St. Cuthbert (Greyhawk Action)

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

A very popular church in the Common culture, second only to Pelor, St. Cuthbert appeals to people living on the frontier and to hard-working city folks. Some consider him too strict, but his worshipers are often very successful, which naturally attracts more people. He is an ascended mortal sponsored by Rao and Delleb.

St. Cuthbert (CUTH-bert) may have once been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus.

The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the word must be spread so that all may benefit from his wisdom. Weakness in faith and acting against the Saints teachings are intolerable in believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, practicality, and reasonability are the highest virtues.

St. Cuthbert's clergy consists of three divisions that have different purposes: the Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity among the faith, and the Billets, which minister to and protect the faithful. Clerics of the Cudgel are stern folk who speak their minds plainly. They do not suffer fools and discipline those who backslide in faith. They train in the arts of war and keep themselves physically fit. The Chapeaux wear Traditional crumpled hats, the Stars wear a starburst insignia of copper, gold, or platinum, and the Billets wear an oaken or bronzewood billet symbol.

Alignment: Lawful Neutral (Good)

Weapon: Club and heavy mace

Pathfinder Domains

St. Cuthberts clerics channel positive energy unless they are evil. There is no evil branch of the church; evil clerics of St. Cuthbert can still gain spells, but are constantly sought out and judged by the order of the star.

Destruction, Good (Archon), Law, Protection (Defense), Strength (Resolve).

Pathfinder Traits

Pathfinder Obedience

Heft a cudgel and meditate on your actions of the last day. Separate your actions into moral judgements (chest), acts of communication (head), and physical actions and admonishments (hand). Strike yourself on the body location that has been least active. If you are not wearing anything on the location you strike, take 1d6 nonlethal damage from this strike. St Cuthbert's clerics usually wear crumpled hats, thick robes, but no gloves or gauntlets unless they are on a war footing. Gain a +2 bonus on all Will saving throws.


  1. Verdict (Sp) command 3/day, enthrall 2/day, or charm person (mass) (only affects humans) 1/day
  2. Cuthbert's Judgment (Su) Once per day, you can strike a target with a cudgel or mace. This attack deals nonlethal damage, and the target must make a Will saving throw (DC 10 + 1/2 your HD + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If the target fails, he is stunned for ten minutes and receives an atonement spell, allowing him to rethink his actions. If the target is a worshiper of St Cuthbert who has shirked his obligations or showed poor judgment in his official capacity, the saving throw automatically fails. You gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks against the companions or followers of a creature stunned by this effect.
  3. Common Sense (Ex) When affected by a mind-affecting effect that makes you act against the tenets of your faith, you gain a Will saving throw every round to break the effect. If the effect does not normally allow a saving throw, such as a use of the Bluff, Diplomacy, or Intimidate skills, the saving throw DC is 10 + 1/2 the effect user's HD + the user's Charisma modifier.

Action Domains

Force, Life, Light, Order, Spiritual.