AL: CN or TN(druids), RA: bear skins, alligator hides, and snake skins, SY: the head of a bear, snake, or alligator, AR: chain mail or less, any shield, Wpn: standard, SPH: all, animal, charm(m), combat, creation, divination(m), guardian(m), healing, elemental(m), protection, summoning, Spl: none, Add: sticks to snakes.
Priests of Llerg are protectors of wild animals, particularly carnivorous ones. They also devote themselves to physical fitness. To be in the clergy of Llerg a character must have a 15 or greater strength, in addition to any other requirements. Clerics, druids, and priests devoted to the service of Llerg adorn themselves in bear skins, snake skins, and alligator hides when conducting worship ceremonies. Upon attaining enough experience points to qualify for 5th level, priests of Llerg must seek out and slay a bear in ritual combat to the death. No further experience points are gained until this is done. The penalty for failing to fulfill this duty in a timely manner is banishment from the faith. The results of fleeing from such a ritual combat are the same- banishment. No atonement is possible.
No animal, even a summoned or conjured one, will attack a priest in the service of Llerg. This protection is personal and does not extend to others. If the priest initiates combat with an animal, or is purposely hunting the creature, this protection is lost with regards to that creature. Priest of Llerg also gain the followers powers as the advance in level:
1st ………..immune to spells/powers that hinder physical abilities (enfeeblement, reduction, etc.).
5th ………..+1 Str (if already 18, roll for percentile with a +50% bonus, up to 18 00%)
7th………...shape change to giant constrictor 1/day.
8th ………..shape change to cave bear 1/day.
9th & up…..shape change to giant alligator 1/day.
A few druids worship Llerg, but these are druids who have little concern for plants and rarely pray for spells involving plants or wood. These druids are more concerned about the protection of carnivorous animals above all else- not protection from fair combat, but from slaughter for sport. Priest of Llerg only wear the skins and hides of animals that they have personally slain, and these are only gained through a one-time ritual combat to the death with such a creature. Priests of Llerg often choose a specific creature in particular that they are a protector of. This protected animal is usually a bear, a snake, or an alligator, but other animals have been known to be chosen.
Dragon Magazine # 89(1984), “Gods of the Suel Pantheon: Fiery Pyremius, Nasty Beltar, and Bearlike Llerg” by Leonard Lakofka.
Thanks for the reminder about the Scarlet Brotherhood entries. I compiled this version(mostly based on Lenard lakofka's series of articles) around 1990 or so. The SB version is nearly the same; I'll have to reference the other SB entries as well.
Time to edit the references section again... _________________ - Moderator/Admin (in some areas)/Member -
I'd also recommend giving specialty priests of Llerg the ability to Go Berserk, as listed in the specialty priests of Kord entry. I recommend this mainly because I view priests of Llerg as being even more feral than those of Kord.
Priests of Llerg have to ability to go berserk, as do berserker warriors. At any time, the priest may choose to Go Berserk. This isn't an instantaneous process—he must spend a little time to "psych himself up." It takes a full turn (ten combat rounds) to Go Berserk. In that time, the character is growling, moaning, uttering imprecations . . . it's impossible to be quiet when trying to Go Berserk. He may also be fighting during that time, meaning that he can start to Go Berserk on the round the fight begins, fight for ten full rounds, and then be Berserk on the eleventh round. Of course, when the Berserker knows a fight is coming, he can begin to Go Berserk, even if there is no fight currently going on. At the end of a full turn of preparation, he can become Berserk instantaneously. If there's no enemy in sight yet, he can hold the Berserk until combat is engaged. But if no combat takes place within five more full turns, he automatically reverts to "normal" and suffers the ordinary consequences for coming out of a Berserk (described below). The character can come out of his Berserk once the last enemy is down (he must literally be down on the ground, even if still alive and surrendering; the priest will stay berserk and continue fighting so long as there are enemies still on their feet). Once the fight ends, the Berserker must come out of his Berserk state.
For these reasons, Berserking is a more appropriate reaction when the characters are about to attack or be attacked by a foe they know about. If the characters are, instead, jumped by a small party of orcs, it's usually not worth the effort to Go Berserk; the consequences and effort outweigh the benefits. When Berserk, the character has phenomenal endurance and resistance to pain and some forms of magic. Only while Berserk, he gains the following benefits:
(1) He is immune (no Saving Throw is necessary) to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol.
(2) He gets a +4 to save against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal.
(3) The emotion spell has no effect on the Berserker priest, unless the caster chose the fear result. If fear was chosen, the Berserker priest gets a normal Saving Throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his Berserk, with all the normal effects of coming out of the Berserk (but he doesn't suffer other fear effect). The fear spell has exactly the same effect: If he saves, there is no effect, and if he doesn't save, he's snapped out of the Berserk. If he fails a saving throw against charm monster, he simply counts the caster as one of his allies; he doesn't come out of the Berserk or obey the caster's commands.
(4) Being Berserk offers no real protection from finger of death, except that the spell effects do not take place until the character has come out of his Berserk. If the Berserker priest saves, he doesn't suffer the 2d8+1 damage until immediately after he snaps out of the Berserk. If he fails to save, he doesn't die until he snaps out of the Berserk.
(5) The Berserker priest, while Berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.
(6) While Berserk, the priest gets +1 to attack, +3 to damage, and +5 hp.
Special Hindrances: The Berserker priest has hindrances as severe as all those benefits he receives.
(1) When the Berserker priest goes Berserk, the DM should immediately say to him, "Tell me how many hit points you currently have." From that point until the fight is done and the Berserker priest has returned to normal, the DM keeps track of his hit points. The player is not told how many hp he has left, nor how many points of damage he is taking with each attack. (After all, the character can feel no pain . . . so he cannot keep track of how close he is to death.) The DM simply tells him something like: "The orc-captain hits you with his axe, a mighty blow which you barely feel . . ." It is therefore very possible for a Berserker priest to be nickled and dimed to death and not know it until he drops dead. The DM can also, if he so chooses, roll all Saving Throws for the Berserker, not telling the player whether they were failures or successes.
(2) While Berserk, the priest can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.
(3) While Berserk, he must fight each opponent until that opponent is down. Once an opponent is felled, the Berserker priest must move to the nearest enemy and attack him. He can't, for instance, choose to attack the enemy leader if that leader is behind seven ranks of spearmen. The Berserker priest must keep fighting until all enemies are down, as described earlier.
(4) While Berserk, the priest cannot take cover against missile fire.
(5) If, while the character is Berserk, another character tries something he can interpret as attack (for instance, hits him to move him out of the way of an incoming attack,) the Berserker priest must roll 1d20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer Berserk.
(6) While Berserk, the priest is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate (and wither). He will gain the benefits of those spells only after he has come out of his Berserk and suffered any and all damages which occurred then.
(7) The taunt spell is automatically successful, and will cause the Berserker priest to abandon his current enemy and rush to attack the taunter.
(8) Finally, when the character comes out of his Berserk, bad things happen to him. He loses the 5 hp he gained when he became Berserk. (This could drop him to or below 0 hp and kill him, of course.) He collapses in exhaustion (exactly as if hit by a ray of enfeeblement, no saving throw possible, for one round for every round he was Berserk. He suffers the effects of any spells which wait until he's returned to normal before affecting him (finger of death, for instance). And only then can healing spells affect him.
Last edited by Cebrion on Tue Oct 03, 2006 12:40 am; edited 1 time in total
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum