Clerics of Greyhawk Gods

Post/Author/DateTimePost
#1

bdpenney

Jan 22, 2004 15:10:30
I don't know about all the rest of you, but I was a really big fan of the Specialty Priests of the 2nd edition. The detail and customization that went into each god's priests, it made them truly unique and stand out from worshipers of other gods.

I even went so far as to make them mandatory: if you were a priest of a god, than the specialty priest info is whta you got for your abilities.

Now, the 3rd edition came along and took a step backward in this. Domains are cool, but they STILL don't do true justice to what powers and abilities the clerics of a particular god should and shouldn't have.

So, presented for your enjoyment (hopefully the format comes out well!) is my personal write-up for clerics of Trithereon. Much of this info was borrowed from here and there, and all of it came together into a very gratifying whole:

Trithereon: The Summoner

The Summoner, The Hunter, the Inescapable, the Vengeful One

Intermediate God
Alignment : Chaotic Good
Portfolio : Individuality, Liberty, Retribution, Self-Defense, Protection, Revenge
Pantheon : Common (Oeridian?)
Aliases : None
Domain : The Beastlands of Aborea
Allies : Kord, Rudd
Foes : St. Cuthbert, Bralm, Allitur, Wee Jas, Hextor, and Iuz; slave-owners, dictators, and those who deprive others of their freedom
Symbol : The Rune of Pursuit

Trithereon “The Summoner” is shown as a tall well-built young man with red-gold hair, clad in a chainmail shirt and blue or violet clothes. His symbol is the Rune of Pursuit , representing his relentlessness in hunting oppressors and tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger of Doom; the sword Freedom’s Tongue; the scepter called The Baton of Retribution) and his three summoned animal allies (Nemound the Hound, Harrus the Falcon, and Carolk the Sea Lizard). He fights evil and opposes law, so he sometimes opposes other good-aligned deities such as Heironeous and Pholtus.

Scholars suspect that Trithereon was originally of Oerdidian origin. It is thought in learned circles that his worship stems from the time of the Bakluni/Suel conflict from which the Oeridians fled into the central Flanaess. Some scholars go further than that: theorizing that Trithereon was at one time a hero-god who ascended to godhood through the merit of his deeds.

Trithereon’s faith is currently the fastest growing in the Flanaess, apart from St. Cuthbert’s, which is also enjoying a considerable influx of converts. His worship is concentrated in disputed areas and borderlands such as the Geoff/Gran March border, the Sterich/Keoghland border, Sunndi, the Highfolk, northern Furyondy, and in the Ulek states where humans fight alongside dwarves and elves to hold back the might of Turrosh Mak. Most of these converts are found exiles displaced from their homes. Inhabitants of Bissel, Geoff, Sterich, and the states of the former Iron League can all be found within the ranks of the priesthood. Many former inhabitants of the Shield Lands also worship Trithereon, and their dispersion throughout the Flanaess has further spread his worship. He has even found converts in the Yeomanry, an extremely lawful land. Most of these are individuals who oppose the slave-holding tactics of the Sea Princes and the Scarlet Brotherhood.

Although open warfare between Trithereon’s followers and lawful good sects is unknown, isolate acts of violence against those to be tyrannical or overly oppressive are not uncommon. His priests are renown for whipping small bands of followers into a frenzy and then turning them loose to find those who oppose their deity’s values. Among the faithful this is referred to as “Street Justice.” Authorities of areas this is practiced almost always take a dim view of this form of justice. Indeed, in the City of Greyhawk the faith is on the brink of being banned unless it modifies its activities quickly.

The only lawful sect that priests of Trithereon are cordial to is the fledgling church of Mayaheine, demi-goddess of protection, justice, and valor. This sect has done much to defend those in peril in borderlands, and this has impressed man priests of Trithereon into giving them the respect they deserve. In disputed areas these sects have actually allied themselves with each other in times of need. In the northern Sheldomar Valley both priesthoods have been working together on a continuing basis in order to free Geoff and Sterich.

Trithereon’s Clerics

Alignment : Chaotic Good, Neutral Good, Chaotic Neutral
Race : Any
Armor Permitted: Any
Weapons Permitted : Any
Raiment : Blue or Violet Robes
Holy Symbol: The Rune of Pursuit
Domains : Chaos, Good, Protection, Strength, War (longsword or shortspear)
Forbidden Domains: Evil, Law
Forbidden Spells: Spells with the Enchantment descriptor (mind-affecting spells that deprive the target of its free will).


Forbidden Domains and Spells: These are spells that are unavailable to clerics of Trithereon. If a spell falls into one of the domains or types listed then the cleric cannot memorize this spell. Likewise, clerics of Trithereon cannot make use of magical items or scrolls that cast or duplicate spells that fall into these domains.

Trithereon’s clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners in self-defense and recruit like-minded rogues and rangers for the cause of individual liberty. Those in rural areas act as scouts and pies against despotic lords or murderous nonhumans. Both sorts keep a close watch on Lawful religions lest they become too powerful. “The Summoner’s” clerics travel far and wide in search of those in need of their help.

The hierarchy of the faith is informal and made up of four basic levels. “Hopeful Initiates” (1st – 3rd level) make up the lowest and largest tier. Next in the hierarchy are the “Sacred Sons and Daughters of Trithereon” (4th – 6th level) followed by the leaders of the individual temples devoted to Trithereon who are known as “High Fathers or Mothers of Trithereon.” Finally, there are the “Master Priests or Priestesses.” These powerful folk lead the worship of Trithereon across whole countries.

Trithereon’s followers are viewed by the general populace as hot heads with ready swords and tongues. Although not evil they can cause considerable disorder, making those in authority wary of them in their practices. The bell ringing and constant weapons practice means that only followers of Trithereon tend to live near the temple, as unbelievers are driven away by the almost constant noise.

Temples of Trithereon are built of durable stone and are well able to resist attack. They are always built with an eye for defense, and all contain a bell tower from which the faithful ban be called to worship or warned of danger. The bell in the tower is made of solid gold and is the most valuable item in the temple unless the church is extremely poor. In this case the main goal of the temple will be to accumulate enough money to commission such a bell. Trithereon’s priests are always battle ready, and his temples always maintain extensive armories with which they can arm the faithful in times of need. Many worshippers are trained warriors and so many temples also boast weaponsmiths and armorers dedicated to making weapons and armor for the faithful.

Dogma

“All deserve life and the ability to choose their own place in the world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the common folk to defend themselves and their property should another wish to take their freedoms. If you are wronged, you are right to exact vengeance, especially if none will help you.”

Adventuring Clerics

Clerics of Trithereon are always ready for action when out adventuring. They wear blue or violet chainmail with the Rune of Pursuit boldly emblazoned over their heart signifying their devotion to the Hunter. Whilst “in the field” they must be ready at all times to assist those in need, particularly those at risk from oppression, slavery, or who have suffered a great wrong. They will typically carry extra weapons to give to those in need.

Clerics of Trithereon will readily work with individuals of good or neutral alignments if they share a common goal. Even individuals of extreme lawful bent will be tolerated, though they will also suffer more than their fair share of harassment from clerics of “The Summoner.” Paladins in particular are heckled for their inflexible and stifling beliefs, though when it comes time to fight against evil, a cleric of Trithereon is more than willing to fight side by side with a paladin.

Special Abilities Granted

· All clerics of Trithereon begin play with the Martial Weapon Proficiency (longsword).
· Priests of Trithereon can spontaneously cast the Summon Monster spells as well as Cure Wounds spells.
· Clerics of Trithereon can use any spell completion item, be it Arcane or Divine that casts Summon Monster spells.
· Clerics of Trithereon can use the Summon Monster III spell to summon an Aspect of Harrus the Falcon.
· Clerics of Trithereon can use the Summon Monster IV spell to summon an Aspect Nemound the Hound.
· Clerics of Trithereon can use the Summon Monster V spell to summon an Aspect Ca’rolk the Sea Lizard.


Aspect of Harrus the Falcon

Large Magical Beast (Augmented Animal, Extraplanar, Good)
Hit Dice: 6d10+18 (66 hit points)
Initiative: +4
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +6/+16
Attack: Talon +11 melee (1d8+5)
Full Attack: 2 talons +11 melee (1d8+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft., evasion, resistance to acid 5, resistance to cold 5, resistance to electricity 5, spell resistance 11
Saves: Fort +8, Ref +9, Wil +4
Abilities: Str 20 (+5), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Skills: Knowledge (nature) +4, Listen +10, Sense Motive +10, Spot +17, Survival +10
Feats: Flyby Attack, Improved Natural Attack (talons), Weapon Focus (talons)
Environment: The Beastlands of Aborea
Organization: Solitary
Alignment: Chaotic Good

An Aspect of Harrus the Falcon appears as a large bird of prey that radiates power and majesty. Harrus’ eyes are of glittering gold and his talons are over-long and made of shining silver. Harrus the Falcon is a servant of Trithereon “The Summoner” and is a tireless warrior of good and freedom. Aspects of Harrus the Falcon are sent out into the world to aid Trithereon’s followers in their battle against tyranny and evil.

COMBAT
An Aspect of Harrus the Falcon typically attacks from a great height, diving earthward at tremendous speed. When he cannot dive, it uses his powerful talons to strike at his target’s head and eyes.

The natural weapons of an Aspect of Harrus the Falcon are treated as Good-Aligned for the purposes of overcoming damage reduction.

Smite Evil (Ex): Once per day an Aspect of Harrus the Falcon can make a normal melee attack deal +6 points of damage against an evil foe.

Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, an Aspect of Harrus the Falcon takes no damage.

Skills: An Aspect of Harrus the Falcon has a +4 racial bonus on Spot checks.

Carrying Capacity: An Aspect of Harrus the Falcon can serve as a mount for up to two man-sized passengers. No roll is needed to stay mounted upon on an Aspect of Harrus the Falcon; if he wishes you to stay mounted upon him than that is enough. If he does not wish you to ride upon him you must make an opposed grapple roll against him or be thrown off. A light load for an Aspect of Harrus the Falcon is up to 266 pounds; a medium load, 267-533 pounds, and a heavy load, 534-800 pounds.


Aspect of Nemound the Hound

Large Magical Beast (Augmented Animal, Extraplanar, Good)
Hit Dice: 9d10+36 (108 hit points)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple/Trip: +9/+20/+21
Attack: Bite +17 melee (2d6+12\19-20)
Full Attack: Bite +17 melee (2d6+12\19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil 1/day, Trip
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft., resistance to acid 10, resistance to cold 10, resistance to electricity 10, scent, spell resistance 14
Saves: Fort +10, Ref +9, Wil +5
Abilities: Str 26 (+8), Dex 16 (+3), Con 18 (+4), Int 10, Wis 14 (+2), Cha 12 (+1)
Skills: Hide +15, Listen +15, Move Silently +15, Spot +15, Survival +15
Feats: Improved Critical (bite), Improved Natural Attack (bite), Run, Track, Weapon Focus (bite)
Environment: The Beastlands of Aborea
Organization: Solitary
Alignment: Chaotic Good

An Aspect of Nemound the Hound appears to be a jet-black Bull Mastiff hound the size of a Clydesdale horse. His eyes are a glowing amber hue and his teeth are elongated and are made of the sharpest steel. An Aspect of Nemound the Hounds lets out a terrible howl when it launches itself into combat.

COMBAT
An Aspect of Nemound the Hound can be either a patient stalker or a straightforward fighter, depending on the needs of the situation. Few escape the wrath of his jaws when he decides to hunt them. He is a tireless tracker and destroyer of evil.

The natural weapons of an Aspect of Nemound are treated as Good-Aligned for the purposes of overcoming damage reduction.

Smite Evil (Ex): Once per day an Aspect of Nemound the Hound can make a normal melee attack deal +9 points of damage against an evil foe.

Trip (Ex): If an Aspect of Nemound the Hound hits with his bite attack he can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Aspect of Nemound the Hound.

Skills: An Aspect of Nemound the Hound has a +2 racial bonus to Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent.

Carrying Capacity: An Aspect of Nemound the Hound can serve as a mount for up to three man-sized passengers. No roll is needed to stay mounted upon on an Aspect of Nemound the Hound; if he wishes you to stay mounted upon him than that is enough. If he does not wish you to ride upon him you must make an opposed grapple roll against him or be thrown off. A light load for an Aspect of Nemound the Hound is up to 612 pounds; a medium load, 613-1226 pounds, and a heavy load, 1227-1,840 pounds.

Aspect of Ca’rolk the Sea Lizard

Huge Magical Beast (Augmented Animal, Extraplanar, Good)
Hit Dice: 14d10+98 (210 hit points)
Initiative: +3
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
Base Attack/Grapple: +14/+31
Attack: Bite +23 melee (3d8+15\19-20)
Full Attack: Bite +23 melee (3d8+15\19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Smite Evil 3/day
Special Qualities: Damage reduction 10/magic, Darkvision 60 ft., resistance to acid 10, resistance to cold 10, resistance to electricity 10, scent, spell resistance 19, waterbreathing
Saves: Fort +16, Ref +12, Wil +6
Abilities: Str 30 (+10), Dex 16 (+3), Con 24 (+7), Int 10, Wis 14 (+2), Cha 12 (+1)
Skills: Hide –4, Listen +19, Spot +19, Swim +27
Feats: Extra Smiting, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: The Beastlands of Aborea
Organization: Solitary
Alignment: Chaotic Good

An Aspect of Ca’rolk the Sea Lizard is a huge marine reptile with a thick, ovoid body and fins instead of legs. It has a short, thick neck with a crocodile-like head on the end. An Aspect of Ca’rolk’ the Sea Lizard is some 35 feet in length and has elongated fangs made of gleaming steel. Its scales are greenish blue darkening to navy blue on his belly. Its eyes glow a ruby red.

COMBAT
An Aspect of Ca’rolk the Sea Lizard is aggressive in combat and attacks to overwhelm its opponents with its ferocious bite. An Aspect of Ca’rolk the Sea Lizard is strong, fast, and highly maneuverable, able to turn quickly and lunge at its foes.

The natural weapons of an Aspect of Nemound are treated as Good-Aligned for the purposes of overcoming damage reduction.

Smite Evil (Ex): Three times per day (due to extra smiting feat) an Aspect of Ca’rolk the Sea Lizard can make a normal melee attack deal +14 points of damage against an evil foe.

Skills: An Aspect of Ca’rolk the Sea Lizard has a +8 racial bonus to hide checks in water.

Carrying Capacity: An Aspect of Ca’rolk the Sea Lizard can serve as a mount for up to six man-sized passengers. No roll is needed to stay mounted upon on an Aspect of Ca’rolk the Sea Lizard; if he wishes you to stay mounted upon him than that is enough. If he does not wish you to ride upon him you must make an opposed grapple roll against him or be thrown off. Anyone the Aspect of Ca’rolk the Sea Lizard allows to ride upon him are granted water breathing for the duration of the ride. A light load for an Aspect of Ca’rolk the Sea Lizard is up to 2,128 pounds; a medium load, 2,129-3,996 pounds, and a heavy load, 3,997- 6,600 pounds.


*(YES! I realize the hp are a little high for WoC standards, but as a DM I rarely use the 55% hit point approach!)
#2

cwslyclgh

Jan 23, 2004 4:35:02
Hmmmm... Interesting
#3

zombiegleemax

Jan 23, 2004 9:08:56
I like that write-up. Trithereon is my favorite Greyhawk God. My DMPC is a Cleric of Trithereon. I am pretty sure War was not one of the domains though. I can understand the Martial Prof: Longsword, considering the shortspear is a simple weapon. It might be a little over-powered to spontaneously cast Summon Monster spells. Those aspect animals may be a lot over-powered.
#4

bdpenney

Jan 23, 2004 12:24:09
Depending on the campaign, you're absoluetely right!

I run a power campaign (heroes get good stats, above half Hit Points, above half when using healing items), so for my campaign purposes, they're right in where the other creatures/characters are.
#5

zombiegleemax

Jan 26, 2004 8:58:45
I like the idea of clerics calling upon Aspects of Trithereon's divine companions. Did you get that idea from the Miniatures Handbook?