Joramy (Greyhawk Action)

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Chaotic Good

Joramy the Shrew is the power of righteous rage and fiery temper in the Suel pantheon. She is also a goddess of flame and volcanoes. Her rage is generally just, but tends to burn everything in its way.

Joramy (JOR-um-ee) is a hot-tempered but generally good-natured goddess. Shown as a nondescript woman with fiery hair and one fist raised, Joramy argues for the sake of arguing, and uses emotional arguments when rational ones fail. She is on good terms with nonevil gods who enjoy her aggressive side, but disdains emotionally distant beings such as Delleb, Rao, and her estranged lover Zodal. Her holy symbol is a stylized volcano or pillar of flame.

The dance of a flame and the twisting patterns of molten rock are the most beautiful sights in the world, representing fire's argument with earth. Let your passions burn as hot as these things in all arguments, and never back down when you have the opportunity to convert someone to your perspective. Ideals and opinions forms and shapes a person, and not defending with all your effort what you hold in your heart to be the truth is a betrayal to yourself and your ideals. Any rival opinion is a challenge—answer that challenge with the same fervor that you would a physical threat.

Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death and have a gift for inspiring others to do the same. Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated arguments makes their parent nation appear stronger than it is. They go adventuring to find new people to argue with and new causes to champion.

Alignment: Chaotic Good

Weapon: Quarterstaff

Symbol: Pillar of flame.

Action Domains

Earth, Fire, Flux, Life, Spiritual.

Pathfinder Domains

Destruction (Rage), Fire, Glory (Heroism), Liberation (Revolution), War.

Pathfinder Traits

Pathfinder Obedience

Have a heated argument with a sentient creature. If this argument escalates into a fight, fight fair and only kill if you have to. If no sentient creature with differences of opinion is available, set a wooden pole up vertically. Light a fire at its base and watch it burn until it falls over. Gain a +4 sacred bonus on all saving throws against mind-affecting effects.


  1. Fire Shrew (Sp) burning hands 3/day, flaming sphere 2/day, or fire snake 1/day
  2. Flame's Consort (Ex) Gain fire resistance 30. If you are immune to fire, you may instead gain cold resistance 30. You may change to cold resistance if you gain immunity to fire at a point after you gain this boon.
  3. Awaken Flames (Su) As a standard action once per day, you may call forth an elder fire elemental from any flame source. Alternatively, you may activate this ability as a swift action during the casting of any fire spell. The elemental appears immediately, and you can direct its actions as a free action via telepathy. The elemental is considered called, not summoned, and remains your minion for 1 hour.