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Elemental Powers: Religion & Life

This is an exclusive preview from Dunham Studios' Elemental Powers: Religion & Life. The supplement is written by Ken Dunham and the wonderful cover art and the NPC illustration featured here are by Eric Martin. Religion & Life is on sale now at RPGNow for $5.

Aerial (Great God)

Great Elemental Goddess of Air, the Luck Bringer, Patron of Mages, Lady of Magic, Moon Hearted

Symbol: Whirlwind

Alignment: TN

Portfolio: Winged elves, the Zospiris, air kin, flyers, wizards, sorcerers, bards, adventurers, beheld, gamblers, merchants, those that wish luck or use magic, romantics

Domains>: Air, Charm, Luck, Fate, Illusion, Magic, Moon, Nobility, Portal, Rune, Spell, Storm, Trade

Favored Weapon: None

Description: Aerial is the deity of Air elements. Here influence covers the “winds of change” found in magic, luck and fate. Many nobles look to her for support. She is a free-spirited goddess that is given to envy and jealousy. She is known for her beauty and it is rumored that the moon is her heart that waxes and wanes depending on her own mood. She often reacts to the actions of Pyrisi not wanting to look inferior to her fiery sister.

Relationships: Aerial loves Eonos and covets Pyrisi's relationship with him. She often compares herself to Pyrisi. She has been known to engage with Mar on occasion, but his madness eventually drives her away. She is friendly with deities of knowledge, magic, music, art and study.

Worshippers: Elemental Air is rife with magic, change, chance, and fate. Those that worship Aerial seek some domain over any of these. Clerics of Aerial pray for their spells under different conditions. Most prefer to pray for them outside where the wind can touch their bodies. Many clerics of Aerial are multiclassed wizards, bards, or sorcerers.

NPC Air Kin Cleric of Aerial

Elemental Lands - Salinair Winds Salinair Winds, female air kin (outsider) Clr6/Wiz2: CR 8; Size M; HD 6d8-6 + 2d4-2; hp 33; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 14 (+3 Dex, +1 Deflection); Attack +8 melee with light mace (1d8+3), or +9 ranged with crossbow (1d8); SV Fort +4, Ref +5, Will +12; AL CG; Str 14, Dex 16, Con 9 Int 13, Wis 18, Cha 12, Air 18.

Skills: Concentration +2, Decipher Script +4, Diplomacy +8, Hide +3, Intuit Direction +4, Jump +3, Knowledge (arcana) +6, Knowledge (religion) +6, Listen +6, Move silently +3, Profession (lawyer) +5, Search +3, Spellcraft +10, Spot +6, Use Magic Device +2; Languages Spoken: Auran, Common, Orc.

Feats: Elementalist (air), Improved Initiative, Improved Turning, Magical Aptitude,Scribe Scroll. Possessions: Light mace +1, one immovable rod, elixir of hiding, a ring of protection +1, and a masterwork light crossbow with 20 bolts with her named engraved in silver.

Cleric Domains: Air, Magic.

Cleric Spells Per Day: 5/4+1/4+1/3+1.

Wizard Spells Per Day: 4/3

Salinair's Wizard Spellbook: Salinair's spellbook contains all 0-level spells found in the PHB and the following 1st level spells: alarm, erase, feather fall, identify, mage armor, obscuring mist, reduce person, shield.

Racial Abilities*: Extended Breath, Darkvision 60', Wind Run, levitate 1/day, whispering wind 1/day.
*Spell-like racial abilities are cast at 5th level.

Wizard's Familiar: Owl named Zephyr. Salinair worships Aerial nearly exclusively. She is a high ranking member of her air kin clan's church. The cleric had a taste for magic and has advanced, though slowly, as a wizard. She views her owl familiar, her arcane powers and her divine magic as gifts from Aerial.

Salinair has a description typical of air kin. Her hair and clothing looks tattered and windswept. Indeed, she is constantly surrounded by a breeze. The breeze increases when she becomes emotional, which is more often than most humans are used to.

A band of adventurers may meet Salinair as she quests for a magical mace. The mace, known as Aerial's Vengence, is an intelligent shocking burst +2 light mace. She maintains a book of lore about the magic item that includes rumors of its whereabouts. She often hires adventurers to help her look for the mace.
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