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

Rain

Rain  Chaos, good, Water, Air, and Healing

D- Rain

HS- A Rain storm

PD- Whenever possible. Bathing have cleaning rituals at each bathing. They also perform a great deal of ceremonies under or near water. Priests of Rain commonly are great swimmers and also take up other adventures that are water related. Certain types of marine races are typical patrons of Rain including tritons and aquatic elves. Rain does not have land locked worshippers. All clerics of Rain gain a +2 to all fire based saving throws.

Conflict with magma and sun

AB- Standard

WAL- C/G

WP- Military fork, Harpoon, Crossbow, any other Bow, Sling, Club, Staff, Dagger, and Mace

AR- B,F

PW- 1) can hold breath 2 times as long as any other human. Also characters can breath water 2/turns/day/level.

-Shocking grasp: r: touch, aoe:, d: ct: 1 dam: d8 +1 point per level

2) Choose one from Water or Air Appendix, (options listed below)

-Immune to the natural forms of storms, -2 to all saves made in direct sunlight

3) Can walk on water 1 round/level ct:6.

4) Grows gills and can breath water when needed. Can swim at 3" over normal allowable speed. 15" in my realm. Part of the speed comes from fins between fingers.

5) Gate in rain cloud 10x10 /lvl above 4th, 1rd will put out fire, cool magma (see p44 DSS2),

-Ignore the presence of rain, mud (normally on Trell, half movement and attack at -2 in rain)

6) Can summon 10-40 fish 1/wk to do bidding, must be nonviolent action like blocking passage, or slowing pursuit.

7) Appendix

- Call lighting one per day, (5th level ability will create a cloud for a short time)

8) Can shape change into sea horse, porpoise, or dolphin for 2/turns per level above 8th.

10) Can summon a water or Air elemental of 10HD and control it absolutely. At 11th level the cleric can summon an 11HD elemental. At 12th level a 12HD monster and so on up to 20th level. No concentration needed.

11) Airy water continuously- also can withstand any pressure underwater. PC can also move underwater with total free action, even if attacked with hold spells or fish paralysis.

12) Beyond all of the above, the cleric can shape change into any marine creature (as allowed by Dm.) at will and gain hit points of curing when doing so equal to 1d6 or 10-60% of those lost. This does not require significant thought and therefore allowed with any other action. The cleric is allowed to shape change into a dolphin and swim away or also turn back into human form and cast a spell.

Water Appendix:(Rain)

a) Quench thirst: The cleric can chew on almost anything and extract moisture from it. Mud, plant matter, even rock will yield up to 1/3 of the characters daily water requires.

b) Healing draft: Before one can use these ability, the priest, must have carried a skin on his/her person for at least an hour. After that anyone who drinks from the skin will be cured of light bleeding and regain 1 to 2 hit points. Enough water may be enchanted to heal 10 people. An individual may drink as much of the water as s/he desires, but it will have no additional effect other than to quench the thirst, at least until another wound is inflected. Priest may carry 1 such skin, and it must be blessed, through rituals.

c) Resistance to the elements: A priest gains +4 to saving throws vs. water, +2 vs. earth or air, one must also take a -2 saving throw vs. spells of fire or sun.

d) Body of water: Water clerics body is partially transformed. Impurities, even toxins, are constantly filtered out of the priest, a +4 to any saving throw vs. poison is granted.

e) Spark of Life: Only a 7th level priest may select this power, and it may only be used in conjunction with a healing draft. When invoked, the priest can give a healing draft to any creature of flesh and blood that has died in the last three rounds, and who still has hit points (-10 +1 per 2 level minimum). A small amount of the priests life is used to spark the creatures , and this cost the priest one hit point for as long as the creature remains alive. the draft will bring the creature back to one hit point, the creature now has one extra hit point from the priest, but would return to the original owner if character ever dies before the priest.

f) H2O breathing 1/d, ct: 3 , d: 1 hr/lvl+d4hrs,dur can be divided by # of creatures

g) Create water: r:30yd, d:perm., aoe:up,to,27 cubic ft, ct:1 round

Air Appendix: (Rain)

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. 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) Pro from the elements: + 4 to all wind based atts +2 to fire&water, -2 to earth based att

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

h) Levitate: 1/3 levels per day (r:20 yds/lvl, d:1 t/lvl, ct:2,aoe:1 creature or object, save)

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