Olidarma (Greyhawk Action)

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Olidarma is the Common prince of parties and the king of luck, worshiped mainly as god of gaiety, wine, and gambling. Everyone knows thieves pray to him too, but that side is tolerated because everyone wants the fun he brings.

A happy trickster and rogue among the Flan, Olidarma invented wine and beer and encourage his followers to indulge. Sometimes seen as the god of youth, the young incarnation of Obad-Hai and suitor of Myhriss, at other times said to be descended from a dalliance between Beory and a goat and is often depicted as a satyr.

In Synchretism Olidarma is seen as the god of freedom, luck, satyrs, wine, joy, and thievery. Known as Baervan in olden times and among gnomes, Olidarma has numerous sponsored godlings – and regularly appears in different guise to keep others on their toes. Erevan Ilesere is the elven god of mischief, change, and thievery. Brandobaris is the halfling patron of thieves. Rudd is the Oerdian goddess of luck and swashbuckling, Norebo the Suel god of luck and gambling.

Olidammara (oh-lih-dam-MAH-rah) loves upsetting those who are too attached to their boring and controlled worlds. He is shown as a brown-haired man of rakish appearance, olive skin, and merry eyes, although his magic laughing mask (and holy symbol) allows him to change his appearance. Zagyg once forced him into the shape of a small carapaced animal and imprisoned him; the Laughing Rogue still retains the ability to form a protective carapace, and he has used it to thwart many aggressors and pursuers. He is friendly enough with other gods, although the lawful ones resent his capriciousness and tricks.

Treat music as the art it is. Strive to be as skilled at it as your patron. Life is meant to be happy and entertaining, and the best jokes need a target to hang them on; when it is your turn, accept the laugh and appreciate the trick. Wine is one of the joys of life, and the only thing better than making wine is drinking it. Avoid misery, temperance, and solemnity, for they are the greatest poisons to the soul.

Olidammara has a faithful following but few easily found churches. Clerics of Olidammara study music, make wine, tell jokes, and occasionally perform acts of mayhem. Those who live in cities tend to work as entertainers or vintners, while those who prefer rural settings act are storytellers, messengers, and minstrels. Many of them live a life on the run from powerful people whom they greatly offended early in their careers. Others just enjoy traveling in search of new music, exotic wines, and celebrations.

Alignment: Chaotic Neutral

Weapon: Rapier

Pathfinder Domains

Animal (Fur), Charm (any subdomain), Luck, Madness (any subdomain), Trickery (Deception).

Pathfinder Traits

Pathfinder Obedience

Sing a song in praise of freedom, joy, and your god’s cleverness. The song must be audible to those nearby—friend or foe. Between stanzas, you must pause to dance or drink from a full mug of ale, wine, or other spirits. If a creature is attracted by your song, do your best to engage it in feasting, and if this fail either try to bluff or stel from the creature. Gain a +4 sacred bonus on saving throws against poison and drug effects.

Evangelist or Feat

  1. Liberation (Sp) liberating commandUC 3/day, knock 2/day, or dispel magic 1/day
  2. Drinking Buddy (Su) Once per day as a standard action, you can create an illusory double of yourself that appears in a square adjacent to you. Your double acts on your initiative count, and can move up to your speed each round. It always attempts to flank with you against a single target you designate. If it must use Acrobatics to avoid an attack of opportunity during this movement, your double uses your bonus. Though your double can’t attack, it is treated as threatening adjacent squares for the purposes of flanking with you. Anyone attacking your double or otherwise physically interacting with it can attempt a Will save (DC 25) to recognize the double as an illusion. The double has your AC, and if any hit would deal damage to it, the double dissipates. An opponent who recognizes your double as an illusion can’t be flanked by it. The double lasts 1 round for every Hit Die you possess or until it is hit with an attack, whichever comes first.
  3. Intoxicating Strike (Su) Once per day, you can declare one of your attacks an intoxicating strike. You must declare your use of this ability before you attempt the attack roll. If your attack hits and you deal damage, your target immediately becomes intoxicated for 1 round for every Hit Die you possess. An intoxicated creature takes a –4 penalty to AC, on attack rolls, and on skill checks, and its movement is reduced by 10 feet.

Exalted

  1. Libations (Sp) bless water 3/day, delay poison 2/day, or create food and water 1/day
  2. Freedom's Ally (Sp) Once per day as a standard action, you can summon a nerid to aid you. This creature can be male or female and lacks the shawl and transparency abilities. You gain telepathy with the nerid to a range of 100 feet. The nerid follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing.
  3. Wine to Water (Su) As a full-round action, you transform a single serving of an alcoholic beverage into either a potion of charm monster or a potion of cure serious wounds. A creature that drinks the charm potion falls for a creature you decide when you make it. A cure potion created in this way heals 3d8 points of damage plus 1 point of damage for every Hit Die you possess (to a maximum of 3d8+15). Neither allows a saving throw (the drinker is assumed to be either helpless or willing by accepting the drink). Potions created in this way last for 1 hour. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).

Sentinel

  1. Devastating Duelist (Sp) bless weapon 3/day, brow gasherUC 2/day, or greater magic weapon 1/day
  2. Light Weapon Master (Ex) Whenever you fight with a dagger, kama, kukri, rapier, sickle, short sword, or starknife, you also gain a +2 deflection bonus to AC, provided you have the weapon training (light blades) class feature. If you don’t have that class feature, you instead gain a +1 sacred bonus on attack rolls when using weapons from the light blades weapon group (Pathfinder RPG Ultimate Equipment 47).
  3. Critical Luck (Ex) Keep a record of every time you roll a natural 1 on an attack roll, to a maximum number equal to your Charisma bonus. Anytime you roll a critical threat on an attack roll, you can trade in one of your tallied natural 1s to automatically confirm the critical hit. This tally resets to 0 every day, and any tallied natural 1s from the day before are lost.

Action Techniques

Charm, Create, Maneuver.