Avianmosquito
2017-08-11, 09:24 PM
I'm going to link this here, for obvious reasons. (http://www.giantitp.com/forums/showsinglepost.php?p=16239185&postcount=3)
This is going to be a quick rundown of the domains and favored weapons for the major deities that don't actually exist in Aelsif, as well as the two specialty feats available for each of their worshippers. Only the top three pantheons and the major monotheistic religion will be covered and only the top 5 from them. I'll also cover the custom domains, such as the fear domain, in detail.
Also, as a quick note, these pantheons are neither worshipped by all members of a race nor are they exclusive to that race. Instead, they are the dominant pantheons of that race's primary territories. For example, almost every nation has human inhabitants, and they generally follow the local gods. A human woman living in the western nations in the Federation of Elven States may be a worshipper of Aphrodite, for example.
Odin:
Domains: War, magic, healing
Weapon: Shortspear
Feats: Gungnir, Allfather
Gungnir:
Inspiration drawn from the Allfather's spear doubles the range increment and critical threat of thrown short spears. This stacks with all other effects that increase range increment and critical threat.
Allfather:
Odin is the Allfather, and his worship is deeply respected throughout all worshippers of the dwarven gods. Worshippers of Odin may choose a second deity from the dwarven pantheon to follow, receiving any benefits of worshipping that god, such as access to their feats, their favored weapon for clerics and favored souls, and their domains. This feat may be taken multiple times, each for a different deity.
Thor:
Domains: War, Air, Strength
Weapon: Warhammer
Feats: Mjölnir, Thundering strike
Mjölnir:
Inspiration drawn from Thor's mighty hammer increases the critical multiplier of warhammers from 3x to 5x.
Thundering Strike:
Scoring a critical hit with a bludgeoning weapon stuns the target and deafens all within 20ft for 1d6 rounds, except the user. This effect can be negated by a fortitude save with a DC of 10 + 1/2 the user's hit dice + the user's strength modifier.
Heimdallr:
Domains: War, protection, knowledge
Weapon: Arming sword
Feats: Gjallarhorn, Gram
Gjallarhorn:
You always go first in initiative on the first round, as long as you use it to sound a warhorn*.
Gram:
Inspiration is drawn from the tale of Sigurd and Fafnir. When striking an attack of opportunity with your arming sword, your critical threat is doubled and your critical multiplier increases from 2x to 3x. This stacks with other effects that increase critical threat and multiplier.
*Warhorns allow the entire party to resort initiative with the original roll and an added bonus of 1/2 the user's perform (warhorn) skill and charisma modifier, in exchange for the user's first turn. Warhorns cannot be chosen as bardic instruments, but bards are quite capable of carrying warhorns in addition to their instruments.
Loki:
Domains: War, fire, trickery
Weapon: Dagger
Feats: Mistletoe, Trickster
Mistletoe:
When wielding a dagger, critical hits ignore DR.
Trickster:
+4 to bluff checks.
Freyja:
Domains: War, beauty*, healing
Weapon: Heavy shield**
Feats: Brísingamen, Seiðr
Brísingamen:
Any necklace or amulet you wear becomes more powerful. The amulet of health provides an additional +2 constitution, the amulet of mighty fists provides twice the bonus to natural weapon attack and damage, the amulet of proof against detection and location provides a DC of 23, the necklace of adaptation also affects allies within 10ft and fireballs from a necklace of fireballs have their reflex save DC increased to 18.
Seiðr:
The magic of Freyja inspires your own enchantments. Save DCs against your enchantment spells are increased by 2 as long as you do not wear any clothing or armor that provides damage reduction.
*Beauty domain grants a +2 beauty bonus to AC, except against mindless opponents.
Level 1: Charm person
Level 2: Suggestion
Level 3: Charm monster
Level 4: Charm person, mass
Level 5: Dominate person
Level 6: Suggestion, mass
Level 7: Demand
Level 8: Charm monster, mass
Level 9: Dominate monster
**This means that should you take war domain with her, you get shield focus (heavy shield). It also means a favored soul of Freyja gets shield focus at 3rd level and shield specialization at 6th level. Shield focus gives +2 AC when you wield a shield, shield specialization grants +2 to reflex saves when wielding a shield. Obviously, this only applies to heavy shields.
Zeus/Jupiter:
Domains: Magic, air, animal
Weapon: Javelin
Feats: Thunderbolt, King of the Gods
Thunderbolt:
You may cast Lightning Bolt once daily with a caster level equal to your hit dice, up to 10d6. At 11HD, you may cast it a second time with a caster level of your hit dice -10, at 21st a third time with a caster level of your hit dice -20, and so on.
King of Olympus:
Worship of Zeus/Jupiter is respected amongst all worshippers of the Elven pantheon. Somehow. Worshippers of Zeus/Jupiter may choose a second deity from the elven pantheon to follow, receiving any benefits of worshipping that god, such as access to their feats, their favored weapon for clerics and favored souls, and their domains. This feat may be taken multiple times, each for a different deity.
Poseidon/Neptune:
Domains: Magic, water, travel
Weapons: Trident
Feats: Poseidon's favor, Aquatic
Poseidon/Neptune's favor:
You are at home on the ocean. As long as you are in the water or on a ship, you receive a +1 to all skill checks.
Aquatic:
Once daily, you may cast Water Breathing with a caster level equal to your hit dice.
Hades/Pluto/Dis Pater:
Domains: Magic, earth, luck
Weapons: Quarterstaff
Feats: Cerberus, Earthflesh
Cerberus:
You gain a riding dog animal companion. This is in addition to animal companions granted by other feats or by class levels.
Earthflesh:
You may gain DR 5/-- for 10 minutes per hit die.
Athena/Minerva:
Domains: Magic, War, Knowledge
Weapon: Spear
Feats: Crafter, Knowledgeable
Crafter:
+4 to a single craft skill. This feat can be taken multiple times, each for a different craft skill.
Knowledgeable:
+4 to a single knowledge skill. This feat can be taken multiple times, each for a different knowledge skill.
Aphrodite/Venus:
Domains: Magic, beauty, healing
Weapon: None
Feats: Aphrodite's beauty, Aphrodisia
A favored soul of Aphrodite/Venus may select one of her feats for free at 3rd level and another at 6th, to make up for her lack of weaponry.
Aphrodite's beauty:
As long as you are not wearing any clothing or armour that provides damage reduction, you gain a +2 to charisma.
Aphrodisia:
When resting 8 hours or more, you and one other party member recover an extra 1d4 hit points per HD. You may split the dice for the other person up amongst multiple people, but the ones for you still all go to you.
Coventina:
Domains: Protection, water, war
Weapon: Longsword
Feats: Excalibur, Coventina's Scabbard
Excalibur:
Your sword is blessed with the magic of Coventina, lady of the lake. Once daily when you first draw a longsword, it shines so brightly your enemies are struck blind. Everyone in a cone in front of you up to a distance of 15ft must make a reflex saving throw with a DC of 10 + 1/2 the user's hit dice + the user's faith* modifier or be blinded for 1d6 rounds. Even if they succeed, they are still dazzled.
Coventina's Scabbard**:
Requires Excalibur. The scabbard of your longsword is blessed with the magic of Coventina. As long as you have it, you automatically stabilize when dying.***
*Aelsif wisdom, basically. Not exactly the same, certainly different roleplay connotations, but pretty close in gameplay.
**Stop giggling.
***Yes, it's basically diehard, but with lower requirements and you must have the scabbard of an arming sword.
Nemetona:
Domains: Protection, healing, plants
Weapon: Light shield
Feats: Nemeton, Safe Haven
Nemeton:
Groves are sacred to you, and provide you with spiritual protection. When inside a grove, you may take one minute to create a shine to Nemetona. When at your shrine, you may reroll your saving throw against any ongoing effect one time, such as diseases and enchantments. If you still fail your saving throw, you may try again once daily against each effect.
Safe Haven:
Requires Nemeton. Whenever you are in a grove where a shrine to Nemetona has been built, you gain a +2 to all saving throws.
Arawn:
Domains: Protection, animals, death
Weapon: Shortsword
Feats: Cŵn Annwn, Soul Retriever
Cŵn Annwn:
This feat may only be selected if you have a dog animal companion. Riding dogs and wolves do not count. Once daily for one round for each of your hit dice, your dog companion may become a cŵn annwn, and behaves as if under the influence of ghostform. If your dog companion is released or dies, this ability may be passed onto a new dog companion. You may take this feat multiple times to apply it to multiple dog companions.
Soul Retriever:
Requires Cŵn Annwn. While a cŵn annwn, your dog companion has a sense for the dead, and may summon ghosts from the corpses of those dead less than an hour. Your dog may only do this to a number of creatures per day whose total hit dice equal your own. If your dog companion is released or dies, this ability may be passed onto a new dog companion. You may take this feat multiple times to apply it to multiple dog companions.
Sucellus:
Domains: Protection, luck, healing
Weapon: Greathammer*
Feats: Divine meal, Divine Wine
Divine meal:
You must have at least one rank in profession: Chef to select this feat. Once daily, you may bless a meal you prepare with the magic of Sucellos to great a divine meal, enough to feed one person for each invested rank of profession (chef). You must prepare this food personally for this effect to function. The meal takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. The meal grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
Divine wine:
Once daily, you may bless wine you have fermented with the divine magic of Sucellos, enough wine for one person per rank of craft (alchemy). You must make the wine yourself for this effect to function. Drinking the wine takes one minute. A creature drinking the wine is cured of sickness and nausea and becomes immune to poison for 12 hours.
*Like a greataxe, but blunt.
Cernunnos:
Domains: Protection, animals, luck
Weapon: None
Feats: Durable Companion, Torc.
Favored souls of Cernunnos may select one of his feats for free at 3rd level, and another at 6th, to make up for his lack of weapons.
Durable companion:
This feat may only be selected by a character with an animal companion or familiar. All of your animal companions and familiars stabilize automatically when dying.
Torc:
You may craft a Torc to wear around an individual's neck using the skill craft (jewelry), which grants the wearer a +1 luck bonus to AC for every 4 ranks of craft (jewelry) you possess.
Yahweh:
Domains: Fear, destruction, war
Weapon: Light mace
Feats: Hellfire, God-Fearing
Hellfire:
The terror of hell is imbued in your use of fire. Inflicting fire damage on an opponent through any means forces a will saving throw with a DC of 10 + 1/2 the user's hit dice + your faith modifier. Failure causes an opponent to become shaken for one minute. Succeeding a saving throw against this effect does not grant temporary immunity.
God-Fearing:
The terror of hell is such that other fears pale in comparison. +4 to saves against fear.
And if anybody has any mechanical feedback, that's what the reply button is for. It's actually not the little triangle with the exclamation point, it's the big rectangle below that. And, like, tell me what you think. Especially about the exclusive feats and stuff, the rest is pretty standard. And, like, not get my thread locked with an innapropriate conversation.
This is going to be a quick rundown of the domains and favored weapons for the major deities that don't actually exist in Aelsif, as well as the two specialty feats available for each of their worshippers. Only the top three pantheons and the major monotheistic religion will be covered and only the top 5 from them. I'll also cover the custom domains, such as the fear domain, in detail.
Also, as a quick note, these pantheons are neither worshipped by all members of a race nor are they exclusive to that race. Instead, they are the dominant pantheons of that race's primary territories. For example, almost every nation has human inhabitants, and they generally follow the local gods. A human woman living in the western nations in the Federation of Elven States may be a worshipper of Aphrodite, for example.
Odin:
Domains: War, magic, healing
Weapon: Shortspear
Feats: Gungnir, Allfather
Gungnir:
Inspiration drawn from the Allfather's spear doubles the range increment and critical threat of thrown short spears. This stacks with all other effects that increase range increment and critical threat.
Allfather:
Odin is the Allfather, and his worship is deeply respected throughout all worshippers of the dwarven gods. Worshippers of Odin may choose a second deity from the dwarven pantheon to follow, receiving any benefits of worshipping that god, such as access to their feats, their favored weapon for clerics and favored souls, and their domains. This feat may be taken multiple times, each for a different deity.
Thor:
Domains: War, Air, Strength
Weapon: Warhammer
Feats: Mjölnir, Thundering strike
Mjölnir:
Inspiration drawn from Thor's mighty hammer increases the critical multiplier of warhammers from 3x to 5x.
Thundering Strike:
Scoring a critical hit with a bludgeoning weapon stuns the target and deafens all within 20ft for 1d6 rounds, except the user. This effect can be negated by a fortitude save with a DC of 10 + 1/2 the user's hit dice + the user's strength modifier.
Heimdallr:
Domains: War, protection, knowledge
Weapon: Arming sword
Feats: Gjallarhorn, Gram
Gjallarhorn:
You always go first in initiative on the first round, as long as you use it to sound a warhorn*.
Gram:
Inspiration is drawn from the tale of Sigurd and Fafnir. When striking an attack of opportunity with your arming sword, your critical threat is doubled and your critical multiplier increases from 2x to 3x. This stacks with other effects that increase critical threat and multiplier.
*Warhorns allow the entire party to resort initiative with the original roll and an added bonus of 1/2 the user's perform (warhorn) skill and charisma modifier, in exchange for the user's first turn. Warhorns cannot be chosen as bardic instruments, but bards are quite capable of carrying warhorns in addition to their instruments.
Loki:
Domains: War, fire, trickery
Weapon: Dagger
Feats: Mistletoe, Trickster
Mistletoe:
When wielding a dagger, critical hits ignore DR.
Trickster:
+4 to bluff checks.
Freyja:
Domains: War, beauty*, healing
Weapon: Heavy shield**
Feats: Brísingamen, Seiðr
Brísingamen:
Any necklace or amulet you wear becomes more powerful. The amulet of health provides an additional +2 constitution, the amulet of mighty fists provides twice the bonus to natural weapon attack and damage, the amulet of proof against detection and location provides a DC of 23, the necklace of adaptation also affects allies within 10ft and fireballs from a necklace of fireballs have their reflex save DC increased to 18.
Seiðr:
The magic of Freyja inspires your own enchantments. Save DCs against your enchantment spells are increased by 2 as long as you do not wear any clothing or armor that provides damage reduction.
*Beauty domain grants a +2 beauty bonus to AC, except against mindless opponents.
Level 1: Charm person
Level 2: Suggestion
Level 3: Charm monster
Level 4: Charm person, mass
Level 5: Dominate person
Level 6: Suggestion, mass
Level 7: Demand
Level 8: Charm monster, mass
Level 9: Dominate monster
**This means that should you take war domain with her, you get shield focus (heavy shield). It also means a favored soul of Freyja gets shield focus at 3rd level and shield specialization at 6th level. Shield focus gives +2 AC when you wield a shield, shield specialization grants +2 to reflex saves when wielding a shield. Obviously, this only applies to heavy shields.
Zeus/Jupiter:
Domains: Magic, air, animal
Weapon: Javelin
Feats: Thunderbolt, King of the Gods
Thunderbolt:
You may cast Lightning Bolt once daily with a caster level equal to your hit dice, up to 10d6. At 11HD, you may cast it a second time with a caster level of your hit dice -10, at 21st a third time with a caster level of your hit dice -20, and so on.
King of Olympus:
Worship of Zeus/Jupiter is respected amongst all worshippers of the Elven pantheon. Somehow. Worshippers of Zeus/Jupiter may choose a second deity from the elven pantheon to follow, receiving any benefits of worshipping that god, such as access to their feats, their favored weapon for clerics and favored souls, and their domains. This feat may be taken multiple times, each for a different deity.
Poseidon/Neptune:
Domains: Magic, water, travel
Weapons: Trident
Feats: Poseidon's favor, Aquatic
Poseidon/Neptune's favor:
You are at home on the ocean. As long as you are in the water or on a ship, you receive a +1 to all skill checks.
Aquatic:
Once daily, you may cast Water Breathing with a caster level equal to your hit dice.
Hades/Pluto/Dis Pater:
Domains: Magic, earth, luck
Weapons: Quarterstaff
Feats: Cerberus, Earthflesh
Cerberus:
You gain a riding dog animal companion. This is in addition to animal companions granted by other feats or by class levels.
Earthflesh:
You may gain DR 5/-- for 10 minutes per hit die.
Athena/Minerva:
Domains: Magic, War, Knowledge
Weapon: Spear
Feats: Crafter, Knowledgeable
Crafter:
+4 to a single craft skill. This feat can be taken multiple times, each for a different craft skill.
Knowledgeable:
+4 to a single knowledge skill. This feat can be taken multiple times, each for a different knowledge skill.
Aphrodite/Venus:
Domains: Magic, beauty, healing
Weapon: None
Feats: Aphrodite's beauty, Aphrodisia
A favored soul of Aphrodite/Venus may select one of her feats for free at 3rd level and another at 6th, to make up for her lack of weaponry.
Aphrodite's beauty:
As long as you are not wearing any clothing or armour that provides damage reduction, you gain a +2 to charisma.
Aphrodisia:
When resting 8 hours or more, you and one other party member recover an extra 1d4 hit points per HD. You may split the dice for the other person up amongst multiple people, but the ones for you still all go to you.
Coventina:
Domains: Protection, water, war
Weapon: Longsword
Feats: Excalibur, Coventina's Scabbard
Excalibur:
Your sword is blessed with the magic of Coventina, lady of the lake. Once daily when you first draw a longsword, it shines so brightly your enemies are struck blind. Everyone in a cone in front of you up to a distance of 15ft must make a reflex saving throw with a DC of 10 + 1/2 the user's hit dice + the user's faith* modifier or be blinded for 1d6 rounds. Even if they succeed, they are still dazzled.
Coventina's Scabbard**:
Requires Excalibur. The scabbard of your longsword is blessed with the magic of Coventina. As long as you have it, you automatically stabilize when dying.***
*Aelsif wisdom, basically. Not exactly the same, certainly different roleplay connotations, but pretty close in gameplay.
**Stop giggling.
***Yes, it's basically diehard, but with lower requirements and you must have the scabbard of an arming sword.
Nemetona:
Domains: Protection, healing, plants
Weapon: Light shield
Feats: Nemeton, Safe Haven
Nemeton:
Groves are sacred to you, and provide you with spiritual protection. When inside a grove, you may take one minute to create a shine to Nemetona. When at your shrine, you may reroll your saving throw against any ongoing effect one time, such as diseases and enchantments. If you still fail your saving throw, you may try again once daily against each effect.
Safe Haven:
Requires Nemeton. Whenever you are in a grove where a shrine to Nemetona has been built, you gain a +2 to all saving throws.
Arawn:
Domains: Protection, animals, death
Weapon: Shortsword
Feats: Cŵn Annwn, Soul Retriever
Cŵn Annwn:
This feat may only be selected if you have a dog animal companion. Riding dogs and wolves do not count. Once daily for one round for each of your hit dice, your dog companion may become a cŵn annwn, and behaves as if under the influence of ghostform. If your dog companion is released or dies, this ability may be passed onto a new dog companion. You may take this feat multiple times to apply it to multiple dog companions.
Soul Retriever:
Requires Cŵn Annwn. While a cŵn annwn, your dog companion has a sense for the dead, and may summon ghosts from the corpses of those dead less than an hour. Your dog may only do this to a number of creatures per day whose total hit dice equal your own. If your dog companion is released or dies, this ability may be passed onto a new dog companion. You may take this feat multiple times to apply it to multiple dog companions.
Sucellus:
Domains: Protection, luck, healing
Weapon: Greathammer*
Feats: Divine meal, Divine Wine
Divine meal:
You must have at least one rank in profession: Chef to select this feat. Once daily, you may bless a meal you prepare with the magic of Sucellos to great a divine meal, enough to feed one person for each invested rank of profession (chef). You must prepare this food personally for this effect to function. The meal takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. The meal grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
Divine wine:
Once daily, you may bless wine you have fermented with the divine magic of Sucellos, enough wine for one person per rank of craft (alchemy). You must make the wine yourself for this effect to function. Drinking the wine takes one minute. A creature drinking the wine is cured of sickness and nausea and becomes immune to poison for 12 hours.
*Like a greataxe, but blunt.
Cernunnos:
Domains: Protection, animals, luck
Weapon: None
Feats: Durable Companion, Torc.
Favored souls of Cernunnos may select one of his feats for free at 3rd level, and another at 6th, to make up for his lack of weapons.
Durable companion:
This feat may only be selected by a character with an animal companion or familiar. All of your animal companions and familiars stabilize automatically when dying.
Torc:
You may craft a Torc to wear around an individual's neck using the skill craft (jewelry), which grants the wearer a +1 luck bonus to AC for every 4 ranks of craft (jewelry) you possess.
Yahweh:
Domains: Fear, destruction, war
Weapon: Light mace
Feats: Hellfire, God-Fearing
Hellfire:
The terror of hell is imbued in your use of fire. Inflicting fire damage on an opponent through any means forces a will saving throw with a DC of 10 + 1/2 the user's hit dice + your faith modifier. Failure causes an opponent to become shaken for one minute. Succeeding a saving throw against this effect does not grant temporary immunity.
God-Fearing:
The terror of hell is such that other fears pale in comparison. +4 to saves against fear.
And if anybody has any mechanical feedback, that's what the reply button is for. It's actually not the little triangle with the exclamation point, it's the big rectangle below that. And, like, tell me what you think. Especially about the exclusive feats and stuff, the rest is pretty standard. And, like, not get my thread locked with an innapropriate conversation.