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croiduire:refuge:characters:the_gods_of_haven:calabash

Calabash

God of Action, Heat, Light, Energy, and Ascendence

Long believed to be merely the God of Chaos and Warfare, and moreover one of the younger, minor gods, his true domain and power was revealed in the Battle of Lost Haven. He is Yang and, with the Yin of Eterni, caused all the other Gods to come into being. He promotes the concept of progress--evolution--through activity and participation, both confrontational and cooperative. He is neutral good, but the dynamic between law and chaos is such a powerful agent of change that he welcomes priests of any good alignment.

The Priesthood

On Haven each nation had priests of Calabash, and in each nation the priests constituted a separate cult; they did not cooperate with one another unless the countries or races they represented jointly faced a greater foe. Their role was limited to helping train new warriors, teaching battlefield tactics, and making records of the most valiant fights of any war or battle. This isolationism was a significant reason why the nature of Calabash was so long misunderstood. He was known as the god of soldiers and little more. That is changing.

Duties of the Priest

Guidance, Missions, Vigilance
On Haven priests were required to accompany armies on the march of war. At every war, priests of Calabash were in attendance on the officers and rulers of both sides. Vigilance: They were obligated to keep their eyes open against complacency and the tide of philosophies of peacefulness; if a land was too peaceful for too long, they believed they had to shake things up and get a war, even a small one, going. It is now known that while Calabash opposes the peace of tyranny and oppression, he is in favour of peace born of fair and honourable governance; he does not support war for its own sake.
Other Duties
Birth and Dedication Rituals; Marriages; Funerals

Minimum Ability Scores

Wisdom 12, Strength 12. Priests with Strength and Wisdom scores of 16 or more receive a 10% bonus to their awarded experienced points. They must have 16 or more in both of these abilities to qualify for this bonus.

Races Allowed

Dwarves, elves, gnomes, half-elves, halflings, humans.

Nonweapon and Weapon Proficiencies

Nonweapon Proficiencies
Required: Blind-fighting
Recommended: Alertness, Intimidation, Animal Training, Endurance, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armourer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking, Blacksmithing, Fire-building, Weaponsmithing
Nonweapon Proficiency Group Crossovers: General, Priest, and Warrior
Weapon Proficiencies
Required: No specific weapon is required, but a priest must specialise in at least one melee weapon according to normal weapon specialisation rules. Priests of Calabash use the Warrior charts for determining numbers of Weapon Proficiencies.

Weapon and Armour Restrictions

Weapons Permitted: All
Armour Permitted: All armour and shields.
All together, these constitute Good combat abilities.

Other Limitations

None

Spheres of Influence

Major: All, Chaos, Combat, Creation, Law, War
Minor1): Guardian, Protection, Travellers
Minor2): Divination, Healing, Necromantic

Additional Powers

Incite Berserker Rage. This power allows a priest to inspire a fighter (anyone belonging to the warrior class) to a state like berserker rage. The warrior must be willing to have this war-blessing bestowed upon him.
It takes one round for a priest to incite a single warrior to berserker rage; the rage last six turns. A priest can use this power on a number of warriors equal to his level per day, one at a time. A warrior may only be incited to berserker rage once per day; even if a different priest tries it on him, it cannot incite a warrior to a second rage in the same day.
The rage isn't identical to the abilities of the true berserker (see the description for the berserker in The Complete Fighter's Handbook). However, it does give the warrior a +2 to hit and to damage for the duration of the rage. While enraged, the warrior cannot flee from a fight; he cannot leave the field of battle until no enemies face him. Once he does leave the field of battle, he can choose whether or not he will emerge from the rage or sustain it; a warrior would sustain it if he felt that another fight was likely to take place soon. When he emerges from the rage, the warrior takes no extra damage, but he is exhausted and needs an hour of rest for every turn he spent under the influence of rage.
Inspire Fear. Available at 5th level, this power is similar to the wizard's fourth-level fear spell, though the cleric does not have to use material components. A priest with this power can use it twice per day.

Followers and Strongholds

The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include practice fields and a large armoury. Its purpose is the training of novice fighters. The priest may recruit one fifth-level priest, three third-level priests, and five fifth-level fighters to act as instructors. The priest may take one priest and one fighter of his choice on adventures.

Holy Symbols

An asymmetrical wheel (shuriken) of arrowheads, a runka or corsesca (also known as a ranseur or spetum), a kris or khanjarli, or a double-headed war axe

1)
2 sp/level
2)
3 sp/level; up to 3rd level spells only
croiduire/refuge/characters/the_gods_of_haven/calabash.txt · Last modified: 2015/01/12 07:16 by Croi Duire