Fharlanghn (Greyhawk Action)

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Fharlanghn , the Oerdian god of travel and the horizon, has a lose cult and many shrines, but few temples

Fharlanghn is the god of roads and travel in the Common pantheon and has many wayside shrines. Caravaneers, sailors, and travelers pay him heed.

Fharlanghn (far-LAHNG-un) is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and several nature gods, and is sometimes tied to Atroa. His symbol is a wooden disc carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride long distances (including travelers in tunnels), and as such is praised by those who must use mountain passes or travel the Underdark.

People need to move about and see new things. Be open to travel, as the world may change overnight and you may be in need of a new home or perspective. Look to the horizon for inspiration—the far end of the world has new peoples, new cultures, new magic, and new roads to walk.

The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose wandering days are behind them). Clerics of Fharlanghn are encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn many languages and cultures, they act as translators and diplomats. Many aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last longer than any other.

Alignment: Neutral Good

Weapon: Quarterstaff

Symbol: Wooden disc carved with the curved line of the horizon.

Action Techniques

Charm, Ride, Spot.

Pathfinder Domains

Community, Liberation, Luck, Protection, Travel (Exploration).

Pathfiner Traits

Pathfinder Obedience

Sit cross-legged and look at the horizon, meditating for an hour on the path you will take today. When you rise, step out with your right foot first. If you are not planning to travel, meditate as above for a few minutes and then take a walk in the surrounding area. Gain a +4 sacred bonus on saving throws against spells and effects that would hinder your action economy or movement speed.

Boons

  1. Joyful Step (Sp) longstrider 3/day, forest friend 2/day, or good hope 1/day
  2. Infectious Joy (Su) Your delightful demeanor is so contagious that enemies find it hard to resist your charms. The save DC of your mind-affecting effects increases by 1, or by 2 against intelligent foes of the same race as you.
  3. Familiar Journey (Sp) You can cast word of recall once per day, except you may target up to six willing creatures within 30 feet to travel with you; these creatures need not be touching you.