Geshtai (Greyhawk Action)
Geshtai (GESH-tie) is depicted as a young Baklunish woman standing in a pool of water, often holding a clay water jug. Her pet fish, Gumus, summons water creatures to serve her. Revered today by nomads, travelers, and farmers in Baklunish lands, her temperament is moderate and she treats all others with care and patience. She dislikes fiery gods and proponents of disease and poison, especially Pyremius. Her symbol is a waterspout.
Tranquility is a benign state, and it should take an extreme act to disrupt it for more than a moment. When such a disruption comes, turn its force back upon itself to negate it, like the stone that breaks the surface of a lake only to be covered and lost. Water, like tranquility, is hard to find but necessary for vitality. Water is more precious than gold, for a thirsty man gets no sustenance from his wealth.
Clerics of Geshtai act as guardians of valuable waters, whether lakes, streams, oases, or hidden wells, making sure that they are available to all and not claimed or destroyed by any one group of people. They patrol parched areas of land where travelers often become lost and guide them to safety and water. Some explore the length of a river or stream, learning the unique traits of the entire flow. They seek out those who use destructive magic upon natural reserves of water, as well as those who would harm people by contaminating water with disease or poison.
Alignment: Neutral Good.
Community (Family), Plant, Protection (Purity), Travel, Water.
Stand under a waterfall (or pour water over your head) while singing wordlessly, letting the sound of the moving water inspire you. Gain a +4 sacred bonus on saves against the spells, spell-like abilities, and supernatural abilities of creatures with the aquatic, fire, or water subtype.
- Artesian Well (Sp) hydraulic push 3/day, slipstream 2/day, or water breathing 1/day
- Sacred Scales (Ex) You grow a coat of iridescent scales that matches your skin tone. Your natural armor bonus to AC increases by +3.
- Waterform (Su) Three times per day, you and a number of willing touched companions equal to 1/2 your HD may meld into a body of flowing water (such as a river or creek) and travel up or downstream at a rate of 50 miles per hour. This transformation takes 1 minute to complete. You can wind through natural obstructions with ease as long as the body of water is still flowing, but not through largely impermeable barriers such as artificial dams. This effect lasts for a number of hours equal to your HD, and you cannot otherwise act or defend yourself while traveling in this way.