Divine Masters: The Faiths and Followers of Tellene (preview)
Transcription
Divine Masters: The Faiths and Followers of Tellene (preview)
TABLE OF CONTENTS Chapter One: Legends and Lore . . . . . . . . . .3 Cosmology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 The Orthodox View . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Racial Creation Myths . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Other Tales and Legends . . . . . . . . . . . . . . . . . . . . . . . . .8 Tales of the Saints . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Chapter Two: Following the Faith . . . . . . .15 Choosing Your Class . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Choosing Your Faith . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Ability Scores and Religion . . . . . . . . . . . . . . . . . . . . . .17 Selecting Skills and Feats . . . . . . . . . . . . . . . . . . . . . . . .17 Religious Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Details, Details, Details . . . . . . . . . . . . . . . . . . . . . . . . .18 Acts of Worship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Regional Variations . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Falling From Faith . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Fragmenting Your Faith . . . . . . . . . . . . . . . . . . . . . . . . .24 Churches and the Undead . . . . . . . . . . . . . . . . . . . . . .29 Temple Rank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Chapter Three: The Celestial Council . . . .36 Lawful Good Churches . . . . . . . . . . . . . . . . . . . . . . . . .40 Halls of the Valiant . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Home Foundation . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Hall of Oaths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Courts of Justice . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Assembly of Light . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Neutral Good Churches . . . . . . . . . . . . . . . . . . . . . . . .58 Church of the Life’s Fire . . . . . . . . . . . . . . . . . . . . . .58 House of Solace . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Parish of Love . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Church of Everlasting Hope . . . . . . . . . . . . . . . . . . .69 Temple of the Stars . . . . . . . . . . . . . . . . . . . . . . . . . .72 Chaotic Good Churches . . . . . . . . . . . . . . . . . . . . . . .76 Face of the Free . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Theater of the Arts . . . . . . . . . . . . . . . . . . . . . . . . . .79 Church of the Night’s Beauty . . . . . . . . . . . . . . . . . .82 Temple of the Patient Arrow . . . . . . . . . . . . . . . . . . .85 Church of the Silver Mist . . . . . . . . . . . . . . . . . . . . .89 2 Chapter Four: The Gray Assembly . . . . . . .92 Lawful Neutral Churches . . . . . . . . . . . . . . . . . . . . . . .96 Founder’s Creation . . . . . . . . . . . . . . . . . . . . . . . . . .96 Fraternal Order of Aptitude . . . . . . . . . . . . . . . . . . .99 Temple of the Three Strengths . . . . . . . . . . . . . . . .104 Temple of Armed Conflict . . . . . . . . . . . . . . . . . . . .107 Order of Thought . . . . . . . . . . . . . . . . . . . . . . . . . .111 True Neutral Churches . . . . . . . . . . . . . . . . . . . . . . . .115 Assembly of the Four Corners . . . . . . . . . . . . . . . .115 Temple of Enchantment . . . . . . . . . . . . . . . . . . . . . .119 Conventicle of the Great Tree . . . . . . . . . . . . . . . .122 Parish of the Prolific Coin . . . . . . . . . . . . . . . . . . . .125 Inevitable Order of Time . . . . . . . . . . . . . . . . . . . . .129 Chaotic Neutral Churches . . . . . . . . . . . . . . . . . . . . .133 Way of the Berserk . . . . . . . . . . . . . . . . . . . . . . . . .133 We of the Watchers . . . . . . . . . . . . . . . . . . . . . . . .136 Thunderer’s Temple . . . . . . . . . . . . . . . . . . . . . . . . .138 Church of Chance . . . . . . . . . . . . . . . . . . . . . . . . . .142 Order of the Passionate One . . . . . . . . . . . . . . . . .145 Chapter Five: The Fiendish . . . . . . . . . . . .149 Lawful Evil Churches . . . . . . . . . . . . . . . . . . . . . . . . . .150 Courts of Inequity . . . . . . . . . . . . . . . . . . . . . . . . . .150 House of Shackles . . . . . . . . . . . . . . . . . . . . . . . . . .157 Church of Endless Night . . . . . . . . . . . . . . . . . . . . .160 Order of Agony . . . . . . . . . . . . . . . . . . . . . . . . . . . .164 Neutral Evil Churches . . . . . . . . . . . . . . . . . . . . . . . . .168 Congregation of the Dead . . . . . . . . . . . . . . . . . . .168 House of Hunger . . . . . . . . . . . . . . . . . . . . . . . . . . .172 House of Scorn . . . . . . . . . . . . . . . . . . . . . . . . . . . .174 House of Knives . . . . . . . . . . . . . . . . . . . . . . . . . . .177 Chaotic Evil Churches . . . . . . . . . . . . . . . . . . . . . . . .181 Conventicle of Affliction . . . . . . . . . . . . . . . . . . . . .181 Church of Confusion . . . . . . . . . . . . . . . . . . . . . . . .184 Temple of Sleepless Nights . . . . . . . . . . . . . . . . . . .187 Temple of Strife . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 House of Vice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .193 Chapter Six: Skills, Feats, and Equipment 197 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .197 Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206 Other Holy Texts . . . . . . . . . . . . . . . . . . . . . . . . . . .208 New Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 New Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211 Chapter Seven: Domains and Spells . . . . .212 Domains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212 Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .222 Chapter Eight: Campaigns of Faith . . . . . .246 The Crusade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 The Inquisition . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 The Prophecy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 Evangelism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247 Return of the Creator . . . . . . . . . . . . . . . . . . . . . .247 Managing Religious Characters . . . . . . . . . . . . . . . . . .247 Minor Temple Locations . . . . . . . . . . . . . . . . . . . . . . .248 Church and State . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 World of Tellene God Statistics . . . . . . . . . . . . . . . . .250 Summoning Gods . . . . . . . . . . . . . . . . . . . . . . . . . .250 Divine Servants . . . . . . . . . . . . . . . . . . . . . . . . . . . .251 Chapter Nine: Templates and Artifacts . .254 Progeny of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . .254 Godspawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .254 Immortal Descendents . . . . . . . . . . . . . . . . . . . . . .255 Divine Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .255 one temple to another like the waters churning at the mouth of a river. A cleric of the Raiser with tales to tell of how he saved a village from disaster fills his temple. Two weeks later, the Assembly of Light might plan a massive undead hunt, with a dozen clerics leading the fray. This trend doesn’t prevent a skillful orator from establishing a large and faithful following of worshippers. Those worshippers might be in the temple every week, but the temple will still have others who come and go as their interest changes. Temples use the local language, which is Kalamaran in most area. A few small, rural temples deliver their sermons in the local Dejy dialect. Some of the temples in P’Bapar use Merchant’s Tongue for brief services. These services see Brandobian, Dejy, and nonhuman worshippers who have little else in common besides faith and a basic understanding of the Merchant’s Tongue. To overcome the difficulties of using a language so poorly equipped for discussing theological issues, the clerics who oversee these services import some terms from Low Elven, Kalamaran, Celestial and other sources. FALLING FROM FAITH Heresy A church declares a heresy when a cleric or other character who considers himself faithful rejects a principle of the faith. The difference could be simple, but religious scholars consider the entirety of the faith sacred; none of it is open to debate. These differences have no bearing on how the god is worshipped, clerical advancement, or anything material. They might involve unprovable aspects of a god’s nature, or the importance of an aspect of worship. An important point is that the heretic believes that the faith is true, except for one or a few points in which it needs to be corrected. The heretic stays within the faith, hoping to make changes for the better. The heretic may or may not be publicly condemned, depending on how loudly he speaks and how far he deviates from accepted teachings. If the heresy is extreme enough, a cleric may be demoted in rank or have all official privileges and abilities removed until such time as he publicly recants and rejoins the faith. The fact that some religious leaders who have been branded heretics have retained their divinely bestowed abilities makes the conflict even worse as each side believes to have the righteous path. One example of a heresy is the belief espoused by Xuuren Kailier, a gnome from Shyff. He was a Powermaster who scorned any healing medicines, calling them a crutch relied upon by the weak. Indeed, Kailier’s body was astonishingly resilient and recovered within days from the most extreme punishment. The threat of excommunication and a severe reduction in rank caused him to recant his message, but followers continue to spread the message among the halfling and gnome population of the Reanaaria Bay. One of the most prominent heresies is the teachings of Sotak Malatar, a former Doderan rice farmer who joined the Congregation of the Dead as a young man and now teaches the mercy of death for those suffering from great pain. Malatar’s teachings have made him eternal enemies of the faith he claims to represent. He hopes that his killings have earned him a position as a ghost after death, so he can continue to ease the transition to death for the old or the weak. Apostasy Apostasy is a stronger departure from accepted teachings than heresy. An apostate is actively opposed to one or more tenets of the faith. The apostate has abandoned his faith, feeling that it is too “wrong” to be corrected. Instead, a common point of view is that the faith is acting contrary to its stated goals and the lie should be exposed for all to see. In extreme cases, the apostate believes the faith needs to be destroyed for its errors. If it can not be destroyed, it needs to be damaged in popularity, political power, or divine power. The best example of apostates on Tellene are the Vessels of Man. THE VESSELS OF MAN Although primarily composed of disaffected clerics, the Vessels of Man also include skeptical rogues, angry fighters and cynical barbarians. Sorcerers who wish to prove their power over that of clerics might seek membership, joining psions and wizards with the same goal. The Vessels of Man seek to prove that clerics and gods are not needed on Tellene. The Vessels pursue their goal in three ways. 23 A Vessel of Man interrupts a service for the Assembly of Light. ADVANCED GAME RULES: The diverse religions of Tellene make for fascinating clerics with diverse beliefs, but their divinely gifted abilities are often limited to those of the basic cleric as seen in the D&D Player’s Handbook. Even with the addition of special feats and domains as described in that book, as well as the Player’s Guide to the Sovereign Lands, clerics of vastly different gods are still too often of a startling sameness. Experienced players and DMs may use this section to build a new cleric following a faith that essentially serves as his own character class. For example, with these rules a cleric of the Valiant is no longer just a 1st-level cleric with some specialized domains, but a 1st level Servant of the Swift Sword. However, players that use this class must follow certain requirements and restrictions as laid down by the church (limited weapon and armor proficiencies, for example). In exchange for such requirements, a cleric gains extra abilities. Normally, a cleric who ignores this decree is unable to cast cleric spells or use any supernatural or spell-like class abilities while doing so and for 24 hours thereafter. The DM should strictly enforce this, but should also allow the cleric's god to show leniency in special circumstances (such as when a cleric's required equipment is forcibly taken from him, or perhaps when a weaponless cleric snatches a forbidden weapon off the ground at the last instant, in order to prevent the climax of some evil, horrific ritual). While the faith may seem prohibitive to outsiders, its members believe that the benefits from their god are worth the restrictions. Each cleric also receives all of the abilities of the standard cleric (such as turn/rebuke undead), unless otherwise noted. While efforts were made to provide balance, it is possible that some clerics, with the skills and divine powers available to them, have the potential to unbalance the game. As always, it is up to the DM to adjust the powers of any advanced cleric class if he or she feels it is necessary. At the DM’s option, the standard cleric in the Player’s Handbook may remain available as an option for a hidden cleric of the Creator – the original deity from which all other gods were born. Such clerics may be of any alignment, claiming to worship any aspect of the Creator ranging from lawful good to chaotic evil. The other aspects of a cleric of the Creator (holy animal, domains, etc) vary by cult, as determined by the DM. 39 A Truthseeker, cleric of the Order of Light, Servant of the Swift Sword, Brother of Industry, and Keeper of the Word. Worshippers of the Dark One do not meet regularly. Worshippers lock themselves in a pitch black room and say prayers for an hour. If more than one worshipper lives together, they pray in separate rooms or at different times to maximize their isolation. UNHOLY SYMBOL: An eyeless raven gripping a bloody eye. UNHOLY DAYS: Any lunar eclipse (new moon) is considered an unholy day, but a solar eclipse is the unholiest day of all. Overcast, dark nights are also revered. When Diadolai is eclipsed by a smaller moon, the church calls for the Darkening. They perform mysterious ceremonies in total darkness (their canon calls for “a thousand blind steps” before the ritual area is entered). They sacrifice the eyes of a sentient creature, preferably a worshipper of the Eternal Lantern, to the Dark One. If a faithful worshipper volunteers for this sacrifice, the congregation bestows a considerable amount in gifts in admiration upon him. A lunar eclipse, or better yet, a solar eclipse, is the most revered night of all. Clerics of the Eternal Lantern might be held captive for weeks in anticipation of this night. The higher the rank of cleric, the greater the prestige for both the character that captured him and the cleric who actually performs the ceremony. UNHOLY COLOR: Black. UNHOLY ANIMAL: Bat. Caves frequented by bats are favored resting places for traveling Knights of the Black Pit. RAIMENT: Needless to say, clergymen of the Church of Endless Night, who tend to perform their worship in dark, underground caverns, are not particularly preoccupied with fashion. The vestments of these Knights are always plain, jet black robes. Most clerics of the Dark One own no other clothing save for the terrible masks they wear during ceremonies and rituals. Faithful members are prohibited from intentionally trimming their fingernails, although there is no violation if a nail breaks accidentally. ADVANCEMENT: To climb the church ladder, one must gather sacrifices and slay members of the Order of Light. A Dark Knight is any cleric of Dark Rider or higher rank who has sacrificed a ranking cleric of the Eternal Lantern. This is a supplemental title used along with his rank title. In order to advance beyond Dark Rider, a Knight of the Black Pit must sacrifice a worshiper of the Eternal Lantern at each rank. The sacrifice must be of at least half the Knight’s character level (rounded up) and at least Torch rank. Worshipers of the Eternal Lantern who do not hold ranks in the church or who are below Torch rank are still killed whenever possible, but they cannot satisfy the additional requirement for advancement. At Duskmaster rank and above, Knights of the Black Pit receive a yearly bonus of gems and diamonds equal to 500 gp plus 10x the character’s level. A Pitmaster’s second follower is a fighter. A Sunslayer controls the most prominent three regions of Tellene. Currently these areas are Kalamar, Norga-Krangrel along with Korak and Ek’Kasel, and Western Svimohzia (which shows exceptional promise in the minds of the Knights of the Black Pit). Special Requirements: Upon becoming a Dark Rider, each cleric must display his unswerving loyalty to the Dark One by removing his left eye. Dark Riders lose their Dexterity adjustment to AC (if any), and take a –2 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. All opponents are now considered to have concealment (20% miss chance) to the Dark Rider. After 1d4 months, the Dark Rider adapts to the loss of his eye, regaining any lost Dexterity adjustment to AC, and his penalty on the above checks reduces to –1. Opponents continue to have concealment against him. When a cleric attains the level of Pitmaster, he must now remove his right eye as well. The Pitmaster takes a –2 penalty to AC, and his penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty, increases to -3. All opponents are considered to have total concealment (50% miss chance) to the Pitmaster. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. A Pitmaster is immune to gaze attacks. After 1d4 months, a Pitmaster learns to deal with most of his blindness. He suffers no blindness penalties to Dexterity, and no opponents gain concealment against him. His penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty, drops to –2, but all checks and activities that rely on vision (such as reading and Spot checks) still fail automatically. He continues to be immune to gaze attacks. Whenever a Dark Rider or Pitmaster removes an eye, a oneday-long celebration follows this act of reverence. SACRIFICES: Sacrifices are visual organs, preferably from a sentient being. These are used to create divine focuses. MAJOR TEMPLES: Important places of worship for the Knights of the Black Pit are said to exist both in Bet Kalamar and Balelido. TABLE 5-6: KNIGHTS OF THE BLACK PIT Rank Title 1 2 3 4 5 6 7 8 9 10 Dark Friend Night Holder Day Destroyer Dark Rider Darkdeath Duskmaster Moon Master Pitmaster Sunslayer Nightmaster 161 Temples of this faith are often constructed underground. Their worship areas are usually small, close and oppressive. Open pits stand ready to maim or kill worshippers who fail to show the requisite caution. Real or ceremonial stalactites cause comparatively minor bruising and concussions to those who walk into them. If the faith is able to carve out a worship area instead of relying on solely natural works, they smooth the floor, leaving textured guide marks on the floor and walls to prevent worshippers from falling to their death. The temples are always unlit. Cathedrals are multi-leveled dungeons, with deep pits for clerical Cleansing ceremonies. They usually have other pits that contain underground creatures. Bas-reliefs decorate the walls of constructed areas; natural caves stay untouched, except for any work necessary to make the floor passable. The holy seat’s presence in Ashakulagh causes problems for some worshippers who would like to visit it but fear hobgoblin persecution. More than once spies from Korak have attempted to infiltrate the country as pilgrims in search of the temple, and the hobgoblins have killed many legitimate pilgrims over the years in their attempts to prevent spies from reaching their capital. Nightmaster Herkuul “the Crow”, a hulking hobgoblin known as much for his martial prowess as his spiritual visions, is the faith’s chief cleric. He has a not-so-secret nightwalker advisor hidden in his chambers. The creature claims to be a direct servant of the Dark One, although other clerics are suspicious of its motives. FRIENDS AND ALLIES The Temple of Sleepless Nights: “Terror and darkness go hand in hand. Terror breeds in the darkness, and removes the light in one's soul…” The Courts of Inequity: “They want everything without need, and we need everything without want for it. This is usually a good relationship, when we give them everything they want and they give us all we need…” FOES AND ENEMIES The Assembly of Light: “They seek to destroy the darkness with their all-powerful radiance… It is sad that they cannot embrace the darkness that resides within us all. The Church of the Silver Mist: “They see dreams and aspirations as sacred, but focus on light, rather than darkness. They fail to prepare for the Time of the Void, and it will cost them.” SAYINGS 162 “Darkness is enlightenment.” “The black void is near.” “He shall swallow the light and consume the soul.” “See the darkness.” “Blessed are the blind, for they see only darkness.” THE UNHOLY BOOK Traditionally written in silver ink on black pages, the canon entitled the “Book of Endless Night” is a relatively lightweight book that celebrates the deepest time of night. Superficially a beautiful work of art, this canon describes vicious sacrifices, dire chants and appeals to devils. The Book of Endless Night is divided into three sections, each written by a different saint of the faith. The first, Daylight, explains the workings of opposed faiths, especially the Assembly of Light. It describes a host of reasons for avoiding daylight, citing mind-subduing rays from the sun, the inability to hide from your enemies and the excessive heat of the summer. The second chapter, Twilight, explains that the times of dusk and dawn are better than day, but not as good as night (their biggest advantage being the lack of moons and minimal sun). Twilight is the shortest section, at only a few pages in length. Night, the final chapter, comprises two-thirds of the book and contains the evil passages celebrating the Blacksoul and prophesying his ascension to the earth when the faith extinguishes all light on the surface. The faith’s clerics may not use the spell continual flame. Worshipers must not use torches, candles or lamps during the night of an eclipse. If necessary, they may use special covered lanterns that emit an eerie red light. The faith prohibits the killing of a raven or a bat. Killing a raven brings a fine of a goat, a lamb or a sheep; killing a bat costs either a large farm animal (such as a cow or an ox) or an equal amount in grain. The Book of Endless Night is not hard to find in most nations, but since possession of it might be illegal, the cost is relatively high. It can be purchased for 80 gp. CLERICS The Knights of the Black Pit dedicate themselves to smothering Tellene in total darkness. They fanatically adhere to the teachings of the Book of Endless Night, an unholy writing from a bygone era. The ancient manuscript speaks of the Time of the Void, a time when Lord Midnight will devour the sun and Tellene will be cloaked in eternal blackness. The Church of Endless Night teaches that when the Assembly of Light and its allies are destroyed, this prophecy will come to pass. Besides vigilantly opposing the Assembly of Light, the Knights of the Black Pit are constantly preparing themselves for the Time of the Void. Because these clerics believe the world will be devoid of light, they regularly practice combat in total darkness and in underground or confined areas. Additionally, clerics of Blackmourn learn the necessary survival skills for life below the surface. Just as important as the removal of a cleric’s own eyes (see Advancement, above) is bringing the bounty of her god to another. Therefore, when in battle, these clerics will strike for their opponent’s visual organs. A Knight will taunt and goad his opponent into speaking; this allows the cleric to home in on his foe’s eyes. Each potential cleric must undergo a ceremony, known as the Cleansing, before earning a place in the clergy. A group of Dark Friends places the future congregant at the bottom of a dark pit. They then leave the aspirant in the pit, providing only food and water, until the Pitmaster believes the aspirant is ready to become a Knight. The time varies, depending on the individual; however, it is seldom less than a year and never less than two months. The aspirant then trains in the way of the Knights of the Black Pit. A form of the Cleansing also takes place on unwilling participants, usually children and those whose eyes have been taken for sacrifice. The victim is brainwashed to believe that only the Eyeless One can give them the power to see again. As they adapt to their new environment and learn to function in the dark, they come to believe that the Knights are correct. At this time, the brainwashing is complete and the victims are admitted to the congregation. Such victims suffer the penalties for blindness as a Pitmaster (see Advancement, Special Requirements, above). Adventures: Knights of the Black Pit adventure to bring the gloom and shadow of the night to all parts of the world. Characteristics: Knights of the Black Pit emphasize their divine powers, using their martial prowess only when necessary. Background: Many Knights of the Black Pit come from unwilling participants in the Cleansing, although an alternate background for Knights of the Black Pit is some time spent in isolation in the dark. A dwarf who got lost far from home, a human captured by mind flayers, or a traveler of any race who fell into a sinkhole and couldn’t escape a natural cavern – each is a likely candidate. Races: The Lurker in the Void is extremely popular among underground races such as stone dwarves, dark elves and various humanoid cultures. Races who are at home underground are natural Knights of the Black Pit. Other elves tend to be fond of nighttime, but only as long as there are stars out; they have no love for total darkness. Relations With Other Classes: Knights of the Black Pit prefer to work with fighters. Wizards with an appropriate spell selection (emphasizing cold, darkness and gloom) are well regarded, but rogues are not, since they lose many of their skills in the darkness. In keeping with their faith, Knights despite enemy clerics, especially those of the Eternal Lantern. They view other classes with indifference. Relations With Undead: Clerics are encouraged to animate or create undead in their attempts to further the faith. If intelligent undead must be controlled, the cleric must free them of control as soon as possible. Clerics may freely destroy undead created by junior clerics of their faith, but should not those of peers or higher-ranking clerics. A cleric is allowed to destroy undead created by another faith, if those undead hinder an act that furthers the faith. Violating these restrictions may cause the cleric to lose temple rank, or undergo a quest to atone. Role: Even when part of a group, the Knight of the Black Pit often prefers to work alone, knowing that few (if any) of his companions can match his ability to function in the dark. He often uses his darkness to disrupt enemy spellcaster (who usually need a direct line of sight for their spells) and attacks the eyes of fighters and other direct threats. ADVANCED GAME RULES A Knight of the Black Pit has the same game statistics of a cleric in the Player’s Handbook, with the following changes or clarifications. Abilities: Knights of the Black Pit value Wisdom because it affects their spellcasting. In the event of conflict, a high Strength is useful as well. Dexterity is particularly useful for negotiating hazards in the dark. Alignment: Knights of the Black Pit must be lawful evil. CLASS SKILLS The Knight of the Black Pit’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (ventriloquism) (Cha), Profession (usually miner) (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the Player’s Handbook and the Kingdoms of Kalamar Player’s Guide for skill descriptions. CLASS FEATURES A Knight of the Black Pit has the same class features as a cleric in the Player’s Handbook, with the following changes or clarifications. Weapon and Armor Proficiency: Knights of the Black Pit are proficient with simple piercing weapons, with the greataxe, and with light armor. They are also proficient with shields 163 Chapter SIX: SKILLS, FEATS, AND EQUIPMENT Many players find clever ways to use the rules for expanding their connections to the divine, and the variant rules in this chapter provide such options. The chapter begins with a discussion of skills, continues with a section of feats, and concludes with new equipment and holy texts. SKILLS The following new options for existing skills supplement those found in the Player’s Handbook. DIPLOMACY (CHA) Normal Use: You use this skill for giving others the right impression, to negotiate effectively and to influence others. New Use: Characters can now use this skill to convert another character to their faith. (Note: the DM may decide that the target is not receptive to conversion. Check: You can change another character’s attitude towards your faith with successful Diplomacy checks; see the Influencing NPC Attitudes sidebar on page 72 in the Player’s Handbook). The subject’s initial attitude towards adopting the new faith is set by the DM, but should usually be no better than Indifferent. For the initial attitude to be Friendly, the NPC would have to be especially indebted to the faith (or the evangelist) and have an alignment very similar to that of the deity. Action: Converting a character’s faith takes 1+2d4 hours for each Diplomacy check, though the time does not have to be spent in a single sitting as long as all the time is spent within the same week. The initial Diplomacy checks are an attempt to influence a change in the target’s attitude toward the specific religion. Once enough Diplomacy checks are made so that the subject is at Helpful attitude, you must succeed at one additional Diplomacy check to convert the target to the new faith. Try Again: Optional, as noted in the Player’s Handbook. Special: A character that beats the Diplomacy check to convert by 10 or more can also persuade the creature to be the willing target for the redemption/temptation part of an atonement spell. GATHER INFORMATION (CHA) Normal Use: You use this skill for making contacts, learning gossip and rumors, and obtaining general information. New Use: The same process used to discover information can be used to Spread Information within a community. The information can be true or an intentional falsehood, but once successfully planted, it shows up on Gather Information checks made in the community. Check: Spending an evening’s time spreading rumors and gossip (such as giving out “confidential” information in exchange for a drink, or being “accidentally” overheard) and making a Spread Information check gets the rumor out into the community. The base DC to plant information is based on the population size, as detailed on the following chart. Community Thorp Hamlet Village Small town Large town Small city Large city Metropolis DC 5 5 5 10 10 15 20 25 A successful result generates a rumor or piece of information that can be obtained with a Gather Information result of 15 or higher. This result level can be decreased or increased when planting the information. Action: A typical Spread Information check takes 1d4+1 hours. Try Again: No. If the attempt fails, the information does not circulate beyond the initial group of persons involved, and most of them do not believe the information to be true. Special: A character that beats the Spread Information check by 5 points can lower the DC of other characters’ Gather Information checks (to learn the planted information) by 2 197 Saving Throw: Will negates Spell Resistance: Yes You cause a creature to panic for 1d6 minutes. The creature has a 50% chance to immediately drop what he’s holding. The creature flees, choosing his path randomly and fleeing from other dangers. The creature suffers a -2 morale penalty on all saving throws. After 1d6 minutes, the creature is no longer panicked, but the fear never truly goes away. Each night, the creature must make a Will save or be subject to the effects of a nightmare spell (with the same DC as the original unforgettable terror). Unlike casting nightmare, however, you do not have to enter a trance and wait until the victim sleeps, nor does a dispel evil spell harm you when cast on the dreaming subject. The creature’s own memory brings the terror back, and the nightmares never cease until the creature is killed. VESHEMO WANES Abjuration Level: Cleric 4, Moon (Veshemo) domain 4, sorcerer/wizard 4 Components: V, S, F/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: All lycanthropes within a 30-ft. radius sphere Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Veshemo wanes exposes all lycanthropes within its area of effect by forcing them to change shape. Lycanthropes in animal or hybrid form assume their human form, while those already in their human form shift into hybrid form for a moment, then shift back. This transformation takes 1 round, and the subjects cannot take any actions but are not considered helpless. Arcane Focus: A silver dagger. VICTORY MEDITATION Transmutation Level: Order of the Pike 3 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One living creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The affected creature gains a +4 morale bonus on Knowledge (military tactics) and Profession (siege engineer) checks, and a +2 morale bonus on Reflex saves. In addition, when making a full attack, the affected creature may make one additional attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by the haste spell, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in this round.) A cleric of the Order of the Pike worships the Old Man. VINDICATION Necromancy [Evil] Level: Purger 5 Components: V, DF Casting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Target: 1 creature Duration: 1 minute/level Saving Throw: Fortitude half (see text) Spell Resistance: Yes Introduced by a still unidentified priest from the House of Knives in Bynarr during a particularly bloody internal power struggle over a century ago, the effectiveness of this spell is borne out by the near complete destruction of the Veiled Priesthood in the city at that time. The Purger targets any single creature within range; and for the duration of the spell, any attack or spell from the creature that does damage to the Purger causes a backlash of negative energy. The subject takes 1d6 points of negative energy damage 243 the characters must overcome a foe with enough power to justify such a divine prophecy being made in the first place. The characters need not all worship the same god, or indeed any god, but as the subjects of prophecy, their actions are watched by various churches, some of which offer assistance, while others seek to prevent them from meeting their destiny. Evangelism In this campaign, the characters should all come from the same church. The characters are charged with bringing the faith to a region where it currently is without support. Perhaps the region is dominated by a rival or enemy church, and the characters must confront their church’s traditional foes, both in combat and in intrigue and in non-violent confrontations. Perhaps the church sponsors the colonization of a wilderness region, with an eye towards the long term goal of a future political force with close ties to the church. Maybe the characters must restore the faith following a scandal, violent purge, or other crisis that shattered the church to its former glory. Overcoming the antipathy of the local populace is difficult, so the PCs need to become champions for them, defeating monsters, restoring lost relics, and helping to improve the communities. Overcoming King Joto’s paranoia of clergy and restoring the church to legal status in Shynabyth would be a noble Evangelism campaign. Might churches of the Creator lie hidden in secret places? The Return of the Creator Perhaps the most ambitious religious campaign would center on the restoration of the Creator. Her worship suppressed and lost for thousand years, the Creator decides the time is right to return to her place. The characters are assembled from across various faiths, and set on a course of adventures (perhaps unknowingly) that will not only free her, but do so in a very open, public way. Along the way, the characters encounter many foes, especially from among the churches of the gods most responsible for rebellion, and learn more about the truth of the Creator and the origins of the world. A world spanning series of explorations and adventures, a Return campaign allows the DM to not only present the players all the many flavor-filled locations of Tellene, but to also mix many different play styles. As the characters advance, they become more aware of the role that they are playing and the impact their actions may have. If successful, the Return of the Creator will mark the greatest change to the universe of Tellene in recorded history. MANAGING RELIGIOUS CHARACTERS Not all campaigns are based around religions and faiths, but nearly every D&D campaign has a player character for which faith is a central trait. While most of these characters are clerics, any player who defines his character as deeply committed to his religion also qualifies. Such characters should have ample opportunities to display and explore their faith. Beyond the typical “Does my church believe in killing prisoners?” debate that often occurs, other matters eventually arise. Does the church seek to command and control the character? Should the character seek to convert fellow party members? If the player wishes to pursue advancement within the title and rank system, how do the character’s obligations and status impact the campaign? The temptation to violate a tenet of the faith should be presented in an attractive form; after all, the sin would be easy to resist if it were not appealing. The player should be aware of the consequences of such a violation, but the DM who carefully crafts the situation as to make the decision difficult has made the role-playing situation that much more rewarding. The key is balance. Faith is not a constant burden, or else there would be fewer characters that would cling to it for strength and hope. A religious character should be given opportunities to gain advantage from his faith as well as encountering challenges to his beliefs. Perhaps an otherwise indifferent NPC recognizes the cleric’s holy symbol and becomes more helpful since they share the same faith. Perhaps the party benefits from cheaper healing magic at the temple of the cleric’s church after a particularly difficult adventure. The gratitude of the local citizens to the cleric’s sermons and benevolence means the group has welcome hiding place when they are wrongly accused and pursued by the king’s officers. Similarly, a short or medium term religious plot line for the group should strike a balance between encouragement and 247