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gods:quinn [2024/10/30 18:54] scizor021gods:quinn [2024/10/30 19:13] (current) scizor021
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   - “I will use my travels to learn about those who reside in faraway worlds. To be able to act, in trust, as a mentor and guide to those in times of peril.”   - “I will use my travels to learn about those who reside in faraway worlds. To be able to act, in trust, as a mentor and guide to those in times of peril.”
   - “I will record my travels to the best of my ability, in a detailed and truthful way, while maintaining conscious thought that the information I gather may be dangerous, should it fall into the wrong hands.   - “I will record my travels to the best of my ability, in a detailed and truthful way, while maintaining conscious thought that the information I gather may be dangerous, should it fall into the wrong hands.
 +
 +===== Hierarchy of the Priesthood =====
 +
 +With the structure of the priesthood being more militaristic in style, Sentinels are given rank based on skill they show, words they speak, and deeds they perform. All of these are weighted equally in the eyes of the priesthood with understanding that some Sentinels will struggle with one, and excel in others. It's the drive to excel and overcome that promotes growth the most. 
 +
 +(There is no innate mechanical benefit to each rank, but it's highly recommended to work with your GM to tie character growth and development to being promoted. For example: Tying received magical items to a religious ceremony when being promoted during the game)
 +
 +All Sentinels will start as **Initiates** and be given a mentor to train them. This period lasts for 6 months to a year and includes adventuring and/or study. Initiates are considered part of a class, with ceremonies held twice a year for their classes promotion to the next rank. To demonstrate they are ready for promotion, Initiate Sentinels must demonstrate:
 +  - 6 ranks in their primary weapon skill
 +  - 12 ranks of spells
 +  - Rate 20 (To demonstrate adventuring capacity)
 +
 +The rank given after is **Akhrua**, and for many, it is where they choose to stay during their time in the priesthood. Akhrua are the most common sentinels and typically are found in most public areas of the temples. They live their lives and worship the Vigil in a peaceful coexistence, though ready to spring to action if need be. However, the most dedicated who wish for more can undertake the challenge for the next rank. To promote, you must demonstrate:
 +  - 12 ranks in primary weapon skill
 +  - 1 weapon specialization
 +  - 24 ranks of spells
 +  - 1 rank of Military Protocol
 +  - Rate 50
 +
 +The third rank, and when the militaristic aspects of the priesthood start to set in, is known as **Selkerdrim**. In layman’s terms, you are captain or leader. Many local areas and country regions are led by a Selkerdrim, and often serve as high priests of temples in rural areas. Quite often they can act as a hub of knowledge when dealing with extraplanar threats. Though, this is not where the priesthood ends its ranking. To proceed, you need:
 +  - 18 ranks in a primary weapon skill
 +  - 2 weapon specializations
 +  - 36 ranks of spells
 +  - 2 ranks of Arcane Knowledge, Leadership, Military Protocol, and Tactics
 +  - Rate 80
 +
 +The fourth rank, and when you start being in the circles of very important priests is known as **Canogan**. By this point you have shown an incredible amount of dedication and work to the priesthood, and are awarded as such. Both with responsibility and prestige. Canogan are the leaders of large sections of the priesthood, usually acting as high priests in the temples of large cities or as liaisons between planes themselves. However, there is one achievable rank beyond this, should a priest strive for perfection. To proceed, you need:
 +  - 24 ranks in a primary weapon skill
 +  - 4 weapon specializations
 +  - 60 ranks of spells
 +  - 4 ranks of Arcane Knowledge, Leadership, Military Protocol, and Tactics
 +  - Rate 120
 +  - To have successfully avoided or ended an interplanar conflict. Examples of which include: Slaying a multiplanar eldritch being, ending a multiplanar war, ending the enslavement of a species to another plane.
 +
 +The fifth and final rank is **Arantur**, which places you above all others within the priesthood, only short of the god and demigods themselves. The ceremony of achieving this rank involved the goddess herself crowning you for the position, and granting you the position of champion. At this rank, you typically act as ambassador and administrator for an entire plane, or group of planes depending on the situation. Usually from the ones you saved as part of the trial to get this rank.
 +
 +===== Changing Oaths =====
 +
 +In light of the ways of life, the priesthood does allow one to change their oaths to another subsect of the priesthood. In order to do you, one must present their case to a priest of a higher rank than themselves and has at least 30 ranks of spells. 
 +
 +== Change Oath ==
 +
 +The ritual can be performed by any Vigil priest with at least 30 divine spells. Time to complete the ritual is around 8 hours, and includes the priest forwarding their cause on why their oaths should be changed.
 +
 +This ritual, when completed, immediately buys down all spells learned through the previous oath. This ritual can only be done once every 2 years to a priest. (IRL 1 year)
 +
 +===== Other priesthood notes =====
 +
 +The priesthood of the Vigil maintains a neutral stance on wars and conflicts that take place within a certain plane or planet. However, they do not prevent their own priests native to that plane from participating in such conflicts, so long as it does not violate their oaths or the tenants of the priesthood. As well, this stance may change if either side in the conflict chooses to employ extraplanar entities in their efforts.
 +
 +Priests of the Vigil have no qualms with the basics of interplanar travel as there is no harm in traveling between planes, nor an issue with trade. Rather, they stand against the acts of war, conquest, and expansion that occurs across planes.
 +
 +Sentinels are welcome to leave the priesthood at any time they wish, however, they may not come back without extenuating circumstances
 +
 +Dual Priesting:
 +  - Orus: yes, unless Orus’ requirements get in the way.
 +  - T’or: yes, shares spell groups
 +  - Vormaxia and Tarus: Yes, must be Oath of the Records
 +  - Neptune and Osiris: Yes, must be Oath of the Hearth
 +  - Zepherin: Yes
 +  - At’ena: Yes, see below
 +  - The rest: No, not at the moment
 +
 +=== Dual Priest At’ena ===
 +
 +Due to the events of OWATE, Quinn and At’ena have a working relationship which has been solidified in the land of Frosland. Quinn worked alongside At’ena for a period of two years, becoming allies with many of the valkyries of Frosland who act as seers. At’ena, due to her previous death, has significant interest in keeping large ‘eldritch’ threats and monstrosities locked away, and as such works with the Priesthood of the Vigil on a daily basis. Most At’enites who follow At’ena guidance are told to assist Sentinels however they can, and Quinn guides her Sentinels to help At’enites in times of need.
 +
 +
 +----
 +====== GM Section ======
 +
 +===== Becoming an Oath of the Keeper =====
 +
 +A character becoming one of the Keepers is no small feat, and should not be taken as such. They often have access to the more sensitive records of the priesthood and large leeway within their abilities. To become a Oath of the Keeper, one must have a MINIMUM rank of Canogan and have demonstrated resilience against multiversal temptations. At which point, your character may be approached by one of the high priests or demigods to undergo a trial specifically made for the character (This should typically be a small adventure of 2-3 sessions).
 +
 +Should this trial be passed, you may become an Oath of the Keeper via magical item write up under the GM who ran the trial.
 +
 +==== Secret Subclass: Oath of the Keepers ====
 +
 +The keepers are a subset of Sentinels who have taken steps above and beyond that which would be expected of any normal Sentinel. To have shown resilience and loyalty in the face of incredible odds and pushed through. Ones who can show the wisdom and experience expected of the highest levels of a militaristic order. Keepers are known to exist to the rest of the priesthood, but the extent to which they travel and move is a closely guarded secret, along with their internal organization and members.
 +
 +Oath of the Keepers may learn the Mensa (Mind) (Tarus) spell group at base cost and may keep their previous oaths spell group. They also gain DU instead of PU for this group. Their oaths do change to this group moving forward.
 +
 +Oath of the Keeper Sentinels are a hand selected group of priests who are tasked with keeping the rest of the priesthood true to the faith. It's well known that being around interplanar entities such as demons and devils quite often is tempting, and that some may give into the temptations offered. The job of the Keepers is to find those Sentinels who have fallen to the wayside and bring them back into the fold, or to eliminate them.
 +
 +==== Responding to DI's ====
 +
 +Quinn and her demigods respond to priests in a standard fashion across all DI’s, with the only differences being if the caller is in combat at the moment or not.
 +
 +On a successful DI, while in combat:
 +  * All party members gain 100 DP
 +  * Recharge all of your charged combat skills by half their maximum value
 +  * Quinn launches a hail of arrows in a 100’ radius of the problematic threat. The arrows deal a flat 50 piercing damage, but also grant allies 1.5 times their base movement speed while in the area.
 +  * All negative status effects are removed.
 +  * You (The DI’er) gain the following spell effects
 +  * Max Speed (Zepherin)
 +  * Weapon Aware (Vormaxia)
 +  * Ghost Killer (Weapon/Offensive)
 +OR
 +Strategic Retreat: In the event of a situation that is truly beyond saving. The responder instead teleports all allied party members to safety, typically more than a mile away in a safe location. Use discretion on distance as needed for the situation.
 +
 +On a successful DI, while out of combat 
 +The party will see a golden arrow pointing them in the direction to the nearest threat or objective  
 +OR
 +The responder succeeds any psychology, acting, lore, or arcana skill check, in the case of progressive they treat it as though they rolled 8 dice in the progressive 
 +OR
 +Party gains a flash of inspiration or knowledge for a quest that they are undertaking. The party will gain clear insight into what the next step is to completing a quest of there's. 
 +OR
 +Strategic Retreat: In the event of a situation that is truly beyond saving. The responder instead teleports all allied party members to safety, typically more than a mile away in a safe location. Use discretion on distance as needed for the situation.
 +
 +
 +On a failed DI, OR a superfluous DI.
 +You get shot with an arrow. It has a roll of 74 to hit and is considered a critical hit. This arrow ignores all magical effects, spells, and reactions. The roll is 1d10 (core) + 14d10 (Skill) + 4d6 (Magical - explosive) and has the following critical effect. “x6 Eye pierced, INSTANT DEATH”
 +
  
gods/quinn.1730328866.txt.gz · Last modified: 2024/10/30 18:54 by scizor021