Velnius (Greyhawk Action)

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Neutral Good, Second Generation Oerdian god

Velnius is the eldest and most respectable of Procan 's children, leader of the Oerdian wind gods and father of the three noble brothers. Deposed when he refused to become an empire-builder, he enjoys little respect from nobles but is loved among the common folk. He represents the time before the twin cataclysms when the Oerdians were a minor people.

Velnius (VEL-nee-us) is the most responsible member of his family. As Procan's oldest child, he is the leader of the Oeridian wind gods and is called in to support or take over for them when they are overwhelmed or lax in their duties. He is shown as tall man of middle age with white hair and a cloak of feathers from which pours water and lightning He is allied with his family members, friendly with neutral or druidic deities, and opposes Kurell. His symbol is a bird perched on a cloud.

The sky is the dome of heaven from which flow the necessities of life. The desert and the parched field cry out for rain while the road and swamp ask for the drying sun, and the request of each is answered. No matter which direction the wind blows, it is all part of the weather that Velnius controls. Weather is a blessing; for even if a storm or drought brings hardship, it will continue on its way to where it is needed.

Velnius's clerics are used to speaking on the behalf of others (even if such intervention is not needed). They prefer talk to conflict, but can be very aggressive when provoked. They pray for rain when crops need water and call for temperance when the weather deviates too far from the norm. As mobile as their god, they travel far, and adventure to counteract weather disruptions caused by heretical agents or when Velnius is too busy.

Alignment: Neutral (Good)

Weapon: Shortspear

Symbol: Bird perched on a cloud.

Action Domains

Air, Flux, Light, Order, Spiritual.

Pathfinder Domains

Air, Good (Agathion), Travel, Water, Weather.

Pathfinder Traits

Pathfinder Obedience

Kneel naked outdoors at night while dipping your hands in two bowls of tepid water. Slowly raise your hands above your head and hold them there until the water from both bowls has evaporated or frozen. Gain a +4 sacred bonus on saves against cold effects.

Boons

  1. Frozen Magic (Sp) mount (caribou only) 3/day, chill metal 2/day, or protection from energy 1/day
  2. Icy Shards (Su) Three times per day, you can breathe a 15-foot cone of ice particles. The cone deals 1d6 points of damage per HD you possess (maximum 15d6). Half this damage is cold damage, while the other half is slashing damage. A Reflex save (DC 10 + 1/2 your HD + your Constitution modifier) halves damage taken from this attack.
  3. Glacial Dark (Sp) You can cast polar midnight once per day.