Faiths of Wulluxia

Dwarvish Faith

  • Odin

Alignment: The Priests of this Faith must be of any Good Alignment, as Odin is Lawful Good.
Minimum Ability Requirement: Priests of his calling must have a minimum of 10 wisdom. 16 + wisdom means + 10% experience.
Races Allowed: Only Dwarves may be Clerics of Odin.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Religion. Recommended: Reading/Writing, Ancient History.
Duties: Guidance, Marriage. Missions of conversion and education. Vigilance against evil.
Weapon and Armor Restrictions: Must use Battle-Axe. All Armor and Shields.
Other Limitations: Must Wear Armor when in Public, upgrade to fancier, more ceremonial armor when possible.
Spheres of Influence: Major Access to All, Creation, Healing. Minor Access to Divination, Protection.
Powers: Turn Undead as PHB Cleric. Incite Berserker Rage: 1 round, incites 6 round rage, +2 to hit and damage.
Followers and Strongholds: One 3rd Level Priest, Two 1st Level Priests, One 5th level Fighter, Two 3rd Level Fighters, Twelve 1st Level Fighters as soldiers, Four Normal Men or Women with Reading/Writing Nonweapon Proficiency as scribes and recorders. May take 1 Priest, 3 Fighters, and 2 Normal Men or Women of his choice on adventures. Priesthood pays half of cost of construction at 8th level.
Symbol: Valknut of Odin.

  • God of Smithing
  • God of Mining

Duergar Faith

  • Godclaw
  • The Deep One
  • Stonemind

Elvish Faith

  • Zauber

Alignment: Those who worship magic take a view of nature that is centered around balance. Zauber is himself neutral, beliving that both good magic and evil magic come together in a perfect mix. The magicians of either extreme, however, have their own faiths. Priests of Zauber may be any premutation of neutral.
Minimum Ability Requirement: Priests of his calling must have a minimum of 14 wisdom and 13 intelligence. 16 + wisdom or charisma means + 5% experience, 16 + wisdom and intelligence means + 10% experience.
Races Allowed: Only Elves, Half-Elves, or Humans may be priests of Zauber.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Spellcraft. Recommended: Reading/Writing, Ancient Languages, Religion. Crossover Nonweapon Priciency Groups: Priest, General, Wizard.
Duties: Guidance, Marriage. Cooperation with magicians to educate in the ways of magic.
Weapon and Armor Restrictions: May use belaying pin, dagger/dirk, dart, knife, quarterstaff, sling. May not use armor or shields.
Other Limitations: Use a d4 instead of a d8 to determine hitpoints.
Spheres of Influence: Major Access to All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning. Minor Access to Animal, Gaurdian, Necromantic, Plant, Sun, Weather.
Powers: Inspire Fear twice per day, a fourth level wizard without material components. From 1st to 8th levels, priest recieves one extra language per level of any sentient race known to him or any animal species. Turn undead as PHB cleric, is evil Control Undead. At 3rd Level, Infravision as elf. If Elven of Half-Elvene, infravision increases to 120’. At 8th level, Shapechanging (as Druid), can be used to change into one animal three times per day.
Followers and Strongholds: Recieved at 9th level, Three 3rd Level Priests, Six 1st Level Priests of same order, plus One 5th Level Mage as consultant, One 3rd Level Fighter and Seven 1st Level Fighters as gaurds. May take Three Priests (One may be 3rd Level), One Mage, and Two Fighters of his choice. The priesthood will pay half the cost of construction of the stronhold at 9th level
Symbol: The Holy Spellbook of Zauber, General Edition.
Notes: As this priesthood is similair in nature to mages, and allied with them, the weapons permitted are similair to those permitted mages.

  • God of Elves (Creator)

Fae Faith

  • Gaia
  • Gloriana
  • Pan
  • God of Trees
  • God of Water

Gnomic Faith

  • Chao

Chao is an ever shifting god that is neither good nor evil, neither male nor female. His followers are gifted powers at random, as determined by a 1d10 roll. If the roll is 1-3, then the priest is granted powers more suitable for fighting. If the roll is 4-7, then the priest is granted a medium ability in both fighting and spell casting. If the roll is 8-10, then the priest is granted powers more suited to spellcasting. If one rolls a Chao priest type their abilities do not allow, they are considered to gain the required ability for the purposes of meeting the requirements only. Any priest of Chao also gains a random chance to gain better or worse hit points, by rolling a 1d12. on 1-3 has a hit die of 1d4, on 4-6 has a hit die of 1d6, on 7-9 had a hit die of 1d8, on 10-12 has a hit die of 1d10. A Priest of Chao also doubles his chance to gain a Wild Talent in psionics: on a 1-2 this is applied before penalties, on a 4-6 this is applied after penalties.
Alignment: Chao is truly chaotic, so anyone of a chaotic alignment my chose Chao as their deity.
Races Allowed: Gnomes, some halfling, and humans with an exceptional score in wisdom may become priests of Chao.

The Fighter of Chao: Minimum Ability Requirement: Priests of this calling must have a minimum of 10 wisdom and 12 strength. A 16 + in either strength of wisdom means a + 5% experience bonus, while 16 + in both abilities means a + 10% experience bonus.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Blind-fighting. Recommended: Animal Training, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armorer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking. Nonweapon Proficiency Group Crossovers: Priest, General, Warrior.
Duties: Guidance, Marriage. Priests of Chao are often tasked with strange quests, and those of the Fighter persuasion usually accompany armies to battle, sometimes switching sides multiple times during a skirmish. They must follow the whims of Chao, which change about 35% of the time.
Weapon and Armor Restrictions: May use Battle Axe, Bows(all), Dagger/dirk, knife, lance, mace, mail, polearm, spear, swords(all), warhammer, and all armors.
Other Limitations: None.
Spheres of Influence: Major Access to All, Combat, and Protection. Minor Access to Divination, Elemental, Healing, and Summoning.
Powers: Once per day, a Fighter of Chao may add +1d6 to his attack roll and damage. There is a 75% chance that this use of elemental chaos creates between 1 and 10 other effects. At 5th level, this power is usable twice per day, and at 8th level, this power is usable three times per day. A Fighter of Chao also has a 1-20% chance of gaining no extra powers, a 21-59% chance of gaining the ability to incite berserker rage, a 60-99% chance of gaining the power to Turn Undead, and a 00% of gaining the ability to shapechange (as wizards spell, 1d6 times per day [roll each day]).
Followers and Strongholds: At 8th level, the Fighter of Chao receives one 5th level priest, three third level priests, and six first level priests of the same order. Each priest may come from any school of Chao, and is determined by a roll of 1d6. On 1-3, the Priest is from the Fighter of Chao school. On 4-5, the Priest is from the Priest of Chao school. On 6, the Priest is from the Caster of Chao school. The Fighter of Chao also receives two 5th level fighters who act as guards. A Fighter of Chao may take three priests and one fighter on adventures. At 8th level, the priesthood will pay half the cost of construction of a stronghold. It must contain a varied armory.
Symbol: Shield with Taikyokutsu.

The Caster of Chao: Minimum Ability Requirement: Priests of this calling must have 12 wisdom, and 10 strength. A 16 + wisdom means a + 5% experience. A 16 + Strength means a + 2 % experience. A 16 + wisdom and strength means a + 10% experience.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Spellcraft. Recommended: Reading/Writing, Religion, Ancient Languages. Nonweapon Proficiency Group Crossovers: Priest, General, Mage.
Duties: Guidance, Marriage. Priests of Chao are often tasked with strange quests, and those of the Caster persuasion are no different. They may change their minds about the instructions of their deity 35% of the time, and are also responsible for upholding the festival of Chaos, which must be meticulously planned— a Caster of Chao must meet with the members of the Chao Festival board in his area once per week.
Weapon and Armor Restrictions: May only use a dagger, a club, a quarterstaff, a sling, or a staff sling, and may only wear normal leather armor or worse.
Other Limitations: None.
Spheres of Influence: Major Access to All, Astral, Combat, Elemental, Healing, Summoning, Protection. Minor Access to Charm, Creation, Divination, Guardian, Necromantic, Weather.
Powers: Once per day, a Fighter of Chao may cast a spell as if it were 1d6 levels higher.. There is a 75% chance that this use of elemental chaos creates between 1 and 10 other effects. At 5th level, this power is usable twice per day, and at 8th level, this power is usable three times per day. A Caster of Chao also has a 1-20% chance of gaining no extra powers, a 21-59% chance of gaining Prophecy, a 60-99% chance of gaining the power to Turn Undead, and a 00% of gaining the ability to shapechange (as wizards spell, 1d6 times per day [roll each day]).
Followers and Strongholds: Followers are received at 9th level, and consist of three third level priests and six first level priests of the same order. They may come from any school of Chao, which is determined by a roll of 1d6. On 1-3 the priest is a Caster of Chao, on 4-5 the priest is a Priest of Chao, and on a 6 the priest is a Fighter of Chao. Casters of Chao also gain one fifth level mage who acts as a consultant (usually a gnomic illusionist), one third level fighter and seven first level fighters who act as guards. On an adventure, the priest may take three priests (only one may be third level), one mage, and two fighters of his choice. The priesthood will pay for half the cost of construction of a stronghold at 9th level.
Symbol: Taikyokutsu Embroidered Robes, or Taikyokutsu symbol.

The Priest of Chao: Minimum Ability Requirement: Priests of this calling must have a minimum of 13 wisdom and 13 strength. A 16+ in either strength of wisdom means a +5% experience bonus, while 16 + in both abilities means a + 10% experience bonus.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Religion. Recommended: Reading/Writing, Ancient History, [Ancient Languages], [Blind-fighting, Tracking]. Nonweapon Proficiency Group Crossovers: Priest, General, [1-3]Mage [4-6]Warrior.
Duties: Guidance, Marriage. Priests of Chao are often tasked with strange quests, and those who are adept in both fighting and spell-craft must accompany armies to battle where they change sides about 40% of the time, often switching sides multiple times during an encounter. They also have a limited role in the Festival of Chao, where they serve as junior members to the Caster of Chao board. They must attend one meeting of the board every two to three weeks. Priest of Chao must also create chaos wherever they are, using whatever tools are at their disposal.
Weapon and Armor Restrictions: May use Bows (all), Daggers, Maces, Spears, and Tridents. May use all armors.
Other Limitations: None.
Spheres of Influence: Major Access to All, Combat, Healing, Summoning and Protection. Minor Access to Astral, Creation, Elemental, Necromantic.
Powers: Once per day, a Priest of Chao may add either +1d3 to his attack roll and damage or may cast a spell as if it were 1d3 levels higher. There is a 80% chance that this use of elemental chaos creates between 1 and 10 other effects. At 5th level, this power is usable twice per day, and at 8th level, this power is usable three times per day. A Fighter of Chao also has a 1-20% chance of gaining no extra powers, a 21-40% chance of Prophecy, 41-59% chance of gaining the ability to incite berserker rage, a 60-99% chance of gaining the power to Turn Undead, and a 00% of gaining the ability to shapechange (as wizards spell, 1d6 times per day [roll each day]).
Followers and Strongholds: The followers are received at 8th level, and are one third level priest and two first level priests of the same priesthood. They may come from any School of Chao, which is determined by rolling 1d6. On 1-2, the priest if a Caster of Chao. On 3-4, the priest is a Priest of Chao. One 5-6, the priest if a Fighter of Chao.
Symbol: Shield with Taikyokutsu, Embroidered Taikyokutsu Robes, or Taikyokutsu symbol.

  • The Mirror Maid (God of Illusions)
Halfling Faith
  • Selnaka Sedry (Godly Aspect of Xelnaga)
  • Sartre the Sneak

Alignment: Sartre is a chaotic neutral diety. His followers may be any neutral or chaotic alignment.
Minimum Ability Requirement: Priests of his calling must have a minimum of 12 wisdom and 12 intelligence. 16+ wisdom or intelligence means 5% experience, 16 in wisdom and intelligence means 10% experience.
Races Allowed: Halfling, and Gnome with 16
in both intelligence and wisom may become priests of Sartre.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Disguise. Recommended: Dancing, Etiquete, Modern Language, Reading/Writing, Religion, Forgery, Reading Lips, Set Snares, Ventriloquism. Nonweapon Proficiency Group Crossovers: Priest, General, Rogue.
Duties: Guidance, Marriage. Priests of Sartre enjoy adventuring, especially when they can become involved in a great plot or caper, as long as they spend their time in the intricate planning and tactical stages. The priesthood of Sartre stays vilient against societal forces and gods that age people too quickly or thrust responsiblity on those too young.
Weapon and Armor Restrictions: May use blowun, bows (allo), crossbow, dagger/dirk, javelin, knife, lasso, net, quarterstagg, spear, stilletto, swords, bastard swords, long shorts, rapiers, sabers, and short swords. May use all non-magical non-metal armor, but may not use shields.
Other Limitations: None.
Spheres of Influence: Major Access to Charm, Divination, Protection, Summoning. Minor Acess to Animal, Elemental, Guardian, Plant.
Powers: Charm Fascination as Detect Secret Doors: 1 in 6 chance to reveal secret doors when passing within 10’, 2 in six chance when actively searching for secret doors, 3 in 6 chance to find concealed portals when actively searching. At 8th level, Shapechange three times per day into any three animals chosen by the priest.
Followers and Strongholds: The followers are recieved at 9th level, consisting of One 3rd Level Priests, and Seven 1st Level Priests of the same order, One 5th Level Theif and One 5th Level Bard who act as assistant-mischief makers and always accompany the priest, One 3rd Level Fighter, and Seven 1st Level Fighters. A Priest of Sartre may take One Priest, the Theif, the Bard, and One Fighter when adventuring. The priesthood pays half the cost for the construction of the stronghold at 9th level.
Symbol: Fox.

Illithian Faith

  • Insipida
  • God-King Illith (Father of Illith)
  • God-Queen Illith (Mother of Illith)

Jeltin Faith

*Wrathfist – Monothiestic Demi-Urge

Rathar Faith

  • Luxia

Alignment: The Priests of this Faith must be of any Good of Neutral Alignment. Luxia herself ia a Lawful Good diety.
Minimum Ability Requirement: Priests of his calling must have a minimum of 10 wisdom, 10 intelligence. 16+ wisdom or intelligence means 5% experience, 16 wisdom and intelligence means +10% experience.
Races Allowed: Humans, Half-Elves, Gnomes, and Halflings may follow Luxia
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Healing. Recommended: Reading/Writing, Ancient History.
Duties: Guidance, Marriage. Curing the sick and injured. Teaching the flock and those interested the arts of medicine, sanitation, and healing. Missions to sickness-infested lands to help the healing process. Vigilence against the activities of the darker, diease-prone Gods such as Insipida, Godclaw, and Wrathfist.
Weapon and Armor Restrictions: May only use a lasso, a mancatcher, a net, or a quarterstaff. All nonmetal armor is permitted, but shields are not permitted.
Other Limitations: Must wear and proudly display their healing symbol when in public. They may never deliberately take a sentient life.
Spheres of Influence: Major Access to All, Creation, Divination, Healing, Protection, Sun, Summoning. Minor Access to Animal, Charm, Gaurdian, Necromantic, Plant, Weather.
Powers: Immunity to all diseases, +2 to saving throw. Lay on Hands as Paladin. Turn Undead as PHB Cleric. At third level, Analysis, Identification of diseases and posions— on Int check, priest knows type of disease or posion affects patient.
Followers and Strongholds: Recieved at 7th Level. Three 3rd Level Priests, Six 1st Level Priests of Same Priesthood. Thirty Normal Men and Women with Healing Nonweapon Proficiency as chirurgeons and nurses. May take Two Priests (only one may be 3rd level) and Two Normal Men or Women. Priesthood will pay for half of construction of stronghold at 7th level, and the stronghold must act as a hospital for the nearest community, turning away no patient who has suffered a life-threating injury or disease.
Symbol: Staff with an intricate snake carving, a Rod of Luxia.
Notes: A member of this priesthood may use a staff in a damaging way, but may not use any other weapon to harm without expecting some form of divine retribution.

  • God of Wisdom & War
  • Orm

The Druidic Gods

  • Septus the Scourge (War)
  • The Great Hand (Healing/Sun)
  • Brobdignag (Nature)
  • The Cloaked One (Dark Magic/Moon)

Alignment: The Cloaked One is true Neutral in all things. It is neither male nor female, but has aspects of both, for example. Priests may be of any neutral type. (Good, evil, or true).
Minimum Ability Requirement: Wisdom 10. Wisdom of 16+ means +10% experience.
Races Allowed: Elves, Gnomes, half-elves, halflings, humans.
Weapon and Nonweapon Proficiencies: Required Nonweapon Proficiencies: Navigation. Recommended: Astrology, Reading/Writing, Religion, Spellcraft.
Duties: Guidance, Marriage. Education: These priests held in the promotion and teaching of magic. They celebrate once every moon— depending on the time of the year.
Weapon and Armor Permitted: Bows (all), Dagger/dirk, Dart, Javelin, Knife, Sling, Spear. All non-metal armor. Any circular or crescent shield.
Other Limitations: None.
Spheres of Influence: Major Access to All, Charm, Divination, Summoning, Sun. Minor Access to Animal, Elemental, Healing, Necromantic.
Powers: Charm/Fascination in combat (one target at a time). Infravision (same as elven ability, elven and half-elven priests of this faith have a double Infravision range to 120’). At 5th Level, the priest fains Inspire Fear. At 10th level, the priest gains chariot of Sustarre as an extra spell that can be used 1/day.
Followers and Strongholds: Received at 9th level, consisting of one fifth level priest, three third level priests, and six first level priests of the same order, one third level mage, and two first level mages who act as consultants, one third level fighter, and two first level fighters who act as guards. The priest may take the following on adventures: Two priests, one mage, and on fighter of his choice. The priesthood paus for half the cost of the stronghold construction at 9th level.
Symbol: Crescent Moon.
Notes: The bow, chosen weapon for this order, represents the crescent aspect of the moon, which amplified magical workings towards darkness, as the full moon amplifies magical workings towards light.

Faiths of Wulluxia

Wulluxia WhatRoughBeast