Celene (Greyhawk Action)

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Celene is the small moon that is only visible around the seasonal festivities, a psychopomp and goddess of mysteries and the Shadowfell. Unlike her sister Luna, she is unfailingly honest; her messages can be faint and hard to understand but are never false. She is depicted as a blue star, a faint blue moon, or as a young girl or old crone draped in a blue veil that holds a flickering candle or glowing soul-gem.

To the Flan she is the daughter of Nerull and Beory, ever-shifting between life and death, and a goddess of the unknown, reincarnation, and a psychopomp godess.

A few apocalyptic cultists worship her as the goddess of the end times. It is said that Celene slowly approaches Oerth, growing ever larger as she approaches. After untold millennia, long after Luna has drifted away, Celene will be a large face in the sky and witness the end of the world and act as the psychopomp of Oerth herself.

As a psychopomp, she is sternly opposed to undead, seeing them as a breach of the natural cycle. Good and neutral clerics of Celene always channel positive energy. Evil clerics of Celene channel positive energy to harm undead or negative energy to harm the living; they cannot channel energy to heal.

Alignment: Lawful Neutral

Weapon: Kukri.

Symbol: Blue crescent.

Pathfinder Domains

Darkness (Moon), Liberation, Repose (Souls), Travel, Void (Stars).

Pathfinder Traits

Pathfinder Obedience

Collect small bones whenever it is convenient and respectful to do so. When it comes time to perform your obedience, lay out the bones in a circle. Outside the spiral write the name of someone newly born. Inside the circle, write the name of someone newly deceased. Chant hymns while proceeding solemnly around the circle, trailing a black, blue, grey, or white scarf on the ground behind you. Gain a +2 sacred bonus on attack rolls made with a kukri.

Evangelist

  1. Preserver (Sp) sanctuary 3/day, gentle repose 2/day, or speak with dead 1/day
  2. Strike the Unrestful (Su) As a free action, you can grant the ghost touch weapon special ability to a weapon that you hold. If that weapon is not magical, it is considered magical while under the effect of this ability. This ability affects only weapons held in your hand; if you drop the weapon or give it away, the effect ends on that weapon. You can affect a weapon in this way a number of rounds each day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive.
  3. The Veil Is Drawn Aside (Su) You gain the Extra Revelation feat, choosing a revelation from either your chosen mystery or the Bones mystery. If you don’t have the revelation class feature, you instead gain a +4 sacred or profane bonus on saving throws against necromancy spells and death effects.

Exalted

  1. Quietude (Sp) forced quietUM 3/day, silence 2/day, or hold person 1/day
  2. Decomposition (Su) You can ensure the final rest of a creature. As a standard action, you can touch a corpse and cause it to dissolve into blue ash. A corpse dissolved this way cannot be raised as an undead creature by any means short of a miracle or wish. The blue ash left behind can, however, be used as the “corpse” for spells that return the dead to true life—such as raise dead—as long as the entire collection of ash is kept together.
  3. Ally from the Moon (Sp) Once per day as a standard action, you can summon a pair of vanth psychopomps (Pathfinder RPG Bestiary 4 221) and gain telepathy with them to a range of 100 feet. The vanths follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The vanths don’t follow commands that would cause them to aid or permit the existence of undead, and they could attack you if the command is particularly egregious.

Sentinel

  1. Undead Slayer (Sp) hide from undead 3/day, defending bone 2/day, or halt undead 1/day
  2. Disrupting Strike (Su) Three times per day, you can channel disruptive energy through your weapon against an undead creature. You must declare your use of this ability before you roll your attack. If your attack hits an undead creature, you deal an extra 1d6 points of damage plus 1d6 points of damage for every 4 Hit Dice you possess (maximum 6d6). If your attack misses or your target was not an undead creature, the use of the ability is wasted.
  3. Tethered to the Moon (Ex) You cling ferociously to life—you will go to Celene’s realm when she calls you and no sooner. You are immune to ability damage to Constitution, and ability drain to Constitution becomes ability damage.

Action Domains

Darkness, Death, Life, Light, Spiritual.