ATTAR
Intermediate Power:
Deity/Priest Alignments: CG/Any Good
Portfolio: Enslaved, Oppressed, Suffering
Requirements: WIS 14, CON 14
Weapons Allowed: All Bludgeoning (Type B)
Armor Allowed: None
Magic Items Allowed: As Priest
Major Spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Protection
Minor Spheres: Elemental
Bonus PRO: Endurance, Herbalism, Religion
Required PRO: Heal, Rope Use
Clergy: Priests and Monks
Turn Undead: Yes
Command Undead: No
ATTAR (Aaa-tar)
The Power: Attar is the god of the oppressed and suffering on Azura. Attar is seen as the patron deity of the enslaved and beings who suffer under the control of another often give Attar homage. Although Attar has worshippers of all alignments that placate him, his primary worshippers are those who are oppressed or enslaved unjustly, not merely prisoners…his true worshippers are only of good or neutral alignments, he does not hear the call of evil ones justly (or even unjustly) imprisoned. Attar is very much a god of the common man, rather than a god worshipped by nobles, the rich, or adventurers. However, though he is a god ministering to the suffering, he advocates not complacency but active militarism in rising above and opposing tyranny.
Attar is allied with the gods Nythiir (God of Healing) and Mitra (God of Beauty) whose priests often assist each other, and worshippers of one god often give homage to another of the three. Ironically, Rhone (God of Honor and Loyalty) is a strong ally despite the differing alignments (Rhone is LN) due to the fact that both priesthoods often find themselves on the same side of disputes involving evil. Attar worshippers are strongly opposed to minions of the God Taranthus, and also have antagonistic relations with the priesthoods of Inari, Kos, Bacaris and Savitar. It is often said that Attar and his followers foolishly accumulate more enemies than they can realistically oppose effectively.
The Ethos: Followers hold to the belief that all men should be free, not merely in body but in thought and actions. Any who restrict this freedom are opposed, and this particularly applies to slavers and those who keep slaves, although enemies can vary from an oppressive monarchy to a otherwise well functioning Lawful Evil society that bans many freedoms. Certain laws of society, those that respect the rights and actions of others, should be obeyed…social anarchy is frowned upon. However, even worse is the tyranny of the few over the many. The worst individuals are those that enslave their fellows with chains and whips, whether they be human or demi-human. To a worshipper of Attar, this is the ultimate affront to their god and ethos and must be opposed with every means at every chance. Violent overthrow and combat are not out of the question when dealing with slavers or organizations supporting slavery. Those who practice slavery are denied mercy and may be executed if necessary, to set an example and to prevent those evil ones from ever enslaving others again.
The Clergy: Since adherents to Attar span the entire spectrum of alignments, church organization can vary greatly, and there is no centralized power structure. Churches can be as small as two slaves worshipping in secret or an entire city populated by former slaves. Former slaves, torture victims and those unjustly imprisoned fill out the ranks of the priesthood. It is said that wherever a group of slaves gather, there may be a priest of Attar, because the priesthood is very low-key and has no particular vestments or holy items that stand out and draw attention. Priests of Attar actively recruit former slaves, and entire city-states are made up of Attar worshippers and run by priests and worshippers of Attar. However, because the resources of the church are poor and often stretched thin, worship of Attar is still not considered a mainstream religion and its’ priests are often considered as fanatical in their crusades as the Kazullian priests are in theirs. Attar also sponsors several orders of monks, and at least one order of Paladins.
Specialty Powers:
1st Level:
· The priest can cast Magical Vestment (Pr3) once daily for every three levels of the Priest. The protection lasts one turn for every level of the priest and increases AC by +1 for every three lvls (1st=AC5, 4th=AC4, 7th=AC3, to AC 1 maximum at 13th lvl).
· Priests gain a +4 bonus to saving throws that involve endurance or resisting pain or suffering.
5th Level:
· Spell Immunity (Pr4) once daily for a duration of 24 hrs. This immunity functions even if the priest is magically protected by other means.
· The Priest can cast Knock (W2) once daily. The spell only works on doors, chains, shackles or locks holding slaves or those being held against their will. This includes doors to prisons, torture chambers, secret rooms; chains holding coffles of slaves; and any such structure or device holding the priest himself or his companions against his will.
7th Level:
· A permanent Sanctuary spell (PR1) surrounds the priest.
· The priest is immune to the attack of any whip or scourge, natural or magical. They are also immune to any “whip” priest or mage spells; this includes all Taranthian priest specialty whip spells (Mystic Lash, Whip of Woe, Whip of Pain, Whip of Flame), the Bacarian priest spell Scourge, and the mage spells Whip and Whip of Pain. Whips or scourges used as weapons do not affect the recipient of the spell, and they cannot be entangled by specialty whips such as the Taranthian Bullwhip. The priest can transfer this ability to another individual (preferably a worshipper of Attar or one about to battle a slaver or Taranthian priest) for a duration of one turn per level of the priest. The ability must be used within 24 hours, and the priest cannot access this power until it has been used by the recipient.
Attar’s Specialty Spells:
2nd Level: Free Will
4th Level: Whirlchain
5th Level: Faith Armor
5th Level: Ironguard
6th Level: Tenfold Ironguard
SPECIALTY SPELLS OF ATTAR
2nd Level
Free Will (Abjuration)
Sphere: Protection
Range: Creature touched
Duration: 5 or special
Components: V, S
Casting Time: Instantaneous
Area of Effect: Touch
Saving Throw: None
This spell breaks all enchantments, charms, or psionic effects affecting the will or the mind of the recipient. By means of this spell, the spellcaster immediately ends the effects of all spells such as beguiling, charm, command, confusion, enthrall, fear, hypnosis, suggestion, etc.
If any such spells are cast on a priest who has a memorized free will spell, the priest has the option of immediately using the free will spell, assuming she or he has not yet performed any action during the current round. (The mind-affecting magic cannot be structured to prevent the casting of a free will spell if conditions permit.) The decision whether or not to cast the free will spell is made before saving throws are rolled or magic resistance is checked. Casting a free will spell in this fashion counts as the priest's action for the current round.
4th Level
Whirlchain (Invoc/Evoc)
Sphere: Combat
Range: 90 yds
Components: V, S, M
Duration: 1 round
Casting Time: 7
Area of Effect: One Creature
Saving Throw: ½
This spell causes a helix-like length of chain to materialize around a chosen target creature, whip around that being for 4d4+4 points of battering damage, and then vanish. It can affect creatures despite intervening magical barriers, but cannot penetrate magical shields or defenses that block 4th-level spells.
The material component is a length of any sort of metal chain longer than the length of the caster's hand.
5th Level
Faith Armor (Invoc/Evoc)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 5 rounds
Casting Time: 8
Area of Effect: The Caster
Saving Throw: None
This spell brings into being a shadowy, translucent armor around the caster. The aura of this roiling magic can neither be removed nor cast on other beings. Faith armor temporarily makes the caster AC 0 (regardless of encumbrance, Dexterity, and whatever real armor or garb is worn beneath it). Further, it can be set during casting to render the priest immune to the effects of all wizard spells of a particular school or all priest spells of a particular sphere, so that the armored caster is unaffected by such magic.
The material component of a faith armor spell is a handful of powdered obsidian, enough to completely cover both of the caster's palms if it is spread out as thin as dust.
Ironguard (Alteration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 1 round/lvl
Casting Time: 5
Area of Effect: One Creature
Saving Throw: None
By means of this spell, the caster confers upon himself or another creature immunity to metal, including normal metal weapons. Such weapons pass harmlessly through the individual as if he were a phantasm, not solid flesh. The individual can pass through iron bars, gates and other metallic objects. Non-metallic objects still affect the individual and can harm him. Ironguard affects only the individual’s body, not anything he is carrying or is attached to him.
The ironguarded individual is still subject to other attacks, such as heat, cold and poison, even if these are delivered by weapons that would normally pass through him. The individual retains his Armor Class. Magical weapons can strike him, inflicting damage equal to their magical bonus. Enchanted metal is an impassible barrier to an ironguarded individual. Spells using metal in their effects (such as blade barrier) affect the individual normally.
The ironguarded individual can attack armored opponents as if they were unarmored, but only with barehanded or natural weapons. Such opponents would be AC10 if they were wearing all metal armor, modified by any DEX adjustments.
An ironguarded individual who occupies the same place as metal when the spell duration elapses is immediately killed.
6th Level
Tenfold Ironguard (Abj/Alt)
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 round/lvl
Casting Time: 1 round
Area of Effect: 1-10 creatures
Saving Throw: Special
This spell makes up to 10 beings (the caster may be one of them) touched by the caster immune to the damage of all metal items. Metal blades and bars pass through protected beings as if their bodies did not exist. Willing creatures are automatically affected by a tenfold ironguard spell; hostile creatures are unaffected if they successfully save vs. spell (and the caster must typically make a successful attack roll to touch them, too). The strength of this magic is not altered by how many or few beings are protected by it.
A being under the influence of a tenfold ironguard can pass through metal bars, gates, and the like as if a phantasm, but is brought up short by the presence of nonmetallic items (such as a wooden handle on a metal tool) or by enchanted metal. Heat, cold, and poisons still affect the guarded being, even if delivered by "harmless" metal weapons. Magical metal weapons deal damage equal to their bonuses. (those with no bonus inflict 1 point of damage per strike.) Spells whose effects involve metal (such as blade barrier) deal their normal effects to ironguarded beings. An ironguarded being pierced by or moving through metal when this spell expires is instantly slain.
A tenfold ironguard has one important difference from the 5th-level ironguard spell: Each protected being can designate one metal item (one that they are holding and that the caster can touch during casting) to be unaffected by the spell. Thus a protected being can retain a single weapon, tool, key, or other item. The item can contain other items (a metal chest full of coins, for instance) and still be considered "one item" (though if the coins spill, the guarded being will not be able to pick them up), but cannot extend its exemption from the spell to attached items. (For example, a breastplate made exempt would not extend its status to an adjacent gorget or any other part of the same suit of armor.) Metal pieces "fall through" the body of an individual, but leather straps typically work by hanging tightly from the body, and buckles still hold them together even though the metal in the buckles themselves can now pass through the wearer.
The caster cannot end the ironguard early by any known means-dispel magic and similar spells cannot remove its protection-but the death of the caster ends the magic instantly.
The material components are a handful of iron filings and a drop of aqua regia.
SPELLS OF ATTAR
1ST LEVEL
BLESS/CURSE
BLESSED WATCHFULNESS
COMBINE
COMMAND
CREATE WATER
CURE LIGHT WOUNDS/CAUSE LIGHT WOUNDS
DETECT EVIL/GOOD
DETECT MAGIC
DETECT POISON
ENDURE HEAT/COLD
LIGHT/DARKNESS
MAGIC STONE
ORISON
PROTECTION FROM ENEMIES
PURIFY FOOD AND DRINK
REMOVE FEAR
SACRED GUARDIAN
SANCTUARY
WEATHERTELL
2ND LEVEL
AID
AUGURY
CHANT
CHARM PERSON OR MAMMAL
CREATE HOLY SYMBOL
DETECT CHARM
DUST DEVIL
ENTHRALL
FIND TRAPS
FIRE TRAP
FIST OF FAITH
FLAME BLADE
FREE WILL*
HEAT/CHILL METAL
HOLD PERSON
IRON VIGIL
KNOW ALIGNMENT
PRODUCE FLAME
RESIST ACID/CORROSION
RESIST FIRE/COLD
SANCTIFY
SILENCE ‘15
SLOW POISON
SPEAK WITH ANIMALS
SPIRITUAL HAMMER
WITHDRAW
WYVERN WATCH
3RD LEVEL
BOON OF FORTUNE
CONTINUAL LIGHT
CONVERSE WITH SEA CREATURES
CREATE FOOD & WATER
CURE BLINDNESS/DEAFNESS
CURE DISEASE
DETECT SPIRITS
DISPEL MAGIC
DISPEL SILENCE
EMOTION CONTROL
GLYPH OF WARDING
HOLD POISON
LOCATE OBJECT
MAGICAL VESTMENT
MELD INTO STONE
NEGATIVE PLANE PROTECTION
PRAYER
PROTECTION FROM FIRE
PYROTECHNICS
REMOVE CURSE
REMOVE PARALYSIS
SPEAK WITH DEAD
STONE SHAPE
SWIM
WATER BREATHING
WATER WALK
4TH LEVEL
ABJURE
CLOAK OF BRAVERY
CURE SERIOUS WOUNDS
DETECT LIE
DIMENSIONAL ANCHOR
DIVINATION
FIST OF SUFFERING
FREE ACTION
IMBUE WITH SPELL ABILITY
NEUTRALIZE POISON
OMNISCIENT EYE
PROTECTION FROM ENEMIES ‘10
REPEL INSECTS
SANCTIFIED MARKER
SHELLSKIN
SPELL IMMUNITY
TONGUES
WHIRLCHAIN*
5TH LEVEL
ANTI-PLANT SHELL
ATONEMENT
BLESSED ABUNDANCE
COMMUNE
CURE CRITICAL WOUNDS
DISPEL EVIL
FAITH ARMOR*
FLAME STRIKE
HARP
IMMOBILITY
IMPREGNABLE MIND
IRONGUARD*
MAGIC FONT
PLANE SHIFT
QUEST
RAISE DEAD
RIGHTEOUS WRATH
TRUE SEEING
UNCEASING VIGILANCE
6TH LEVEL
ANIMATE OBJECT
ANTI-ANIMAL SHELL
BLADE BARRIER
COMMAND MONSTER
FIST OF BATTLE
FORBIDDANCE
HEAL
HEROE’S FEAST
SPEAK WITH MONSTERS
STONETELL
TENFOLD IRONGUARD*
WORD OF RECALL
7TH LEVEL
ANTI-MINERAL SHELL
CHARIOT OF SUSTARRE
CONFUSION
EXACTION
HOLY WORD
IMPERVIOUS MIND
REGENERATE
RESTORATION
SANCTIFY SACRED SITE
SUCCOR
SYMBOL
SESSION TWENTY
11 years ago
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