Gozreh

Gozreh (pronounced GOHZ-ray) is a dualistic god of nature, a god of the storm and sky and also a goddess of the wave and surf. Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity.

Gozreh has two types of Specialty Priests - Stormlords and Waveservants

Stormlords (Specialty Priest of Gozreh)
REQUIREMENTS: Wisdom 10, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
ALIGNMENT: Any neutral
WEAPONS: Any non-metal (ie clubs, staffs, spears, javelins, etc)
ARMOR: Any non-metal
SPHERES: Major - All, Animal, Astral, Chaos, Combat, Elemental (Air), Necromantic, Summoning, Weather. Minor - Creation, Divination, Protection, Time
MAGICAL ITEMS: Same as cleric, plus magical javelins
REQUIRED PROFICIENCIES: Weather Sense
BONUS PROFICIENCIES: None
TURN UDEAD: As cleric

  • Stormlords can endure extremes of heat and cold in their surroundings without harm. They can never die of exposure, even if naked and wet, and can walk through fires of natural origin unharmed, though their clothing and equipment will be damaged. They suffer the normal damage dealt by all cold- and fire-based magic and creature breath weapons.
  • Stormlords are immune to all forms of lightning and electrical damage.
  • Stormlords are able to cast shocking grasp (as the 1st-level wizard spell) once a day.
  • At 3rd level, stormlords can call lightning (as the 3rd-level priest spell) or ride the wind (as the 2nd-level wizard spell) once a day.
  • At 5th level, stormlords can water walk (as the 3rd-level priest spell) at will.
  • At 5th level, Stormlords are able to cast control winds (as the 5th-level priest spell) once a day.
  • At 7th level, stormlords may cast a lightning bolt (as the 3rd-level wizard spell) once a day. They can't cast the lightning bolt if they are wearing any metallic armor (including studded leather). They gain an additional lightning bolt for every three levels of experience (another at 10th, a third at 13th, etc.).
  • At 10th level, stormlords may control weather (as the 7th-level priest spell) once per day. Stormlords may move the conditions to any worse condition under the same prevailing heading (as per the chart in the spell description). Stormlords can never use their abilities to improve the weather conditions.

Waveservants (Specialty Priest of Gozreh)
REQUIREMENTS: Wisdom 9. Wisdom 16 means +10% experience.
ALIGNMENT: Any neutral
WEAPONS: All bludgeoning (wholly Type B) weapons plus the trident, net and harpoon
ARMOR: All armor types up to and including leather armor and shield
SPHERES: Major - All, chaos, combat, creation, elemental (water), healing, necromantic, summoning. Minor - Animal, charm, guardian, protection, weather
MAGICAL ITEMS: Same as cleric
REQUIRED PROFICIENCIES: None
BONUS PROFICIENCIES: Swimming
TURN UDEAD: See below

  • Waveservants may not turn or command normal undead. They may command undead that were killed at sea or are aquatic in nature, such as lacedons or skeletons of pirates.
  • Waveservants may breathe water automatically.
  • At 3rd level, waveservants are able to cast watery double (as the 3rd-level wizard spell) once a day.
  • At 5th level, waveservants are able to water walk (similar to the 4th-level priest spell) at will. This ability cannot be conveyed to others ex- cept by the casting of a water walk spell as normal.
  • At 10th level, waveservants can move through water as if they were wearing a ring of free action. Should they acquire such a ring, it provides no additional benefit under water, but otherwise works normally.
  • Also at 10th level, waveservants may control weather (as the 7th-level priest spell) once per day. Waveservants may move the conditions to any worse condition under the same prevailing heading (as per the chart in the spell description). Waveservants can never use their abilities to improve the weather conditions. They may only perform these actions when at sea (fresh or salt water), or at the shores of an ocean or large lake. Large ponds and rivers are not sufficient to allow the use of this ability.
  • At 12th level, waveservants can call and control 1d4 sharks once per day in areas where they normally exist. The sharks arrive in 1d6 rounds. They respond to the waveservant’s commands whether spoken under water or above water.
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