Specialty Priests of Dukagsh

June 9, 2014

Over at Wildspace, the Spelljammer Fanzine, I’ve posted an article covering the specialty priests of Dukagsh, one of my own creation, and one modified from Roger Moore’s article on the Scro in the 1996 Dragon Magazine Annual. Included are some new spells for his faith. Enjoy!


The Seldarine in Space

May 30, 2014

My latest Spelljammer article, detailing how the elvish pantheon relates to Spelljammer is now live at the Wildspace blog.


Yuranspace: A Glimpse Into Beholder Dominated Space

April 29, 2014

My second article on Wildspace, the Spelljammer Fanzine Blog, is now public: Read more over there…


The Loxoth of Wildspace, Part I

April 5, 2014

My first article on Wildspace, the Spelljammer Fanzine Blog, is now public. Read more over there…

 


Iallanis the Tender One

February 14, 2014

Just in time for Valentine’s Day is the giantish goddess of love, Iallanis. She is one of the youngest members of the Ordning, born after Hiatea’s acceptance by Annam. Her long-term goal is to bring all giants into the fold of good, including the other members of the Ordning, even Memnor and Karontor. She is patron of love in all forms, and the mercy and forgiveness that comes from it. Enjoy! Read the rest of this entry »


Karontor the Deformed One

January 26, 2014

Karontor, with Grolantor, is one of the two “runts” of the Ordning—the smallest and weakest of the giantish pantheon, and the most degenerate and disappointing to their father Annam. His pursuit of dark magical powers corrupted his body and spirit, as well as those of his followers, the fomorians and verbeeg. For his crimes against the Ordning, he was banished by Annam and stripped of his magic, and so now he seethes in anger, hatred, and jealousy, waiting for the day he will regain his power and return to wreak “justice” upon the other giantish gods. Enjoy! Read the rest of this entry »


Hiatea the Huntress

January 10, 2014

Hiatea is one of the most powerful members of the giantish pantheon, having taken over Annam’s responsibilities with Stronmaus after their father withdrew from active leadership of the pantheon. She is a dual aspected deity, representing both community and wilderness, and has adopted the firbolg and voadkyn as her primary followers. Hidden by her mother upon her birth, she worked to prove herself worthy of her parentage, and appearance before Annam as a masterful hunter triggered his revelation that his extreme preference for sons may have been the cause of so much evil in the race of giants. Enjoy! Read the rest of this entry »


Memnor the Deceiver

December 10, 2013

Memnor is one of the more interesting of the evil giantish gods. As patron of evil cloud giants, he is directly opposed to Stronmaus and Annam, and in myth, is often said to be brother of one or the other. His worship is fairly complex, as it is subtle and focuses on charm and deception. In my research for divinities in other sources, I stumbled across an adventure in Dungeon #16 that offered a perfect opportunity to craft an alternate persona for Memnor, as not all of the giants know of his evil; the adventure “Palace in the Sky” by Martin & John Szinger included a very brief mention of a deity named Vilya in an evil cloud giant castle which I was able to incorporate into Memnor’s description as a false god of the openly evil cloud giants (as opposed to evil cloud giants within larger giantish society). Enjoy!  Read the rest of this entry »


Hit Dice for Monster Deity Avatars

September 1, 2013

I came to the realization recently that I’ve been doing some of the hit dice for the giant deity avatars incorrectly. The avatars of many of the giants, as well as other deities that are essentially divine versions of powerful monsters (for the most part only dragons), should actually include a monster Hit Die component; calculating them as human or demihuman deities doesn’t really give them as many hit points as they probably should have. I had noticed that the avatars for the Elemental Deities in Faiths & Avatars, as well as the entry for Null in Cult of the Dragon did this, although the Hit Points don’t quite match how they should be calculated, at least as I understand it. I’m sure this won’t be of interest to many people, as almost no one actually uses avatars in game play, but I have to “get it right” due to my obsession with the format.  :) And, well, I figure it would be beneficial to anyone else who is like me and is creating their own deities using the full Faiths & Avatars format.

To calculate the hit points for such an avatar, the basic process is the same as that described in Faiths & Avatars, but you can add, say “20-HD Giant” or “20-HD Dragon” (similar to how Akadi’s avatar is a 30-HD Air Elemental) to the list. Hit points are still generated in descending order of magnitude, however, with Constitution bonuses only applying towards class hit dice. For example, you created a deity whose avatar is a 24-HD Dragon, a 36th level wizard, and a 30th level Priest with a Constitution of 18. The highest hit points for the first 9 “levels” would come from the Priest class, at 8 + 4 hp each level (maximum class hit points per hit die, plus Constitution bonus), for a total of 108 hit points. For “levels” 10-24, the most hit points would come from the monster hit dice, for a total of 120 hit points. Then for the next 6 levels, the avatar would get hit points from the Priest class again, for 12 hit points, followed by the last six levels from the mage, for another 6 hit points. Thus, the avatar would have a total of 246 hit points.

This sort of calculation would really only apply to deities who are essentially divine versions of powerful monsters. In general, unless the god matches an existing monster with 10 hit dice or more, it is best to calculate them as normal for a humanoid avatar. A good example is the god Stalker, from the goblin-kin pantheons; he doesn’t really match any existing monsters except maybe a shadow, and a shadow only has 3 HD. You could of course list him as a 20-HD Shadow, but there’s really no reason to, as it doesn’t offer anything to the avatar that can’t be arrived at through a description of his appearance and powers. Having normal class levels commensurate to the avatar’s power makes Stalker powerful enough on his own.

Of the deities in Monster Mythology, only the actual giantish deities, the dragon deities, Jazirian, Koriel, Shekinester, Emmantiensien, Great Mother, and Gzemnid would probably warrant this treatment.


Specialty Priests and Balance

August 15, 2013

I’ve seen a lot of talk on forums over the years about “Balance” with regards to Specialty Priests. In general, most of the arguments, in my opinion, are ridiculous or (at best) looking at the issue in the wrong way.

The arguments tend to frame it as if all priests should be equally appealing to players, with equivalently powerful abilities at specific levels, and similar sphere distributions. But why should that be the case? Gods can represent a wide variety of portfolios, some of which work well for adventurers, some of which do not, but are by no means less crucial to the fantasy society they are designed for. Gods of fire, magic, luck, and healing will probably be more appealing to players and more useful on adventures than gods of peace, architecture, or history. For that reason, a DM creating specialty priests for the latter powers should not feel they have to choose specific powers that will draw players to want to play them. As adventurers are only a small subset of the population, those other priests would be quite useful to society as a whole, in addition to being useful to adventurers as NPCs between adventures, and their powers should reflect what the populace would look to them to do regularly. And, of course, some players may want to play them, just for the added challenge; there’s nothing wrong with that.

Besides some portfolios being better aligned to adventuring careers, certain portfolios align better with certain spells or abilities. For example, deities of music or love may get access to the power to charm person, but a deity specifically of enchantment/charm magic will probably get charm person earlier or get more daily uses of it, because the spell more closely aligns with the deity’s portfolio. Is this unbalanced? Not at all. It takes into consideration what the deities represent. One should expect that a deity of a very specific subject matter would grant priests greater powers over that subject matter than a deity that is much more generalized, or a deity whose portfolio only touches upon the matter. Similarly, the former two gods may get some other enchantment/charm spells from the wizard spell lists, but the latter deity, as a power specifically of that type of magic, may open that whole school of magic to his priests. Meanwhile, the former two deities would grant abilities that the third would have no access to at all. In fact, having more spells available to a priest can be a curse in disguise, as they have harder choices to make when praying for spells, and may be more likely to take specialized spells that turn out to not be very useful in upcoming situations. Usually only ample time to prepare and knowledge of what is to come truly turns a large spell selection into a significant advantage.

Of course, that’s not to say that a specialty priest of a god of meteors should be allowed at-will use of meteor swarm at first level. There are, after all, multiple types of game balance, and that would clearly violate one of them. But there’s also no rule that says certain powers, such as meteor swarm, can only be granted at Nth level; with suitable restrictions, or with greater usage or flexibility, powers can be granted at a variety of levels without causing problems with gameplay.