Difference between revisions of "Sevelkhar (Greyhawk Action)"

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<noinclude>{{greyhawk gods action}}</noinclude>
 
<noinclude>{{greyhawk gods action}}</noinclude>
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Sevelkhar the Waster, Master of Famine and Drought, the Poisoner of Wells. Among the [[Baklunish (Greyhawk Action)|Baklunish]] [[Sevelkhar (Greyhawk Action)|Sevelkhar]] is the dark wind of the desert, the drought, the scourging sand—he is only worshiped to placate him. He has shrines at the sites of disasters and in the deep desert.
  
The dark wind of the desert, the drought, the scourging sand – Sevelkhar is only worshiped to placate him. He has shrines at the sites of disasters and in the deep desert.
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In the Bakluni culture, Sevelkhar is the eternal opponent of Geshtai, and both are viewed as subservient to Istus, Our Lady of Fate. 
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'''Alignment''': Neutral Evil.
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'''Weapon''': Scimitar.
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'''Symbol:
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Black whirl.
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=== Action Domains ===
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[[Air (Action Powers Form) | Air]],
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[[Darkness (Action Powers Form) | Darkness]],
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[[Death (Action Powers Form) | Death]],
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[[Earth (Action Powers Form) | Earth]],
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[[Spiritual (Action Powers Form) | Spiritual]].
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=== Pathfinder Domains ===
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Darkness (Loss),
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Death,
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Evil,
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Destruction,
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Plant (Decay).
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=== Pathfinder Traits ===
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* [[Religious_Traits_(Greyhawk)#Foraging_Raider|Foraging Raider]]
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* [[Religious_Traits_(Greyhawk)#Waste_Water|Waste Water]]
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=== Pathfinder Obedience ===
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Pray to Selvekar while lying prone on sand for an hour, consuming as much water as you possibly can, regurgitating if enough is available. Gain immunity to thirst and immunity to fatigue, and exhaustion, and nonlethal damage from force marching.
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==== Boons ====
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# '''Desert's Wrath (Sp)''' ''endure elements'' 3/day, ''glitterdust'' 2/day, or ''searing light'' 1/day
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# '''Summon Dust (Su)''' Once per day, you can summon a greater earth elemental, as ''summon nature's ally VII''. This elemental is composed of dry sand and cannot move through stone, but any soil it moves through instantly becomes parched.
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# '''Dehydrating Strike (Su)''' Once per day as a swift action, at any point when you successfully inflict damage on a target, you can cause that target to become instantly and painfully dehydrated if it fails a Fortitude save (DC = 10 + 1/2 your HD + your Constitution modifier). If the save is successful, the victim is staggered for 1 round. If the save fails, the victim takes 1d10 points of Strength drain, is stunned for 1 round, and is then staggered for 1d4 rounds after recovering from being stunned.

Latest revision as of 15:28, 14 December 2022

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Sevelkhar the Waster, Master of Famine and Drought, the Poisoner of Wells. Among the Baklunish Sevelkhar is the dark wind of the desert, the drought, the scourging sand—he is only worshiped to placate him. He has shrines at the sites of disasters and in the deep desert.

In the Bakluni culture, Sevelkhar is the eternal opponent of Geshtai, and both are viewed as subservient to Istus, Our Lady of Fate.

Alignment: Neutral Evil.

Weapon: Scimitar.

Symbol: Black whirl.

Action Domains

Air, Darkness, Death, Earth, Spiritual.

Pathfinder Domains

Darkness (Loss), Death, Evil, Destruction, Plant (Decay).

Pathfinder Traits

Pathfinder Obedience

Pray to Selvekar while lying prone on sand for an hour, consuming as much water as you possibly can, regurgitating if enough is available. Gain immunity to thirst and immunity to fatigue, and exhaustion, and nonlethal damage from force marching.

Boons

  1. Desert's Wrath (Sp) endure elements 3/day, glitterdust 2/day, or searing light 1/day
  2. Summon Dust (Su) Once per day, you can summon a greater earth elemental, as summon nature's ally VII. This elemental is composed of dry sand and cannot move through stone, but any soil it moves through instantly becomes parched.
  3. Dehydrating Strike (Su) Once per day as a swift action, at any point when you successfully inflict damage on a target, you can cause that target to become instantly and painfully dehydrated if it fails a Fortitude save (DC = 10 + 1/2 your HD + your Constitution modifier). If the save is successful, the victim is staggered for 1 round. If the save fails, the victim takes 1d10 points of Strength drain, is stunned for 1 round, and is then staggered for 1d4 rounds after recovering from being stunned.