Difference between revisions of "Berei (Greyhawk Action)"

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and her holy symbol is a sheaf of wheat stalks. As the
 
and her holy symbol is a sheaf of wheat stalks. As the
 
goddess of the home and family, she blesses weddings,
 
goddess of the home and family, she blesses weddings,
gives fertility, she protects the household and its
+
gives fertility, protects the household and its
 
members, guides the hands of those who till the soil,
 
members, guides the hands of those who till the soil,
and teaches ways to care for the land. Beory is the
+
and teaches ways to care for the land. Beory is her mother, [[Flan_(Greyhawk)#Obad-Hai|Obad-hai]] and
only deity that concerns her.
+
[[Flan_(Greyhawk)#Incabolous|Incabolous]] her suitors.
 +
Who her father is is not considered important among the Flan, but in the Common culture it is [[Pelor (Greyhawk Action)|Pelor]].
  
''The family is the strongest tie between individuals, and
+
''The family is the strongest tie between individuals, and one must learn to support and depend upon one's family to survive. A community is a form of large family, and when another family is in need it is the duty of the community to provide for them. The birth of a new child in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again the next year.''  
one must learn to support and depend upon one's family to
 
survive. A community is a form of large family, and when
 
another family is in need it is the duty of the community to
 
provide for them. The birth of a new child in a time of
 
plenty is a great blessing and an opportunity to resolve differences
 
and restore frayed connections within the family.
 
Care must be taken with every planting so that life can
 
begin there again the next year.''
 
  
 
Clerics of Berei tend to stay close to their families,
 
Clerics of Berei tend to stay close to their families,
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as those of blood relatives.
 
as those of blood relatives.
  
'''Alignment''': NG
+
'''Alignment''': Neutral Good.
  
'''Weapon''': Sickle
+
'''Weapon''': Sickle.
 +
 
 +
'''Symbol:
 +
Sheaf of wheat stalks.
  
 
===Action Domain===
 
===Action Domain===
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* [[Religious_Traits_(Greyhawk)#Child_of_Nature|Child of Nature]]
 
* [[Religious_Traits_(Greyhawk)#Child_of_Nature|Child of Nature]]
 
* [[Religious_Traits_(Greyhawk)#Green_Mother|Green Mother]]
 
* [[Religious_Traits_(Greyhawk)#Green_Mother|Green Mother]]
 +
 +
=== Pathfinder Obedience ===
 +
Watch the land around you, contemplating how they can be foraged and cultivated to support you and your allies. Think of your own mate(s) and sing a hymn to them while you fantasize your progeny and their destiny on this land.
 +
Gain a +2 sacred bonus on Fortitude saves.
 +
 +
==== Evangelist ====
 +
# '''Weather Watcher (Sp)''' ''endure elements'' 3/day, ''[[Spells_(Apath)#Mature_Plant | mature plant]]'' 2/day, or ''plant growth'' 1/day
 +
# '''Homestead (Ex)''' As a free action, you can grant yourself and any allies the ability to move through undergrowth at normal speed and without taking damage or suffering any other impairment, as the druid's woodland stride ability. This effect covers a 100 ft. radius around the locale you made you most recent obedience.<br>Wherever you are, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the ''entangle'' spell. (Your allies do not gain this bonus.)
 +
# '''Elemental Ally (Sp)''' Once per day as a standard action, you can cast ''summon monster VII'' to summon a greater elemental of a type you choose. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.
 +
 +
==== Exalted ====
 +
# '''Green Worker (Sp)''' ''entangle'' 3/day, ''warp wood'' 2/day, or ''speak with plants'' 1/day
 +
# '''Nature Child (Su)''' You become resistant to acid, cold, electricity, or fire effects. Each day you can have resistance against a different effect. The first time you take acid, cold, electricity, or fire  in a day, you gain resistance equal to 5 + your Hit Dice against that energy type.
 +
# '''Nature's Companion (Ex)''' Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use ''summon nature’s ally VII'' as a spell-like ability once per day.

Latest revision as of 12:17, 14 December 2022

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The Flan goddess of matriarchy and motherhood. The daughter and incarnation of Beory, Berei is the first human and queen mother of the Flan people just as Beory is the mother of the Flan gods. She is not as impartial as Beory, more worldly and practical.

Berei (BEAR-ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona. Berei is the life-giving soil and the strong stone that is the foundation of a safe home. She is shown as a strong-backed woman of brown skin and kind demeanor, and her holy symbol is a sheaf of wheat stalks. As the goddess of the home and family, she blesses weddings, gives fertility, protects the household and its members, guides the hands of those who till the soil, and teaches ways to care for the land. Beory is her mother, Obad-hai and Incabolous her suitors. Who her father is is not considered important among the Flan, but in the Common culture it is Pelor.

The family is the strongest tie between individuals, and one must learn to support and depend upon one's family to survive. A community is a form of large family, and when another family is in need it is the duty of the community to provide for them. The birth of a new child in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again the next year.

Clerics of Berei tend to stay close to their families, serve as advisers and protectors, advise farmers on crops, and restore barren land. Some of her clerics choose to wander, planting seeds, looking for exotic crops, and carrying news between communities. They often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.

Alignment: Neutral Good.

Weapon: Sickle.

Symbol: Sheaf of wheat stalks.

Action Domain

Earth, Life, Light, Plant, Spiritual.

Pathfinder Domains

Community, Earth, Good, Plant, Protection.

Pathfinder Traits

Pathfinder Obedience

Watch the land around you, contemplating how they can be foraged and cultivated to support you and your allies. Think of your own mate(s) and sing a hymn to them while you fantasize your progeny and their destiny on this land. Gain a +2 sacred bonus on Fortitude saves.

Evangelist

  1. Weather Watcher (Sp) endure elements 3/day, mature plant 2/day, or plant growth 1/day
  2. Homestead (Ex) As a free action, you can grant yourself and any allies the ability to move through undergrowth at normal speed and without taking damage or suffering any other impairment, as the druid's woodland stride ability. This effect covers a 100 ft. radius around the locale you made you most recent obedience.
    Wherever you are, you also gain a +4 sacred or profane bonus on saving throws against spells and effects that would cause such terrain-based movement impairment, such as the entangle spell. (Your allies do not gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon monster VII to summon a greater elemental of a type you choose. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.

Exalted

  1. Green Worker (Sp) entangle 3/day, warp wood 2/day, or speak with plants 1/day
  2. Nature Child (Su) You become resistant to acid, cold, electricity, or fire effects. Each day you can have resistance against a different effect. The first time you take acid, cold, electricity, or fire in a day, you gain resistance equal to 5 + your Hit Dice against that energy type.
  3. Nature's Companion (Ex) Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.