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D&D 2E 2E Cleric (specific mythoi) - God of Food

palcosmo

First Post
Um, first post - please be kind. :p

Just wanted to share a specific priesthood I've recently invented, mostly out of necessity. (I just lost my gnomish cleric/thief last session - :() I've tried to create a relatively balanced scope of abilities between combat/magic/powers. For instance, though the magical meals granted power allows an interesting selection of powers, they're usage and duration are quite limited. - So, please give me any feedback ... I really appreciate it.

Lastly, I use the terms ze and zir throghout the following- they are merely gender neutral replacements for he/she and his/her.

Thanks for your time!



PRIESTHOOD OF INARI, GOD OF FOOD

Priest Title: Gourmand.

Alignment:
The deity is true neutral. The priests may be any neutral; most are neutral good. The flock may be of any alignment.

Minimum Ability Scores:
Wisdom 11, Constitution 12.
Wisdom or Constitution 16 means +5% experience.
Wisdom and Constitution 16 means +10% experience.

Races Allowed: Any.

Nonweapon and Weapon Proficiencies:
Nonweapon Proficiencies Required: Cooking.
Nonweapon Proficiencies Recommended: Brewing, Reading/Writing, Religion.
Weapon Proficiencies Required: None.
Nonweapon Proficiency Group Crossovers: Priest, General.

Duties of the Priest:
Vigilance against any threat to the community's ability to grow its food, including magical blights and droughts brought on by evil magicians or priests, artefacts or enemy gods.

Weapon and Armour Restrictions:
Weapons Permitted: Dagger/Knife, Military Fork (Giant Fork), Fauchard (Giant Knife).
Armour Permitted: All armour, but no shields.
Oriental Campaigns: Also bo staff.
All together, these constitute Medium combat abilities.

Spheres of Influence:
Major Access to All, Animal, Creation, Healing and Plant.
Minor Access to Divination, Elemental.

As the Gourmand has a slightly more limited spell range for a Priesthood with Medium combat abilities, the Gourmand is allowed improved Granted Powers - in particular, the Gourmand's Magic Meals: a potent and curious scope of abilities, balanced by a limited daily access to only a single power within that range. Furthermore, the task of preparing a daily feast while adventuring is a problematic challenge for even the best Gourmands.

Followers and Strongholds:
The followers are received at 10th level, and consist of one fifth-level priest, one third-level priest, one second-level priest, and ten first-level priests, all of the same god, plus one second-level warrior and eight first-level warriors to act as guards. The priest may take the following on adventures: Three priests and two warriors of his choice. The priesthood will pay for half of the cost of stronghold construction at 10th level. The stronghold must act as a central source of information about cooking techniques.

Symbol:
The fox.
An incomplete asterisk composed of silver utensils (a fork, knife, and spoon).

Powers:
Immunity: The Priest is immune to the harmful effects of spoiled foods; ze will never be laid low by normal food poisoning. (Ze's not immune to deliberate poisoning of food.)

Magical Meals: Once a day, the Gourmand is able to magically imbue a meal that ze has prepared (not magically created) for as many characters as ze has levels. Though the Gourmand has a choice of four specific powers with which to imbue the food, ze may only make one kind of food per day.

Firstly, the Gourmand must prepare an extraordinary meal -- successfully passing a Cooking Proficiency Check -- that costs at least 15 GP per person. If the cooking check is failed, the meal cannot be magically imbued, though the Gourmand could still take the time to prepare another meal for imbuement.

It takes the usual cooking time to ready the meal, and an additional round of prayer for each character who will be consuming the meal. If this prayer is interrupted, the meal gains no magical benefits --though it is still a pleasant meal. The Gourmand cannot attempt to pray over another meal until the next day.

The latent powers inherent in the meal can be activated any time within 24 hours of the consumption of the meal. This activation process takes the Gourmand one round of prayer for each individual; the character whose power is being activated may take other actions, like fighting or spell-casting, but must be visible to the Gourmand. There is no ill effect for failing to activate any character's power within the 24 hour period after the meal's consumption.


Berserk: Similar to the Granted Power Incite Berserker Rage, a Gourmand's Berserk Brew imbues any character with +2 to-hit and +2 to damage. However, the Berserk Brew differs from the power in two important ways:1) Any character may benefit from the to-hit and damage bonuses, not just those of the Warrior classes2) The rage lasts but as many rounds as double the Gourmand's level. (For example, a 12th level Gourmand's Berserk Brew would cause a rage for 24 rounds.)While enraged, a berserk character cannot flee from a fight; ze cannot leave the field of battle until no enemies face hir. Ze can choose whether or not ze will emerge from the rage or sustain it; a character would sustain it if ze felt that another fight was likely to take place soon. When ze emerges from the rage, the character takes no extra damage or ill effects.

Fortify: When activated, all those who consumed the meal only take half-damage for ¼ as many rounds as the Gourmand has levels (rounded down to a minimum of 1). For example, an 11th level Gourmand's meal will allow characters to only take half damage for 2 consecutive rounds.

Hasted: Like the wizard spell Haste, but with a very limited duration of rounds equal to ½ the Gourmand's level (rounded down). Those affected by the meal will not age a year, as per the wizard spell.

Lucky: This meal allows those who consumed the meal to re-roll any single die roll. The Gourmand need not activate this ability, so the various characters who are imbued with this ability are allowed to use it at their own discretion. Nevertheless, any character who opts to use this ability must use the second roll - even if it is worse. For example, a character fails a to-hit roll, so ze opts to activate zir dormant luck, hoping to hit the enemy this time. Unfortunately, on the second roll, the character rolls a critical fumble and is stuck spending the next round pulling zir axe from a nearby tree.
 

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