Gorum is a headstrong and impatient deity, prone to impulsive and emotional outbursts. His first reaction to
an unexpected situation is typically violence, and when he spies something he likes, he takes it. He sees no value in diplomacy or negotiation. His idea of art is blood spattered on a shield. To him, music is the ringing of metal on metal, the crack of breaking bone, and the screams of injured foes. Poetry is the recitation of challenges and the retelling of battles, victorious or otherwise. He laughs at pacifists, especially at the fear on their faces as he chops them apart. He cares nothing for anything but war, and only valorous war—using poison, disease, or other cowardly methods to kill is the path of the weakling.
Cleric's Role
Followers of Gorum like to adorn their weapons and armor with spikes like those their god favors (some take spikes from fallen enemies as trophies for their own gear). Like the god himself, Gorum’s followers tend to be impulsive, violent, and prone to grabbing whatever they feel like owning; as a result, there are far more
evil followers of Gorum than good. Like Gorum, his followers don’t care about the problems and schemes of
other deities, but they fight whoever gets in their way. Fights between the faithful are common, though usually
not to the death, and are done to establish dominance, claims over treasure, lovers, or just for entertainment.
The church values strength over age or knowledge, and the senior priest in any tribe or temple typically reaches that position by defeating many enemies and beating down all rivals.
Spells
Clerics and druids may prepare rage as a 3rd-level spell and iron body as an 8th-level spell. Clerics may prepare heat metal as a 3rd-level spell. Druids are forbidden from using the rusting grasp spell. Inquisitors may take rage as a 3rd level spell known and heat metal as a 3rd level spell known.
Gorum ’s Armor
School transmutation; Level: Clr 1, Inquisitor 1 (Gorum)
Casting Time 1 standard action
Components V, S, M (1 iron spike)
Range touch
Target 1 suit of metal armor (including shield)
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
Description
The targeted armor sprouts thousands of tiny iron spikes like porcupine quills. These do not harm the armor’s wearer (though donning or removing it takes twice as long), but they act as armor spikes (and shield
spikes, if a shield is present). Any creature attacking the wearer with natural weapons takes 1 point of piercing damage for each attack that hits. At 5thlevel, the spikes gain a +1 enhancement bonus to hit and damage.
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