Guardianship
This god is the protector of causes and endangered individuals. He's an
appropriate deity for bodyguards, other guardsmen, martyrs, and heroes who espouse
lost causes.
Priests of this god meddle in politics, stand up for noble causes, aggravate
kings and viziers, supply troops to the underdogs of certain fights and wars,
and often provide bodyguards for famous public figures (especially those who are
championing causes) who need them. (This is a great way to get priest-PCs into
interesting adventures.)
Whether or not this god is more likely to be male or female depends on the
culture; if there are few women warriors, then the god is probably male, while if
women are often warriors, the god is just as likely to be female as male.
The priests of this god are on good terms with the priests of Community,
Healing, Strength, and War.
Alignment: The deity is neutral good; at the DM's discretion, he may be chaotic good or
lawful good. His priests may be of any good alignment. The flock may be of any
neutral or good alignment.
Minimum Ability Scores: Wisdom 10, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Set Snares. Nonweapon Proficiencies
Recommended: Riding Land-Based, Healing, Reading/Writing, Religion, Blind-fighting.
Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers:
Priest, General, Warrior.
Duties of the Priest: Guidance, Marriage. Missions: A priest of this god is almost always on some
sort of mission, a simple one -- to protect a specific person, place, or thing.
The priest might have chosen his current mission, or might have been assigned
to it by his priesthood. That mission might change between adventures, but he's
almost always on one. Note: Priests of this sort do not maintain temples for
small communities; they spend most of their time on mission. Only when they reach
eighth level do they build their own temples and send subordinate priests out
on missions.
Weapon and Armor Restrictions: Weapons Permitted: Battle axe, dagger/dirk, javelin, knife, polearm, spear,
swords (all). Armor Permitted: All armor and shields. Oriental Campaigns: Also
katana, wakizashi. All together, these constitute Good combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Necromantic, Protection. Minor Access to Guardian,
Healing.
Powers: Infravision (same as the elf ability; an elven or half-elven priest of this faith has
Infravision of doubled range, to 120'). Laying On of Hands (same as the Paladin ability).
Followers and Strongholds: The followers are received at 8th level, and consist of three third-level
priests and six first-level priests of the same order, plus five third-level
fighters to act as temple guards. The priest may take the following on adventures:
Three priests (only one of whom may be third-level) and two fighters. The
priesthood will pay for half of the cost of stronghold construction at 8th level. The
stronghold must be built in the fashion of a castle or fortress, even if it is in a city: It
must be constructed so that it can easily repel invasion.
Possible Symbols: Crossed Swords; Crossed Polearms; Shield.
Notes: This priesthood represents a god who is a defender, not an aggressor;
therefore, the priesthood can use or make no ranged weapon attacks. The priests may
not even throw their spears, javelins, daggers or knives.
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