Saturday, December 29, 2012

Aokdawn - the places - Volasia


Volasia is the grand capital of the empire created by the old worlders from long ago. The mega city governing all its surrounding area's is named Volasia. Volasia is a political hub for the empire and has a strong, rich history of varied nobility. Volasia is also the spiritual capitol of the world, and the main city houses a grand temple dedicated to every god except sorlah, though the temple to that god is currently being constructed and is supposedly going to be the prime temple of worship for that god. Volasia sits on the western most coast of the continent, and has a good shipping trade as well as a land route connected to candomia, hammerdull, alborine, ravenspire and the elven kingdoms in the ever woods. Volasia is supported by numerous farming comunites, though most of these small towns and villages are located due east towards ravenspires boarders. Small coastal towns and villages are also located north and south of the main capitol, though the only shipping routes go out from the capitol itself.

*Volasia has a large city just south of it called Ureshai - Ureshai was the home to the wizards that were outcast during the first treason that took place at the dawn of the first age when the old worlders first came over. Today Ureshai is a high magic community, and houses most of the magic colleges and schools. Many disciplines and traditions are taught in Ureshai, though they favor fancier magic with real results over boring or tedious magics. Ureshai makes its coin from taxation of the many neighboring towns and communites, mostly farm and fishing towns, and has a nice sized standing army to deal with hill giants, green dragons, and rogue minatours. The city has a rich, beautiful history and uses the same architecture present in the city of volasia itself. Yun and Ganiveil and Tylla and Varuna are very important gods worshipped within the city of Ureshai. Ureshei is the oldest territory that Volasia has, aside from the main city itself. Unlike Volasia, Ureshei has never moved in its location, though it has expanded and re expanded in diffferent directions as time dictated.

*Due east of Volasia is a smaller city known as White Hope or New Durei, and is actually the remnants of the volasian city Durei. When Raven Spire first set out to leave the fold of the empire during the middle of the first age they sacked and burned Durei and all trade communities and towns to prevent the powerful armies from reaching there borders. After leaving the empire Raven Spire was attacked viciously by the hobgoblins and swore loyalty to the queen if they would send aid to prevent the area's destruction. The empire responded and with the help of candomia reconstructed Durei as a military installation known as White Hope, or New Durei. The city served as a military trade base for the empire and allowed the empire to re-establish trade routes and reinforce Raven Spire. White Hope still exists as a military installation, though it is a smaller city than it was during the first age. White hope has a serious feel to it, far more so than most Volasian territories, but they still are extremely loyal to the queen, and tend to house both traditional, and non traditional combatants within there walls. White Hope gains its income from taxation of nearby trade towns, and from spoils of its endeavor to wipe out ogre and giant populations that creep up from time to time. K'vatch and Tylla and Varuna are important gods in White Hope, though Tor'kir and Ganiveil have a strong presence there as well.

Tuesday, December 18, 2012

The Heart of Fayn


This artifact was once a minor artifact, an accident made into a gate to the abyss. Its orignal potential and purpose were lost due to the fumblings of the faynish priests attempting to harness its power. Recently empowered by a relic of Modien Tassle, the artifact once known as the gate stone has been transformed into a powerful faynish artifact, the Heart of Fayn. Once the vessel was able to contain his power, fayn set his evil upon the artifact, transforming it, and its owner, into a powerful conduit of evil, corruption, and sin. The Heart of Fayn now represents what it was meant to, it is the will and desire of fayn, the sin and corruption that courses through his veins, and the evil core that drives him. All powers of the original Gate Stone are lost, destroyed by its transendence, and the new artifact mirrors some of those, but also has a power all its own.

Dimensional Portal - The Heart of Fayn has a demi plane attached, a monstrous plane filled with faynish angels and other evil denizens. It is very possible that somewhere within that very plane, fayn himself rests. The portal opens to a small island, where exists a massive castle of black stone, doors and gates made out of a finely polished obsidian. The liquid surrounding the island appears to be an ocean of blood, and the sky is a greenish color, with gray clouds constantly in the sky, drizzling acidic rain onto the unprotected. Luckily, the Castle is removed from the bad portions of the plane, and is safely tucked away from the noxious fumes in the air, the acidic rain, and the poisonous "waters". The area surrounding the castle is filled with thick dark woods that grow right up to the very edge of the island, showing only about 6 to 10 feet of bone white sand that represents a beach. The Castle has two attachments, a large tower connected to the east wing, and a massive library and study connected to the west wing. The inside of the castle vary according to the owners tastes, but are always lavish, easily reaching a 5 treasure rating in there rarity and worth. No objects inside the castle or plane can leave however. Existing in the castle are several servants, all angels of fayn, all female. the servants appear to be succubus, but have horns, bottle green eyes, and exude an aura of lust. They willingly do any and all tasks for the master of the house, though they too can never leave the plane. The bearer of the Heart of Fayn need only touch a mirror that is large enoug to act as a physical portal to enter the plane. Only those that are given permission to enter the plane may also do so. A portal once created is permanent (although only to the bearer and those allowed) until another is created. Anyone entering the plane always exits the same portal they stepped through.

The heart of fayn has lost most of the demonic energies that once ran through it, as a gate most of those energies had faded over time anyways. The heart however did become more powerful in other aspects.

The Heart of Fayn represents sin. By taking on a mantle of sin one can become more powerful. When attuned to a sin others around the bearer of the heart also feel its presence (this is only for role playing purposes.) So one bearing Wrath would cause people to feel slightly agitated, Lust would cause those nearby to crave carnel pleasures etc. The bearer of the Heart most always have a mantle of sin activated. The bearer of the heart need not seek out others with a branded mantle to gain there power, Fayn is sin, and all that sin flowed into the heart during its creation. At the beginning of each session you must choose a Sin, this is the sin you represent through the story. Though Kaliora has a sin brand and gains power from it, it no longer controls her, she represents all sin now. Kaliora chooses one of the below sins as her primary sin. She always from this point on has that sin attuned and gains access to all its powers and benefits, it cannot be changed. Kaliora also gains a sin as stated above that has to be chosen at the start of every session.

Wrath Abilities -
1- Any succesfull attack you make does at least five levels of damage. This does not translate into successes, but simply causes any damage you do to be a minimum of five levels. This ability does not add five levels of damage, just causes the minimum damage you can do to be five. If you rolled one level of damage on an attack, it would be boosted up to five. Be warned, slapping someone, a defensive kick, all could become deadly. The five levels of damage are before soak and armor.
2 - Increase your physical stats by 2. This can increase there value above 5.
*Once per Scene - You can fire off a 10 level damage blast of sheer force. The range goes out to 40 yards.
*Once per Session - You can focuse your hatred and rage at an opponent within ten yards by emitting a horrible scream of sheer hate. The opponent must score three successes on a willpower roll. If the opponent fails the check it explodes, its body bursting apart with tremendous force. The explosion effects an area 20 yards around the target, and every creature aside from you takes 10 levels of damage. The damage can be soaked as per normal.

Greed Abilities -
1 - You have a treasure rating of five. No matter how much you spend, you gain more coin. As a representative of greed you can never give any of your treasure or bought goods away with out gaining something of at least equal value.
2 - Dont worry about rolling for your treasure roll, you always succeed. There is still a limit to what you can find and buy within the course of a story, and you may not have the time or chance to get what you want in certain situations.
*Once per Scene - You can cause any intelligent creature that has a need or value of money to stop and listen to you. This pause is always because of a promise of coin or reward. The pause allows for social diplomacy or other forms of persuasion, or sometimes just serves as a chance to distract or stall your opponent. This ability has a range of 10 yards.
*Once per Session - You can buy someones favor. This ability has a range of 10 yards. This power forces an opponent to score three successes on a willpower roll, failure means that you must give up something in return for a service. The service cannot require more time than a week, but can be as complicated or simple as you desire. The service needs to be something the person could aquire with his skill, otherwise he wont take the deal for the sheer purpose that he could not complete his end of the bargain.

Lust -
1 - You have an allies rating of five. These allies can be split up and allocated as you want, and can be a single ally, or several allies of varying ratings, so long as the total adds up to five. When the sin is chosen choose who the allies are, if this is a permanent sin you may choose new allies at the beginning of every session. (assume that the allies lasts through the downtime up until the start of the next session regarding rolls, services etc.)
2 - All social attributes are increased by 2, this can take the attributes to a rating above five.
*Once per Scene - You can gain an automatic success on any roll involving a social attribute.
*Once per session - You can gain control over a person with the promise of carnal pleasure. Lust drives people to acts that even greed cannot, and can cause rational people to do irrational things. A target within 10 yards of you must gain three successes on a willpower roll or being subject to a suggestion of your choice. The suggestion can be anything, though it has to be something that can be done within the scene (lust tends to fade away once the object of said lust is no longer around). Unlike greed people could be ordered to attempt something beyond there means, or potentially suicidal, such as attacking a dragon so that you could get a spell off.

Pride -
1 - Any time you roll dice and score five or more successes on the dice roll (this does not include automatic successes) you regain all your exhausted willpower. (this is not accumulated successes for the purpose of extended rolls, only individual rolls.)
2 - Your dice pools can never be penalized except by abilities that you yourself use.
*Once per scene - re-roll a failed dice roll.
*Once per session - you gain five successes on a single roll. This substitutes the actual roll, and you simply succeed in the best possible manner.

Envy -
1 - You can create an illusion over yourself at will, appearing as any type or race of person within your racial size range, and wearing whatever gear and objects you desire. This is all an illusion of course, and does not allow you to look like someone else, though you might pull off a close or similar appearance.
2 - Raise all your attribute points by 1, this can take the value above the normal maximum rating of 5.
* Once per scene - When anyone rolls five or more successes on a dice roll you can use this ability, you gain an automatic success on that particular roll for the remainder of the scene.
* Once per session - Choose a target, you can steal one non physical (no magic swords devices or the like) magical advantage from the target. The ability disapears from the target and you gain control of that advantage. A target has to be within 10 yards and is only affected if it doesnt score 3 successes on a willpower roll. You use the advantage, along with the available upgrades it has, for the remainder of the session. You still cannot steal advantages you could not attain (such as a template if you already have one). You could steal magic, dynamic sorcery or other forms of magical abilities and use them however you desire. If a target loses the ability it does not gain the ability back until the end of the session.

Sloth -
1 - Whenever you skip a turn you add one to the success of any roll you make the following turn. You can continue to skip turns to add more successes when you finally do decide to act. This functions only on turn to turn scenarios, primarily combat.
2 - All enemies within 10 yards of you lose 2 dice from all of there dice pools. You can effect allies if you so desire.
*Once per scene - One target within 10 yards of you loses his actions for a turn. He can do nothing, not even move or take "free" actions.
*Once per session - A target within 10 yards needs to score 3 successes on a willpower roll, failure means that the target cannot use willpower and cannot put more effort in anything he does than 3 dice worth. The target can still take actions, but barely. A target who's dice pool is already below three uses the lower number instead. This effect lasts one scene.

Gluttony -
1 - you gain a bite attack. Your bite attack is a weaponry attack and you add two to the dice of it. If you have a bite attack already you add the two dice to that bite attack.
2 - you gain a level of health, and a point of willpower anytime you do damage with your bite attack.
*Once per scene - you gain a number of health and willpower points back equal to the amount of damage you do with a bite attack. You can split the number between the two statistics.
*Once per session - Add five successes to your bite attack roll. If you kill your opponent with your bite attack you eat him. He's dead. You gain the number of health boxes he had as new health boxes for the remainder of the session, and they are treated as normal health boxes, capable of being healed etc. You also regain all your willpower points back for eating a person as well.

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The bad - Unfortunately taking in the heart of fayn has its drawbacks. You certainly elevate in power, but you become something similar in appearance to the true form of the dark lord, or at least you can. The corruption of taking in all the sin that fayn has to offer often takes its toll on a mortal vessel.

Kaliora automaticaly gains a point in the features upgrade - All points must be accounted for and represent a physical change.

Kaliora must choose one of the following -
*Elasticity Advantage (Represents tentacles, boneless arms etc)
*Glider Advantage (Represents flaps of skins under the arms or small near vestigal wings)
*Special Movement Advantage (usually supported by a minor physical representation)

Kaliora must choose one of the following -
*Natural Weapon Advantage (supported by a physical representation.)
*Large Size Advantage (obvious)
*Extra Arms Advantage (2 extra pair of arms for a total of six arms)

Kaliora must choose one of the following -
*Breath Weapon Advantage (supported by a draconic visage, or demonic visage)
*Cloud of Vermin Advantage (Supported by a minor physical representation)
*Flight Advantage (Draconic or Demonic wings)

Kaliora is also capable of purchasing Racial advantages at this point to support her corrupted appearance. Once the theme is drawn out the player and GM can decide together which racial advantages could be supported by the idea. Kaliora must permanently assign 3 points to be placed into her physical stats (which can raise the stat beyond its normal limitation of 5), and remove 2 points from either social or mental stats (or 1 point from each), chosen at the players discretion. The corruptive nature shines through whatever ruse you put up, impacting your social capacity on at least some level. The physical stat increase is usually represented by an increase in muscle mass, or a leaner toned muscle for dexterity, and perhaps an increase in general mass for stamina.

Aside from the above "bonuses" there is a matter of the sin itself. Representing a sin means doing just that. Having a sing means you must meet the requirements below. Though the sin will affect the characters RP to some level, it will also have noticeable effects during downtime.

(there are ways around the above taboos, such as spending the first 4 hours of everyday in quiet contemplation, using the allies you gain from lust to sate your appetite, having allies steal something for you and deliver it to you, those channeling gluttony might have a small pouch of dried rations or fruits on them at all time etc.) Assume that during downtime you have the ability to focus on making sure the sins are sated, but during game time when you are more active it is sometimes harder to concentrate on getting the sins sated. This shouldnt be too complicated, simply have your player explain a common routine that would be developed to sate the sin, then inform the player when it might become disrupted. (such as sloth coming into play when Kaliora tries to do a 36 hour spell)

Saturday, December 15, 2012

D&D WOD crossover stuff


(Hey guys, this is just a taste of some of the stuff i've been working on. The below class and class templates and character building are set though, thats how we'll be creating starting characters in the D&D setting. There will be some more additons too. And Ill try to post them as I work side by side with my other stuff.
World of Darkness Revision to D&D

Utilizing these rules and mixing them with the BESM rules to create a more specialized version of that game.

Character generation – Characters assign stat points to their attributes. All characters use the below stat blocks for character creation.

Attributes 5 / 4 / 3

Skills 11 / 7 / 4

Willpower – Resolve + Composure / Health – Size (5) + stamina /

Advantage Points – Adventurers start with 10 advantage points. Advantage points can be used to buy advantages that are described later on. Advantages are split into 3 categories. The first category is All and is the most common category, meaning it’s a type of advantage that just about anyone can do; Magic, a separate but powerful and common category, and Racial, a specific category defining racial advantages.

Type Advantages –Unlike BESM standard rules, the D&D version does not have type advantage, because all characters start out as adventurers. Adventurers gain specific advantages not assigned to those present in the Braedis Well campaign setting.

Success Roll – 8-10 is a success.  10 again rule applies.  If you have no successes and roll a 1 you botch the roll. Note; spending a willpower point adds 3 dice to a roll. Some abilities give automatic successes, only one automatic success can ever be applied to a single roll unless an ability or advantage specifically says otherwise.

Quick overview of attributes – Attributes are split up into 3 categories. Each category has 3 traits. Mind / Social / Physical are the categories. Mind has the traits Intelligence – Wits – Resolve / Social has the traits Presence – Manipulation – Composure / Physical has the traits Strength – Dexterity – Stamina / As above your chosen archetype reflects your points that can be put into attributes. The 5-4-3 for average joe characters means that the character can spend 5 points in one category, 4 points in the second, and 3 points in the third category. Every trait is assumed to have one dot already, so if you point 1 point into strength you would have a strength score of 2. No score can go above 5.

Quick Skill Overview – Skills are broken up like attributes into three categories. Mental – Physical – and Social – Each category has a list of skills. Mental – Academics, Computer, Crafts, Investigation, Medicine, Occult, Politics, Science / Physical has Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry / Social has Animal Ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge / Spending points on skills is similar to that of spending them on attributes. Adventurers start out with a core set which is of points to spend which is 11, 7 , 4 ; so a character can put 11 in one category, 7 in another, and 4 in the third. Skills unlike attribute do not have a starting dot, so if you put one point into athletics, you have that one point.

Rolling Skills – Most things in the game require skill rolls or similar rolls. Rolling a skill is easy; your gm will call out for a roll that requires an attribute and a skill, you add the attribute value to a skill and that give you a dice pool. Roll that dice pool, every die that rolls an 8 9 or 10 is a success. If you roll no successes and have a 1 in the roll you botch the roll, and the effects are up to the gm. Example ; Gm asks the players to roll a Dexterity + Brawl to hit the piñata; Matt has a dex 2 and a brawl 3 and so has five dice. He rolls one success. Vic has 2 dex and 1 brawl and gets no successes. Kenneth has 3 dex and 3 brawl but gets no successes, and rolls a 1. He botches the roll, missing the piñata and kills matt. Note, that if you are not trained in a skill there is a penalty. If you are not trained in physical or social skills you get a – 1 to your dice pool. If you are not trained in a mental skill you get a – 3 to your dice pool. So; using the example above, if vic had a dex of 2 and a brawl of 0 he would have only 1 die in his dice pool. 

Advantages – templates – some advantages will have the template indicator beside them, a template advantage can be taken only at character creation, and as a rule of thumb, only one template can be applied to the character. Adventurers get a special class template that can only be taken at first level. The class template can be stacked with other templates, and does not count towards the above limit.

Prestige Class – Prestige Class is a special form of advancement. Prestige Class is a template that has specific designated powers and is similar in many ways to a starting class, but has no upgrade options. A prestige class is a template.

 

 

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Class Types – All starting characters gain a class type. This is not a class template as is defined below, but just adds a theme to the characters basic nature. Putting warrior on a wizard class template is perfectly fine for example, especially if the character concept is a fighter mage or something similar.

Warrior – Starts with 2 more points in physical attributes. Warriors gain 2 points in physical skills. 

Arcanist – Starts with 2 more points in mental attributes. Arcanists gain 2 points in knowledge skills.

Divine – Starts with 2 more points in social attributes. Divine characters gain 2 points in social skills.

Skillful – Starts with 1 point put into any attribute as desired. Skillful characters begin with 5 bonus skill points to be applied to skills as desired.

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Magic in D&D – Magic in D&D is split into two groups. Wizard magic, and themed magic. Wizard magic if chosen allows a character to have a number of slots equal to his willpower rating. Everytime he uses a spell (must be themed around the wizard spells form the 3rd edition game setting) that spell is locked, though he can use it again. This allows wizards to have a nice choice of spells, and still be able to adjust their spell casting based on situations that arise. Themed magic works just like it suggests in the rules for magic, and usually is set aside for those playing characters that want a specific locked in theme for there spells.

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Armor rules – All types of armor can be purchases with treasure. Light armor can be purchased with a treasure rating of 1. Medium armor can be purchased with a treasure rating of 2. Heavy armor can be purchased with a treasure rating of 3. Shields can be purchased with a treasure rating of 1.

Light Armor – roll a single die, if a result is 0 after taking any damage you reduce the damage by one. This applies to physical attacks only.  Light armor does not reduce speed.

Medium – Roll 2 die, if a result is 0 on either die you reduce the damage by two. This applies to physical attacks only. Medium armor reduces a characters speed value by 2.

Heavy – Roll 3 die, if a result is 0 on any of the die you reduce the damage by three. This applies to physical attacks only. Heavy armor halves a characters speed value.

Shields – Add one to the number taken off by armor if the armor die is a success. For example, if you have armor rating of one and roll a 0 on your one die, you reduce the damage by 2.

Enchanted Armor – Adds one die to the roll to see if your armor succeeds.

Enchanted Shield – Adds one additional point to the damage absorbed on a successful armor roll.

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Class Templates – Advantage Cost – 3 points – Only available at Character creation.

Class Templates are an option, and need not be applied to every character. Some characters wishing to play “multi class” style characters may find that not having a class template is more advantageous to their starting skills and abilities.

Fighter – A fighter does one additional level of damage any time he hits with a brawl, archery, or weaponry specialization. So a fighter specializing in bar brawling would gain an extra level of damage any time he scored a hit while using his fists in that situation. Fighters start the game with two additional health boxes. Fighters start the game with 2 points to be placed in their physical skills.       //Upgrade// 3 points allow for a physical attribute. This may be taken twice. / 2 points allow for an additional health box. This may be taken 3 times. / 3 points add one level of damage to a single chosen specialization; this can be taken once per specialization. This only works on archery, weaponry, or brawl specializations.

Wizard – After a wizard casts a spell he need not worry about rolling ones when attempting the same spell at a later time that day. A wizards willpower rating is Resolve + composure + 2 to a maximum of 10. Wizards gain two skill points to be placed into their knowledge skills. Add two to the wizards spell slots available in a day.                         //upgrade// 3 points allow for a mental attribute. This may be taken twice. / 2 points allow for a dot in a knowledge skill. This can be taken 3 times. / 1 point allows the wizard to purchase a familiar.

Priest – A priest gains 4 dice whenever they spend a willpower point to aid in a skill roll. A priest gains two skill points to be placed into their social skills. A priest has a reserve of power and faith to call upon, and once per session can refresh there willpower by three points.           //upgrade// 3 points allow for a dot in a social attribute. / 3 points allow for a dot in a physical or mental attribute. / 2 points allow for a dot in a social skill. This can be taken twice. / 2 points allow for a dot in a physical skill. / 2 points allow for the priests’ ability to refresh 1 an additional willpower point. This can be taken twice.

Rogue – A rogue does one additional level of damage on any attack in which they can deny their opponent there defense trait. This ability works only on living creatures with a discernible anatomy. Rogues can place 2 skill points wherever they choose. A rogue can use there dexterity score when using the weaponry skill, so long as it is a small weapon and no shield is being used in the off hand.  //upgrade// 3 points allow the rogue to buy a dot in an attribute. This can be taken twice. / 2 points allow the rogue to buy a dot in a skill. This can be taken 3 times. / 3 points increase the damage to the rogues sneak attack. This can be taken twice. /

Bard – A bard only suffers a 1 point penalty on untrained knowledge checks, and no penalty on untrained social skills. A bard also always gets 2 chance die on any skill roll that would require a chance die roll. Any ally of a bard that is within their presence for eight or more hours per day regain 2 points of willpower when they rest, instead of one. Bards gain 2 points to be put in social or knowledge skills. //upgrade// 3 points allow the bard to purchase a point in a social attribute. / 3 points allow the bard to purchase a dot in any attribute. / 2 points allow the bard to purchase a dot in a skill. This can be taken 3 times. / 2 points allow a bard to expend there willpower to benefit another characters action. This can be done once per turn and does not work if the other character has already spent a point of willpower on that action. This ability works only with skills. /

Sorcerer – A sorcerer adds two additional die whenever they roll willpower to use dynamic sorcery. A sorcerer can use Presence instead of Composure to determine their starting willpower. A sorcerer gains 2 points to be spent on social skills.                            //upgrade// 3 points allow a sorcerer to add one to a social attribute. This can be taken twice. / 2 points allow a sorcerer to add a point to a social skill; this can be taken 3 times. / 1 point allows a sorcerer to purchase the familiar advantage.

Druid – A druid can detect the presence of magic within 20 yards of him by concentrating.  A druid gains 2 points to be spent on knowledge or physical skills. A druid spending willpower can opt to gain an automatic success instead of rolling three extra dice.                                                                                 //upgrade// 3 points allow a druid to add one to any mental attribute. / 3 points allow a druid to add one to a mental or physical attribute. / 2 points allow a druid to add a point to a knowledge or physical skill. This can be taken three times. / 2 points allow a druid to purchase a place of power.

Monk – A monk’s unarmed attack modifier is +2 instead of +0. / A monk’s defense rating is the lowest of dexterity or wits +1. / A monk can add 2 points to their physical skills. /                                                  //upgrade// 3 points allow a monk to gain a point in any physical or mental attribute. This can be taken twice. / 2 points allow a monk to purchase a point in any physical skill. This can be taken three times. / 2 points allow a monk to add an additional die to his unarmed base attack. This can be taken twice. / 1 point can add 3 yards to the monks speed rating. /

Paladin – A paladin can detect the presence of Evil within 20 yards by concentrating. Paladins do 2 extra levels of damage to any evil creature that they hit with a weaponry attack. Undead and any evil creature or person suffers a 2 die penalty to any roll they make when within 20 yards of a paladin.                           //upgrade// 2 points allow a paladin to expend a point of willpower to heal any wounded ally 3 levels of damage. / 2 points allow a paladin to add 3 soak dice to any magic or energy based attack from an evil source. Unlike normal soak dice these soak dice stack with all others. / 1 point allows a paladin to become immune to all forms of disease or all forms of fear. This can be taken twice. /

Barbarian – A barbarian can enter a rage once per scene, entering a rage requires no action and can be in response to taking damage. Leaving a rage requires one turn. While raging a barbarian can only move and make weaponry attacks. Rage allows the barbarian to do two additional levels of damage when they strike an opponent with a weaponry attack. While in a rage a barbarian takes one less point of damage from any and all sources. A barbarian adds 3 to his speed while raging.                                            //upgrade// 3 points allow the barbarian to increase a physical attribute. This can be taken twice. / 2 points allow a barbarian to take a point in a physical skill. This can be taken three times. / 3 points allow the barbarian to ignore 2 levels of damage from any and all attacks instead of one while in a rage. /

Ranger – A ranger adds an additional level of damage any time they successfully attack with the archery skill. Rangers add can add two additional points to purchase physical skills. Rangers have outdoor survival, which allows them to move 3 yards faster while in natural terrain, they never get lost, and never need to roll survival for a roll that would normally only require 1 success.                         //upgrade// 3 points allow a ranger to purchase a point in a physical attribute. This can be taken twice. / Two points allow a ranger to purchase a point in a physical skill. This can be taken 3 times. / 2 points allow a ranger to purchase the magical beast advantage, though this is some form of fierce woodland animal as opposed to a fantastical beast, though even that’s possible with the GM’s approval.

Other classes do exist, and if you have an interest in one that is present here (the above are the core classes) the gm will come up with them so long as they are ingrained classes within the world, such as samurai, witch etc.

Monday, December 10, 2012

A show of strength


Indeera moved through the halls of the lower sanctum, the smell of must, ash and death surrounding everything. She arrived at the designated meeting spot, a large circular room, hallways leading out in six other locations, a set of stone benches in the center. She knew these area's well, though they were used very little these days. In a past time these meeting spots were common for clergy members to talk in private to discuss whatever they could not in front of there elders. Backstabbing and back room plotting were all apart of Fayn's grand design, and the only way to rise to the top of the clergy was to climb the pile of bodies you created. Indeera looked over the meeting place only vaguely, and moved into the center of the room. She was dressed for war, though she always walked the halls decked out for battle. Large, heavy plate mail, designed seemingly just for her was her armor, the under chain linking the armor plates was made of blue black adamantine, and ridge and edgework was done up in a rust colored metalic coat. Her sir cloak was normal for her meetings in the catacombs, a large, dark red cloak, the center done up in a black scepter crossing a black sword. She wore no helmet, and her long red hair flowed down her back gracefuly. Her piercing green eyes and her blood red lips were the only evidence of life on an otherwise stoic face. Two men arrived out of the entrance in front of her, an older man with short grey hair, wearing black robes and sporting a noteable spell pouch, and another man wearing chain mail, a black faynish overcoat, and black breaches was standing in front of the mage. Indeera recognized the man, Ison the Waste, a priest known for spreading misery and disease to bring the suffering from the masses to the waiting jaws of fayn. The man was devious, and indeera wasnt suprised when six more men, armed with long swords, sporting chain mail, and wearing black hoods came from the other various halls. Ison looked at the mage, who worked the fabric of magics around him, and after a moments incantation, sealed all the portals leading out with a thin wall of ice. Ison smiled coldly at indeera. "Just a precaution, dont want you leaving before you've heard me out. I need to get a point across my dear.." The mans eyes narrowed as he watched indeera start moving across the room, heading towards one of the hooded guards closest to her. Ison spoke, curtly. "No need to make a scene, these men are far better trained than some.." Ison never finished his sentence, his mouth hung open as Indeera lunged at the guard, smashing her guantlet through the guards throat and ripping out most of the surrounding meat, with a gesture she flung most of the mans windipe and surrounding tissue to the ground beside her, the mass hitting the stone floor with a wet thud, the guard, dead on his feet, hit the ground shortly after. No one could react, jsut watch as indeera then bent down, and clamped her mouth onto the opening in the mans neck she had just created, her throat contracting as she sucked down the blood flowing freely from the dead man. Indeera rose a moment later, blood covering her mouth and throat now, as she looked over at Ison. Staggering backwards Ison pointed at indeera. "Kill the bitch! Kill her now!!" The guards reacted quickly and professionally, all of them drawing there swords and moving at her, all of them trained, all of them experienced. The first guard to die went out spectacularly, as he neared her cautiously, poised for an opening, indeera stepped forward. The guard went for the kill, his sword point slamming into her chest, and bounced harmlesly off the thick, enchanted plating of her armor. Indeera touched the man's head after his attack failed, and the man staggered back. The guards around him could see blood flowing from his mask, could hear the gurgling, noticed when blood began pouring from his breeches until finaly it ran so freely that it began oozing through the very pores of his skin. a moment later, the mostly emaciated guard hit the ground, blood still leaving his body, even after his life had ended. Two of the remaining guards then rushed her, one slamming his sword into her leg, and getting at least a bit of penetration, the other swinging his sword into her arm, but again not penetrating her defenses. Indeera pulled a massive flail from under her cloak and brought it to bare, the guards taking another round of attacks against her but not penetrating the massive plates of her vile armor. The guard that had struck her leg lost most of his left shoulder, and all of his head as the great force and power of her flail smashed into and through him, knocking the man's head across the room where it exploded against the wall behind the wizard, who in turn screamed and began scrambling backwards. She brought the flail down on the other guards knee, tearing off most of the lower half of his leg and knocking him to the ground. She followed up that blow with one in the center of his torso, crushing into his chest. Indeera then moved around that guard towards the remaining two, the one below her coughing up blood, his life fading from the world as she passed. The remaining two guards went at her together, one swinging towards her neck but having his blade deflected by the massive pauldrons on her shoulders, the second guard swinging low and striking into her knee but not penetrating the protective mesh of her armor. Indeera kicked the guard that went low in the face, her shin splitting his lip, shattering his teeth and nose and sending him to the ground in a heap of pain and blood. She swunng her weapon sharply before her with a second swift motion and came down on the second guards wrist, crushing through the bone and flesh of his hand, sending it and the sword it was carrying falling to the ground. Grabbing the guard she had just mauled, she lifted him up, her strong grip crushing his wind pipe as she held him, then lifting her leg she brought her foot down onto the head of the guard below her, crushing his skull and splattering it across the very cobblestone that her boot connected with. A moment later she tossed the guard in her hand to the ground, his wind pipe crushed, and the life long removed from his body. Slowly she turned and stared at Ison, the same look on her face, the cool stoic visage masking a swiming volcano of fury and hatred underneath. With a motion she dropped her flail and began moving towards the priest. Ison spoke, pointing at her. "Stop!! Stop damnit!! I want to talk.. Stop you bitch!! I want to talk.. to TALK!!" Indeera reached him swiftly, and Ison grabbed at his holy symbol, reaching out and touching her chest. Nothing happened. Indeera swung both of her open hands together on the sides of Ison's head, the mans ear drums ruptured, and he screamed as blood flowed from those wounded cavities. Indeera then palmed the front of Ison's face with one of her gauntleted hands, and grabbed the back of his head with the other, and in one swift motion turned his head around with a sharp, final crack. Ison gurgled a moment, and his arms and legs twitched and thrashed as the confused nerves in his body gave out there final signal, and then he was dead. Indeera tossed the corpse to her side and approached the mage, the man looking at her in absolute terror. "No! NO! get away from me.. I did nothing.. I meant no harm! I.." Indeera cut him off, speaking coldly. "I need your assistance in getting through the ice." The man, sweating nodded emphatically. "Of course.. of course.. Ill do that.. I can do that.. I can.." Indeera grabbed the man by his shoulder and marched him towards the other side of the room, towards the passage she had come out of, as she approached the ice wall covering it she picked up her pace. The man spoke hastily. "ok.. ok, dont rush I just need to.." Ignoring him Indeera picked up more speed, moving as fast as she could in the armor, then released his shoulder, grabbed the back of the mages head and rammed him head first into the ice wall. On the first hit the mages face was mostly shattered. He was dead by the second hit. The third hit finaly cracked through the ice wall, and destroyed most of the mages head. She dropped the remains of the mage to the side and shouldered past the ice, stepping into the dark halway in front of her. Wiping her mouth she took a deep breath of the air around her, taking in the smell of death and blood. "Report" her words were spoken into the darkness, and Ella responded from those shadows. "All is well, Varren dispatched the guards along the hall, though he's having a bit too much fun at it I think." Indeera closed her eyes, using her willpower to get her wrath under control, the soft voice in the darkness somehow calming her as it spoke again. "Well, we need to get you cleaned up, then off to your fourth meeting today. Busy busy! but you honestly shouldnt eat at these things." Ella stepped from the shadows, a form of cat and woman combined perfectly, a slender clawed hand rising up with a white cloth to get the blood from her mistresses face. Indeera interjected as Ella did her best getting the gore from her face, and having trouble doing so. "Four more to go. I'll crush the last remnants of these aged politians under my boot, and make way for a path more suited to our god." Ella only nodded, obviously more concerned about the blood than the divine revelation she just heard. "Ok, ok, well thats all well and good but we should get a move on. Ill have varren continue racking up a body count, and let you deal with the priests." Ella's ears perked a moment and she looked at Indeera curiously. "Do you think its wise though to leave Kaliora and Kerrivas out of it though, I know they'd love to help." Indeera shook her head as she moved past her lover and down the hall. "No. Kaliora has her own agenda's, and they may well aid us in the future, better to allow her to follow her own goals, that freedom is why she stays, and I have no intention of taking it from her." Ella pondered and followed behind her mistress. "What of Kerrivas then?" Indeera shook her head slightly. "He also has his hands full at the moment, and Gauthic made it clear to me what he wants. We'll have to wait and see." Ella nodded to herself and moved gracefully behind her mistress, already beginning to blend in with the shadows around her. "... and gloom?" Indeera kept walking, and only responded after several minutes. "Let him watch. He needs to see this more than anyone."  With that Indeera continued her journey in the catacombs to conclude a very busy, grisly, and necessary day. All for a show of strength.

Wednesday, September 19, 2012

Specialty Priests



All priests of Aokdawn are specialty priests. Each God owns a specific niche in the universal powers that be, and so priests tend to have that same single minded dedication. 2nd edition and 3rd edition priests of my gods work relatively the same way, the gods are ancient beings, and there worship over the years tends to stick to the same basic traditions that it has in ages past. 

In third edition, priests could choose prestige classes, feats, and turn options to better flavor there characters to support there role under there assigned gods. To simulate this ability all priests will be specialty priests, and have assigned powers that are unique to there class. The general priest will not exist. To allow priests to tend to there flock, all priests will be allowed acess to the minor sphere of healing. If priests have healing as a minor sphere, they will be allowed acess up to 5th level spells of healing, instead of 3rd. The ability to turn undead does not exist among priests of Aokdawn, they tend to have there own unique abilities and powers as dictated by the god they worship. Priests cannot be multiclassed or dual classed.

Cynofir -
Priests of Cynofir tend to the traditions and laws that govern the creatures of Aokdawn. They come in good and evil morality, but always follow strict codes of conduct, and thus must always be of a lawful alignment. Priests of Cynofir are said to be able to see the fates and destinies of creatures they look upon.

Requirement - Priests of Cynofir must have a wisdom of 13 and an intelligence of 13.
Weapon - Morning Star , Warhammer , and the Footmans mace

A priest of Cynofire recieves a +2 bonus to his saving throws.

Priests of cynofir can channel the crystal nature of there diety to help them in battle. Aside from there saving throws, a priest of Cynofir gains a +1 bonus to his armor class at every 4th level. Priests of Cynofir in combat seem to slowly become encrusted in a thin layer of blue crystal.

Analyze Fate - a priest of Cynofir can Analyze the fate of a creature within 30'. A priest can do this 3 times per day. A priest of Cynofir can see the failings or redeemable qualities of the creature, and strengthen those qualities for a brief amount of time. For 6 rounds a creature can gain a +1 to attack rolls and saving throws if seen favorably. A creature gains a -1 to attack rolls and saving throws if seen unfavorably.

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Tor'kir-
A priest of Tor'kir is the protector and guardian of the peaceful creatures of Aokdawn. Tor'kir priests tend to adventure to protect friends and family, or to go on quests that might benefit a large populace (such as clearing out the kobolds polluting farmer Braedis's well.) Priests of Tor'kir are capable healers and are well respected members of the community, they are also decent combatants and so often a welcome member to an adenturing troupe.

Requirements - Priests of Tor'kir must have a wisdom of 13 and a constitution of 14
Weapon - Morning Star, Warhammer, And the footmans mace. Priests of Tor'kir must use a shield.

A priest of Tor'kir can spend a round creating a magical ward within 10' of him. Anyone within the ward takes half damage from area attacks, or a quarter of the damage on a saving throw. The ward stays up for 3 rounds, but the priest cannot move or take actions while maintainig the ward. This ability is gained at 3rd level.

A priest of Tor'kir radiates an aura of protection within 20' of himself. Anyone within 20' of the priest, including the priest himself, gains a +1 bonus to there saving throws. This bonus applies only to allies of the priest. A priest gains this ability at 3rd level.

3 times per day a priest of tor'kir can give his own hit points to an ally within sight. A priest can give up to one half of his current hit points to an ally he can see. The ally must be alive to accept these hit points.

A priest of Tor'kir gains a +1 bonus to his armor class while wielding a shield. A priest of Tor'kir in full platemail and wielding a shield gains an aditional +1 to his armor class.

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Tylla and Varuna
Priests of Tylla and Varuna spread love, chaos, charm, and creativity wherever they go. In a world that is only recently bouncing back from decades of destruction and evil, the teachings of Tylla and Varuna are welcome, and accepted. Priests of the twin godess's usually adventure to see more of the world, and the people in that world. They try to promote there ways to the people they meet, and making a party more creative and open to new ideas is not an unwanted concept.

Requirements - Priests of Tylla and Varuna must have a wisdom of 13 and a charisma of 15.
Weapon - Dagger - Short Bow - Short Sword

Priests of Tylla and Varuna gain enchantment/charm spells on there cleric list. Every time they get a new spell level, they may add one spell to there ALL list, these spells must be from the enchantment charm school of that level.

Priests of Tylla and Varuna at level 3 can charm subjects within earshot of them. Charming them requires the priest to do some form of artistic performance, though the player can be as creative as they want.  This ability can be used twice per day and takes rougly 3 turns to complete, though it can be drawn out more than this at the players desire. At the end of this time the priest can pass on a suggestion to everyone in the crowd, this suggestion is the same for everyone, and must be non dangerous and non threatening. The priest can affect up to twice his hd in people. Typical suggestions involve generous monetary tips, information on some specific topic, or performing some form of action, such as dancing, merriment, or dispersing a mob. The priest can target a specific individual within a crowd, though it will affect only one creature, and only if they are within the hd limitation as shown above, otherwise this effects the lowest hd creatures first.

Priests of Tylla and Varuna are immune to spells from the enchantment/charm school, they automatically make there saving throw vs such effects.

Priests of Tylla and Varuna can use a skill they posess to hypnotize a person. The skill must be entertaining in some way, and the most common form is dancing or singing. The priest can take no other action, and must have not have attacked the target. The target creature must be within 10 yards of the priest to be affected. An affected target is paralyzed unless they save v.s. paryl. and stays paryl. while the priest continues the dance. If the target is attacked the hypnotic effect is dispelled. A priest may use this ability once per combat, just as a turn attempt. This ability is gained at level 5. This ability works only on humanoid creatures with some intelligence (5 or higher) though the dm can rule that other creatures interested in the priests specific skill can also be affected.

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Ganiveil
Priests of Ganiveil protect the advancement of civilization and law within all known societies. Ganiveil tends to work hand in hand with cynofir, though they are more open to new ideas that help advance society as a whole. Priests of Ganiveil can adventure as a means to bring honor and respect to there community, or as means to scout out surrounding lands, destroying dangers of nearby monster dens, and thwarting bandits that would prey on travelers.

Requirements - Wisdom 13 - Intelligence - 13 - Charisma - 11 Strength - 12
Weapon - Spears - Short Swords - Long Swords - CrossBows -

Priests of Ganiveil can alter npc reactions more favorably, and there result is always one better than indicated on the normal table. This ability works only within established cities, towns, or similar organizations.

Priests of Ganiveil at level 3 can choose one weapon they have proficiency in. They gain a +1 to attack and damage rolls with that weapon. Ganiveil is a noted god of war, and his priests gain expertise with there chosen weapons over time.

Priests of Ganiveil can create an aura that protects and bolsters allies within 30' of them. A priest of Ganiveil can produce this aura 3 times per day, and can take no other action in the round the aura is created. All allies within the aura gain a +1 bonus to attack and damage rolls as well as a +1 bonus to there ac and saving throws. This aura is often used to bolster guards and militia during times of duress or war. A priest need not maintain the aura after it has been established, and it moves with him. Only the priest and his allies are affected by this aura. The aura lasts for 6 rounds before failing. Only one aura can be put up per combat encounter.

A priest of Ganiveil carries the will of his community with him and shares in the love and hatreds of there flock. A priest of Ganiveil at level 5 chooses a known enemy of there community. The priest adds his class level to his damage rolls v.s. that creature type.

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Yun
Yun is the god of knowledge and wisdom. Using knowledge to change the future is a common theme right now, so priests of yun always gain a healthy amount of respect. Priests of Yun commonly adventure to find out more knowledge, or to uncover useful lore or objects that could help better the situations of a friend, community, or the empire as a whole. Being a priest dedicated to lore and magic, priests of yun are commonly thought of as wizards, though this simply not true. Although they do have some power over magic, priests of yun will never achieve the great heights that a true wizard could.

Requirements - Wis 15 - Int 14
Weapon - Dagger or Staff

A priest of Yun gains the ability to utilize wizard spells. A priest chooses two schools of magic. The schools cannot be opposed to one another. A priest can scribe spells into a spellbook just as a wizard does but uses his own allotment of daily spells to memorize the arcane scripture. A priest uses all rules for spell casting, including armor and spellcasting, and uses intelligence for abjucating all rules on his wizard spells, spell book, scribing chance, and so forth. Having the ability to cast wizard spells does not give the character access to wizard only items. He is still a priest, just one posessing the ability to learn a moderate amount of arcane spells.

A priest of Yun gains a +2 bonus on saves v.s. spells. Priests gain this at level 3

A priest of Yun can detect magic within 10'. This functions just like the magical spell except for its limited range.

A priest of Yun at lvl 5 and higher can grasp the future and change it to his benefit 3 times per day. Each time this ability is used it gives the ally a roll of 10 on any d20 roll. This 10 can be saved but must be used within 8 hours of gaining the boon. This can only be applied once per person per day, but can be used on the priest himself. The 10 can be used on any d20 roll before the roll is actually made.
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K'vatch
Priests of K'vatch do what they have always done. Seek to go to war, to battle, to immerse themselves in physical conflict. A priest of K'vatch is usually a military figure, or assigned to a military tradition, but individuals seek there own combat more often than not. A priest of K'vatch can adventure for obvious reasons, for it is usually adventurers that find the most challenging of foes. Few adventuring parties would turn down such ferocious, competent priests, and having a war god on ones side is usually considered good luck by most adventurers. Note, priests of K'vatch can seem to be more powerful than a fighter, but will never have the versatility a fighter gets over time, nor do they have there natural combat prowess, or there durability.

Requirements - Wis 11 - Str 15 - Con 13
Weapons - Morning Star - Long Sword - Battle Axe - Spear

A priest of K'vatch must choose one of the above weapons. The priest is a master of this weapon, and can only ever have proficiency in that one weapon. At level 3 the priest becomes specialized in that weapon in the same way as a fighter. A priest can never change the specialization or starting weapon type. It is trained, and K'vatch shares his expertise in weapons with his most devote worshippers.

A priest of K'vatch at level 5 generates an aura of martial competence. All allies within sight of the priest of K'vatch gain a +1 bonus to there attack rolls. If the ally is using the same weapon as the priest the bonus is at +2.  This bonus does not affect the priest. The aura is automatically generated after the priest first hits an opponent.

A priest of K'vatch at level 3 can initiate his combat prowess three times per day. This is not an action, but needs to be declared at the start of the priests turn. Combat prowess lasts for 6 rounds and can only be used once per combat. Combat prowess offers a +1 to attack rolls and damage rolls to all attacks made by the priest.

A priest of K'vatch gains Invocation/Evocation spells to his ALL sphere. At every spell level, including first, a priest may add an Invocation/Evocation spell to his list, so long as that spell does damage to a target creature, or area.
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Weleywin
The godess is as unpopular as ever, though she's not a banned godess. Weleywin represents the constant testing by the natural forces of the world. Priests of Weleywin wish to test themselves, and those around them, and use the great powers of there godess to do just that. Most priests of Weleywin are adventurers, looking to put there abilities to the test. Having a priest of Weleywin in the party is a mixed blessing, they tend to try and push the limits of the party to the extreme, and although this can be lucrative and rewarding, it can also lead to misfortune and death.

Requirements - Wis 13 / Con 15
Sickle - Spear - Club -

Priests of Weleywin must test the world around them, but are seldomly tested by it. They need never make checks or saving throws in regards to nature and the elements. Extreme heat and cold, marching through rain, plodding through marshes, these things will not hinder, slow, or harm priests of Weleywin, though there party will not be so lucky. Priests of weleywin can automatically spend 1 hour to forage enough food and water for themselves, regardless of there location, but can do so only for themselves. Sharing food or water with another results in the loss of this power for a week.

At level 4 a priest of Weleywin gains a black bear companion. The creature is upgraded to brown bear at level 7 and a Cave Bear at level 10. If killed the priest can gain another by spending 24 hours outside of a city, while within a city the bear will wander off into the wild, finding the priest within 1 hour after he leaves the city. The bears Thaco is as per the beast, or as per the priests if that is better. The bear companion is immune to spells that effect animals, and is treated as a magical weapon for dealing with other creatures. A bear companion is not affected by fear, and can understand and obey complex commands from its master. (Location may cause the animal type to be different, but it will always be the relative str. and hd of a bear)

A priest of weleywin is immune to lightning and cold. They automatically make saving throws involving these elements, though this could still result in partial damage. A priest is not immune, but gains a +2 bonus to saves v.s. fire.

At level 5 a priest of Weleywin can shot a bolt of lightning at enemies. The bolt of lightning does 6d6 points of damage to the target and forms a 30' line from the target, and a saving throw v.s. wand reduces that by half. A priest of Weleywin can fire one bolt of lightning per combat. The range on a bolt is 60 yards. If outside the range is 200 yards and the damage is 6d8 and the line is 60' long.
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Avania
The mother Godess is as she has always been. She's very popular for her ability to sooth and heal the injuries of others, and is known as the mediator godess, and so her priests are often sought out to help settle disputes, outside the formal grounds of a court. Priests of Avania typically go adventuring to protect friends or family who happen to be adventurers, often they are sent to adventuring troupes, or seek them out as a means to test ther abilities and resolve in less peaceful environments. Although a bit more rare than most priestly adventurers, they are sought out for there amazing healing prowess.

Requirements - Wis 15 -
Weapons - Clubs / Staves / Footmans Mace /

All priests of Avania can lay on hands just as a paladin.

A priest of Avania has the ability to create a soothing aura. This is done by spending 3 full turns chanting, singing, humming, or otherwise speaking to a group of sentient, wounded creatures within earshot. A creature hearing the full chant can then rest peacefully, and those affected by the soothing aura are healed to the maximum value of there hp when they awake. Priests of Avania are miraculous healers, and are sought out constantly for this power. A person can only be affected once per 24 hour period with this ability.

A priest of Avania has such a powerful presence of life that she is immune to all effects that would cause instantaneous death. Likewise, allies within 30' of her recieve a +2 bonus on saving throws v.s. death effects. Finally, any creature within 30' automatically makes there res.survival roll while in the presence of a priest of avania.

Any sentient creature (int 5 or more) striking a priest of Avania in combat before the priest has attacked it recieves a -3 to its attack rolls and saving throws. Attacking is anything that would cause damage to the priest, and includes breath weapons and area affects (even if not directed at the priest)
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Ember -
The light bringers are just as curious as they have always been. Explorers, map makers, travelers and just curious souls, the priests of ember seek to uncover and shed light on as much of the world as possible, especially that which is lost or undiscovered. Most priests of ember are adventurers, its in there nature to travel, and even the more scholarly ones seek out adventuring parties to tag along with from time to time, for most priests of ember really only gain pleasure from seeing something new for themselves.

Requirements - Wis 13 / Cha 11 / Dex 11
Weapons - Staves - Long Swords - Short Swords - Bows of any kind

A priest of ember can create a light spell on themselves as often as they would like. The light stays up indefinitely, though can be put out with a thought. A priest can also start fires with a touch, though kindling or some other form of dry or ready material would have to be present for the fire to take.

A priest of ember is immune to fire. A priest automatically makes any saving throw v.s. a fire effect. Unlike most immunities, a priest also never takes damage from fire.

A priest of ember can shed a ray of light from there holy symbol that stretches out in a line 120 feet in front of the priest. The light illuminates all area within 30' of the line. Any undead creature within the line of light is disrupted by the divine illumination and takes 2d6 points of damage. The light persists for 6 rounds, moves with the priest, and can be repositioned at the end of the priests movement every round. A priest can take no action other than moving while maintaining the line of light.

A priest of Ember can choose a spell once per spell level that does fire damage, or creates light and add it to his spell list.

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Crescea
Crescea still represents the uknown, and is a god of trickery, shrouds, illusions, and misdirection. Many also know that crescea is an extremely wise, powerful god, though her reach isnt as far as it once was. Priests of Crescea tend to pose illusions, trickery, and misdirection in front of others, to enlightent them, and further bolster there resolve against such tricks in the future. Nobles and people of worth and money constantly seek out priests of crescea to find out the new big scam or trick in a city or region. Priests of Crescea are crafty, and though not as skilled as a true thief, they have magic and wisdom that makes them invaluable to adventuring parties. Most priests would adventure to test there own skills and powers of deciet, as well as to achieve some monetary reward for such endeavors. Priests of Crescea are easily recognized by the simple white masks they must waer while in public.

Requirements / Wis 13 / Int 12 / Dex 12 / Cha 12
Weapons / Daggers - Short Swords - Darts -

A priest of Crescea is a master of illusions, and at first level a priest may add one first level spell to his ALL list. At every new spell level a priest may add another wizard illusion spell to his list. These spells still come from the priests daily allotment of spells, and are considered priest spells.

A priest of Crescea is also a dabbler in many of the same areas a rogue is. This makes them invaluable as party members as well. Unfortunately a priest doesnt practice there skills as intensively as a true rogue, and so can never master a skill. Also, a priest suffers armor and racial restrictions of there skills, as well only having half the starting avaialable points, and gaining half as many at each level. In addition, a priests skills can never exceed 75%.

A priest of Crescea recieves a +2 bonus on spells against the enchantment charm and illusion schools.

A priest of crescea has an illusion about him at all times, the illusion can be a change in appearance, clothing, a false weapon, or any other thing imaginable so long as it fits with the same general size and shape of the priest. The illusion must be on the priests person and cannot be detached. A priest has no choice, the illusion is present always, though it can be changed, it must have a visible effect. No concentration is required to maintain the illusion.
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Sheshensis
Priests of Sheshensis still deal with the matters of the dead and buried. They make sure that the sanctity of death is always respected, and that certain secrets of the world remain that way, and stay locked away for the safety of others. Most intelligent creatures respect priests of sheshensis, and tend to let them go about there business, for there business usually involves securing or dealing with the dead. Because of there power of the dead, they are sought after by most adventuring troupes. Priests of Sheshensis commonly go adventuring to rid old places from undead menaces, or recapture dangerous lore or items to be secured for the safety of others.

Requirements / Wis 14 / Con 11
Weapons - Sickle / Staves / Daggers / Maces

Priests of Sheshensis can turn and destroy undead as described in the players guide.

Priests of Sheshensis are immune to death effects, a priest of Sheshensis can never suffer from a level draining ability.

Priests of Sheshensis can swim with a speed equal to there land speed, and can breath underwater without restriction. A priest cannot wear metal armor when doing this. While immersed in water the priest temporarily devolopes gills on there kneck or back. Priests gain this ability at level 5.

A priest of sheshensis attracts d3 normal snakes that follow the priest. The snakes are normal in all ways, suffer they are immune to spells that control animals, are immune to fear affects, and use the priests thaco instead of there own. The onset of there poison becomes instantaneous (15/-). The snakes can swim and climb, but always stay within arms reach of the priest. Once a priest loses all of its snakes, d3 will find its way to him at the start of the next day. Priests attract snakes at level 3.
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Phaethon
Phaethon is still the god of glory. A war god like K'vatch, phaethon battles for the glory, not just for the act of battle, but for what is gained from battle. He is popular among military traditions, and priests of phaethon tend to lead or train troops. Priests of phaethon tend to go adventuring for obvious reasons, glory. Most seek out true challenges, though some simply seek out as many kills as possible to gain glory that much faster. A priest of phaethon, and his drive, can bring both good and bad fortune to an adventuring party.

Requirements / Wis 13 / Str 11 / Con 11
Weapons - Long Sword - Battle Axe - Morning Star

A priest of Phaethon gets bonus xp for kills as a fighter does.

A party who has a priest of phaethon gains a 50% bonus on there hardest kill in an adventure. This is usually based on HD.

A priest of Phaethon is not subject to, or affected by anything that would cause fear or fear effects. Allies within sifht of the priest also gain a +2 bonus to saving throws v.s. such effects.

A priest of Phaethon that gains the killing blow on a creature is healed 1 hp per level.
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Fayn
The god of destruction still has his worship banned over most of the lands, though cults spring up from time to time to pay him tribute. Most priests of fayn must worship in solitude, or among smaller cults or cities, though openly worshipping the god usually brings all manner of troubles to the people and priest. Priests of Fayn usually adventure to spread there destruction, war, misery and evil to those they meet, though they might also try to lead fellow adventurers and comrades down a darker path.

Requirements / Wis 13 / Con 12 / Cha 11
Weapons - Spear - Long sword - Battle Axe - Morning Star

A priest of Fayn does 2 extra points of damage when he strikes a creature in melee. This bonus does not apply to ranged weapons. A priest gains this ability at level 3

A priest of Fayn can choose one invocation/evocation spell and add it to his spell list at every spell level, including first. This spell must have an effect that does damage. This is added to the ALL list.

A priest of Fayn has a 0% chance to survive being resurected, this applies only to being raised or resurrected. They cannot be brought back to life. Creatures killed by a faynish priest have the same chance. The priest must do the damage that kills the creature for this ability to take effect.

A priest of Fayn gets a backstab ability at level 3. This is identical to a rogues ability. At level 8 this goes up to X3 damage, it does not increase beyond this. All conditions related to this ability apply to the priest.
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Azash
The god of undeath currently is banned from open worship, though it is allowed through licensed means in both Alborine and Ravenspire. Priests of Azash preach gaining imortality by any means, from immense fame, to magic, to the grasp of undeath. Most priests of Azash adventure to uncover relics and lore that pertain to immortality, necromancy and undeath. Adventurers realize that the abilites of azash can be useful in most dungeons, though there ways are a bit too vile for most parties to tolerate.

Requirements / Wis 13 / Con 13 / Int 11
Weapons - Staves - Sickles - Clubs - Footmans Mace

A priest of Azash can control undead as stated in the DMG.

A priest of Azash is immune to Death effects, and a priest of Azash is never affected by the energy drain ability, or similar effects.

A priest of Azash understands necromancy better than most. He may add a necromancy spell from the wizard list to his ALL list at every spell level, including first. These spells are still treated as priest spells.

A priest of Azash can initiate a death touch that does 3d6 points of damage. This may be done once per combat. A death touch used to kill an opponent reduces the priests age by 1 year, to a min. of his starting adventuring age.  This ability is gained at level 5.
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Skisk
Priests of Skisk are not banned, but arent exactly tolerated. The thing-in-the-dark is still a feared god, and is known to bring uncertainty and madness wherever he goes. Priests of skisk are never sought out, though they often just pop up. The problem with priests of skisk is, that like there god, they are good at solving problems, but there answers tend to be extreme. Most priests arent sought after by adventurers, though they make fairly good aditions to a party, so long as they can keep there madness and personal quirks in check.

Requirement / Wis 13 / Int 12
Weapons / Dagger / Staves / Footmans mace / Club / Any bow /

A priest of skisk can attempt to turn living intelligent (over 4 int) creatures. A success paralyzes the creature with fear for d4 rounds. A turn attempt can only be attempted once per combat. On a result of D the creature is not paralyzed with fear, but goes mad because of it, and suffers from confusion, as the spell, the confusion is permanent. Use special as any creature that is not of a vaguely humanoid type. Dragons, treants, etc.

A priest of Skisk can see in darkness normally and perfectly, as if he were outside on a clear day.

At level 5 a priest of skisk gains a non weapon proficiency. Every night the priest has maddening dreams, they become reality and the priest recieves a nonweapon proficiency of his choice that lasts until the next night.

A priest of Skisk can gain spells from the Conjuration/summoning list onto there ALL sphere. They can choose one spell from the wizard list at every spell level including first and add it to there priest list.
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Sorlah
The priests of Sorlah are the most common, and sought after of adventurers. Priests of Sorlah are not only academics, they are academic types with skills, and the ability to dig up new places of interest, and the means to get into them. Most priests of Sorla are in adventuring groups, and those that run the temples tend to be retired from adventuring, though they still use there contacts to spread news of new adventures and to point adventurers to the information they are looking for.

Requirements / Wis 13 / Int 11 / Dex 11 / Cha 11

Weapons / Long sword / Short Sword / crossbows / dagger

Thief Skills -
A priest of Sorlah knows the following priest skills as a starting thief. Open Locks / Find and Remove Traps / Detect Noise / Read Languages / A priest follows all racial and armor restrictions for these skills. A priest starts with 20 points to distribute as he sees fit at lvl one, and gains an additional 15 points at every level thereafter.

A priest of sorlah are masters at obtaining and digesting new lore. At each level, including first, a priest may utilize an arcane scroll, and work the magic into his own ethos. Thereafter that spell becomes etched into his ALL sphere. The spell must be of a level that the priest can cast. A priest can choose the spell from a wizards spell book as well, but would need the permission of the wizard.

A priest of Sorlah uncovers new lore all the time, and during downtime devotes his himself to keeping up on common stories, rumors and news. Because of this a priest of Sorlah gains the bardic knowledge ability, though they only come into this ability at level 3.

A priest of Sorlah is great at finding bad things, but this is a good thing. A priest of Sorlah handling a cursed item or artifact can ignore the curse for 1 round per priest level, giving him enough time to drop or dispose of the item in some manner. A priest automatically knows that an item touch is cursed, but not necessarily what the curse is. A priest setting a cursed item down resets the duration for that item, so its possible to pick an item up for a couple of minutes, set it down, then pick it up again. Once a curse affects a priest however, he must get rid of it by the normal means.
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And thats my priests.

Priests of Aokdawn 2nd edition


Gods in 2nd edition have spheres of influence, and typical priests of these gods dont often follow the general priests progression.

Priests in my world will all be specialty priests of there intended diety. All specialty priests will have access to the ALL sphere, as well as the spheres chosen below. Priests in my world will be allowed to use standard metal armor. Weapons will be restricted by diety.

CYNOFIR -

Major Spheres
Law / Time -
Minor Spheres
Protection / Wards

TOR'KIR

Major Spheres
Protection / Guardian
Minor Spheres
Healing / Wards

TYLLA and VARUNA

Major Spheres
Chaos / Charm
Minor Spheres
Creation / Thought

GANIVEIL

Major Spheres
Law / War
Minor Spheres
Protection / Healing

YUN

Major Spheres
Divination / Thought
Minor Spheres
Astral / Time /

K'VATCH

Major Spheres
Combat / War
Minor Spheres
Chaos / Healing

WELEYWIN

Major Spheres
Weather / Amimal
Minor Spheres
Plant / Elemental (all)

AVANIA

Major Spheres
Creation / Healing
Minor Spheres
Time / Summoning

EMBER

Major Spheres
Elemental (Fire) / Sun
Minor Spheres
Travelers / Weather

CRESCEA

Major Spheres
Chaos / Charm
Minor Spheres
Thought / Creation

SHESHENSIS

Major Spheres
Necromantic / Divination
Minor Spheres
Guardian / Elemental (Earth/Water)

PHAETHON

Major Spheres
Combat / War
Minor Spheres
Healing / Guardian

FAYN

Major Spheres
War / Combat
Minor Spheres
Necromantic / Chaos

AZASH

Major Spheres
Necromantic / Time
Minor Spheres
War / Combat

SKISK

Major Spheres
Summoning / Chaos
Minor Spheres
Thought / Divination

SORLAH

Major Spheres
Traveler / Divination
Minor Spheres
Thought / Time


These are the base spheres. More info on the priests is pending.

Races of Aokdawn 2nd edition



Dwarves -
Stat Changes / +1 to constitution / -1 to Charisma
Racial abilities for dwarves are consistent with the rules in the players handbook

Elves -
High Elves - / +1 intelligence / - 1 to Constitution
Dark Elves - / +1 to Wisdom / - 1 to Constitution
Shadow Elves - / +1 to Dexterity / - 1 to Wisdom
Wilder Elves - / +1 to Dexterity / -1 to Constitution

Most of the standard rules apply to all the above variant races of the elves.

High Elves / Do not gain the bonus to there attack rolls with any weapons as shown in the racial selection in the players hand book. High elves gain a bonus non weapon proficiency slot at 1st level.

Dark Elves / Do not gain the bonus to there attack rolls with any weapons as shown in the racial selection in the players handbook. Dark elves have darkvision up to 120'.

Shadow Elves - / Do not gain the bonus to there attack rolls with any weapons as shown in the racial selection in the players handbook. Shadow elves have a 1 in 2 chance of finding a secret door by passing near one. They automatically notice concealed portals that they pass near as well.

Halflings -
Follow the standard rules for halflings as noted in the players guide.
Halflings do not have power based on there blood potency, they instead gain the following bonuses.
30' darkvision

Gnomes -
As noted in the players guide.

Half Elves -
Half Elves do not gain darkvision as noted in the players guide. A half elf gains an ability from his parents blood as noted below.

High Elven parent - Treat intelligence as 1 point higher for gaining non weapon slots.
Dark Elven parent - 60' darkvision
Shadow Elven parent -  standard elven ability to detect doors and portals
Wilder Elven parents - 60% immunity to sleep and charm effects

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and thats the update on races.

Saturday, September 15, 2012

Gods of Aokdawn


Aokdawn is the name of my campaign world, and has a unique, rich history. Below is a brief explanation.

The creation story goes that Aokdawn was a vast entity in an endless void. The only other creatures that shared this void were creatures like Aokdawn, but they were no where near his size. Aokdawn was so large in fact, that he could not see the others sharing the void with him, and so was eternally alone. At some point, due to his extreme loneliness, the entity known as Aokdawn chose to go to sleep, even though the concepts of sleep and death were non existant to those beings . Aokdawn grew still, and his power grew inward. The entity known as Aokdawn ceased to be, and the multiverse known as Aokdawn came into existence.

The Gods - There are many Gods that came into Aokdawn. Below is a description of them.

CYNOFIR
Cynofir is not a true god, but one of the created. Cynofir at one point was a human, and was elevated by the gods as a reward for some great deed. The deed, the task, and the human that once was are all a fading memory however. Cynofir now stands as the god of Time, Tradition, and Fate. The image of Cynofir is commonly that of a blue crystal column, though sometimes an image of a crystaline knight, a crystaline raven, or a crystaline robed figure are used. Cynofir is a popular god among any major civilization, and many priests make up the judges, lawyers, and historians of a city. Cynofir demands that its devout stick to tradition and law, and those worshiping Cynofir are usually lawful in nature, or at the very least respective of the law.

DOMAINS
Cynofir has dominion over several aspects of the universe. Priests worshiping Cynofir can choose from the domains below. Symbols of cynofir tend to be crystal pendants, though silver pendants with an etched column can sometimes be found as well.
Death / Earth / Knowledge / Law/ Protection / Balance / Fate / Inquisition / Purification / Time

The dwarven kingdom of Hammerdull has many major churches to Cynofir, and the high priest governing matters of Cynofir can be found there. Cynofir can be cruel and seemingly unjust, but it believes that the strict adherance to law and tradition will allow the glory of the past continue into the future.

Turn Options / A priest of Cynofir gains an optional use of his turn ability. By expending a a turn attempt in response to getting hit by an attack, the priest can reduce his hp to 1 and negate the damage of the attack in question. This can be done only once per round. Others viewing the priest using this power see him briefly become a statue of blue crystal. Priests who multiclass lose this ability, and those multiclassing into priest do not gain this ability.

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TOR'KIR
Tor'kir is the youngest of all the gods, and many worshippers of other gods see Tor'kir as being both young and naive. Tor'kir is the god of Justice and Honor. Tor'kir is a protector, but also believes in keeping ones word, and having honor in every aspect of ones life. Priests of Tor'kir are often found in military service, and often act as combat medics or steadfast defenders. Priests of Tor'kir are respected wherever they go, and it is said that there priests cannot tell lies. Like all gods in Aokdawn, priests of Tor'kir need not be moraly good, though evil priests of Tor'kir are all but unheard of. Most followers and priests of Tor'kir seek to maintain justice and honor, and right wrongs wherever they go.  The image of Tor'kir is commonly that of a great warrior in silvered plate armor, holding a platinum tower shield, and having a white bulls head, surrounded by a thick fog, and blinding light.

DOMAINS
Tor'kir holds a small amount of power, though he's respected all over Aokdawn. Priests of Tor'kir can choose from the domains below. A shield is a common symbol for Tor'kir.
Good / Law / Protection / Courage / Pride / Family / Inquisition / Liberation / Nobility

Candomia holds the most worshipers and practitioners of Tor'kir, and the high priest of Tor'kir runs the lead church within the capital city of Candomia itself. Tor'kir stands for the protection of family, friends, and freedom. Even though like all gods, he's unaligned, he gives hope and faith to many people throughout Candomia, and thus will forever be seen as a god of good.

Turn Options / Priests of Tor'kir get an additional power that can be fueled by there turn attempts. By spending a turn attempt a priest can create a protective ward. This grants a +3 deflection bonus to the priest and every allied creature within 10' of the priest. The ward sheds light as a torch. The ward lasts 1 round per cleric level. Creating the ward is a swift action. Priests of Tor'kir lose this ability if they multiclass, and those multiclassing into priest lose this ability.

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TYLLA and VARUNA
The twin godesses are extremely powerful, though they lack the reach that many of the other gods have. Tylla and Varuna govern the powers of Art and Magic, as well as that of the Fey. Creativity, playfulness, love, lust, and wonder stem from the Twin Godesses. Priests of the Twin Godesses are usually the leaders of the Artistic movements in most major citys, though they can be found with equal footing amongst the more creative of arcanists. Fey courts also worship the twins, and the seasonal courts vie for supremacy of there woodland homes in her name. The image of the twins is often two robed women, seemingly in dance, there hands entwined with one another. Other images are that of two robed women holding a chalice skyward, light and color pouring onto the canvas around them. A darker, older image, is that of a woman with no center head, instead, a neck and head grow from each shoulder. One of the heads is that of a fanged woman smiling menacingly. The other is that of a sorrowful fey weeping.

DOMAINS
Tylla and Varuna hold sway over many forms of universal magic. Priests of the twins can choose from any of the domains below. A common symbol of Tylla and Varuna is that of two flowers entertwined. Another symbol is that of two tree's, converging at the center.
Chaos / Luck / Magic / Trickery / Madness / Charm / Craft / Dream / Lust / Illusion

The wilder elves of the Ever Woods have always sought out the twin godesses for protection and strength. The high priest of Tylla and Varuna can be found within one of the many great temples spread throughout the Ever Woods.  Tylla and Varuna stand for creativity, happiness, love, and a carefree attitude.

Turn Options / Priests of Tylla and Varuna can create a double of themselves, as per mirror image. This image of themselves however does not disapear when struck, and remains for 1 round per cleric level. Creating the image is a swift action, and uses a turn attempt. The image is a figment, and an illusion. Priests multiclassing out of this class lose the ability. Multiclassing into this class does not grant this ability.

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GANIVEIL
Ganiveil is the god of Civilization, though in ages past he was known as the god of Organization. Ganiveil is one of the most powerful gods, not only in raw power, but in reach as well. Priests often serve as advisors and seneshals to those in places of power. They also strive to expand and secure the lands around them, and to grow there civilization to new area's. Followers and priests of Ganiveil can be extremely varied. Merchants, hospices, military branches, nobility, smithy's, orphanages and many other city based structures and organizations pay homage to this god, for without the structure of civilization, misery would claim everyone. Ganiveil is respected, but many know that his priests and his ways are also the makers of war. The image of Ganiveil is often that of a great noble, a look of determination on his face. Other images of Ganiveil depict a king in heavy armor, holding a sword made of cold iron. Older images show Ganiveil as a great clockwork monstrosity of unimaginable size looming over a darkened world.

DOMAINS
Ganiveil holds great power over the universe, and his followers can choose from any of the domains below. Holy symbols of ganiveil are that of a city gate, that of an iron sword and crown, or that of a cog.
Healing/ Protection / Law / Community / Craft / Envy / Family / Liberation / Nobility / Pride / Planning / Trade / Tyrrany / Wealth

The temples of Ganiveil are spread throughout the world and usually are near the political hub of any city. Volasia is said to house the lead temple and high priest of Ganiveil, and it is located very near the main palace of the great queen herself. Others say that the hobgoblins have a magnificent temple of Ganiveil deep in the heart of Tree-Under-Mountain, and that the true priest of Ganiveil is actually located there. The claims would be impossible to prove, but the ever expanding Hobgoblins definitely could boast the claim that they were indeed blessed by Ganiveil.

Turning Option / Priests of Ganiveil gain an additional power that can be fueled with there turn attempts. A priest of Ganiveil can spend a turn attempt when he fights defensively, or when he charges. When a priest of Ganiveil fights defensively and spends a turn attempt (spent while declaring the action) he gains DR 3/- so long as he continues to fight defensively each round. When a priest of Ganiveil charges and spends a turn attempt he does +3 points of damage if the attack hits. The attempt must be spent before the attack roll is made. (See rules above for multiclassing and alternate turn options)

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YUN
Yun is the god of prophecy and knowledge. Yun believes that by knowing the future it can be changed, and thus knowledge is the most imporant thing a creature can posess. Yun is a well respected and powerful god, and has a decent reach, at least among the more educated members of Aokdawn, though even primitives worship yun for his ability at foresight and change. Priests of Yun often have temples that function as libraries, and offer any and all of there knowledge to the open public. Many priests of yun are also sought after sages. Although generous, priests of yun can get in trouble by putting the wrong information in the hands of people that cant understand, control, or harness the knowledge they seek. Still, yun believes that by enlightening and educating the world, that more possibilities can be opened up in the future.  The image of Yun is that of a large floating eye. Another image is that of a man in a robe containg many eyes on it, the man himself blind folded.

DOMAINS
Yun governs a specific, yet important power in the universe, and so is greatly respected for it. Priests of Yun can choose from any of the domains below. Holy symbols of yun always depict some form of eye or eye motif
Fate / Knowledge /  luck / mentalism / mind / mysticism / oracle / spell

The temples of yun are usually kept in the larger, or major cities. They tend to be libraries or large tavern like buildings designed to be a place of scholarly pursuit, philosophy, and debate. Priests of yun are well respected, even though they often represent sudden change, or a break from tradition. Talking to a priest of yun can be intimidating, for it is said that looking into the eyes of a priest can reveal your soul to him. The high temple of yun is located in the five stone isles, there are major temples in every main area in aokdawn, though the most elaborate and respected temple is in the heart of the isles. The small races of the five stone have always prided themselves on knowing when to face adversity, and to meet challenges, there worship of yun would definitely back that claim up.

Turn Options / Priests of Yun gain an aditional turn option that can be fueled by there turn attempts. By spending a turn attempt a priest of yun can gain an insightful ward. The ward lasts 24 hours. During this time if a priest is flanked, suprised, or caught flat footed he automatically discharges his ward to ignore that effect. Ignoring a suprise round grants you a mutual suprise. Putting up an insightful ward takes a full round action and the expenditure of a turn attempt. The priest can also discharge the ward as an imiediate action to gain a +2 insight bonus to AC or a save. This can be used after the result of the attack roll or save, but before the consequence of the roll is resolved.

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K'VATCH
K'vatch is the god of battle. If it involves war or conflict, K'vatch knows of it. K'vatch is a powerful, respected god, with one of the greatest reaches of all the gods. War and conflict are all over the lands of Aokdawn, and so K'vatch treads on those lands. Priests of K'vatch live to battle, and live for war. They tend to oversee military traditions, and are most often trainers and recruiters for such traditions. In primitive lands they tend to be the spiritual advisors of war lords, or sometimes the war lords themselves. The image of K'vatch is that of a monstrous bull headed muscular creature. It has a seemingly infinite number of arms, and each arm is a different weapon.

DOMAINS
K'vatch governs conflict and war, and though it is a niche power in the universe, it is an extremely widespread concept, and so K'vatch grows constantly. Priests of K'vatch can choose from any of the available domains below. Symbols of K'vatch can be an etching of any weapon with a fist enclosed on the hilt. A pinwheel of arms is also a popular holy symbol.
Destruction/ Death / Strength / War / Competition / Glory / Wrath / Courage

K'vatch has temples in all the main cities, though RavenSpire holds the most major temples. The high priest of K'vatch currently resides there, though there is another well respected shrine in Uldrak which has housed the high priest in the past. The temples usually represent war and battle, and most military traditions will ask for K'vatch's blessing before any major initiative.

Turn Option / Priest of K'vatch have an aditional turning power that can be used by expending turn attempts. By spending a turn attempt before an attack roll, the priest can make the attack threaten a critical if it hits. This must be announced before the attack roll is made. Until the start of the priests next round, the first attack that hits him also threatens a critical hit. This power can be used once per turn. (See limitations of multiclassing for details on this ability)

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WELEYWIN
Weleywin is the godess of the sea and wilderness. During the creation age, the world was in turmoil, though with the help and powers of the other gods it slowly began to calm. Weleywin opposed this calming influence, and declared that no creation was worthwhile if not constantly tested. Great oceans and winds beat against the mountains and lands, and have done so forever, in the great Godesses name. Weleywin tests the world around her, and priests of weleywin do the same. Her church is not a popular one, especially in civilized lands. Priests of Weleywin are not welcome on water voyages or caravans across the great lands of aokdawn, for it is said they bring bad luck on any passage they assist. There is no appeasing Weleywin, though she respects those that test themselves constantly. Gaining her blessing is incredibly hard, and incredibly fleeting. Weleywin is commonly depicted as a great, expansive cloud. She is also seen as a woman with snakes for arms, cloven hooves, a deers head, and an expanse of winds and storm surrounding her.

DOMAIN
Weleywin governs many of the forces that directly relate to the environments of the land, though appeasing her does not mean these forces become docile. Priests of Weleywin can choose ther domains from the ones below. Common holy symbols for Weleywin are a simple wooden symbol with any kind of animal track burned or etched into it. Other holy symbols depict a cloud or rain motif etched on wood or silver.
Animal / Plant / Travel / Storm / Cold / Ocean / Scalykind / Windstorm

Weleywin has no major temples in any of the main areas on the continent, however, shrines are usually built as waypoints along the road as a means to appease her, and sacrifices of something important or personal at these shrines is said to bring good luck throughout ones travels. Also, as the creator of storms, many believe that she has a great shrine or temple somewhere far to the east, for it is from the east that most great storms come from. Who or what is willing and capable to worship such a godess enough to place shrines and temples to her is a terifying thought on its own.

Turn Options / Priests of Weleywin get a special turn option that can be fueled by the priests turn attempts. A priest can spend a turn attempt when taking damage from an affect but before the dice are rolled. The damage is at maximum value. For the next round all damage dealt by the priest of weleywin are also at maximum value. This is a dangerous gamble, but teaches that by being tested, one becomes much stronger. (See limitations of multiclassing for further details regarding this feature)

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AVANIA
Aside from Aokdawn, Avania was probably the second largest entity in the great void. At the time of Aokdawns slumber, Avania sailed through the cosmos, her loneliness sated only by the infinite personas she created for herself, and the madness that came with it. Avania became something different when she collided with Aokdawn. All the presonas and madness that were within her exploded from her body and filled the illusions that Crescea had set upon the world. Avania thus, was the unkowing creator of all life and substance on Aokdawn. Avania slept for most of the first age, waking up towards the beginning of the second age. Her madness cured, the newly awakened Avania looked over her creations and how they had changed, and helped guide them into something more. Avania is known by all as the Godess of creation. She has probably the longest reach of all the gods, and is easily considered the most powerful. All creatures of any intelligence respect and revere priests of Avania, even if from normaly hostile races. Priests of Avania commonly serve as midwifes, doctors, confidantes, and diplomats.  Avania is commonly seen as a woman with a robe that depicts all the stars. Some depict avania as a robed woman, though the robe contains a myriad faces instead.

DOMAINS
Avania governs over the key, and most powerful mysteries of the universe. The ability of creation and rebirth are hers, as are the grand knowledges of such a powerful, and ancient being. Priests of Avania commonly use silvered holy symbols with star motif's on them.
Healing / Creation / Darkness / Madness / Mysticism / Chaos / Renewal / Sloth

Temples of Avania are housed at every city. Most temples of Avania serves as a hospice, though some are more politicaly minded and act as courtrooms and places for public speaking. Each main city or nation houses a high temple and a high priest of Avania. The priests of avania have a strict code of non violence among there own kind, so priests often travel to other nations to talk diplomaticaly and start relations with warring or hostile neighbors.

Turn Option / Priests of Avania gain a special turn option that can be fueled by there turn attempts. A priest of Avania can spend a turn attempt and touch an ally as a standard action. This ability heals d8 points of damage (plus charisma modifier) and cures one point of ability damage. at every 4th level increase the die and amount of ability damage regained by one. (See rules for multiclassing)

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EMBER
Ember is known as  the first light. Stories say that during the age of creation Ember saw aokdawn slumbering and slammed into the massive entity, breaking through and into the reality that aokdawn now was. What Ember saw changed it. The great light of Ember illuminated the universe, and gave color to a reality that was bathed only by the palest, most illusory lights. Eager to see more Ember crashed down upon Aokdawn, and immiediately the fragile forms of budding life were burned out of existence. Not wanting to see these amazing creations burnt away, Ember rose to the heavans and began moving all throughout the many planes and realities within Aokdawn, forever seeking to shed its light on even more wonders. Priests of Ember are most often adventurers, travelers, map makers, astronomers, and lore keepers on various cultures and planes. Ember is always depicted the same, as a large, luminous ball of fire.

DOMAINS / Ember has one very important power that it is dominant over. Many believe that Ember was the only light in the great void, and it was sheer luck, or fate, that caused him to merge with Aokdawn. Priests of ember can choose from any of the domains below. Priests of Ember often use gold pendents depicting a ball of fire. Wooden pendants are also used, with the fire ball emblem often done up with gold plating. 
Fire / Sun / Luck / Travel / Celerity / Portal

Temples of ember appear in all the major cities, however the outlying cities and border towns are far more popular places for temples of ember. Temples serve as hubs for communication among many adventurers, and its commonplace to see adventurers seeking out priests for tips and clues on local adventures.  The current high temple is located in Alborine, and the high priest currently resides there.

Turn option / Priests of Ember gain an optional ability that they can use turn attempts to fuel. A priest of ember can spend a turn attempt to create a floating orb of light that hovers next to his head. The light lasts for 24 hours and spreads illumination as a torch. Creating the light is a standard action. A priest of ember can discharge the effect when the light orb is created to turn it into a flaming projectile. The projectile can fly up to 60' away and is treated as a range touch attack. The fire does d6 points of damage and does an aditional point of damage per cleric level. Firing the orb is a swift action. Turning the orb into a flaming projectile discharges the ball of light. (See above for rules on multiclassing and turn options.) Undead struck by the flaming projectile take double damage.

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CRESCEA
Crescea is known as the godess of the moon, and trickery. Her importance in the creation history is second only to Aokdawn, for it was she who gave the spark of creation to a voidless space. When Aokdawn went into his slumber, it was Crescea, a small, but loving entity that was too small for Aokdawn to see, that first entered into the new reality of Aokdawn. What Crescea saw when she entered was a void of loneliness and solitude, and it was Crescea who gave form and presence to the multiverse. Using her minor powers she created the illusion of existence within Aokdawn, wondrous shapes and images that could ease the loneliness and despair of the desolate multiverse. Crescea was never powerful enough to create anything on her own, but she used all of her power to create an illusion of everything. When Avania burst into the existence of Aokdawn, all the madness and shifting personas of the sleeping godess filled the shapeless illusions of the multiverse, finalizing its creation. The only illusion that still exists of crescea is that of the moon, the constant reminder of a time when even the very light itself, was nothing more than a faded dream. Priests of Crescea constantly where plane white masks, and it is forbidden for them to reveal there faces. Priests of Crescea teach the wisdom of stealth, misdirection, and silence, and many commoners go to priests of crescea to help better understand the unknown elements of the universe, such as dreams, odd behavior from people, or similar circumstances. A common image of crescea is that of the moon. Some see Crescea as a tall robed woman with flowing hair, but no face, instead the void inside is filled up with stars and wonder.

DOMAIN / Crescea rules over the mysterious, hidden powers of the multiverse. Her popularity isnt as far reaching as many of the other gods, but her power is said to be immense, which is probably due to her hand at the creation of everything. Priests of Crescea can choose from any of the domains below. Popular holy symbols of crescea are silver or gold moon pendants. The mask, or mask motif's are also common holy symbols.
Chaos / Luck / Tricker / Dream / Illusion / Mentalism / Moon / Planning

Crescea has temples throughout Aokdawn, mostly in the major cities. The high temple of Crescea rests in Volasia, and the high priest resides there as well. Some say that Lichus, the newly formed nation oposing the mainland empire has also created a grand, vast temple in honor of crescea, though this rumor has not been confirmed. Rogues, thieves, bandits and the like flock to crescea for protection, but artisans and arcanists often find wisdom in her ways as well. Some warriors also adhere to the Moon Godess's ways, and prosper because of it.

Turn Option / Priests of crescea gain a turn option that they can expend there turn attempts on to fuel. By spending a turn attempt the priest of cresea can turn all of his body invisible, except for his masked face. This gives the priest concealment. The concealment lasts for 1 round per priest level and creating the concealment takes a standard action.

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SHESHENSIS
Sheshensis is know by all as the god below. Sheshensis governs all things hidden and shrouded. The great depths of the ocean, the great caverns of the underdark, the eternal space of the mortal mind, Sheshensis reigns over all of these hidden depths. Priests of Sheshensis are lore keepers, however, unlike yun, they lock there secrets away and do not reveal them. Priests are usually given relics and knowledge that should be kept locked away and secured, for the safety of others, or simply because there time has passed. Priests of Sheshensis also govern over matters of death, and all souls are said to go through the hands of the great death mother on there way to ther afterlife. Priests of Sheshensis are known to be reliable nuetral parties as well, and will almost always give there wisdom on personal matters or debates, and so are sometimes sought out to handle petty squables and disputes that dont need to be taken care of in a royal court. Sheshensis has two main images, one is that of a monstrous sea serpent, the other is that of a robed skeletal figure with the head of a cobra.

DOMAINS
Sheshensis governs over the forces of death, and the secrets of the universe. She wields great power and that power is far reaching. Priests of Sheshensis can choose domains from the list below. Common holy symbols for priests of Sheshensis are that of a serpent, that of a skeletal hand, or that of a book bound with a chain.
Earth / Water / Death / Cavern / Knowledge / Darkness / Metal / Oracle / Scalykind /

The temples of Sheshensis can be found in large and small cities alike. The temples are extremely important for dealing with burials, and also for locking away potentialy dangerous secrets and relics. The old high temple was located in Volasia, and the high priest resided there, however recently the high temple was rebuilt in Ravenspire, and so the high priest currently resides there.

Turn Option / Priests of Sheshensis have an aditional turn option that can be fueled with there turn attempts. A priest of Sheshensis can create the equivelant of an arcane lock on a door or lid by spending a turn attempt and touching it. Alternatively a priest of Sheshensis can roll a turn attempt on a visible creature. This is just like turning undead, save that the priest attempts to bind that creature. A succesfull turn attempt dimension locks the creature for 3 rounds and binds it in place for 1 round. (cannot take a move action to move). Finally, touching a harmful artifact or item can be done by a priest of sheshensis by spending a turn attempt. The item cannot be used by the priest, but can be safely handled for 1 minute per cleric level of the priest.

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PHAETHON
Phaethon is known as the god of glory. He is not a true god, but a god that was elevated from a mortal being during the current age. Phaethon stands for the glory of actions. Glory in war, competition, or simply overcoming obstacles that others cannot. Phaethon is often seen as a god of good, though this is definitely not the entire truth. Evil seeks glory just as much as the forces of good do, sometimes more-so. Priests of Phaethon often serve military disciplines all over Aokdawn, and try to perpetuate there subordinates into acts that could gain glory for themselves and there superiors. Phaethon is a new god, but he has amazing reach. Almost everyone wants to be glorified and gain glory, adventurers, fighters, scholars, even the commoner. Phaethon is often depicted as a man in gold platemail armor, wielding a sword of white fire, and having the head of a menacing dragon.

DOMAIN
Phaethon governs only a specific power in the universe, but it is a far reaching and widely accepted power, and so Phaethon is far stronger than many of his peers for it. Priests of Phaethon can choose from the domains below. A common holy symbol of phaethon is that of a flaming sword, or that of a draconic head.
War / Strength / Protection / Competition / Courage / Dragon / Glory / Liberation / Pride

Temples of the new god have sprouted up all over the major cities in Aokdawn. It is said that a grand temple has been created in Lichus, and that a person calling themselves the high priest resides there. Candomia boasts a magnificent temple to Phaethon in its main city, and says that the true high priest of Phaethon resides there. All manner of beings flock to the banner of Phaethon, though war seems to bring out the best in the god, so military traditions are usually the first to adopt his ideology and philosophies.

Turn Option / Priests of Phaethon gain a turn option that can be fueled by there turning attempts. A priest of phaethon can spend a turn attempt before they strike an opponent. The turn attempt is part of the action and must be declared before the attack roll is made. Add 2d6 points of damage to the attack. In adition if a critical hit is secured the attack does an additional 1d10 points of damage. If an opponent is killed with this attack the turn attempt is not wasted. The damage is untyped. Priests using this power set there weapon ablaze with white flames just before impact.

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FAYN
Fayn is the God of pain, suffering, murder and destruction. According to the tales of old it was Fayn who first introduced the concept of murder among the gods, he did this by killing another god and stealing its power. The concept of murder and death among gods was then sealed, so that gods could no longer kill each other, though by this time Fayn had gained the power he had sought out.  The outward worship of Fayn is illegal in the empire, it is too dangerous a religion, and its practices lead to suffering and death. Priests of ember not directly sworn to evil preach to those that would listen that destruction, deciet, pain, trickery, hunger, hatred all lead to greater resolve and strength by weeding out the weak and leaving those strong enough to lead others away from calamity. Although the outward worship of fayn is prohibited, there are a myriad secret followers, for Fayn also lords over the concept of tyrany, war, and finding the truth through whatever means is available, including torture. Fayn represents all the dark and evil aspects of mortal existence, but it is a vital force within existence, and leads to a multiverse of balance through strife. Fayn is widespread and powerful, and isnt going anywhere anytime soon. Fayn is most often depicted as a demonic noble wearing regal robes. Fayn is also depicted as a great cloud of ash, with two red burning motes of lights for eyes. Fayn in his war aspect is seen as a great imposing humanoid in black plate mail armor, a great sword made from onyx and midnight is his weapon, his face is demonic, and serene.

DOMAIN
Fayn holds some of the darkest mysteries and powers the universe has to offer, and although his worship is outwardly banned, his presence is felt throughout the multivers, and so his power is extremely far reaching, and greater than most of the other gods. Worshipers of Fayn can choose from any of the below domains. Common holy symbols of Fayn are a rose motif, others are a drop of blood or similar imagery on a silver medalion. A black thorn or dagger is yet another widely used holy symbol of Fayn.
Chaos / Destruction / Evil / Trickery / War / Hatred / Hunger / Suffering / Inquisition / Pestilence / Tyrrany

There is no known church of Fayn throughout the main empire, though some say that open worship is allowed in Lichus, though the church in Lichus preaches specific ideals that are more widely accepted among a large populous. There are rumors that there was or is a secret organization in Alborine or Volasia that is dedicated to the worship of Fayn, though this has never been officially confirmed or denied. The fact that most people realize is that there are no known temples of Fayn, but there are probably dozens of secret active temples dedicated to his worship throughout the land.

Turn Option / Priests of Fayn recieve a special turn option that they can spend there Turn attempts to fuel. A priest of Fayn can spend a turn attempt in response to taking damage that does not kill him. The priest gains temporary hit points equal to the damage recieved. These temporary hit points vanish if any magical healing is applied to the priest. A priest cannot gain new temporary hit points until the currents ones are depleted or vanish, which takes one hour. Priests of Fayn relish in the pain they endure, and because of it they can seem almost indestructable. A priest of fayn gains a +1 to attack and damage rolls while he has temporary hit points from this ability.

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AZASH
Azash is the God of Undeath and Immortality. Azash, like Phaethon, was created during the current age. Unlike Phaethon, Azash is not nearly as popular, and is gaining a reputation as dark as that of Fayn's. Azash lords over the concept of Immortal existence. The most common form of immortal existence is that of Undeath. The worship of Azash has been recently banned in most of the main cities of the world, though it is still allowed in some manner of worship within Ravenspire. Most worshippers take the teachings of Azash to evil places, and so it tends to spread the plague of undeath wherever its worship turns up. Priests of Azash teach that immorality is a cold and lonely existence that can lead to madness for those too weak to posess it, but can lead to incredible power for those with a will strong enough to withstand it. The god himself is a demanding, tyrannical god that wants to see the concept of undeath spread througout reality, and the fastest means to do that is of course through the spread of undeath. Priests of Azash looking to further there gods goals are also known to harbor pacts and arrangements between immortal creatures and mortals to grant extended power and life to mortals, at a cost. People seldom seek out priests of Azash for any good reason, but no other organization knows more about the workings of undeath than these worshippers, so smart adventurers sometimes look them up to find weaknesses and information about ancient, immortal foes. Azash is commonly depicted as a great knight in black plate mail. His weapon is a sword of black fire, and his open helm depicts an empty void. Others depict Azash as a great column of black fire, faces of tortured souls appearing in the flickering of the corruptive flame.

DOMAIN
Azash rules over the concept of Immortality, this is a powerful concept in the multiverse of Aokdawn. Azash has an extremely limited reach, and he is said to be one of the weaker gods. Recently however it seems that the power of the god of undeath has increased, some say its because of a rumor that some ancient continent has risen far out in the ocean. A continent of undead monstrosities, and immortal creatures. Priests of Azash can choose from any of the domains below. Common holy symbols of Azash are a black skull, a skeletal hand holding a black flame, or sometimes just simply a black flame.
Cold / Deathbound / Domination / Time / Hunger / Pact / Tyrrany / Undeath

Azash has only one main temple located in Ravenspire. This is a magnificent temple, and the high priest of Azash can be found there. Others say that temples are also constructed in Lichus, though the worship there doesnt seem to be as popular as it is in Ravenspire. If the rumors are true of the continent rising up far out in the ocean, then no doubt those creatures and undead have created magnificent temples in the name of Azash, and this would confirm the dark gods recent rise in power.

Turn Attempt / Priests of Azash gain an alternate turn option that can be fueled by there turn attempts. Living priests of Azash can spend a turn attempt as a swift action on there turn to gain the undead template for character. Do not changer there stats, hp, etc, they only gain the base features of being dead, such as immunity to critical hits, mind affecting effects, positive and negative energy etc. Undead priests using this ability are immune to the turning, controlling, rebuking effects of other priests, and confer this ability to any undead within 20' of them. Both of these powers are swif actions to use and last 1 round per cleric level.

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SKISK
Skisk is simply known as the thing in the dark. Skisk is the god of the uknown, commonly referred to as a god of fear, a god of madness, and the god of darkness. Skisk is not one of the true gods, and like cynnofir, was elevated from a mortal who had achieved greatness during the second age. There is great speculation as to how a great hero of the second age could have been transfomred into such a horrific god. The worship of skisk has long since been banned, however recently new followers of skisk are teaching about the god in a way that is more popular with society. Instead of preaching madness, they teach about overcoming the uknown, or delving into it to seek out greater power and knowledge. By not fearing the darkness, and seeing past the unfamiliar nature of a person, event, place or idea, one can gain enlightenment. Still, many priests and followers of Skisk bring insanity and horror to those around them, so the open worship of Skisk is still a matter of open debate. People do seek out priests of Skisk however, for no person knows madness or the unknown better than they, or at least, in a way that is more accessible to the common man or adventurer. Skisk is said to have a portal to his godly domain actually located on the prime material plane, this area, known as the endless dark, is part of a great dark forest far to the east. The inhabitants of this dark forest tend to be mad, corrupted aberrants, so this lends credibility to this rumor. There are a multitude of images of skisk. The most popular image of skisk is that of a great, monstrous toad, with the hind legs of a goat, a scorpion tail, and bat wings. Some depict skisk as a great inky darknes, formless, maddening shapes existing just out of view. During the second age he was commonly depicted as a man in rusty plate armor, his closed helm seemed to leak out a viscous slime. This depictions is not as popular during the third age, but is still seen in artwork from time to time.

DOMAINS
Skisk rules over the maddening, corrupting qualities of the universe. Skisk is not evil, and is seldomly worshipped as such, but his domains tend to be about things that are unsettling to most mortal creatures. His reach might not seem far, but for such a loathed and shunned god, he is extremely powerful, though that power has yet to be tested. Priests of Skisk can choose from any of the domains below. The most common holy symbol of skisk depicts a toad in some fashion. A representation of darkness is also an accepted holy symbol, as is any symbology depicting a tentacle.
Chaos / Darkness / Dream / Force / Gluttony / Hunger / Madness / Mentalism / Slime / Sloth / Spider

 No known high temple exists of Skisk, though cultists sometimes create make shift temples in the ruins of other temples. Some say that there is a dedicated group of worshippers around Candomia that use one of the first constructed temples of skisk, though this rumor has not been confirmed. Though he is unpopular to most, some pray to skisk in helps of unkown matters, and many great minds that deal with alien concepts seek out the god for his blessing.

Turn Option / A priest of Skisk gains a turn option that can be fueled with there turn attempts. A priest of skisk can attempt to turn any living mortal creature with an intelligence higher than 4. This turn attempt is just like turning an undead. If the attempt is succesful the creature is blinded for d4 rounds and runs away in fear for 1 round (in a random direction due to his blindness). This is a fear  effect. This requires a standard action, though the quick turning feat coud take that down to a swift action. Creatures that are naturally blind or unseeing are not blinded by this effect, but run in fear for d4 rounds instead.

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SORLAH
Sorlah is commonly known as Sorlah the Seeker. Sorlah is a new god, or new to the main continent. Sorlah was sealed away long ago by members of an ancient race, and only recently released from its imprisonment by a band of powerful adventurers. The remnants of the race that sealed Sorlah away are the ones that now run the empire. Rumors insist that Sorlah has something to do with the incredible power of the queen, though this fact is not known. Sorlah is the sister of Sheshensis, and it is said that the two were at one time, the same entity, though they grew apart (literally) as time passed. Priests of Sorlah and Sheshensis are always amiable to each other, though sometimes there philosophies contradict and clash with each other. Sorlah seeks out knowledge for the simple act of seeking it out. Hidden, forgotten lore, uknown places, rumors and stories of ages past, the Seekers of Sorlah look for these old and new lore to catalog and store. Sorlah's philosophy is simple, seek out knowledge for the sake of that knowledge. Yun believes in using knowledge for the purpose of changing the fugure, Sorlah seeks only to find out new things. Priests of Sorlah make excellent adventurers, for there primary goal is to simply find and reveal new things. Sorlah is commonly depicted as a great worm, the entirity of the body covered in small black eyes. Some say the goblins of Tree-Under-Mountain have different depictions of Sorlah, though this rumor has not been confirmed.

DOMAINS
Sorlah holds all the mysteries in the universe that govern curiosity. Sorlah has a limited reach due to its imprisonment, but is being widely accepted by adventurers all over the continent, and priests of sorlah are actually just as sought after in adventuring parties as priests of ember. Priests of Sorlah can choose from any of the domains below. The only known holy symbol of sorla is that of an earthworm, though different variations are being created every day.
Knowledge / Earth / Liberation / Luck /  Planning / Portal / Mind / Rune / Magic / Travel /

There are many temples being created in Sorlah's name, though most priests can be found at taverns and local libraries looking for things to uncover. There is a great temple created in Sorlah's name in Volasia, though there has been no high priest declared as of yet. Candomia is taking a liking to Sorlah, though it is still an unpopular concept in both Uldrak and Ravenspire.

Turn Option / Sorlah has a turn option that can be fueled with turn attempts. A priest of Sorlah can create an aura of curiosity that lasts for 24 hours. The aura of curiosity grants the priest and allies within 10' of the priest a +2 to search, spot, and listen checks. Creating the aura takes a full round action. While the aura is activate the priest can touch an item to determine if its magical, though finding out more would require a detect magic spell. A priest can also discharge the aura and touch an object to cast knock on the object with a caster level equal to the priests level. Finally, while the  aura of curiousity is up the priest can refesh the duration of any current divination spell that the priest had cast. This refresh is just as if the priest had recast the divination. This requires an additional turn attempt. Refreshing a diviniation spell does not discharge the aura.