Difference between revisions of "Garl Glittergold (Greyhawk Action)"

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* [[Religious_Traits_(Greyhawk)#Child_of_the_Hills|Child of the Hills]]
 
* [[Religious_Traits_(Greyhawk)#Child_of_the_Hills|Child of the Hills]]
 
* [[Religious_Traits_(Greyhawk)#Sacred_Fool|Sacred Fool]]
 
* [[Religious_Traits_(Greyhawk)#Sacred_Fool|Sacred Fool]]
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=== Pathfinder Obedience ===
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Play a practical joke on an unsuspecting target. If no suitable targets are nearby, prepare a humorous trap and leave it in a place where someone may someday stumble on it. You can take a full round of actions in a surprise round when you are not surprised..
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==== Boons ====
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# '''Prankster (Sp)''' ''dazzling blade'' 3/day, ''invisibility'' 2/day, or ''major image'' 1/day
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# '''Clever Ruse (Sp)''' You can cast enlarged ''mislead'' three times per day. This ability is the equivalent of a 7th-level spell.
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# '''Element of Surprise (Su)''' Whenever you roll initiative, any allies within 30 feet of you who are also rolling initiative can choose to use the result of your roll instead of theirs. Your allies still add their own modifiers to your roll to calculate their initiative order. Alternatively, you may choose to use another ally’s roll instead of your own.

Revision as of 09:01, 15 October 2016

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A god of magic, jewelry, illusion, alchemy, and tinkering, Garl Glittergold is worshiped by gnomes and a few alchemists and jewelers of other races.

The deity of gnomes, Garl Glittergold (garl gliht-er-gold), appears as a handsome, golden-skinned gnome with glittering gemstones for eyes. He is well dressed, usually in a silk jacket with long tails and silk hose. He always wears lots of gold jewelry and accoutrements. Garl Glittergold discovered the gnomes and led them into the world. Since then, he has been their protector. He is renowned for the jokes and pranks he pulls on other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of Kurtulmak, the deity of the kobolds. Since then, the two deities have been sworn enemies.

Garl promotes a doctrine of practicality tempered with humor. Ignorance and complacency are dangerous, warns Garl, and he urges his people to explore not only the world around them but new ways of doing things. Garl also emphasizes brains over brawn, and he teaches that befuddling or embarrassing a foe can be just as complete a victory as slaying or capturing that foe.

Garl’s clerics serve as guardians and teachers in gnome communities. They maintain careful vigilance against hostile races (particularly kobolds), and they instruct the young using a mixture of earthy practicality spiced with humor. This approach, they say, keeps the young entertained and makes their learning all the better. Garl’s clerics also keep extensive archives of illusion spells (usually in the form of spellbooks and scrolls), practical jokes, trap designs, and stories. The longer and more outlandish the tale, the better, say the clerics, though not everyone agrees. Like their patron, Garl’s clerics favor gold jewelry.

Garl’s clerics build few temples, preferring instead to place modest shrines and chapels wherever gnome dwell or congregate. These sanctuaries are always built so they are easy to secure against hostile forces, and the clerics fill them with beautiful things. The shrines also usually include at least one trap designed to plague unwelcome visitors. These devices are seldom fatal and often whimsical.

Alignment: Chaotic Good

Weapon: Pick (light or heavy)

Pathfinder Domains

Knowledge, Luck, Magic, Rune, Trickery.

Pathfinder Traits

Pathfinder Obedience

Play a practical joke on an unsuspecting target. If no suitable targets are nearby, prepare a humorous trap and leave it in a place where someone may someday stumble on it. You can take a full round of actions in a surprise round when you are not surprised..

Boons

  1. Prankster (Sp) dazzling blade 3/day, invisibility 2/day, or major image 1/day
  2. Clever Ruse (Sp) You can cast enlarged mislead three times per day. This ability is the equivalent of a 7th-level spell.
  3. Element of Surprise (Su) Whenever you roll initiative, any allies within 30 feet of you who are also rolling initiative can choose to use the result of your roll instead of theirs. Your allies still add their own modifiers to your roll to calculate their initiative order. Alternatively, you may choose to use another ally’s roll instead of your own.