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consolidated:religion:homebrewdeities:yarma

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consolidated:religion:homebrewdeities:yarma [2023/11/19 07:55] – [Shrines] johnbconsolidated:religion:homebrewdeities:yarma [2023/12/13 00:47] (current) – [Yarma] johnb
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 ====== Yarma ====== ====== Yarma ======
  
- +__Quasi-deity, patron of Guards and Soldiers (LN) (M)__ 
-Yarma, Quasi-deity, patron of Guards and Soldiers (LN) (M) +
  
 Yarma has the power to grant spells to his followers, although (technically, according to the Pathfinder rules) he is a Mythic Character, rather than a true deity. He is a patron of remembrance, guards and warriors, and his priests teach that that combats should be honourable and remembered. Most importantly, remember those who have fallen in the conflict and the effect itt has on their families and communities. Fight when you have to, defend your people and property, but don't take pleasure from killing or maiming your opponents and take surrender, when it is offered honestly. His priests are, generally, drawn from those followers who multi-class a few divine levels with their previous class.  Yarma has the power to grant spells to his followers, although (technically, according to the Pathfinder rules) he is a Mythic Character, rather than a true deity. He is a patron of remembrance, guards and warriors, and his priests teach that that combats should be honourable and remembered. Most importantly, remember those who have fallen in the conflict and the effect itt has on their families and communities. Fight when you have to, defend your people and property, but don't take pleasure from killing or maiming your opponents and take surrender, when it is offered honestly. His priests are, generally, drawn from those followers who multi-class a few divine levels with their previous class. 
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 ===== Church ===== ===== Church =====
  
-Yarma doesn't have a formal church, as such.  There is a temple in Porters Bar and a chapel in Port Elizabeth, but just a few shrines outside those areas.  Yarma is popular with  in his 'home' cities, and with town guards, caravan guards, marines, and other troops who have to defend their community.  +Yarma doesn't have a formal church, as such.  There is a temple in Porters Bar, but just a few shrines outside that city.  Yarma is respected in his 'home' city, and by soldiers, town guards, caravan guards, marines, and other troops who have to defend their community.  
  
 ==== Priests ==== ==== Priests ====
  
-The vast majority of Priests are marines, who have a single level of a divine class (often Adept) who are capable of leading a brief prayer just before their ship is attacked.  However, there are higher level priests to serve his few shrines, while there are also a few adventuring priests, who dedicate their lives to protective duties.+The vast majority of Priests are marines, who have a single level of a divine class (often Adept) who are capable of leading a brief prayer just before their ship is attacked.  However, there are higher level priests to serve his few shrines, while there are also a few adventuring priests, who dedicate their lives to protective duties.  Yarma's Priests also have access to two new spells:  Summon Psycopomp (L1) & Hero's Grave (L3) - both of which can be found [[pathfinder:spells:start|here]].  These are not bonus, or domain spells, but must be learned in the same way as any other spell.
  
 ==== Shrines ==== ==== Shrines ====
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   * **Domain Spells**: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos.   * **Domain Spells**: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos.
  
-==== Protection Domain ====+==== Ancestors Sub-Domain ==== 
 + 
 +You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear. 
 + 
 +  * **Gentle Rest (Sp):** Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 
 +  * **Speak With Dead (Su):** At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level. 
 +  * **Domain Spells:** 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—rest eternal, 5th—slay living, 6th—geas/quest, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.
  
-Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. 
  
-  * **Resistant Touch (Sp)**: As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 
-  * **Aura of Protection (Su)**: At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. 
-  * **Domain Spells**: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance.  
  
 ==== Spell List ==== ==== Spell List ====
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   * **0th Level**: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue, vigor.   * **0th Level**: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue, vigor.
-  * **1st Level**: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, face of the devourer, obscuring mist, preserve, protection from chaos, protection from evil, protection from good, protection from law, scarify, shield the banner, sleep.+  * **1st Level**: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, face of the devourer, obscuring mist, preserve, protection from chaos, protection from evil, protection from good, protection from law, scarify, shield the banner, sleep, [[http://rp.baileymail.net/doku.php?id=pathfinder:spells:start|Summon Psychopomp]].
   * **2nd Level**: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, enemy’s heart, inner focus, invisibility, mirror image, resist energy, rumbling fury, scorching ray, see invisibility, tremor blast, web.   * **2nd Level**: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, enemy’s heart, inner focus, invisibility, mirror image, resist energy, rumbling fury, scorching ray, see invisibility, tremor blast, web.
-  * **3rd Level**: animate dead, bestow curse, blood rage, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.+  * **3rd Level**: animate dead, bestow curse, blood rage, contagion, continual flame, cure serious wounds, daylight, deeper darkness, [[http://rp.baileymail.net/doku.php?id=pathfinder:spells:start|Heroes Grave]], lightning bolt, neutralize poison, remove curse, remove disease, tongues.
   * **4th Level**: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.   * **4th Level**: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
   * **5th Level**: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.   * **5th Level**: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
  
  
consolidated/religion/homebrewdeities/yarma.1700376943.txt.gz · Last modified: 2023/11/19 07:55 by johnb