Narnia... Adv # 21-.... [Trell links below]

Air

Air Intermediate Denizen of Greater Air Elementals (Air, Travel, Chaos)

Description- / HS- A tornado, whirl wind

Duties of priesthood- Cleric who make pacts with the denizens of the Plane of Air are perhaps the most misunderstood of the entire elemental cleric. They are wanderers, diviners, travelers and mystics. There are those who even call them frauds, but not to there faces.

Villagers and nomads often ask the air clerics to peer into the future and tell of the success or failure of crops, marriages, and fate. Though their answers are often difficult to understand, careful listeners may well be forewarned against potential disaster. Like the winds, their minds are constantly wandering and they rarely seem focused on a current problem or situation. Some say that is because that repetitive viewing of the future drives one mad. Strangely, the one question they dont seem able to answer is whether Trell will recover from the dry devastation. Clerics of the air say that the answer is beyond the scope of their abilities, but others say they are simply afraid to seek the answer.

Initiation: The test of the air cleric is perhaps the most terrifying of the elemental initiations. A cleric begins the ordeal by sending two weeks in the highest mountains he and his mentor can find. The mountain trek is often arduous and dangerous as the test itself. During this two-week period, the candidate and his mentor scale the high peaks and spend hours in meditation on windy ledges. When the initiate feels he is ready, he walks to an overhang where his mentor casts a protective spell over him. Then the student leaps from the precipice, throwing off the shackling chains of earth and giving himself completely to the wind.

As the petitioner falls, the air spirits will speak with him and attempt to forge the pact of air. If the student agrees ands the air spirits accept him, he is gently lowered to the ground, a first level air priest, otherwise he is dropped the remaining distance usually 10-60 feet.

The Pact of the Air: The single most important principle of the lord of the air and their initiates is freedom. They loathe restriction in their movements; personalities, beliefs, practices and clothing, and they rebel against any attempts to impose limitations.

This makes them enemies to all forms of bondage, and they are required to do whatever they can to fight slavery whenever possible. A cleric of the air who frees a slave should receive a 10% bonus to the experience points earned during the adventure. Criminal may similarly free if the cleric honestly believes the felon was unjustly imprisoned. Political prisoners in particular are often grateful to se a priest of the air take notice of their plight.

The growing power of the sun has also angered the air elemental its constant heat still the earth and turn it dry and lifeless, and air hangs in hot pockets of lethargy. Then too, where once mighty oceans gave birth to terrible hurricanes and typhoons, the winds must now be content to scream weakly in the barren wastes. Because of this, air elemental require their cleric to protect and preserve earth and water. By doing this, the elemental hope that the mighty forest will return to shelter the planet from the harsh sun, and that the raging oceans will once again fill the great basins. Only then will they regain the unbridled freedom they once knew.

Living off the Air (fasting) helps visions clarity.

Ability requirements- Standard

Whorshipers alignment- C/G or C/Nor N/G

Air cont.

Weapons -Clerics of the air rarely engage in physical combat with more powerful opponents. Instead, they prefer to stand at a distance and let the wind carry deadly missiles to the enemy. Priest of the air can use missile weapons of any sort. This includes bows, crossbow, slings, javelins, and spears. Spears may be used in melees.

Armor- Air clerics dont like restrictive bonds, so they rarely wear anything heavier than leather armor. They are not restricted to leather; this is a matter of personal taste. Regardless, they usually wear long flowing robes over any other protection. The breezy flutter of three loose garments in particularly gratifying symbol for air cleric.

granted powers-

 1) Choose one from Air Appendix (options listed below)

2) Appendix

3) Appendix or Summon dust devil p204 PH once per day

5) Ignore the presence of Air: one round per level per day. Air priest are not affected by spells that attack with wind or air, and the cleric does not have to breathe. A cleric is unaffected by poison gas or spells such as stinking cloud. Should this power be expended, while the cleric is subjected to a spell or condition, he is affected normally.

Gate in air:" material" is terrific winds capable of knocking down all creatures sized huge or less for one round. A sheet of wind 2 feet wide for every level above 4th whips about at the priests command for one round, moving at gale speed. This means the priest can affect up to 1d4 creatures per level above 4th, before the wind subsides. Anyone hit must make a saving throw VS. paralyzation or be knocked to the ground for the rest of the round. This prevents opponents from making magical, missile or melee attacks.

The wind must start a point no more than 50 feet from the cleric, but can be directed farther once it is set in motion. In a single round, a gale force can travel about 1,000 yd. While the wind is much less destructive than the material gated in by other clerics, its advantage it is terrific range.

7) Appendix, shape change into air elemental one round per level

9) Appendix, shape change into air elemental one turn per level

11) Appendix, shape change into greater air elemental at will

13) Appendix

15) Become part of Denizen

Air Appendix:

a) Clean Air: This power automatically transforms unhealthy air vapor into clean, breathable oxygen as it enters the clerics nose or mouth. The duration is equal to the priest level, and this power can only be invoked once per day.

b) Refreshing breeze: A constant breeze will caress the clerics skin whenever he is outdoors. The cooling this provides will reduce his water requirements by one half, and that grants hi a +1 reaction bonus because of his relaxed composure. The priest will hardly sweat when others are drenched, but can sunburn and suffer other such effects normally

c) Missile Stream: The spirits of the air help to compensate for their champions poor melee ability by guiding their missiles to their targets. This gives the cleric a +2 to hit with any missile that might logically be affected by slight winds. The guidance includes arrows, bolts, and darts, but not boulder or flaming pitch from catapults. This power will work continuously as long as the priest remains outdoors.

d) Missile Deflection: the reverse of missile stream, this power will help steer incoming missile weapons away from the cleric, effectively subtracting 2 from the enemies attack roll. It is always considered to be active outdoors and can only be considered indoors if there is an adequate source of wind.

e) Control Winds: (r:0, d:1 turn/lvl, ct:8, aoe:40ft/lvl radius)

f) Protection from the elements: + 4 to all wind based attacks +2 to fire and water, but -2 to earth based attack.

g) Whispering wind: once per day r:1 mile ct:1 aoe: 2ft radius

h) Levitate: once per three levels per day (r: 20 yds/lvl, d:one turn /lvl, ct: 2,aoe: 1 creature or object, save)

See DSS2 page 25-29 for further detailing

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