Dawn

The god of dawn represents the border between Night and Day, Darkness and Light, Moon and Sun. He's a friend of mankind, a bringer of inspiration, an enemy of dark things.

The priests of this god work mostly to keep the flock appreciating the god's virtues. These priests, like their allies, the priests of the god of the Sun, are also enemies of the undead.

Deities of the dawn are mostly likely to be female.

The priests of this god are on good terms with the priests of Darkness/Night, Elemental Forces, Fire, Healing, Hunting, Light, Magic, Moon, Oracles/Prophecy, and Sun.

Alignment: The deity is lawful good. Priests may be of any good alignment; the flock may be of any good or neutral alignment.

Minimum Ability Scores: Wisdom 10, Charisma 13. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.

Races Allowed: Elves, gnomes, half-elves, halflings, humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Direction Sense. Nonweapon Proficiencies Recommended: Reading/Writing, Religion, Spellcraft. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General.

Duties of the Priest: Guidance, Marriage. Vigilance against evil creatures of the night, especially undead.

Weapon and Armor Restrictions: Weapons Permitted: Bows (all). Armor Permitted: None; no shields. Oriental Campaigns: Also daikyu. All together, these constitute Poor combat abilities.

Other Limitations: Priests of the god of Dawn earn 6-sided, not 8-sided, dice for hit points.

Spheres of Influence: Major Access to All, Charm, Divination, Elemental (only spells involving heat, fire, or air; earth and water spells may not be used), Healing, Summoning, Sun. Minor Access to Animal, Creation, Necromantic, Plant, Protection, Weather.

Powers: Charm/Fascination (as per the Designing Faiths chapter, cannot be used in combat). Immunity (as per the Designing Faiths chapter) to experience level drain from undead creatures. Turn Undead (same as the Cleric ability). At 10th level, chariot of Sustarre; the priest can use this spell once per day in addition to his other spells.

Followers and Strongholds: The followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same order, plus one third-level mage and two first-level mages to act as consultants and one third-level ranger and two first-level rangers to act as guards and soldiers. The priest may take the following on adventures: Three priests, one mage, and one ranger of his choice. The priesthood will pay for half of the cost of stronghold construction at 9th level.

Possible Symbols: Chariot; pattern of rosy colors.

Notes: The bow was chosen as this order's only weapon because it is representative of light (shafts of light being equivalent to arrow-shafts).

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