Difference between revisions of "Ralishaz (Greyhawk Action)"

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The prophet of chance and madness, [[Ralishaz (Greyhawk Action)|Ralishaz]] is a [[Baklunish (Greyhawk Action)|Baklunish]] god, a warning that striving can go wrong but also a temptation to find the grain of truth in madness. He has no mosques and few shrines.
 
The prophet of chance and madness, [[Ralishaz (Greyhawk Action)|Ralishaz]] is a [[Baklunish (Greyhawk Action)|Baklunish]] god, a warning that striving can go wrong but also a temptation to find the grain of truth in madness. He has no mosques and few shrines.
  
'''Domain:'''
+
Ralishaz (RAL-ih-shaz) is ever-changing (hideous
 +
to beautiful, female to male), but he usually appears
 +
as an oddly dressed beggar. He carries nothing but
 +
his wooden staff; his holy symbol is three sticks of
 +
bone, derived from divination and gambling tools,
 +
He rewards or punishes those that rely on chance or
 +
take great risks, seemingly at random. He is the god
 +
of insanity; many debate whether his appearance and
 +
whims are truly random or just madness. He shuns
 +
other gods, although he does not seem to be hateful
 +
of them.
 +
 
 +
''Order does not exist, only randomness and chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as misfortune comes to all sooner or later.''
 +
 
 +
Clerics of Ralishaz are a curious combination of
 +
fatalism and recklessness, stoicism and wild
 +
endeavor, depending upon how they feel their place
 +
is in the world at that moment. They live charmed
 +
lives, although when misfortune hits them it hits
 +
hard. They preside over places of gambling, although
 +
most patrons are unsure if their presence wards off
 +
bad luck or draws it. They travel when their divinations
 +
indicate they should, or at the roll of a die. They
 +
are often mean-minded or cruel, not seeing the point
 +
of friendliness to someone who will eventually be
 +
cursed by bad luck.
 +
 
 +
'''Alignment''': Chaotic Evil
 +
 
 +
'''Weapon''': Quarterstaff
 +
 
 +
'''Symbol:
 +
Three sticks of
 +
bone
 +
 
 +
=== Action Domains ===
 
[[Flux (Action Powers Form) | Flux]],
 
[[Flux (Action Powers Form) | Flux]],
 
[[Force (Action Powers Form)| Force]],
 
[[Force (Action Powers Form)| Force]],
Line 9: Line 44:
 
[[Mind (Action Powers Form) | Mind]],
 
[[Mind (Action Powers Form) | Mind]],
 
[[Spiritual (Action Powers Form) | Spiritual]].
 
[[Spiritual (Action Powers Form) | Spiritual]].
 +
 +
=== Pathfinder Domains ===
 +
Chaos (Entropy),
 +
Destruction (Torture),
 +
Luck (Curse),
 +
Madness,
 +
Trickery (Deception).
 +
 +
=== Pathfinder Traits ===
 +
* [[Religious_Traits_(Greyhawk)#Sacred_Fool|Sacred Fool]]
 +
* [[Religious_Traits_(Greyhawk)#Trust_in_Chance|Trust in Chance]]
 +
 +
=== Pathfinder Obedience ===
 +
Spend an hour sitting on the grave of someone who suffered an accidental death. You must reflect on how chance has treated you. If no suitable grave exists, spend an hour telling strangers how their religious beliefs and hopes for a just afterlife are folly and of no consequence. Alternatively, you can write this creed and post it in a public place within a settlement. If you’re away from civilization, you can instead spend an hour sabotaging a path, bridge, tool, or other device so that it’s dangerous for the next person who uses it. You gain a +4 profane bonus on Craft (traps) and Disable Device checks.
 +
 +
==== Boons ====
 +
# '''Champion of Cruel Chance (Sp)''' ''deathwatch'' 3/day, ''false life'' 2/day, ''bestow curse'' 1/day
 +
# '''Resiliency (Ex)''' You gain the resiliency rogue talent. The number of temporary hit points you gain is equal to your Hit Dice. If you have the resiliency ability from another source, you can activate these abilities separately or as part of the same immediate action.
 +
# '''Tragic Minion (Su)''' By spending 1 minute praying over the corpse of a humanoid opponent or a humanoid who has died a tragic death, you can summon an allip (Bestiary 3 12) to serve you. Unlike a normal allip, this allip’s alignment matches yours, and the allip has a number of hit points equal to half your total. It receives a +4 bonus on Will saves made to halve the damage from channeled positive energy, and it can’t be turned or commanded. This allip serves as a companion to you and can communicate intelligibly with you despite its madness. You can dismiss it as a standard action. You can summon an allip once/day. This ability allows you to have only allip companion at a time.
 +
 +
==== Exalted ====
 +
# '''Catalyst of Destruction (Sp)''' ''break'' 3/day, ''find traps'' 2/day, ''spiked pit'' 1/day
 +
# '''Ever Vigilant (Su)''' You’re resistant to effects that attack your life force or would affect you before you have a chance to react. You are protected by ''death ward'', except the immunity to energy drain ends after it has prevented a number of negative levels equal to your HD; this resets when you perform the obedience again. You gain a +2 profane bonus on initiative checks and on saving throws against effects that occur before your first turn in combat.
 +
# '''Visitor from Abaddon (Sp)''' Once per day as a standard action, you can summon a pair of greater ceustodaemons (Bestiary 2 65) and gain telepathy with them to a range of 100 feet. The ceustodaemons follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The ceustodaemons don’t follow commands that would cause them to perform overly good acts or save mortal lives other than your own, and they immediately vanish if your orders contradict these restrictions.
 +
 +
==== Sentinel ====
 +
# '''Walking Disaster''' (Sp) ''bungle'' 3/day, ''spontaneous immolation'' 2/day, ''deadly juggernaut'' 1/day
 +
# '''Tragic Accident (Su)''' Once per day as part of a successful attack, you can target your opponent with either ''inflict critical wounds'' or ''poison''. The DC is this ability is equal to 10 + your sentinel level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You don’t have to declare the use of this ability until you know the attack is successful.
 +
# '''Unfairness of the World (Su)''' Once per day, you can channel all of your outrage through your weapon, afflicting your opponent with deadly negative energy. You must declare your use of this ability before you roll your attack. On a hit, the target gains a number of negative levels equal to 3 + your sentinel level unless the target succeeds at a Fortitude saving throw (DC = your tragic accident DC). If you openly wear an unholy symbol of Ralishaz, the saving throw DC to resist this effect increases by 2.

Latest revision as of 15:16, 16 October 2016

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The prophet of chance and madness, Ralishaz is a Baklunish god, a warning that striving can go wrong but also a temptation to find the grain of truth in madness. He has no mosques and few shrines.

Ralishaz (RAL-ih-shaz) is ever-changing (hideous to beautiful, female to male), but he usually appears as an oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from divination and gambling tools, He rewards or punishes those that rely on chance or take great risks, seemingly at random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. He shuns other gods, although he does not seem to be hateful of them.

Order does not exist, only randomness and chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as misfortune comes to all sooner or later.

Clerics of Ralishaz are a curious combination of fatalism and recklessness, stoicism and wild endeavor, depending upon how they feel their place is in the world at that moment. They live charmed lives, although when misfortune hits them it hits hard. They preside over places of gambling, although most patrons are unsure if their presence wards off bad luck or draws it. They travel when their divinations indicate they should, or at the roll of a die. They are often mean-minded or cruel, not seeing the point of friendliness to someone who will eventually be cursed by bad luck.

Alignment: Chaotic Evil

Weapon: Quarterstaff

Symbol: Three sticks of bone

Action Domains

Flux, Force, Illusion, Mind, Spiritual.

Pathfinder Domains

Chaos (Entropy), Destruction (Torture), Luck (Curse), Madness, Trickery (Deception).

Pathfinder Traits

Pathfinder Obedience

Spend an hour sitting on the grave of someone who suffered an accidental death. You must reflect on how chance has treated you. If no suitable grave exists, spend an hour telling strangers how their religious beliefs and hopes for a just afterlife are folly and of no consequence. Alternatively, you can write this creed and post it in a public place within a settlement. If you’re away from civilization, you can instead spend an hour sabotaging a path, bridge, tool, or other device so that it’s dangerous for the next person who uses it. You gain a +4 profane bonus on Craft (traps) and Disable Device checks.

Boons

  1. Champion of Cruel Chance (Sp) deathwatch 3/day, false life 2/day, bestow curse 1/day
  2. Resiliency (Ex) You gain the resiliency rogue talent. The number of temporary hit points you gain is equal to your Hit Dice. If you have the resiliency ability from another source, you can activate these abilities separately or as part of the same immediate action.
  3. Tragic Minion (Su) By spending 1 minute praying over the corpse of a humanoid opponent or a humanoid who has died a tragic death, you can summon an allip (Bestiary 3 12) to serve you. Unlike a normal allip, this allip’s alignment matches yours, and the allip has a number of hit points equal to half your total. It receives a +4 bonus on Will saves made to halve the damage from channeled positive energy, and it can’t be turned or commanded. This allip serves as a companion to you and can communicate intelligibly with you despite its madness. You can dismiss it as a standard action. You can summon an allip once/day. This ability allows you to have only allip companion at a time.

Exalted

  1. Catalyst of Destruction (Sp) break 3/day, find traps 2/day, spiked pit 1/day
  2. Ever Vigilant (Su) You’re resistant to effects that attack your life force or would affect you before you have a chance to react. You are protected by death ward, except the immunity to energy drain ends after it has prevented a number of negative levels equal to your HD; this resets when you perform the obedience again. You gain a +2 profane bonus on initiative checks and on saving throws against effects that occur before your first turn in combat.
  3. Visitor from Abaddon (Sp) Once per day as a standard action, you can summon a pair of greater ceustodaemons (Bestiary 2 65) and gain telepathy with them to a range of 100 feet. The ceustodaemons follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The ceustodaemons don’t follow commands that would cause them to perform overly good acts or save mortal lives other than your own, and they immediately vanish if your orders contradict these restrictions.

Sentinel

  1. Walking Disaster (Sp) bungle 3/day, spontaneous immolation 2/day, deadly juggernaut 1/day
  2. Tragic Accident (Su) Once per day as part of a successful attack, you can target your opponent with either inflict critical wounds or poison. The DC is this ability is equal to 10 + your sentinel level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You don’t have to declare the use of this ability until you know the attack is successful.
  3. Unfairness of the World (Su) Once per day, you can channel all of your outrage through your weapon, afflicting your opponent with deadly negative energy. You must declare your use of this ability before you roll your attack. On a hit, the target gains a number of negative levels equal to 3 + your sentinel level unless the target succeeds at a Fortitude saving throw (DC = your tragic accident DC). If you openly wear an unholy symbol of Ralishaz, the saving throw DC to resist this effect increases by 2.