Friday, June 17, 2011

[D&D] Monster Mythology - Jurlexatial the Reclaimer's Servants

So I'm undertaking a small contribution to the "Monster Mythology" project over at Purple Worm.org, the "Home of 2nd Edition AD&D." On Wednesday, I posted my old notes on humanoid god Jurlexatial, the All-Father. Today, I'll expand on his servants - the priests and paladins who have entered his service.

The Priesthood
Known as Disciples, Hunters, and in groups, Packs. The priests of Jurlexatial are, at this point, indoctrinated through dreams of the Vanquisher, instructed in the methods of worship and lured with (justified) promises of wielding power beyond that which any Shaman possesses (spells as high as 7th level!). They are appearing throughout the humanoid populace, but can expect little direct aid from their weakened god beyond granted powers and spells. Any “humanoid” race can join the ranks of the priesthood, including gnolls (and flinds), goblins, hobgoblins, kobolds, orcs (and orogs), ogres, and so on (see Complete Book of Humanoids). Even some of the lesser giants, such as furbolg, fomorian, and verbeeg, could conceivably join the faith. The priests are expected to be aggressive and independent in surviving and spreading the faith.

Spheres
Major - All, Animal, Combat, Healing, Necromantic, Guardian
Minor - Divination, Elemental, Plant, Protection

Granted Powers
1st Level:
Turn Undead
+4 to attacks and damage vs. Shamans of humanoid "gods"
Pass without trace through underbrush at full movement rate
Tracking ability as a ranger
Bonus Proficiencies:
Weapon - Great Axe Specialization (1d10/2d6)
Non-Weapon - hunting

3rd Level:
Claws of the Beast (see below) 2/day

5th Level:
Incite Berserker Rage in other humanoids, conveying +2 to attack and damage rolls.
- takes 1 round of chanting and affects up to 1 creature per level who cannot be engaged in combat during the round of chanting (must be within 15-20’, must be able to hear, etc.). The first creature affected is always the caster.

7th Level:
Shapeshift into one type of carnivorous animal, 3/day
    - change includes clothing and weapons
    - must declare the type of animal when reaching 7th level.

Responsibilities
May only eat meat - immune to raw-meat-related diseases.
Must pray with flames and incense to receive spells.
Sexual contact is prohibited (as a result of the repercussions of Jurl coupling with the goddess)
Must hunt during the full moon. Failure to kill prey results in a -1 to saves and the loss of one spell per spell level until the next full moon.
Blunt weapons, including flindbars, are prohibited.

Claws of the Beast (Alteration)
   Duration: 1 round/level
   The use of this power causes the priest's hands to
   temporarily develop short, thick claws. This allows the
   priest to make two attacks per round, doing 1d4+1 hp
   damage per claw, and allowing attacks against monsters
   struck only by +1 or better weapons. The caster is still
   able to manipulate objects while this power is in effect,
   and can cast spells as well. Activation of this power is at
   will and instantaneous.

Paladins
Paladins of Jurlexatial are the militant arm of the Hunter. They almost always reside on the surface, though paladins do exist among subterranean dwellers. Their abilities may be modified or completely different. The surface paladins are master hunters and warriors. They are expected to expand the faith just as priests do, but are also called upon to lead battles both against the shamans of the "sons" and against human and demi-human civilization. Paladins slain by "civilized" races are automatically called to hunt with Vurkhon, while paladins who die in battle against shamans are rumored to become tortured spirits, trapped between life and death until they are able to slay their enemy. The brotherhood of Jurlexatial’s paladins is open to all humanoid races (see “Complete Book of Humanoids). Some of the lesser giant species, such as hill giants, furbolg, fomorian, and verbeeg, could conceivably become paladins, also.

Spheres
Major - All, Animal, Combat, Healing, Necromantic, Guardian
Minor - Divination, Elemental, Plant, Protection

Granted Powers
1st Level:
+4 to attacks and damage vs. shamans of humanoid "gods"
Tracking proficiency as Ranger (+1 per 3 levels)
Immune to disease
Move Silently as Ranger
Hide in Shadows as Ranger
    - Both require studded leather armor or lighter
    - Both work in natural surroundings only (reduced to 1/2 in cities or dungeons)
Bonus Proficiencies:
    Weapon - Great Axe Specialization (1d10/2d6)
     Non-Weapon - Hunting

3rd Level:
Pass without trace through underbrush at full movement rate.

5th Level:
Call for animal companion (a 2-4 HD carnivore that will join the paladin and live at his side). Typical examples – worgs/wolves, bears, large cats, etc.

9th Level:
Cast spells as per paladin spell table
Berserker Rage 1/day, conveying +2 to attacks and damage.
    - takes 1 round to initiate, lasts until all enemies are vanquished.

Responsibilities
May only eat meat personally killed.
Must pray with flames and incense to receive spells.
Sexual contact is prohibited (as a result of the repercussions of Jurl coupling with the goddess)
Must hunt during the full moon. Failure to kill prey results in a -1 to attack, damage, and saves until the next successful full moon hunt.
Blunt weapons, including flindbars, are prohibited.
Must make war on humans, demi-humans, and servants of the "sons."
Paladins disdain missile weapons.

So that's it for Jurlexatial. If you like this or use it in your game, I'd love to hear from you.

This material is copyright Virtual Vellum, 2011. Permission to reproduce for personal, non-profit use is granted. All other rights, including publication or transmission online, distribution, or publication for profit are reserved.

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