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HYMNS OF OBLIVION
NIGHTMASTER (Nightmistress)
Ability Requirements: Wisdom 9 Ability Requirements Like most priests, nightmasters must possess a minimum of common sense and enlightenment. All nightmasters must have a Wisdom of at least 9. Ratri requires no other particular attributes of her priests, but smiles on those with high Dexterity and Intelligence. If a nightmaster’s Wisdom is at least 16, he receives a 10% bonus to all experience earned. Alignment All nightmasters must be chaotic in alignment. Though Ratri is not the patron of criminals, she is a fickle goddess who loves the freedom of the night, and has little interest in the “rules” laid down by society. Player character nightmasters may be either chaotic good or chaotic neutral, though NPC nightmasters of chaotic evil alignment do exist. Arms and Armor Nightmasters may use any of the weapons normally available to thieves: club, dagger, dart, hand crossbow, knife, lasso, quarterstaff, short bow, sling, broad sword, long sword, and short sword. They may wear either studded leather, leather, or padded armor, and may carry shields. Spells and Magical Items Nightmasters have major access to the spheres of All, Astral, Charm, Divination, Guardian, Healing, Necromantic, Protection and Sun (reverse spells only). They have minor access to the spheres of Chaos and Summoning. Nightmasters may use any magical items normally available to priests, as well as those designed specifically for thieves. Friend of the Darkness A nightmaster can hide in shadows and move silently just like a thief. His chance of success is related to his level according to Table 19: Thief Average Ability Table in the Dungeon Master’s Guide (pg 23). Nightmasters can also see perfectly in complete darkness, even deep beneath the earth. They can still be afffected by magical darkness and blindness, however.
Plaguewarden
Ability Requirements: Wisdom 9, Charisma 9 Ability Requirements Like most priests, plaguewardens must possess enlightenment and sound judgment; they must have a Wisdom of at least 9. However, plaguewardens must also be persuasive and strong leaders, the better to deal with the dangerous forces of disease and destruction. Therefore, all plaguewardens must possess a Charisma of at least 9. Plaguewardens with a Wisdom of at least 16 receive a 10% bonus to all experience earned. Alignment Rudra’s priests care nothing for law or chaos. They simply want to deflect their cruel god’s hand, and prevent deaths resulting from disease and natural disaster. Accordingly, all player character plaguewardens are neutral good in alignment. It is rumored that neutral evil plaguewarden exist, unholy men who actually revel in death. Arms and Armor Much like clerics, plaguewardens may only wield bludgeoning weapons. There is one exception to this rule: a plaguewarden may use any bow, the holy weapon of Rudra. They may not use crossbows, however. Plaguewardens may wear any type of armor and may carry shields. Spells and Magical Items Plaguewardens have major access to the spheres of All, Animal, Healing, Necromantic, Protection, Summoning and Weather. They have minor access to the spheres of Chaos, Divination and Elemental (All). They may use any magical items normally usable by priests. Scabrous Lord’s Favor Plaguewardens are completely immune to all mundane diseases. They are, of course, still vulnerable to magical diseases, including lycanthropy and mummy rot. Turn Undead Plaguewardens can turn undead in a manner identical to a cleric or anchorite. See Table 91: Turning Undead in Domains of Dread (pg 264).
Wondermaker
Ability Requirements: Intelligence 15, Wisdom 16 Ability Requirements Wondermakers are among the most brilliant minds in Sri Raji. They must possess both sound judgement and keen intelligence. Accordingly, a wondermaker must have an Intelligence of at least 15 and a Wisdom of at least 16. If a wondermaker’s Wisdom and Intelligence are both at least 16, she receives a 10% bonus to all experience earned. Alignment Wondermakers may only be chaotic good in alignment. Tvashtri’s priests must always serve the cause of righteousness, but being tied down to traditions and laws serves neither their creativity nor the cause of good. Arms and Armor Tvashtri allows his priests to wield any weapon they desire, so long as they craft it themselves. If a 1st-level wondermaker wishes to use any weapon more advanced than a club, quarterstaff or sling, he must purchase the Weaponsmithing and/or Bowyer/Fletcher nonweapon proficiencies at character creation (see below). Tvashtri is a god of the wonders of invention; he has no use for primitive or outdated technologies. As a sign of their devotion to progress, all wondermakers may only wear metal armor. This includes ring mail, scale mail, chain mail, splint mail, banded mail, plate mail, field plate, and full plate armor. They may also use shields. Spells and Magical Items Wondermakers have major access to the spheres of All, Charm, Creation, Divination, Elemental (All), Healing and Summoning. They have minor access to the spheres of Thought and Wards. Wondermakers may use any magical items normally available to priests. Read Languages Due to her experience with numerous texts in languages both obscure and forgotten, a wondermaker can puzzle out the meaning of unknown languages much like a thief. Her chance of success is related to her level according to Table 19: Thief Average Ability Table in the Dungeon Master’s Guide (pg 23). Inventive Talents Wondermakers may purchase the following nonweapon proficiencies without paying the extra slot for proficiencies outside their racial or class group: Armorer, Bowyer/Fletcher, Engineering, Gem Cutting, Set Snares, Weaponsmithing.
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