Mischief, Trickery
This god delights in trickery for trickery's sake. He loves fooling people,
animals, other gods # to show them how much more clever he is, just to see the
looks on their faces, for just about any reason.
Naturally, this god is the favorite of rogues, especially thieves. But don't
think that he's a god of cowards: To pull off the best tricks and plots, his
followers must be brave indeed. However, many cowardly rogues do worship this god
anyway, in admiration of his ability to get out of rough spots without
resorting to combat.
His priests, in addition to extolling this god's virtues, also love
demonstrating cleverness. Some perform harmless pranks for comic relief. Others become
polished military tacticians for armies. Others learn nonweapon proficiencies
that let them become proficient trapsters or stage magicians.
To be a priest of this god, a character does not have to be nasty or mean to
others. The priest might demonstrate his cleverness through sleight of hand or
by executing clever plots that straighten out problems rather than cause them.
On the other hand, some priests of this god are just sly troublemakers who
create problems for everyone. That's a choice left to the player of this type of
priest.
The god of mischief is male.
The priests of this god are on good terms with the priests of Fortune/Luck,
Messengers, Race (Gnome), Race (Halfling), Trade, War, and Wisdom. Priests of
this god are sometimes allies of the priests of the philosophy of Evil; this
decision is up to the DM, based on how he perceives his campaign world. The priests
of this god dislike the priests of Strength.
Alignment: The deity is chaotic neutral. The priests may be chaotic evil, chaotic
neutral, chaotic good, neutral evil, neutral, or neutral good; evil priests have
their own sect and the other priests don't have to tolerate them. The flock may be
of any alignment.
Minimum Ability Scores: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience;
Wisdom and Intelligence 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Disguise. Nonweapon Proficiencies
Recommended: Dancing, Etiquette, Modern Languages, Reading/Writing, Religion, Forgery,
Reading Lips, Set Snares, Ventriloquism. Weapon Proficiencies Required: None.
Nonweapon Proficiency Group Crossovers: Priest, General, Rogue.
Duties of the Priest: Guidance, Marriage, Missions: Priests often choose to go on adventures where
they will have the opportunity to participate in some great plot or caper; it
can be a deadly serious mission, so long as the priest gets to be involved in
intricate planning and clever tactics. Vigilance against forces (mostly of
society) that make people too responsible too young, that mature them too quickly.
Weapon and Armor Restrictions: Weapons Permitted: Blowgun, bows (all), crossbow, dagger/dirk, javelin,
knife, lasso, net, quarterstaff, spear, stiletto, sword/bastard, sword/long,
sword/rapier, sword/sabre, sword/short. Armor Permitted: All non-magical non-metal
armor; no shields. Oriental Campaigns: Also bo stick, chain, daikyu, sai,
shuriken, wakizashi. All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to Charm, Divination, Protection, Summoning. Minor Access to
Animal, Elemental, Guardian, Plant.
Powers: Charm/Fascination (as per the Designing Faiths chapter). Detect Secret Doors (same as Elf ability: Success on roll of 1 on 1d6 when passing within 10',
1-2 on 1d6 to find secret doors and 1-3 on 1d6 to find concealed portals when
actively searching; elven priests of this order have success on a roll of 1-2 when
passing within 10', 1-3 to find secret doors and 1-4 to find concealed portals
when actively searching). At 8th level: Shapechanging (as per the Designing Faiths chapter; DM chooses the three animal forms, or
can allow the player to make the choice).
Followers and Strongholds: The followers are received at 9th level, and consist of one third-level
priest and seven first-level priests of the same order, one fifth-level thief and
one fifth-level bard (who act as assistant mischief-makers and accompany the
priest everywhere), and one third-level fighter and seven first-level fighters who
act as guards. The priest may take the following on adventures: One priest, the
thief, the bard, and one fighter of his choice. The priesthood will pay for
half of the cost of stronghold construction at 9th level.
Possible Symbols: Fox.
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