Llerg (Greyhawk Action)

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Chaotic Neutral

Llerg is the wild man of the Suel pantheon, the savage force of nature. In legends he is often an adventuring companion to Kord, who mostly takes a support role in fights and among people, but is the unquestioned master in the wilderness.

The most uncivilized god in the Suel pantheon, Llerg (LERG) ignores most other gods, seeing them as too civilized, but has a friendly rivalry with Kord and a hatred for Telchur. He is shown as a strong, shaggy man wearing furs and a fighting girdle or as a great bear, snake, or alligator. These animals are sacred to him, and they are his three holy symbols. He fights with a battle axe or in one of his animal forms and may be the ancestor of the original dire bears, dire alligators, and giant snakes. He is popular among the jungle savages, who call him Hlerg.

Be strong so that others respect you. Be fierce like the creatures of the animal world. Humans have lost contact with their inner animal nature—watch and learn how the predator lives, and you will again be as you should be.

Llerg supports barbarians defending their lands against encroaching civilization. Llerg's clerics choose one of his sacred animals as their totem animal. They act as intermediaries when tribes meet, and range far in search of prey when times are lean for their tribe. They bless weapons, warriors, and sites of battle to ensure victory, and in more peaceful times they train young warriors in armed and unarmed combat. Some clerics see visions and travel to find the meaning of what they have seen.

Alignment: Chaotic Neutral.

Weapon: Battleaxe.

Symbol: Great bear, snake, or alligator.

Action Domains

Animal, Flux, Gifts, Life, Spiritual.

Pathfinder Domains

Animal, Chaos, Liberation, Plant (Growth), Strength.

Pathfinder Traits

Pathfinder Obedience

Build a fire and burn an item or set of items worth at least 50 gp. If you are in nature, you instead burn 3 natural objects that catched your fancy in the last day. When the flames have died down, roll among the cinders to extinguish the last bits of fire and grind the ashes into the ground. Each time you perform this obedience, choose either acid, cold, electricity, or fire. Gain energy resistance equal to your HD against the chosen energy type.

Boons

  1. Master of Elements (Sp) produce flame 3/day, soften earth and stone 2/day, or call lightning 1/day
  2. Quake (Sp) You can cast earthquake once per day.
  3. Wrath of Nature (Su) Once per day, you can assume the form of a Gargantuan earth or fire elemental for up to 1 hour. If you choose the form of an earth elemental, you gain a +10 size bonus to your Strength, a –4 penalty to your Dexterity, a +6 size bonus to your Constitution, and a +8 natural armor bonus. If you choose the form of a fire elemental, you gain a +8 size bonus to your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus. This ability is otherwise identical to elemental body IV.