Celestian (Greyhawk Action)

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A distant god of stars and the paths between them, Celestian is mostly worshiped by oerdian wizards, those who see magic as a tool and the pathways of the universe as magical conduits.

Celestian (seh-LES-tee-an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally), he chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of completely black coloration, always wearing his symbol: a piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night.

The distant stars are an inspiration to travel, be encouraged to wander far from home, just as the stars do. The stars are eternal and are pleased to be a guide for both legs of a journey. The stars may reveal their secrets if you study them. Celestian and the stars are beacons on the final journey, leading the soul to its final reward.

The clerics are divided into seven orders, bearing no special titles other than the gem of their order; each order's holy symbol differs in which gem is placed at the center. These orders (and their area of focus) are ruby (inner planes), jacinth (travel), topaz (wards and protection), emerald (Oerth), sapphire (astrology, understanding), amethyst (outer planes), diamond (psychopomp, soul ward). Poorer clerics merely have a colored stone or piece of glass in place of the gemstone.

Most of Celestian's worshipers are scholars, astronomers, and planar explorers, with a few sailors. They search the world, sky, and planes for artifacts of the stars, fragments of meteorites, and lore relating to the stars, space, or the planes. Many of his clerics make a pilgrimage to a holy site in the Barrier Peaks.

In oerdian lands, Celestian has the the duty of psychopomp and guides the souls of the dead to their final destination. Celestian sees the soul as a flighty thing and the body as a mere garnment the body leaves upon death, his cult is not very concerned with graves, burial, or the undead. Oerdians recognize that Celestian is the guide of the departed soul, but the grave itself is a matter for the living, and the faith of the departed themselves, family, clan, and even nation. Burial places thus vary vastly with rank; an apple farmer honoring Wenta might be buried unceremoniously under an apple tree, while a prince or noble is interred in a mausoleum of magnificent splendor.

Celestian is a favored deity of good-aligned members of evil nonhuman races; while their eyes are unable to tolerate daylight, they find acceptance and hope in the light of the stars

Alignment: N (NG)

Weapon: Shuriken.

Symbol: A piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. Six of these stones are along the rim of the amulet, one in the center. Which stone is set in the center depends on the wearer's chief interest: ruby (inner planes), jacinth (travel), topaz (wards and protection), emerald (Oerth), sapphire (astrology, understanding), amethyst (outer planes), diamond (psychopomp, soul ward). For most clerics, these "gems" are actually colored glass or even just cheap colored stones.

Pathfinder Domains

Knowledge, Magic, Repose (Psycopomp), Travel, Void.

Pathfinder Traits

Pathfinder Obedience

Walk in a random pattern staring intently up at the stars, trusting in the stars' guidance. If no stars are currently visible, blindfold yourself and softly sing or chant all of the names of stars that you know as you perform your walk. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the walk feels complete, stop. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +4 luck bonus on Knowledge (planes) checks and Survival checks to avoid getting lost.

Evangelist

  1. Traveler's Tricks (Sp) longstrider 3/day, darkvision 2/day, or phantom steed 1/day
  2. Starlit Caster (Su) Over time you have learned to focus to better damage agents of evil. You add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and hurl a shuriken or cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starlight around the weapon or the spell effect.
  3. Starry Eyes (Su) You gain darkvision with a range of 60 feet. If you already have darkvision with a range of 60 feet or greater, the range of your darkvision instead increases by 10 feet. This extension applies only to natural, permanent darkvision, not to darkvision that is granted by spells or other effects. In addition, while you stand in starlight the range increment of your shuriken attacks double and the range of your spells (other than spells with the range of “personal” or “touch”) increases as though your caster level were 1 level higher.

Exalted

  1. Stargazer (Sp) keen senses 3/day, silence 2/day, or searing light 1/day
  2. Splendorous Ally (Sp) Once per day as a standard action, you can summon a movanic deva angel. You gain telepathy with the angel to a range of 100 feet. The angel follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing. The deva doesn’t follow any commands that would cause it to take evil actions, and the creature could even attack you if the command is particularly egregious.
  3. Blast of Motes (Su) Whenever you channel positive energy to heal living creatures or cast a harmless spell, a shower of starry motes cascades over all of the living creatures in the area of effect. These motes do not impede vision or stealth attempts, nor do they reveal invisible creatures, but they infuse the targets with divine luck. Targets of this ability reduce any miss chance they face by 10%. In addition, when targets of this ability roll damage dice, they may treat all 1s as 2s. The motes and their effects last for 1 round + 1 round for every 4 Hit Dice you have (maximum 6 rounds). If you don’t have the ability to channel positive energy, you gain the ability to do so once per day as a cleric of a level equal to your Hit Dice (maximum 20), but only to heal living creatures. Whenever you use this ability, the beneficiaries are showered with starry motes, with the effects described above.

Sentinel

  1. Fighting Chance (Sp) entropic shield 3/day, blur 2/day, or displacement 1/day
  2. Starsight (Su) Celestian’s blessing allows you to see through half-real and fantastical images. You gain a +1 luck bonus on saving throws made against illusion spells and effects and against teleportation/planar travel effects (such as plane shift. This bonus increases by 1 for every 4 Hit Dice you possess (maximum +6).
  3. 'Shooting Star (Ex) You can throw shuriken with great speed and ease. You can make a ranged attack with a shuriken as a swift action.

Action Domains

Force, Life, Order, Space, Spiritual.