Droideka wrote:
<OOC> I like Gorm Gulthyn, although my character is more of a neutral player, and not a good, but his Domains looked better than the rest to me.</OOC>
<GM's Note: Gorm Gulthyn it is, then.
Clerics of Gorm Gulthyn, known as "Barakor" ("those who shield") organize the defense of dwarven communities, act as bodyguards, and instruct local dwarves about the value of alertness and vigilance. Upon entering service at a church of Gorm Gulthyn, each Barakor is assigned a charge to protect. More powerful clerics of Gorn Gulthyn often choose to defend important clan personages, but the assignments of novitiates seem to be determined at random, and include children and elderly or infirm members of the clan. All are willing to sacrifice themselves ("paying Gorm's greatest price," in the vernacular of the church) to protect then-charge. Temples to the Golden Guardian typically are plain stone constructions featuring a central altar containing the remains of a fallen barakor. Most contain a small armory and are well fortified against attack.
Barakor pray for spells in the morning, usually before taking a tour of the community to ensure that the night passed with little incident. Holy days are celebrated each festival, with tedious (to outsiders) procedures that involve formal salutes, rhythmic grounding of weapons, and didactic, chanted prayers. Barakor frequently multiclass as dwarven defenders or fighters. Members of the former class are afforded the highest possible honor in the clergy of the Lord of the Bronze Mask.
Horin Hammerhand, Cleric and Initiate Barakor of Gorm Gulthyn, can pick three of the following spells for his spellbook:
Cure Light Wounds(Conjuration, Healing): By means of this spell, the selected target will receive a small amount of energy from the Plane Of Positive Energy, which will casue the target to recover from small wounds or other minor injuries. If the selected target was more seriously wounded than that, the spell will heal some small portion of the injury. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. The caster must touch the selected target to effect the spell. The spell will cause the caster to experience a small amount of fatigue.
Bless(Enchantment/Compulsion, Hope, Mind-Affecting): Bless fills all the caster's allies (who can see the caster or be seen by the caster) with hope and courage. Anyone affected by this spell becomes temporarily immune to fear effects and gains a boost to their morale for the duration of the spell. Also, when this spell is cast, it will counter and dispel any effects of the
Bane spell any ally may be under. This spell continues to have effect as long as the caster continues to chant the appropiate holy verses. Thus, the spell is an exclusive action spell if the caster wishes to sustain it beyond it's initial effect. The caster does not feel any particular fatiuge for casting or sustaining this spell.
Bane(Enchantment/Compulsion, Fear, Mind-Affecting): Bane fills the caster's enemies (those that can see the caster or be seen by the caster) with fear and doubt. Anyone affected by this spell becomes temporarily immune to courage-boosting effects effects and takes a penalty to their morale for the duration of the spell. Also, when this spell is cast, it will counter and dispel any effects of the
Bless spell any enemy may be under. This spell continues to have effect as long as the caster continues to chant the appropriate holy verses. Thus, the spell is an exclusive action spell if the caster wishes to sustain it beyond it's initial effect. The caster will feel a mild degree of fatigue for each minute (cumulative) he sustains the spell because the spell draws upon the plane of negative energy for it's effects.
Bless Water(Transmutation, Good): This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water damages undead creatures, demons, imps, and devils almost as if it were acid. A flask of holy water can be thrown as a splash weapon. In order for a volume of water to be pure enough to be the target of this spell, it must be at least pure enough to drink without causing illness or disease in the drinker, and must not be mixed, brewed, or dissolved with any other significant substance other than those naturally occurring substances that may be found in natural-source water supplies. However, Seawater or water from salt-water lakes is not suitable.
Sanctuary(Warding/Abjuration, Neutrality): Any opponent attempting to strike or otherwise directly attack the targeted (warded) creature, even with a targeted spell, can’t follow through with the attack, that part of its action is undone, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area-effect spells or spell-like abilities that do not involve a direct attack. The warded subject cannot attack without breaking the spell but may use non-attack spells or otherwise act and/or move about normally. To sustain this spell, the caster must continue to recite the appropriate holy words, therefore this is an exclusive-action spell. Once the spell is cast on the cosen target, the caster need not maintain line of sight with his warded subject, even if he intends to keep sustaining it. The caster may freely use his hands while sustaining this spell as the spell does not have a gesture or signing component to it's sustainment. Therefore, the cleric who is sustaining this spell may melee with other targets and not break the spell so long as he was not warding himself by means of this spell. A Planar Disjunction can effectively break this spell if cast on the warded target.
Shield of Faith(Abjuration, Defense): This spell creates a shimmering, magical field around the touched creature that averts attacks. This spell need not be sustained by the caster in order to maintain itself: It will continue to protect the warded target untill that target is either killed or removed from this plane of existence, or until the next sunset or sunrise, or until the shield has absorbed a certain amount of damage, whichever comes first. (The specific amount of damage will increase as the caster gains in experience and as the caster gains more skill in casting this spell). At first level, the shield is just powerful enough to deflect a few arrow or shrug off a couple of swipes from a melee weapon. At higher levels, the shield can become a veritable fortress, able to withstand amazing amounts of damage with apparent ease. The shield will protect the warded creature form only physical attacks, not magical or psionic attacks. To cast the spell, the cleric must utter a short phrase and then touch the intended target with a holy item, or with a part of his holy book, or with his blessed weapon (if he has a blessed weapon). This spell draws upon the Plane Of Brilliant Energy for it's power, and thus causes a moderate amount of fatigue in it's caster.
Detect Undead(Divination, Knowledge): This spell reveals undead within 60 ft. The caster can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long the caster studies a particular area.
1st Minute
Presence or absence of undead auras.
2nd Minute
Number of undead auras in the area and the strength of the strongest undead aura present. If the strongest undead aura’s strength is overwhelming the caster may be stunned briefly and the spell will end.
3rd Minute
The strength and location of each undead aura. If an aura is outside your line of sight, then the caster discerns its direction but not its exact location.
An undead aura lingers after its original source is destroyed. If
Detect Undead is cast and directed at such a location, the Caster will be aware that Undead were recently there, but will not be aware how long ago there left or where they went. This spell does not cause fatigue in the caster unless the caster detects an overwhelming undead aura during it's casting, in which case the caster will receive a mild amount of fatiuge.
Orison's Hammer(Evocation/Summoning, Combat): This spell calls forth a bright, burning hammer-shaped field of force from the Plane Of Brilliance that falls from the sky and strikes the caster's intended target. The caster cannot sustain this spell, it's effects are instant. this spell will work indoors, despite the fact that the hammer will appear high in the sky before flying to it's target (it will simply smash through the roof it it has to.) When cast underground the spell will burst though the ground but will never cause a cave-in or a landslide. The caster does receive a moderate amount of fatigue from casting this spell.
In addition, Horin can attempt to turn undead by simply presenting his holy symbol(s) ahead of his body and invoking the name of his deity. (this does not count as either an attack or a spellcasting action) Weather or not the undead turn and flee or not depends on the power of the undead and the level of the caster.