Rudd (Greyhawk Action)

From Hastur
Jump to: navigation, search
GreyhawkGreyhawk logo
ActionT4 logo
Greyhawk (Action)Greyhawk Arms
Greyhawk Action!

Chaotic Good, Fourth Generation Oerdian god

Rudd is the Oerdian goddess of skill and luck. Rudd is a happy-go-lucky adventuress, and as such is popular among mortal adventurers who seek to emulate her wild exploits. She is an ascended mortal sponsored by Olidarma.

Rudd (RUD) is a woman who ascended to godhood with Olidammara's help. She appears to be a trim, athletic Oeridian woman wearing form-fitting clothing and a long blue cloak. Some say she was one of the nine demigods trapped by the mad archmage Zagig, and her church has become popular in the last two decades, especially among adventurers. She is friendly with her mentor and Norebo, but opposes Zagyg, Ralishaz, and Iuz. A master of the rapier, she never misses with her shortbow and claims the bull'seye target as her holy symbol.

Depend upon skill for success, but also on your good fortune. Never rule out the long shot, but don't count on it. Successful people make their own luck, at a gaming table or in a duel, especially if they buck the odds with expertise. The ability to recognize good luck and seize its possibilities divides the heroes from the fools.

Rudd's clerics practice at games that rely heavily on chance and physical prowess (less often mental ability), hone their fighting abilities, and perform other tasks that improve with repetition. They work in gambling establishments and schools of fencing and archery, counsel the novice to continue training, and caution the perpetually unlucky to find other interests. They adventure for the thrill of experience, to prove their ability, to beat the odds, and just for the sake of exploring.

Alignment: Chaotic Good

Weapon: Rapier or Shortbow (including composite short bow).

Pathfinder Domains

Chaos, Charm (Love), Good (Azata), Liberation, Luck.

Pathfinder Traits

Pathfinder Obedience

Play a game of chance, preferably with other participants. If no-one else will play with you, make the game boisterous or even obnoxious, trying to goad others into competing. Try and arrange a friendly wager on the game, preferably some dare the loser should do. Gain a +1 luck bonus to Armor Class and a +4 luck bonus on Acrobatics checks to fulfill any dare you accepted as part of the obedience.

Evangelist or Feat

Source Inner Sea Gods pg. 36

  1. Liberation (Sp) liberating commandUC 3/day, knock 2/day, or dispel magic 1/day
  2. Long Shot (Su) Once per day as an immediate action, you can reverse your change of making a roll. You must use this before rolling the die. Any result that would normally be a failure is now a suiccess; any result that would normally be a failure is now a success. You cannot fumble or score a critical result on this check.
  3. Eye of the Bull (Su) Once per day as an immediate action, you can declare a d20 roll you are just about to make to be an automatic 20.


Source Inner Sea Gods pg. 36

  1. Libations (Sp) Bless 3/day, longstrider 2/day, or prayer 1/day
  2. Freedom's Ally (Sp) Once per day as a standard action, you can summon a pair of bralani azatas to aid you. You gain telepathy with the bralanis to a range of 100 feet. The bralanis follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to their home in Elysium. The bralanis don’t follow commands that would cause them to commit evil acts or restrict freedom solely for the sake of law. Such commands not only earn refusal and scorn from the bralanis, but could cause the bralanis to attack you if the command is particularly egregious.
  3. Eye of the Bull (Su) Once per day as an immediate action, you can declare a d20 roll you are just about to make to be an automatic 20.


Source Inner Sea Gods pg. 36

  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, rapier, short bow, or short sword, you also gain a +2 deflection bonus to AC.
  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


Action Domains: Flux, Life, Spiritual.