Tara,
Goddess of Healing, Safe Travel, Miracles
and Harmony
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Alignment: Lawful Good | |
Cleric Alignment: Lawful Good | ||
Spheres of Influence: | ||
Major: |
All, Charm, Divination, Guardian, and Protection |
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Minor: |
Animal, Healing, Thought, Law, and Sun | |
Symbol: White field with a red rose in the center | ||
Colors: White and Red |
Formal Vestments: White Robe with Red Rose on front and back. |
The Legend | |
Once all was peaceful and harmonious and everything was happy. Then from beyond the beyond there was a great troubling and the "Others" came. They caused great disharmony and strife. Thus to contain their malevolence, the goddess created the world and placed the others upon it, in hopes that it would in time drain them of their violent tendencies. To help it along she placed many faithful on the world to convert the others and for a time all was well. Then a new power appeared on the world and threatened to destroy everything. The goddess saw that it was time to try a more direct approach. ***** Once Tara lived as a simple seamstress. She was kind and gentle and well loved by all who knew her. She never traveled because she considered herself much to fragile to survive the rigors of travel. Then one day she felt a calling. It was as if someone far away needed her help. Tara was never one to turn her back on someone in need. With no knowledge of the world outside of her small village she closed up her shop. Having no idea about preparing for a long journey she took with her only a light shawl and an apple, which she never had a chance to eat. She headed into the dangerous monster ridden countryside that even the toughest of fighters would not enter alone. The people of her village were most distraught. None were strong enough to go into the lands and save her and it they believed that she would surely perish. When she returned from the journey three days later, much to the surprise of the villagers, she brought wondrous tales. And on that day when Tara returned, the crops, which had withered to dust, grew straight and tall and healthy, the bandits who had roamed the hills threw down their weapons and peacefully joined the village and all those who had been sick or wounded were instantly healed. Now Tara the seamstress, is recognized the Goddess of Healing, Safe Travel, Miracles and Harmony. |
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Manifestations: The first known manifestation of the goddess is in the seamstress named Tara. According to Church Doctrine, Tara is manifest in every living thing that desires peace of mind. | |
Holy Days:
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Tithe: The church requires no tithe, however they do suggest that all of their followers give as much as possible to the church, so that they may continue to help the sick, needy and less fortunate. | |
Prayer Duties: Priests attune their hearts to the harmony of the universe around them. And once in tune with the universal harmony, they commune with the goddess who confers a blessing upon their hearts and minds. | |
Weapons Allowed: | |
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* Needle must contain sleeping or other incapacitating compound that is non-poisonous. | |
Armor Allowed: | |
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Minimum Attributes: | |
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Weapon Proficiencies | |
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Non-Weapon Proficiencies | |
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Granted Powers: (May be used Level times per day) | |
Level
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Power |
2
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Peace |
Forces up to 6 HD of creatures hostile to the priest to make save vs. spells or enter a state of bliss. Creatures in this bliss look contentedly at the world around them, regardless of what is going on. After 4 consecutive rounds of bliss, the creatures fall asleep. Any creature attacked while in bliss suffers the full damage of an attack (no saving throw) this destroys the affects of the bliss and this creature gains a +2 penalty to the saving throw against the bliss again. Anyone attacking a creature in bliss automatically hits for maximum damage. The priest will attempt to stop anyone trying to kill a creature in the throws of Peace. | |
5
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Harmonic Paradox |
This causes one creature to lose all hostile tendencies to anyone for exactly one day. The target must save vs. death magic +1 or be affected. The power does have a side effect, though. In order for it to work the target must shed their hostile tendencies, this manifests itself by increased aggression, and boosts to strength and speed. After spending 1 round howling madly, for the next two rounds the target will gain a +2 bonus to initiative, +3 bonus to hit (non-magical) and a +3 to damage (non-magical). At the end of the second round the target will stop and drop their weapon horrified at what they have done and either flee the battlefield or beg to make amends. They will not, however, sacrifice their life. | |
7
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True Bliss |
Forces up to 12 HD of creatures hostile to the priest to make save vs. spells-5 or enter a state of bliss. Creatures in this bliss look contentedly at the world around them, regardless of what is going on as they have glimpsed at the true meaning of the universe and everything else is merely a distraction to pass the time. After 4 consecutive rounds of bliss, the creatures fall asleep. Any creature attacked while in bliss suffers the full damage of an attack (no saving throw) this destroys the affects of the bliss and this creature gains a +2 penalty to the saving throw against the bliss for one-day period. Anyone attacking a creature in bliss and can get past the priest must save vs. death magic –1 or refuse to complete the attack. Any successful attacks automatically hits for maximum damage. Any intelligent creature that wakes up after a blissful sleep will feel the compulsion to join the Universal Harmony Church and become a priest. | |
9
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Harmony |
Similar to Peace, it causes all creatures within a one-mile radius to save vs. spells at -3 (cumulative) or lose any hostile intent toward any other creature affected by Harmony. Affected creatures do not suddenly become friends. They just will not willingly cause harm to another affected creature. This does not hold if one creature is affected and the other is not. Though the spell does not directly affect the priest, all creatures with hostile intent toward the priest are affected | |
12
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Sage |
Allow priests to enchant a structure so that any who enter within a one-mile radius are automatically affected by a Harmony spell (no saving throw, magic resistance does not apply). This effect is only temporary and lasts only as long as the creatures are in the one-mile radius. It requires ten priests to pray for ten hours. Any priest who resides in the building for at least one-year has his wisdom increased by 2, while within the harmony sphere. Such priests may commune with Tara once, for every wisdom point over 15, per month. | |
20
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Universal Harmony |
Allows the priest to enchant an area four miles in diameter around them to radiate a Harmony field. Any creatures that enter the Harmony field lose the ability to kill any other intelligent creature and will not harm any non-intelligent creature unless for food or protection. Any intelligent creatures without protecting magic are subject to the power of the Harmony field. Any intelligent creature that lives inside of the Harmony field for more than a year gains the belief that they are incapable of killing another intelligent creature. Upon leaving the Harmony field such creatures inevitably feel panic, fear and disorientation even if only a foot outside of the field. For each priest that participates in the ceremony the radius of effect extends another two miles in all directions. The priests who participate in the ceremony usually choose the center of the Harmony field to settle down in and open up a new church. |
Restrictions: |
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Other: |
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