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consolidated:religion:homebrewdeities:shan

Shan

Weather Spirit - Master of the Sea Winds (CN) (M)

Shan has the power to grant spells to his followers, although (technically, according to the Pathfinder rules) he is a Mythic Spirit, rather than a true deity. He is a personification of the sea wind, and might be invoked during times of 'contrary' weather. He has few followers but is often invoked by sailors, fishers, and others who travel on the sea. His priests are, generally, drawn from those followers who multi-class a one or two divine levels with their previous class.

However, make sure that you read the Powers section at the bottom of the page, if you ever consider Way as a deity for a Player Character.

Background

Shan is the spirit of the sea winds, a Kami who has grown since he came to the Hann region. He was brought to Porters Bar, by sailors of the fleet carrying the Shays, when they fled their homeland in Sinan. When the sailors settled into their new home at Porter’s Bar, they built a shrine in thanks to Shan, which later generations built up into a chapel. Knowledge of Shan has spread around the Hann Empire, carried by sailors moving around between vessels, and different states. Now, he is widely venerated, and invoked by sailors when the winds are contrary, there is a storm brewing, or a ship is becalmed.

Church

The Church of Shan is almost non-existent. There are a couple of shrines dedicated to him, although he has a small chapel in Porter's Bar. Most of his followers, and a few priests, are generally found at sea.

He is normally represented as a gull.

Priests

Priests are very few and far between, with most found aboard ships or fishing boats. They tend to be low level, adept/expert multi-classed NPCs. However, there are a few clerics, as well as bards and rangers, who espouse his faith.

Temples and Shrines

Shan doesn't have many buildings dedicated to his worship, but then he is a capricious weather spirit, and doesn't require much from his followers.

Powers

Shan is a quasi-deity who can grant access to two domains, but can only grant spells up to Fifth Level, drawn from the Adept Spell list – higher level spell slots may be filled with lower level spells. Shan does not allow adepts to take a Familiar at Level 2, but grants them access to his domains instead.

Weather Domain (Storms)

With power over storm and sky, you can call down the wrath of the gods upon the world below.

  • Storm Burst (Sp) - As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
  • Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm.

Air Domain (Wind)

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

  • Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
  • Domain Spells: 1st—whispering wind, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds.

Spell List

Priests of Shan may choose their spells from the following list:

  • 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.
  • 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.
  • 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.
consolidated/religion/homebrewdeities/shan.txt · Last modified: 2023/12/13 00:49 by johnb