Obad-Hai (Greyhawk Action)

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Patriarch god of the Flan. The first king, husband to Berei and father of the Flan. Obad-Hai is a god of nature, hunting, and weather. His role is to kill as required to feed the tribe and to make room for new life.

Obad-Hai (OH-bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and easy passage through floral and faunal hazards, and the woodwind instrument from which he takes his title. He shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities show him as one of their own race. His symbol is an oak leaf and acorn. Because of their difference in perspective, Ehlonna and Obad-Hai are unfriendly rivals, and he also counts Phyton as his enemy.

One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert The wilds can be ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful.

Most of the Shalm's clerics are male, whether human, gnome, halfling, or fey. Most get along very well with rangers and druids. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late. They teach hunting in the way that nature's creatures do (choosing the weakest of the herd, etc.).

Alignment: Neutral

Weapon: Quarterstaff

Action Domains

Animal, Earth, Life, Plant, Spiritual.

Pathfinder Religious Traits

Pathfinder Obedience

Kill an animal for food. This can be either a wild animal you trapped or hunted, or a domestic animal you slaughter. Take care of all the different parts of the animal, thinking of a use for each. Bury the heart of the animal or burn it in a fire, sending the soul back to the goddess to be born again. You lose all scent. You cannot be tracked by scent, and creatures with the scent ability cannot use that to locate you.

Evangelist

  1. Weather Watcher (Sp) endure elements 3/day, animal aspect 2/day, or longstrider (greater) 1/day
  2. Experienced Traveler (Ex) As a free action, you can grant yourself and any allies within 30 feet of you 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. Your allies must remain within 30 feet of you to gain the benefits. The duration is one hour pet Hit Dice you have, you divide the duration in 1-hour intervals among the creatures touched. This period need not be continuous, but must be spent in one-hour increments for each target.
    Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you and your allies. While using this ability, 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 also gain this bonus.)
  3. Elemental Ally (Sp) Once per day as a standard action, you can cast summon nature's ally VII to summon a treant. This creature lacks the animate trees ability and is not under your control, but it will defend the location it is summoned in against any despoilers and invaders.

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.