Delleb (Greyhawk Action)

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Lawful Good, Third Generation Oerdian god

Delleb, the Oerdian god of scribes and historians, is conscientious but does not tolerate nonsense. He is an ascended mortal sponsored by Rao.

Delleb (DEL-leb) is an Oeridian god depicted as a noble scribe or well-dressed gray-haired man with a large white book (his holy symbol). Although he prefers debate to combat, he used his phoenix-feather quill as a dart to fend off a young and murderous Hextor. He is interested in any sort of useful or interesting lore, but dislikes fiction or overly verbose language. He is friendly to all others but those who are evil or oppose knowledge. It is rumored that Delleb sponsored Daern, hero-goddess of defenses and fortifications, to her present position.

The accumulation of knowledge is the purpose of existence. What cannot be learned from others may be discovered in books, and when books fail the truly studious will turn to experimentation. An hour studying is an hour well spent. Allowing emotion to cloud your judgment risks danger. The ignorant and inexperienced should be educated.

Delleb's clerics ask questions of strangers, listen to bard's tales with a grain of salt, pore over old books, and study lost languages in the hopes of uncovering valuable forgotten knowledge. They use their knowledge to help others, whether designing a more efficient stove for a farmer or planning a great bridge for a city; they may not have the skill to build such things, but they know how to design them. They travel to study recently unearthed tomes, converse with ancient learned people, and adventure to explore old places of lost writings.

Alignment: Lawful Good

Weapon: Dart

Action Techniques

Know, Ride, Spot.

Pathfinder Domains

Good, Knowledge, Law, Magic, Rune (Language).

Pathfinder Traits

Pathfinder Obedience

Neatly inscribe eight runes on separate cards or squares of paper, one for each school of magic (except the universal school). Shuffle the cards facedown and draw two. Gain a +4 sacred bonus on saves against spells cast from the two schools of magic whose runes you draw.

Boons

  1. Calligrapher's Talent (Sp) divine favor 3/day, augury 2/day, or glyph of warding 1/day
  2. Divine Inscription (Su) Three times per day, when using a scroll to cast a spell that deals hit point damage, you can change half the spell’s damage to holy damage. If you lack the ability to cast a particular spell from a scroll, you may attempt a Use Magic Device check with a bonus equal to your HD plus your Charisma modifier (or your regular Use Magic Device bonus, whichever is better).
  3. Warding Sigils (Su) Once per day, you can summon 2d6 shimmering sigils that trail in your wake. The cards dart around you during combat, intercepting deadly attacks. At your discretion, each card can absorb a single damage die from either a sneak attack or a critical hit that would normally hit you. For example, if you would be hit by a sneak attack dealing an extra 3d6 points of damage and you had two cards remaining, you could reduce the sneak attack damage to 1d6 (these dice are removed before being rolled). Once a card absorbs a damage die, it disappears. Unused cards disappear at the end of each day.