Tales of the West and Waiting

Classes of Privelage

These classes are culled from all over the place, and also refer to my homemade stuff which will probably be linked on my blog. YOU are responsible for knowing all the shit your character can do, because I absolutely, positively WILL NOT tolerate trekking through the internet to acquire minutiae because you didn’t write it down.

The Ardent
The Shapechanger
The Warlord
The Berserker
The Blood Mage

Racial Classes

These are classes for alternate, non-pc races in the world. One must consult with me before choosing any of these things, because I’ll need to inform you of whether or not it’s really possible. These will only be allowed on a narrative basis, so don’t even ask to play a Centaur if you’re rolling it up from inside a dungeon.

Myconids
Centaur

Specialty Wizards

Specialty wizards are delineated by school and have special qualifications all their own. Some schools are restricted from other schools, and vice-versa. As such, specialty wizards dedicated to any particular school are banned from using the spells from other schools. The following chart lists the necessary prerequisites for each specialty wizard, their corresponding school, their ability score and racial requirements and restrictions, and their opposing (banned) school:

Specialist School(s) Ability Score/Racial Reqs. Opposing School(s)
Abjurer Abjuration Wis 15, Human Alteration & Illusion
Conjurer Conjuration/Summoning Con 15, Human, Half-elf, Hobgoblin Divination & Invocation/Evocation
Diviner Divination Wis 16, Human, Half-elf, Elf Conjuration/Summoning
Enchanter Enchantment/Charm Cha 16, Human, Half-elf Invocation/Evocation & Necromancy
Illusionist Illusion Dex 16, Human, Gnome Necromancy, Invocation/Evocation & Abjuration
Invoker Invocation/Evocation Con 16 Human Enchantment/Charm & Conjuration/Summoning
Necromancer Necromancy Wis 16, Human, Hobgoblin Illusion & Enchantment/Charm
Transmuter Alteration Dex 15, Human, Half-elf Abjuration & Necromancy

Each type of specialist has the following additional qualities:

Specialists all gain a free spell slot at each spell level that must be dedicated to a spell from their corresponding school. Whatever spell is prepared in this slot for first level may be cast twice per day before the slot is expended.
At character generation, specialist wizards automatically have every first level spell from their school inscribed in their spellbook.
Each time a specialist wizard gains the use of a new spell level, he may inscribe a free spell from his school.
All specialists gain a +1 bonus to saving throws versus spells of their school, and a -1 versus spells cast from their opposition schools.
Specialist wizards have a +15-percent bonus to checks to inscribe a spell from their corresponding school, but a -10-percent chance to inscribe spells from other schools. They may not inscribe spells from their opposition schools.
Specialist wizards have a 50-percent chance of detecting the presence of magic from their schools either in an area (as a Detect Magic spell) or imbued within objects (like wands) by simple contact.

Priests and Their Pantheons

The official pantheon is under construction, but players that roll Priests may aid in the process by filling in the following: determine taboos, holy symbols, and ritualistic dogmas. The gods’ interests are far beyond those of the players or their characters, and so their interest, as it were, ought to be focused on what a particular belief has upon the practice of his religion. Different cultures and races have different takes on similar gods, allowing for great divergence of religious perspectives. As such, any official listing is up for interpretation.

Here are the rules for making a pantheon member: 7-10 Major spheres for a Greater God, 6-8 for Intermediate Gods, and 5-6 for everyone else. AT LEAST 3 Minor Spheres.

Spheres: All, animal, astral, chaos, charm, combat, creation, divination, elemental (air/earth/fire/water), guardian, healing, law, necromantic, numbers, plant, protection, summoning, sun, thought, time, travelers, war, wards, weather.

Major/minor spheres: if a priest has access to a major sphere, he/she may cast any spell from that sphere, if they only have access to a minor sphere, then they may only cast spells from the 1st, 2nd, and 3rd spell levels.

You need to come up with whatever the god represents, his/her holy symbol, determine armor and weapon proficiencies and restrictions, and come up with something unique to set the priests of your deity apart from others.

See Pantheons for more information on worship and religion in the world. However, here will remain a complete list of what one need know to play a priest of any specific mythoi as they are conceived.

Celestial Pantheon

Greater Gods

Altaeia -– CG Greater Goddess of Fate, Wilderness, and Reincarnation.
REQUIREMENTS: CG.
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL: a flower with a silver stem and flawless golden petals.
SPECIAL:

Altaeia -– CG Greater Goddess of Fate, Wilderness, and Reincarnation.
REQUIREMENTS: CG.
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL: a flower with a silver stem and flawless golden petals.
SPECIAL:

Aqugieus -– TN Greater God of the Sea.
REQUIREMENTS:
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:
SPECIAL:

Avandra – NG Greater Goddess of Luck, Travel, and Aspirations.
REQUIREMENTS: cannot be evil.
MAJOR SPHERES: All, charm, creation, divination, healing, necromantic, protection, summoning, travelers.
MINOR SPHERES: Guardian, sun, weather, wards.
WEAPONS/ARMOR: flails, maces, morningstars, staves/Leather and chain.
CHANNEL DIVINITY: At the beginning of each day, the priest of Avandra may flip her coin. If it lands with the likeness of Lady Luck facing West, the priest receives a blessing and may roll 2d20 and take the highest on their next magic-based saving throw. If the coin faces East the priest is cursed, and for the next saving throw versus a magic-based effect, the priest must roll 2d20 and take the lowest value. They may give this bonus or penalty to any creature within touch range, but must confer the blessing/curse prior the triggering saving throw. After expending the blessing/curse, the priest may retry the coin flip during their next rest (but doing so removes their Channel Divinity for the next encounter.)
SPECIAL: Avandra’s priests are all proficient in Gaming.

Eraphim — NG Greater God of Lust, Marriage, Romance, and Friendship.
REQUIREMENTS: Good only.
MAJOR SPHERES: All, charm, combat, divination, healing, necromancy, protection.
MINOR SPHERES: Animal, astral, summoning.
WEAPONS/ARMOR: Bows, rapiers, and nets/Leather & Cloth.
CHANNEL DIVINITY: Blessing of Amiability.
HOLY SYMBOL: A heart encompassing three multicolored doves worn around the neck. It can demand the attention of any non-hostile humanoid creature and forces a -1 penalty to saving throws versus Charm spells cast by the Priest of Eraphim so long as it is visible.

  • Blessing of Amiability: once per day, a Priest of Eraphim may attempt to channel his divine energy into a mass charm that induces pleasant feelings towards the Priest in humanoids and intelligent animals. The player rolls a D20 and adds his priest level to the roll. This roll indicates the number of HD affected. If the target of the roll includes multiple targets, targets of lower HD are automatically affected first. If no targets are successfully affected, the power is considered a complete failure, and the target (s) automatically becomes hostile towards the priest.
Hit Dice Level of Priest of Eraphim
1 2 3 4 5 6 7 8 9 10-11 12-13 14+
HD 1 -4 -5 -6 A A A B B BT BT BT BT
HD 2 -3 -4 -5 -6 A A A B B BT BT BT
HD 3 -2 -3 -4 -5 -6 A A A B B BT BT
HD 4 -1 -2 -3 -4 -5 -6 A A A B B BT
HD 5 -1 -1 -2 -3 -4 -5 -6 A A A B B
HD 6 - -1 -1 -2 -3 -4 -5 -6 A A A B
HD 7 - - -1 -1 -2 -3 -4 -5 -6 A A A
HD 8 - - - -1 -1 -2 -3 -4 -5 -6 A A
HD 9 - - - - -1 -1 -2 -3 -4 -5 -6 A
HD 10 - - - - - -1 -1 -2 -3 -4 -5 -6
HD 11+ - - - - - - -1 -1 -2 -3 -4 -5
Key
n/a The creature doesn’t adjust their disposition.
number The creature must adjust their disposition on the Reaction Roll chart with the suggested adjustment.
A The creature is either indifferent or better towards the priest.
B The creature is friendly towards the priest or flees.
BT The creature must make a save vs. spells or be charmed (as a Charm Person spell) for 2d6 x 10 minutes. Once this enchantment wears off, the creature is friendly towards the priest or flees.

Eratha -– LN Greater Goddess of Civilization, Commerce, and Laws.
REQUIREMENTS: LN or LG.
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL: a chapel with a glowing sword as a steeple.
SPECIAL:

Iouna -– N Greater Goddess of Learning, Lore, Knowledge, and Wisdom.
REQUIREMENTS: none.
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL: a simple watermarked eye, sometimes set within a book, tome, scroll, or other paraphernalia of pedagogy.
SPECIAL:

Pelor — LG Greater God of Sun, Light, Time, & Healing.
REQUIREMENTS: LG.
MAJOR SPHERES: All, charm, creation, elemental (air), guardian, healing, necromancy, protection, sun, time.
MINOR SPHERES: Summoning, wards.
WEAPONS/ARMOR: flails, maces, morningstars, staves/Leather and chain, shields.
CHANNEL DIVINITY: Turn Undead.
HOLY SYMBOL: sundial with a face made to look like the sun itself. It can glow once per day as if blessed by a Light spell until turned off by its user.
SPECIAL: all healing spells do at least median healing for their rolls.
EXARCHS: Merikka (Agriculture), local: Orlane.

Intermediate Gods

Emäntä (Barbarian: Queen Mother) -– TN Intermediate Goddess of Fertility, Freedom, and Family
REQUIREMENTS:
MAJOR SPHERES: All, creation, combat, elemental (earth), healing, protection, travelers, wards.
MINOR SPHERES: Charm, divination, necromantic.
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Järkevyys (Barbarian: Lord On High) – CG god of Tradition, Destiny, and Honor.
REQUIREMENTS:
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Orja (Barbarian: Sister Wisdom) -– TN Intermediate Goddess of the Natural Order.
REQUIREMENTS:
MAJOR SPHERES: All, charm, divination, elemental (air), healing, protection, sun, wards.
MINOR SPHERES: Animal, creation, plants
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Slamurhaaja (Slithering God; Barbarian: Slithering Darkness) -– NE god of Poisons, Assassins, and Serpents.
REQUIREMENTS:
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Vailloittaa (Barbarian: Chief Among Souls) -– TN Intermediate God of Contest, Victory, Champions.
REQUIREMENTS:
MAJOR SPHERES: All, combat, elemental (fire), guardian, summoning, travelers, law.
MINOR SPHERES: Animal, creation, time.
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Valtameri (Barbarian: Spirit-Brother) -– CN Intermediate God of Storms, Conquest, and the Spoils of War.
REQUIREMENTS:
MAJOR SPHERES: All, combat, elemental (air, water), necromantic, summoning, war, weather.
MINOR SPHERES: Chaos, time.
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Yondalla — NG Lesser Goddess of Good-Will, Protection, & Prosperity for Halflings.
REQUIREMENTS: TN/NG. CG or LG if halfling.
NOTE: A great many halflings worship Yondalla, and she is the predominate deity in the Five Shires.
MAJOR SPHERES: All, combat, creation, guardian, healing, necromantic, protection, wards.
MINOR SPHERES: Animal, divination, elemental (earth, water), plant, sun.
WEAPONS/ARMOR: slings, short swords/any non-metallic armor, shields.
CHANNEL DIVINITY: Turn Undead.
HOLY SYMBOL: rainbow cornucopia. Can cast Shield spell once per day.

Lesser Gods

Ashinephinon — TN Greater Goddess of Business, Trade, and Ambition.
NOTE: Some — but not all — clerics of Ashinephinon take a tutelage under the specific teachings of one of her seven sons. In this case, that person gains mastery over a specific sphere as listed. Other alterations by apprenticeship are listed in their appropriate sections.
REQUIREMENTS: Any priest that sacrifices a hand in service to their patron may add all of the spells of their patron’s associated sphere to their spellbook immediately. This does not apply to the Betrayer, who must also be LG.
MAJOR SPHERES: All, elemental (earth, water), summoning, travelers.
SPECIAL SPHERES: Asnor – creation, Eslarth – sun, Feruth – necromantic, Grash – guardian, Heirm – protection, Hizmir – healing, Trishkin – charm, the Betrayer – guardian, healing, necromantic (reversed), protection, sun.
MINOR SPHERES: Charm, combat, creation, elemental (air), guardian, healing, protection, weather.
WEAPONS/ARMOR: Non-apprenticed (non-bladed/non-metal), Asnor (any/non-metal), Eslarth (any non-bladed/none), Feruth (piercing/non-metal), Grash (any/none), Heirm (any non-bladed/any), Hizmir (non-bladed/none), Trishkin (any/non-metal), the Betrayer (any/any).
CHANNEL DIVINITY: Cast the wizard spell Mount for free once per day for non-apprenticed clerics. Apprenticed clerics gain an additional clerical spell slot dedicated to the major sphere granted by his tutor at level one. They may use this slot to cast Mount.
HOLY SYMBOL: a compass with a face of the goddess marking each direction wreathed in seven hands clasping one another with a single link missing. The Betrayer is a single golden hand with seven fingers.
SPECIAL: Priests of Ashinephinon MUST take Singing as an NWP.

Elhönna (Barbarian: The Fairy Queen) – NG Lesser Fairy Goddess of Horses, Unicorns, Pegasus, and the Wild.
REQUIREMENTS:
MAJOR SPHERES:
MINOR SPHERES:
WEAPONS/ARMOR:
CHANNEL DIVINITY:
HOLY SYMBOL:

Dwarven Pantheon

The Allfather, through his prophet, Moradin
MAJOR SPHERES: All, combat, creation, divination, elemental (earth), guardian, healing, law, protection, war.
MINOR SPHERES: Astral, necromantic, sun, wards.
All dwarven priests are proficient in hammers, axes, broadswords and any armor.
SPECIAL: every 4 levels in Cleric, a dwarf priest may choose another aspect. Its effects are purely additive.

Anvil-Chested Master Whose Hammer Sings the Forge
REQUIREMENTS: LG/LN.
WEAPONS/ARMOR: may only wield metal items created in a dwarven forge.
MAJOR SPHERES: Sun.
CHANNEL DIVINITY: Turn Undead
HOLY SYMBOL: an anvil wreathed in runic ivory and garnet stones. The stones glow when near either to a dwarven forge or items made within a dwarven forge. It can glow with the flames of the forge to light kindling, brand or scorch objects, or otherwise set aflame to flammable material like a torch.
SPECIAL: can appraise any metalwork for monetary value and quality. Any metal armor worn grants an additional -1 bonus to AC and any metal weapon used grants an additional +1 to damage rolls.

Barrel Baritone Father of the Leagues-Long Tale
REQUIREMENTS: LG/LN.
WEAPONS/ARMOR:
MAJOR SPHERES:
CHANNEL DIVINITY:
HOLY SYMBOL:
SPECIAL:

Blood-Roaring Warlord of Mithril Ax and Hammer
REQUIREMENTS:
WEAPONS/ARMOR:
MAJOR SPHERES:
CHANNEL DIVINITY:
HOLY SYMBOL:
SPECIAL:

Buxom Mistress of Bottomless Stews and Infinite Hearthfire
REQUIREMENTS: LG/LN.
MINOR SPHERES: cannot use astral, add elemental (fire) and charm.
CHANNEL DIVINITY: Turn Undead
HOLY SYMBOL: a dwarven hearth onset with a large, black pot.
SPECIAL: can use Purify Food & Drink without expending a spell slot once per day. Also, with just 5 extra minutes per dish, she may pray over meals to increase their quality to excellent.

Iron Armed Tunneler In a Stone Ocean of Malachite Fish
REQUIREMENTS:
WEAPONS/ARMOR:
MAJOR SPHERES:
CHANNEL DIVINITY:
HOLY SYMBOL:
SPECIAL:

Many Bearded Lord of One-Thousand Hearty Brews
REQUIREMENTS: LG/LN. May multiclass as Fighter.
MINOR SPHERES: cannot use astral, and add charm.
CHANNEL DIVINITY: Turn Undead.
HOLY SYMBOL: an ivory mug with purity runes that purifies any liquid poured into it and turns it into an alcoholic beverage.
SPECIAL: cannot become inebriated by mistake.

Ruby-Eyed Temptress of Deep, Dark Dreams of Wealth and Glory
REQUIREMENTS:
WEAPONS/ARMOR:
MAJOR SPHERES:
CHANNEL DIVINITY:
HOLY SYMBOL:
SPECIAL:

Slobbering Hoarder of Onyx Rings and Ebony Forks
REQUIREMENTS: Chaotic. May multiclass as Thief.
WEAPONS/ARMOR:
MAJOR SPHERES:
CHANNEL DIVINITY:
HOLY SYMBOL:
SPECIAL:

Pantheons
Celestial Pantheon
Dwarven Pantheon
Elven Pantheon


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