consolidated:religion:homebrewdeities:yarma
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| consolidated:religion:homebrewdeities:yarma [2023/09/02 20:35] – removed - external edit (Unknown date) 127.0.0.1 | consolidated:religion:homebrewdeities:yarma [2025/05/04 19:48] (current) – [Church] johnb | ||
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| + | ====== Yarma ====== | ||
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| + | __Quasi-deity, | ||
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| + | Yarma has the power to grant spells to his followers, although (technically, | ||
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| + | **However, make sure that you read the Powers section at the bottom of the page, if you ever consider Yarma as a deity for a Priestly Character.** | ||
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| + | ===== Background ===== | ||
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| + | Yarma is born into one of the tribes living among the lakes and their Islands. He was an inquisitive boy, apprentice to the tribe' | ||
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| + | From that day Yarma changed - he travelled, but always came back to his island and eventually made it his home. He grew powerful and gradually bought all the peoples of the lakes under his dominion. A great tower arose on his island, the spirit rock became his throne and, as he became even more powerful, and his eyes turned towards the neighbouring nations. Eventually, the tribes and races banded together to repel Yarma with his armies and new-found powers. The Tribes sent their spearmen, the Dwarves sent axe-men, while the Elves sent archers, even the Gnomes came - with their contraptions and cross bows. But Yarma and the Spirit Stone were too powerful – and then the dragons came. Yarma had his spirit stone throne carried to the top of his highest tower, and seated on it called down a rain of fire and rocks from the skies. As the throne rose slowly into the sky, Yarma started the final incantation, | ||
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| + | At the last moment, as the power of the Rock Spirit was reduced by the calling, Yarma came to his senses - and fought against the Rock Spirit/ | ||
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| + | However, that wasn’t the end of Yarma. With the power of the ancient immortal in his soul, Yarma couldn’t die but he could make recompense for the harm he had, unwittingly, | ||
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| + | Arth and Yarma are often seen as related deities - and many people in Porters Bar will say a single prayer to both deities at the same time. | ||
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| + | {{ : | ||
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| + | ===== Church ===== | ||
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| + | Yarma doesn' | ||
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| + | ==== Priests ==== | ||
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| + | The vast majority of Priests are warriors, who have a single level of a divine class (often Adept) who are capable of leading a brief prayer just before conflict. | ||
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| + | ==== Shrines ==== | ||
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| + | Shrines are rarely more than a monument, probably a statue of a man armed with shield and spear, dedicated to those who have died in battle. | ||
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| + | ===== Powers ===== | ||
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| + | Yarma is a ++quasi-deity|a Pathfinder mythic character++ | ||
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| + | ==== Law Domain ==== | ||
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| + | You are a protector, who believes in the rule of law and the benefits of an ordered and safe society. | ||
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| + | * **Touch of Law** (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. | ||
| + | * **Staff of Order** (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. | ||
| + | * **Domain Spells**: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos. | ||
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| + | ==== Ancestors Sub-Domain ==== | ||
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| + | 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. | ||
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| + | * **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, | ||
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| + | ==== Spell List ==== | ||
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| + | Priests of Yarma may choose their spells from the following 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. | ||
| + | * **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, | ||
| + | * **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, | ||
| + | * **3rd Level**: animate dead, bestow curse, blood rage, | ||
| + | * **4th Level**: cure critical wounds, minor creation, polymorph, restoration, | ||
| + | * **5th Level**: baleful polymorph, break enchantment, | ||
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