Saturday, 6 July 2019

GLOG Class: Cleric of Gothos the Bloody Impaler

Gothos: God of betrayal, impalement, blood, war, and travel. He leaves impaled victims up as road signs. This is his cleric for Arnold's Cleric class.

Here's the pdf

Cleric of Gothos

Gothos is the god of war, blood, impalement, travel, betrayal and unintentional godhood. He wears a mask of blood and is worshipped mostly by soldiers. He was intentionally worshipped out of existence by his followers (everyone knows that the more worshippers you have the less real you are). He has churches, but they are few and far between, mostly because a lot of people have to die to consecrate them. In general, his worshippers venerate him through battle and bloodshed.

Portfolio
 
War, blood, betrayal, roads, travel.

Strictures

End no battle before first blood is drawn
If you kill someone on the road, make their body into a marker
Never accept command unless it is to betray those who you command

Temples
 
Any city with sufficient military culture will have a temple to Gothos just beyond the city walls. You can find them by cutting the soles of your feet and following the blood where it flows.

Alternatively, any battlefield can be made into a temporary temple if you impale at least a dozen combatants (from either side of the conflict) drain their blood into a basin at the center. This takes about 8 hours of work with proper tools (shovels, knives, spears).

Special
 
All Clerics of Gothos start with 1d4 spears.

If You Cut Them Open… they bleed normally. However, their blood rusts metal unnaturally quickly, and makes fantastic ink for maps.

Divination
 
Sit beneath an impaled body and let their blood drip into your eyes for 1d4 hours. The patterns in the blood will show you your answers. After you do this, you are blind until you can wash out your eyes.

Transfigurations
 
When you roll triples on a casting die, you get a divine blessing from Gothos:

1-2 = Bloody feet. You and your group travel twice as fast on roads
3-4 = Bloody teeth. You don’t need rations when you rest for lunch if you’ve killed a sentient creature since your last rest.
5-6 = Bloody hands. Your hands deal damage as a spear.


Spells

Spells 1-6 are available at level 1. Spells 1-8 are available at level 2. Spells 1-10 are available at level 3.


1. traitorous blood
2. heal
3. ignore weather
4. find the path
5. blood tentacles
6. fog of battle
7. agony
8. endless roads
9. deathless
10. weapon of Gothos


Legendary Spell

Legendary spells are only obtained by doing some great quest in the service of your faith.


1. invincible warrior
2. Gothos’ impalement

Agony
R: sight  T: creature  D: [dice] rounds
Target experiences wracking pain. They must save each round while afflicted or miss their turn.

Blood Tentacles
R: self  T: self  D: [dice] minutes
Smear blood across your chest; [dice] blood tentacles burst forth. They can be used to attack any creature within 15’ for 1d6 damage; on hit, the tentacle is destroyed, and you regain HP equal to the damage dealt.

Deathless
R: touch  T: creature D: [dice] rounds
Target cannot be killed by HP damage while this spell persists.

Endless Roads
R: touch  T: self and up to 20 creatures  D: 2d4-[dice] hours (minimum 1 hour)
At the beginning of the duration, all targets of this spell set out on a road with a destination in mind. At the end of the duration, they will have arrived at any place the road leads to, no matter the distance. Targets can still encounter random encounters along the way, which will not interrupt the spell; it simply lessens the amount of time needed to get from place to place.

Find the Path
R: sight  T: A stretch of ground  D: [dice] hours
For the duration, a path appears where there may previously not have been one. It extends [sum] miles in a direction of your choosing, although it may not be straight. This path will have convenient passage through any obstacles in the way; bridges over rivers, flat roads over a mountain, or a well-kept game trail through the woods.

Fog of Battle
R: 50’  T: [sum] creatures within range, starting with the closest to you  D: [dice] rounds
Each targeted creature must Save or be affected by the fog of battle. While affected, whenever the creature attacks, they must attack the closest creature to them, thinking them a foe.

Gothos’ Impalement
R: 5’  T: a creature at 0 HP  D: [dice] hours
Impale target creature as part of this spell; targeted creature is rendered helpless and healed back up to their full HP. Whenever you take damage while this spell is active, they instead take the damage and you are unharmed. This spell ends when they are reduced to 0 HP.

Heal
R: 50’  T: creature  D: instant
Target is healed for [sum]+[dice] HP.

Ignore Weather
R: touch  T: [sum] creatures  D: 12 hours
For the duration, the targets suffer no ill effects from the weather or the environment, such as cold, heat, or wind. This includes all ill effects. Rain won’t get them wet, wind won’t blow their projectiles off course, and lightning will not strike them. This spell effects unnatural weather as well, or weather created by spells.

Invincible Warrior
R: touch  T: creature  D: [dice] rounds
For the duration, target creature will succeed on every Defence roll and Save they make.

Traitorous Blood
R: 30’  T: a creature that does not have full HP  D: [sum] rounds
Target creature takes [dice] damage, Save to take half damage. If they fail their save, for the duration, they take [dice] extra damage from attacks.

Weapon of Gothos
R: touch  T: a piercing weapon you are holding  D: [dice] rounds
For the duration, this weapon deals [½ sum] extra damage. You can permanently invest the dice used to make the duration permanent.

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