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consolidated:religion:homebrewdeities:yarma [2023/09/02 20:35] – ↷ Page moved from religion:homebrewdeities:yarma to consolidated:religion:homebrewdeities:yarma johnbconsolidated:religion:homebrewdeities:yarma [2025/05/04 19:48] (current) – [Church] johnb
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 ====== Yarma ====== ====== Yarma ======
  
 +__Quasi-deity, Psychopomp and 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 followersalthough (technicallyaccording 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 it 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, nor desecrating the bodies of your enemies. 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 her followers, although (technically, according to the Pathfinder rules) he is a Mythic Character, rather than a true deity. He is a patron of guards and warriors, and his priests teach that that combats should be honourable.  Fight when you have to, defend your people and property, but don't take pleasure from killing or maiming your opponents - 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.  +**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.**
- +
-**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 ===== ===== Background =====
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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/  pitting his will against the rock's wantonness, Yarma finally prevailed and tried to stop the cataclysm - but it was too much for his human body to endure, and it cost him his mortal life. 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/  pitting his will against the rock's wantonness, Yarma finally prevailed and tried to stop the cataclysm - but it was too much for his human body to endure, and it cost him his mortal life.
  
-However, that wasn’t the end of Yarma. With the power of the ancient immortal in his soul, Yarma couldn’t die, and a few days later, he reincarnated, and armed with his spear and shieldset out to protect the people that Arth had saved.   Now he is seen as a patron of Guards and Soldiers, wherever they might be.  +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 hadunwittinglydone. First he collected the dead, and laid them to rest properlya task that took years, even for a minor divinity.   Now he is seen as a the local psychopomp  caring for the souls of the dead and departed - although his military prowess is also recognised and he is seen as a patron of Guards and Soldiers, wherever they might be.  
-Arth and Yarma are often seen as related deities - and many people will say a single prayer to both deities at the same time. + 
 +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. 
  
 {{ :deities:yama.png?100|}} His symbol is a spearhead. {{ :deities:yama.png?100|}} His symbol is a spearhead.
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 ===== Church ===== ===== Church =====
  
-Yarma doesn't have a formal church, as such.  There are shrines in Porters Bar and Port Elizabeth, but nothing outside those areas.  Yarma is popular with guards in his 'home' cities, and with marines, and other waterborne troops, who have to defend their vessels.  Many sailors, who may have to defend their ship wear, or carry, a spearhead trinket of some sortand tend to make a prayer to him, just before battle.+Yarma doesn't have much a formal church, as such.  There is a temple in Porters Bar, that deals with funerals for the population, but just a few shrines outside that city.  Most of his prayers to Yarma are made at shrines dedicated to The Cult of The Small Godsthat are scattered around the Hann Sea.
  
 ==== 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 warriors, who have a single level of a divine class (often Adept) who are capable of leading a brief prayer just before conflict.  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 ====
  
-Shrines are rarely more than a monument, probably a statue of a man armed with shield and spear, dedicated to the patron of guards and warriors.+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.
  
 ===== Powers ===== ===== Powers =====
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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.1693686915.txt.gz · Last modified: by johnb