranks, Knowledge (arcana) 1 ranks, Spellcraft 1 ranks.
CLASS SKILLS

The anointed knight’s class skills (and the key ability for each skill) are Climb (Str), Concentration

(Con), Craft (alchemy) (Int), Heal (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion)

(Int), Knowledge (the planes) (Int), Ride (Dex), and Spellcraft (Int). See Chapter 4 of the



Pathfinder Core Rules for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.
Anointed Knight Class Table:

Class Level

BAB

Fort

Ref

Will

Special

1st

+1

+1

+0

+1

Anoint Self

2nd

+2

+1

+1

+1

Anoint Ancestral Weapon

3rd

+3

+2

+1

+2

Bonus Feat

4th

+4

+2

+1

+2

Anoint Self

5th

+5

+3

+2

+3

Anoint Ancestral Weapon

6th

+6

+3

+2

+3

Bonus Feat

7th

+7

+4

+2

+4

Anoint Self

8th

+8

+4

+3

+4

Anoint Ancestral Weapon

9th

+9

+5

+3

+5

Bonus Feat

10th

+10

+5

+3

+5

Anoint Self

CLASS FEATURES

All of the following are class features of the anointed knight prestige class.


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