Loptir is an aspect of flame - the
fire which is bound to hearth and home. For those who live within the northern
climate where his worship is most common, lighting and maintaining fires is an essential
skill. Without heat, there is only death.
Loptir is in every way the opposite
of such harsh extremes – he is forgiving, he is merciful and he is kind.
Altruism, communal rites, and the ritual consumption of strong spirits are
central tenets of his religion. Those who are destined to live in his service
receive their missive through visions in the flickering of a solstice fire.
His favored weapons are the short
bow and the spear, emblematic of hunter-gatherers.
Special Traits
Lay on Hands
Roll a 1d4 to determine how the
ability manifests: (1) the cleric grips her fist tightly above the wound, ashes
and embers spilling from her fingers onto it. As the cleric wipes them away,
the injury is revealed to be mended; (2) the cleric places her glowing red
palms against the wound, searing it closed; (3) skin blackens and peels away,
revealing unmarred flesh beneath; (4) air around the target and the cleric
shimmers and waves, as though distorted by immense heat.
Turn Unholy
In addition to entities traditionally considered unholy by Lawful deities, clerics of Loptir may turn entities that are diametrically opposed to flame and warmth (for example, a water elemental).
Divine Favors
Ignite: The cleric may coax a spark to life from her fingertips,
enough to ignite a small natural fire. This will typically require suitable
fuel, such as tinder, oil, or candlewick, as lighting a fire with a match. The
cleric must be able to touch the source of fuel in order to light this flame.
Shelter: Once per day, the cleric can seal an erected dwelling (a
standing structure, a common tent, a simple lean-to or other improvised
shelter, etc) from the elements; wind, rain, and cold are driven from its roof,
walls, and doors (if any) for a period of eight hours. Leaving the shelter
causes this ability to expire.
Cleric of Loptir Titles
Level
|
Title
|
1
|
Acolyte
|
2
|
Disciple
|
3
|
Guide
|
4
|
Exemplar
|
5
|
Lodestar
|
Disapproval
Loptir demands his clerics provide
comfort and protection to any in need, and those that fail in this duty are
subject to severe censure, often being forced to brave and withstand the
elements against which they ward others.
Roll
|
Disapproval
|
1
|
The cleric must appease Loptir by
staring into the licking flames for an uninterrupted hour during the next
rest period.
|
2
|
The cleric must teach someone to
light a fire using rudimentary means. Until this is complete, cleric loses
the ability to manifest her divine favours.
|
3
|
Within the next 12 hours, the
cleric must dance nude around a bonfire for at least 1 hour. Failure to do so
results in the cleric suffering a -2 penalty to all spell checks until the
dance is completed.
|
4
|
Cleric is accompanied by spectral
flames for 24 hours. Stealth is impossible, and sleep will not be restful.
|
5
|
Cleric must, at nearest
opportunity, construct an effigy at least the size of an adult human, and
burn it. Failure to do so results in loss of all spellcasting ability until
the effigy is constructed and burnt.
|
6
|
The cleric must either donate 100
gp worth of items or eight hours of labour towards providing a community with
combustible fuel (ie woodcutting, charcoal making, coal mining etc.). The
cleric takes a -1 to penalty to all spell checks until the conditions are
met.
|
7
|
The cleric must walk everywhere
for the next month; she cannot utilize mounts, wagons, boats, or any other
conveyance other than her own feet to travel.
|
8
|
The cleric immediately incurs a
-1d penalty to spell checks on the specific spell that resulted in
disapproval (including laying on hands and turning unholy, if those were the
acts that produced disapproval). This lasts until the next day.
|
9
|
The cleric immediately incurs an
additional -2 penalty to all spell checks that lasts until the following
morning.
|
10
|
No magic is used without
consequence! The cleric immediately loses the ability to cast one randomly
determined spell until the following day.
|
11
|
The cleric is ordered to forego
food obtained and prepared by others; The cleric must forage or hunt for
meals. Every morning the cleric may attempt a DC 15 will save to overcome
this prohibition, she receives a +1 if she did not eat the previous day.
|
12
|
Blisters and burns erupt on the
cleric's palms. The cleric suffers a -2 penalty to any activity that requires
the use of her hands (spellcasting, attack rolls, etc) for 24 hours.
|
13
|
The cleric is disowned by Loptir
for 1d3 days. During this period the character cannot accumulate XP and may
not gain class levels as a cleric. After the time period expires, the
character begins to accumulate XP again as normal but does not accrue “back
pay” (so to speak) for XP missed while he was disowned.
|
14
|
The next time the cleric rests,
she must do so in the elemental plane of fire. A portal is generously
provided by Loptir. She returns the following morning with 2d4 stamina
damage. Her night is not restful.
|
15
|
Loptir questions the commitment of
the cleric and demands the cleric offer 20% of her personal wealth to a
shrine, guild or secret society dedicated to the worship of Loptir.
|
16
|
Loptir requires warmth and light
be brought to a forsaken place. The cleric must make a pilgrimage to a ruin
or other such abandoned site of former civilization and light a great bonfire
within 1d3 days, or else lose all abilities until pilgrimage is complete.
|
17
|
Loptir demands an immediate
demonstration of faith. The cleric must burn the sign of Loptir into her
flesh using only a hot poker or other crude implement. If it is not possible
to obtain such a device, Loptir will provide one. This act inflicts 3d6
damage and 1d3 stamina damage, and requires a DC 10 fortitude save to remain
conscious.
|
18
|
The cleric must endure a test of
faith. For the next 24 hours, whenever the cleric calls upon Loptir to Turn
Unholy, Lay on Hands, or cast a spell the cleric suffers 1d7 points of fire
damage as she is overcome by blistering heat.
|
19
|
The cleric must rest on a bed of
hot coals for 1d3+1 days. Each rest inflicts a point of damage for each hour
spent resting. Failure to do so results in the loss of all abilities until
the punishment is resumed.
|
20
|
The cleric has their warmth stolen
by Loptir. For a period of 2d8 days, the cleric generates little body heat,
and cannot remain warm no matter what efforts are made to that effect. Her
move speed is halved and she may not run or charge. In addition, for each day
the effect persists, she suffers a cumulative -1 penalty to initiative rolls,
attack rolls, reflex saves and damage rolls.
|
Canticles of Loptir
Level 1: Loptir's Fantastical Firewater
More to come!
Once per day, the cleric may bless a container of normal water, imbuing it
with the comforting warmth of Loptir. This alcohol may be divided into a number
of servings equal to 1d6+CL. Those who drink of the firewater gain a bonus
which lasts 1 turn/CL. Drinking additional servings extends the duration but does not increase the effect. If a devout cleric of Loptir partakes of the firewater,
they may forsake the bonus to instead immediately breathe a gout of searing
flame as a breath weapon. This attack automatically hits as long as the target is not obstructed.The effect of the firewater is detailed on the table
below. If the firewater is not consumed before 24 hours have passed, it is
rendered inert and non-magical.
Cleric
Level
|
Effect
of Consumption
|
Effect
as Weapon
|
1-3
|
+1
Fortitude Save, +1d8 temporary hit points, +1 to saves against effects that inflict cold
|
Breathes fire at a single target to a range of 10' inflicting 1d6 damage, target must make a
|
4-6
|
+2
Fortitude Save, +2d8 temporary hit points, +2 to saves against effects that inflict cold
|
|
7+
|
+3
Fortitude Save, +3d8 temporary hit points, +3 to saves against effects that inflict cold
|
More to come!