Stormlords

Charles Anthony Leone (cl2g+@andrew.cmu.edu)

I created these years ago in my first campaign, Nowhereland. It didn't last
because I and the players could only play during the summers or winter breaks
from school. BUT, the priest has stayed in my pantheon.

Deity: Thor, or your own god of storms
Requirements: 9 Wisdom, strength, and constitution
Prime requisites: Wis and Str
Alignment: CG
Armor and Weapons: armor up to AC5, all shields, and any melee weapons except
pole arms and 2-handed swords. Preferred weapons are hammers and hand axes, but
the priest is perfectly fine using a sword.

Spells: Major access to All, Air/Weather, Water, Combat, Guardian, and
Protection. Minor access to Healing. ("real warriors don't need heavy curing
spells."... also, in playtesting we found that this is a necessity to prevent
needing a cleric in the party anyway)

Ethos: be friendly and outgoing. Be nice to others unless they take advantage of
you, in which case squash 'em like a grape. Criminals have no rights. Take
action whenever possible. Use healing spells on others first, because you are a
tough dude who can do without them for a while- unless of course a giant is
beating the hell out of you. Beer and women are wonderful, but don't go
overboard because you may get hurt. Thursday is reserved for fighting and
prayer.

Granted Powers: Stormlords obviously cannot turn undead. At 1st level the priest
is +1 on saves vs. lightning, and he can hurl a hammer or a hand axe, and it
will return at the end of that round. At 4th level the range and damage both
double, and at 8th level range triples but damage remains doubled. Weather
controlling spells can only adjust the weather to be colder or stormier than it
is. At 6th level the priest's lightning saves increase to +2. Priests of this
religion always receive a +3 bonus to hit against all giants, except storm
giants since Odin himself is half-storm giant.


