Boccob (Greyhawk Action)

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Boccob is the god of enlightenment, a learned trickster; he is exceedingly intelligent but often plays the fool. His color is blue.

Among the Baklunish Boccob is the god of magic and understanding, god of civilization and progress, the sane counterpart of Ralishaz.

Boccob is the god of arcane magic in the Common pantheon, called the uncaring, arch-mage of the gods and patron of Wizardry. His agenda is to maintain, spread, and develop the use of magic; to see to it that what needs to be secret remains in wise hands while promulgating arcane knowledge as much as possible. He does not hoard arcane secrets, instead wishing all to embrace them. He encourages acceptance and the spread of ideas and is in many way the father of the Common culture.

In Synchretism Boccob is the god of magic and manifests as other gods of magic and art. Corellon Lathean is the elven god who rules by virtue of his skill and excellence with magic. Garl Glittergold is the first gnome, trickster, jeweller and shaper. Boccob is popular among humans as he gladly helps others to learn his wisdom. Zagyg the Mad is an ascended archmage of Greyhawk City. Ye’cind is an ascended elven musician-mage.

Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magic's existence on Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made by mortals). He sees that Oerth's magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun is responsible. He is distant from all other gods save his servant Zagyg. Shown in purple robes with shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol.

Seek balance above good, evil, law, or chaos. Fight to push back the encroachment of good just as you would the oppression of evil. Magic is the most important thing on Oerth, and it must be preserved so that the balance can be preserved.

Churches are protected from outside interference, and those within devote most of their time to research, particularly prophecies, which they guard carefully lest they fall into the wrong hands. In lands where the forces of Law, Chaos, Good, or Evil grow too strong, churches of Boccob are built to balance those forces.

Clerics of Boccob create and study magic and divine the future. They leave their churches to root out rumors of lost magic items or spells, or to defend a magical place or item from destruction. Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they must maintain the balance between all alignments.

Alignment: Neutral

Weapon: Staff

Pathfinder Domains

Artifice, Knowledge, Magic, Rune, Trickery.

Pathfinder Traits

Action Domain

Flux, Force, Magic, Order, Spiritual.