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Month Index: January, 2000
From: Thatotherguy <spellj@??????????.com> Date: Fri, 7 Jan 2000 21:48:22 -0800 Subject: Re: Priesthood converted for SJ
A little treat here. I've been doing a lot lately with Shevarash and
suddenly decided to update him to an SJ compatible form. If anyone
knows where the spell that mimcs eyes of the eagle can be found (I saw
it in a module, just which one is escaping me) I'd appreciate a
reminder. Also what level and if it's a priest or wizard spell. I
have this in Word 97 so I can send it to anyone that requests it in
that or one of several formats i can convert it to if someone wants a
nicely formatted version. Note that I consider orcs and scro the same
for purposes of ranger racial enemy, magic that affects only certain
species, dwarven hatred, and the like. Basically scro are just trained
orcs at those levels (on a mental/religious level they're more but
that's something different).
I specifically left out reference to Shevarash's clergy in the First
Unhuman War since I didn't want to go back and try to figure out if
they were even around at that point. If they were they unoubtedly
played a part and SPs of that era (for historical campaigns and such)
would be orcslayers.
Shevarash's Priesthood in Space
Shevarash, the elven god of vengeance detailed in Demihuman Deities and
native to the Forgotten Realms also has a portion of his priesthood in
space in addition to Faerun and Aglarond (in the Yuirwood). As in the
Yuirwood, Shevarash's traditional hatred of drow has been altered
somewhat by the enemies and needs of his local worshippers. In space
he is seen as the god responsible for keeping the drow from reaching
space (or hunting them down if the elves know drow are in space in the
campaign). Shevarash's priesthood mainly concentrated on neogi as foes
between the First Unhuman War and Second Unhuman War but after the scro
attacks and revival of the humanoid fleets they have concentrated on
these threats.
Shevarash's faith was originally limited only to Realmspace but with
the Unhuman Wars and other attacks on elven colonies and worlds many
elves and half-elves along with members of the other races that lived
with them sought an active deity of vengeance to aid them. As this is
not a common portfolio for elven powers, even local demipowers, and the
only well known elven deity of revenge is the drow goddess Kiaransalee
it is no wonder the good/neutral deity Shevarash's faith managed to
spread to other spheres. Fenmarel Mestarine's clergy aided this spread
to some extent and either deity will grant the other deity's followers
their usual spells and powers when in a sphere where the follower's own
deity does not have access but they do (more correctly each god allows
the other to access and grant power to their worshippers in spheres
which they are normally denied contact but only the gods know this, to
worshippers the other god acts as a temporary patron-temporary until
they leave the sphere or their own god finally gains access).
The Church
Clergy: Clerics, Crusaders, Specialty Priests,
Rangers
Clergy's Align.: CG, LG, NG, CN, LN, N
Turn Undead: C: Yes; ; Cru: No; SP: No; R: No
Cmd. Undead: C: No; Cru: No; SP: No; R: No
Shevarash's clergy receive the bonus proficiencies of religion (elven)
and read/write (elven). Shevarash allows his clerics to multi-class as
cleric/fighters and his specialty priests to multi-class as specialty
priest/fighters. Rangers may multi-class as cleric/rangers and
ranger/mages (if elven or half-elven) due to the reliance on magic in
Spelljammer. All members of his clergy have access to Spelljammer
priest spells even if of spheres they normally lack access to.
Shevarash has, oddly enough, accepted members of any race friendly to
his people (hadozee, gnomes, half-elves, humans, halflings, aaracokra,
centaurs, firbolg, voadkyn, pixies, swanmays, satyrs, wemics, and
others) into his clergy. They are limited to clerics, crusaders, and
rangers (and cleric/fighters and cleric/rangers) however (not all races
may even have access to all these classes but each will have access to
at least one). Members of Shevarash's clergy may not take the medicus,
astronomer, and diplomat kits but may be missionaries (they live with
and help defend an oppressed populace, training the locals to fight for
themselves and serve Shevarash at the same time) and evangelists. In
addition non-warrior clergy of Shevarash may even take the crusader and
corsair (letters of marque are issued by the church and proceeds are in
turn donated to the church--such letters of marque are recognized by
the IEN and many organizations with the same enemies as Shevarash's
church) kits. All these kits are in CGR1 The Complete Spacefarer's
Handbook.
The cult of Shevarash was little known between the Unhuman Wars except
in areas that suffered heavily from the slaving runs of neogi. Spheres
with heavy neogi activity usually had several members of the cult
present among the local IEN presence and a few worshippers among the
populace of local settlements. Shevarash's clergy was well respected
for their unbending opposition of local foes and seeking out neogi
bases to destroy them. Despite this the single-minded hatred of their
enemies was little understood by the other elves. With the advent of
the Second Unhuman War and the appearance of the merciless scro some
elves who suffered losses to scro raids in many areas turned to
Shevarash for aid and his clergy grew once more among the spheres.
This time, however, they focused on the scro and their allies as their
ultimate enemies.
Shevarashan temples are located in elven communities threatened by
neogi and scro raiders (and armies) and in front line elven bases.
Individual worshippers will set up their own shrines on their ships and
many are snuck onto conquered worlds to help lead resistance movements
(and train resistance fighters in Shevarash's worship-posibly even in
becoming members of his clergy). Temples will vary by location though
each will be as defensible as possible, with a great number of magical
defenses and traps along with mundane defenses and trained animal
guardians. Summoned guardians may also be present. In some areas
(such as on occupied worlds) temples will be hidden while in frontier
communities they will be fortresses the population can seek shelter in
when under attack. Shrines will be much less prominent and could be as
simple as a small box of religious items a sailor sets up while praying
or more grand, even including an icon (see CGR1 The Complete
Spacefarer's Handbook) of some level usable by any clergy member of
Shevarash's faith. Temple ships of Shevarash are heavily armed
crusading warships. They will have a high number of clergy, extra
weaponry, and modifications to improve other aspects of the ship and
use magic heavily to improve performance in battle and aid in close
combat actions. Hull thickening and similar modifications that
sacrifice ship capabilities (such as cargo space) that the Shevarashans
are uninterested in for combat improvements are highly favored.
Shevarash's clergy uses the same titles in space they do in Faerun
though specialty priests are referred to based on their chosen enemies.
These have been translated to common due to the number of non-elven
worshippers Shevarash has across the spheres (not a majority but enough
to cause this to occur). Shevarash's clergy's makeup differs widely in
various areas based on the local population and the class(es) of
Shevarash's clergy that first brought his faith to the area.
Dogma: To stand idly by and allow your enemies to live is foolish.
To defend but not seek out and destroy one's foes is to invite future
assaults. Only through strength of faith and strength of arms can any
people be safe. Such strength is not strength at all if it is not
used. Take the fight to your foe before your foe brings it to your
family and friends. Hunt fearlessly!
Day-to-Day Activities: Shevarash's clergy spend the times when they
aren't fighting enemies training and equipping to meet them. They are
always on the watch for new threats and continuously suspicious of new
and unknown groups and ships. They will thoroughly (but warily) check
these out to see if they pose a danger. They seek information on heir
foes so they may continue the hunt, seeking them out at their lairs and
killing them. Shevarashans are never idle, they are always preparing
for battle in some manner (gathering information, training, improving
defenses, building ships and making weapons and armor, developing new
spells, planning assaults and defenses, developing new tactics and
strategies, etc.) or actively hunting down foes. With the idle time
spent on the hunt (especially on long voyages) they will continue to
perform the same tasks they do while not on the hunt (preparing for
battle).
Important Ceremonies/Holy Days: Communities and local Shevarashan
sects will have their own holy days based on important local events.
The appearance of an avatar of Shevarash, an important defeat or
victory, the founding of a major temple, the arrival of one of
Shevarash's clergy (most common on currently and formerly occupied
worlds where a member of Shevarash's clergy arrived to aid, lead, and
train resistance), or a manifestation of Shevarash's will are all
possible dates that might become holy days. Every community of
Shevarash worshippers (and thus every Shevarashan) will have at least
one day out of the year that they will hold as especially holy to
Shevarash). On these anniversaries the day and night will be filled
with constant drilling and preparation for battle. Even as the
faithful practice tactics and weapon skills they will sing dirges to
the lost and send up prayers to Shevarash for strength and aid in the
destruction of their enemies. Shevarashan know that to do any
differently might make their holy days one of weakness so instead they
are ones of complete vigilance and prepared strength.
Major Centers of Worship: Shevarash's holy site in Cormanthyr on
Toril is a holy site mainly only to local Shevarashan and some that
might pass through the sphere. Elsewhere holy sites will vary but tend
to be few. The local temple or the ship's shrine is the most important
holy site many Shevarashan ever visit.
Affiliated Orders: Shevarash's entire body of worshippers is a
dedicated military organization bent on defeating its enemies and
avenging past assaults. Individual ships, militias, and fleets are
generally the closest thing to special orders that exist in Shevarash's
cult though with its dispersal over so many spheres some have
undoubtedly developed more traditional and specialized orders.
Shevarash's cult has, among other allies, the PoTs, Company of the
Chalice, IEN, Sindiath Line, and Seekers (with whom they trade
information-especially information about atrocities and evil bases and
groups). Among their more obvious enemies (various evil races, Tenth
Pit, Xenos, Chainmen, etc.) are the Shapers. The Shapers object to the
fact that Shevarash's church has attracted some invokers and that the
church refuses to make any sort of special deal with the Shapers to
provide additional combat mages.
Priestly Vestments: Shevarash's clergy dress in full armor for
ceremonies. They never use (or possess) ceremonial armor, instead any
arms and armor they possess will be fully usable and carefully cared
for. In addition to their armor they will be well armed though they
might choose not to bear extra weaponry for ceremonies in order to
prevent interfering with the ceremony itself. Shevarashans never bear
so many arms that it interferes with their combat abilities so this is
not a consideration nor will extra weapons that would be less useful
(or useless) be added to their normal array. Shevarashans will also
have their holy symbol with them and many carry a spare holy symbol in
case of some unfortunate incident in combat that might cause them to
lose one.
Adventuring Garb: Shevarashans will wear whatever garb and bear
whatever weapons are appropriate to the situation (thus if attempting
to sneak up on an enemy by posing as a member of a crowd they may
choose to leave behind armor and bulky weaponry) but will always be as
well equipped and prepared for combat as possible. Particularly among
elves who reverie and Shevarashan that possess elven chainmail many
will even go so far as to wear their armor at all times, except when
cleaning or mending it. Others might possess a suit of leather armor
to wear at night or other times when they lack their usual, heavier,
armor. Shevarashans always seek out the best equipment available and
are not averse to converting enemies' equipment to their use.
Specialty Priests (Orcslayers)
Requirements: Strength 11, Dexterity 11, Wisdom 9
Prime Req.: Strength, Dexterity, Wisdom
Alignment: CG, CN
Weapons: Any
Armor: Any
Major Spheres: All, Chaos, Combat, Divination, Elemental (Air),
Healing,
Guardian, Necromantic, Protection, Summoning, Sun, War, Wards
Minor Spheres: Charm, Creation, Weather
Magical Items: Same as clerics
Req. Profs: Spacemanship, Large Weapon, Longbow
Bonus Profs: Spelljamming, Navigation (Wildspace), modern languages
(choose
one from: orcish, goblin, kobold, hobgoblin, gnoll, bugbear,
ogrish, ogre magian, xvart, and norker)
o Elves and half-elves of any subrace except drow and aquatic elves
may be orcslayers
o Orcslayers may multi-class as fighter/orcslayers
o Orcslayers may choose nonweapon proficiencies from the warrior group
at no extra cost
o Orcslayers are +2 to hit scro and members of the races that allied
with the scro during the Second Unhuman War (e.g., orcs, kobolds,
xvarts, goblins, hobgoblins, orogs, ogrillons, norkers, gnolls, flinds,
bugbears, ogres, ogre magi, xvarts, half-orcs, half-ogres, and others)
due to their extreme hatred, however they also suffer a -2 reaction
penalty when encountering members these races as their extreme hatred
shows through easily
o Orcslayers are immune to spells from the school of enchantment/charm
and the charm sphere cast by scro or members of an allied race
o Orcslayers can cast light (as the 1st level priest spell) or mending
(as the 1st level wizard spell) a total of twice/day
o At 3rd level, orcslayers may cast enhance rating (as the 3rd level
wizard spell) or enchanted weapon (as the 4th level wizard spell)
once/day
o At 5th level, orcslayers may cast dispel magic (as the 3rd level
priest spell) or fly (as the 3rd level wizard spell) once/day
o At 7th level, orcslayers gain the weapon loader proficiency for free
with one large weapon of their choice
o At 7th level, orcslayers may cast protection from normal missiles
(as the 3rd level wizard spell) once/day
o At 10th level, orcslayers may cast enhance rating (as the 5th level
wizard spell) once/day
o At 13th level, orcslayers gain an additional attack each round with
the longbow
o At 13th level, orcslayers may cast disable helm (as the 6th level
wizard spell) once/day
o At 15th level, orcslayers may create one arrow of slaying that will
kill orcs and scro per month they devote to the task. This time need
not be consecutive but must no have more than a three day break
anywhere during the construction process. They may not create any
other type of arrow of slaying.
Specialty Priests (Spiderkillers)
Requirements: Strength 11, Dexterity 11, Wisdom 9
Prime Req.: Strength, Dexterity, Wisdom
Alignment: CG, CN
Weapons: Any
Armor: Any
Major Spheres: All, Chaos, Combat, Divination, Elemental (Air),
Healing,
Guardian, Necromantic, Protection, Summoning, Sun, War, Wards
Minor Spheres: Charm, Creation, Weather
Magical Items: Same as clerics
Req. Profs: Spacemanship, Large Weapon, Longbow
Bonus Profs: Spelljamming, Navigation (Wildspace), modern languages
(neogi)
o Elves and half-elves of any subrace except drow and aquatic elves
may be spiderkillers
o Spiderkillers may multi-class as fighter/spiderkillers
o Spiderkillers may choose nonweapon proficiencies from the warrior
group at no extra cost
o Siderkillers are +4 to hit neogi and umber hulks (including
vodanyoi) due to their extreme hatred of the neogi and their pet
slaves. However they also suffer a -4 reaction penalty when
encountering members these races as their extreme hatred shows through
easily.
o Spiderkillers are immune to spells from the school of
enchantment/charm and the charm sphere cast by neogi
o Spiderkillers are immune to confusion effects from any source
o Spiderkillers can cast light (as the 1st level priest spell) or
mending (as the 1st level wizard spell) a total of twice/day
o At 3rd level, spiderkillers may cast enhance rating (as the 3rd
level wizard spell) or enchanted weapon (as the 4th level wizard spell)
once/day
o At 5th level, spiderkillers may cast dispel magic (as the 3rd level
priest spell) or neutralize poison (as the 4th level priest spell)
once/day
o At 7th level, spiderkillers gain the weapon loader proficiency for
free with one large weapon of their choice
o At 7th level, spiderkillers may cast protection from normal missiles
(as the 3rd level wizard spell) once/day
o At 10th level, spiderkillers may cast enhance rating (as the 5th
level wizard spell) once/day
o At 13th level, spiderkillers gain an additional attack each round
with the longbow
o At 13th level, spiderkillers may cast disable helm (as the 6th level
wizard spell) once/day
o At 15th level, spiderkillers may create one arrow of slaying that
will kill neogi per month they devote to the task. This time need not
be consecutive but must have no more than a three day break anywhere
during the construction process. They may not create any other type of
arrow of slaying.
Specialty Priests (Rangers)
Requirements: Strength 13, Dexterity 13, Constitution 14, Wisdom 14
Prime Req.: Strength, Dexterity, Wisdom
Alignment: CG, LG, NG
Weapons: Any
Armor: Any (wearing heavier armor than studded leather, elven
Chainmail, or elven plate will interfere with some of their abilities)
Minor Spheres: All, Animal, Combat, Charm, Plant
Magical Items: Same as clerics
Req. Profs: Longbow, Spacemanship, Large Weapon Loading
Bonus Profs: Tracking, Navigation (Wildspace), Large Weapon
Except as noted above and below, Shevarash's rangers conform in all
ways to the description given in the 2nd Edition Player's Handbook.
o Shevarash's rangers may be elves or half-elves of any sub-race
except drow and aquatic elves and may be of any other race that is
normally allowed to be rangers, additionally hurwaeti and hadozee may
become rangers in Shevarash's service
o Shevarash allows his elven and half-elven rangers to multi-class as
mages, Shevarash's rangers of any race except humans may multi-class as
ranger/clerics
o Due to Shevarash's favor elven chainmail and elven plate, if
possessed, will not interfere with any of the abilities of one of
Shevarash's rangers
o Followers attracted by a Spelljamming ranger will not include
terrestrial creatures such as bears and treants. Most humanoid races,
however, are acceptable as are creatures such as hippogriffs. Note
that hurwaeti might be attracted as followers by a Shevarashan ranger
that has beholder, neogi, or illithid as a racial enemy and hadozees
might come to serve an elven or half-elven ranger. Lizard men are
possible followers for any Spelljamming ranger.
Shevarashan Spells
Shevarashan have developed numerous unique spells that are limited to
certain areas (a sphere, a world, a fleet, etc.) due to the long time
and distance required to communicate across and even within spheres.
>From Demihuman Deities they have retained the Shevarashan spells
therein and they have access to the following spell. Note that as this
spell was developed early on to help deal with neogi it has spread to
Shevarash's faith across the spheres. Other spells some Shevarashan
are rumored to possess include one that allows them to see as though
wearing eyes of the eagle. If this is true it would have obvious
benefits in space and when using long range weapons.
1st Level
Cloud Vision (Pr 1, Alteration)
Sphere: Weather
Range: 60'/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 1 face
Saving Throw: None
This spell was specifically created to counter the effects of an umber
hulks many eyes. When cast the spell brings into being a faint fog in
front of the face of a single creature that must be in sight and range
of the spell's caster. The fog prevents the functioning of gaze
attacks and causes the affected creature to suffer a -1 penalty to hit
for the duration of the spell. The spell requires the use of the
caster's holy symbol.
Note that a 2nd level version that lasts twice as long and effects 1
creature per level of the caster is known to exist and be in use by at
least some members of Shevarash's clergy.
=====
Do you really think I'd admit to stealing that much money in my email sig? Uhh, don't answer that.
The crazier the people are around me the saner I am. That's why I work
in an asylum. No, not the rubber room again! No, but, but, my email...
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Previous Message: a cry to the Wise
Next Message: Corillians
Month Index: January, 2000
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Priesthood converted for SJ | Thatotherguy | |||
| Priesthood converted for SJ | Kent Lerch | |||
| Re: Priesthood converted for SJ | Thatotherguy | |||
| Re: Priesthood converted for SJ | Thatotherguy | |||
| Re: Priesthood converted for SJ | Paul Westermeyer | |||
| Re: Priesthood converted for SJ | Adam Miller |