Prosperity

This is a god of riches and wealth. He may be a god of rich treasures from under the ground, or of riches of herds, or of any sort of prosperity.

The god's priests spend a lot of time dabbling in trade and teaching the children of noble families how to manage their money wisely, to build businesses from the ground up, to improve their communities through the careful, studied application of money. They are not priests of greed and avarice, though the occasional priest will end up being a greedy man.

The god of prosperity is male.

The priests of this god are on good terms with the priests of Community, Peace, Race (Halfling), and Trade.

Alignment: The deity is good; at the DM's discretion, he may be chaotic good, neutral good, or lawful good, but tends to be neutral good. Regardless of his alignment, his priests may be of any good alignment. The flock may be of any neutral or good alignment.

Minimum Ability Scores: Wisdom 11. Wisdom 16 means +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Appraising. Non-weapon Proficiencies Recommended: Mining, Modern Languages, Reading/Writing, Religion, Gaming, Gem Cutting. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Rogue.

Duties of the Priest: Guidance, Marriage. (Note: The priests of this sect do not encourage members of their flock to marry for love if it means alienating the families and living in poverty.)

Weapon and Armor Restrictions: Weapons Permitted: Bill, harpoon, javelin, lasso, mancatcher, net, picks (all), spear, trident. Armor Permitted: All non-magical armor and non-magical shields. Oriental Campaigns: Also chain. All together, these constitute Medium combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Animal, Creation, Plant, Summoning. Minor Access to Guardian, Healing, Necromantic, Protection.

Powers: Detection (as per the Designing Faiths chapter) of treasure and objects of value; the priest can detect treasure when he is within 10' of it, even when it is concealed (5' if it is behind a thin wall, or 2' if it is behind a heavy wall or buried); however, he cannot divine its direction through this power, and must move around to get a fix on the treasure. The power does not tell him what sort of treasure it is, and even if it's of a type he does not desire (such as a small bag of coins) it will alert him to the treasure's presence. The power is next to useless when the character is among allies (their coin-pouches will set it off), so he must walk alone to be able to use it. Determine approximate depth underground on 1-3 on 1d6 (same as Dwarf ability; dwarf-priests and gnome-priests of this faith succeed on a 1-5 on 1d6).

Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, two third-level priests, and four first-level priests of the same order, plus one fifth-level fighter (bodyguard), one fifth-level bard (the priest's personal bard), and ten Normal Men and Women (good-looking, high-charisma men and women with no perceivable skills or source of income who are attracted to the priests of fortune and luck). The priest may take the following on adventures: Two priests, the fighter, the bard, and all the Normal Men and Women. The priesthood will pay for half of the cost of stronghold construction at 8th level.

Possible Symbols: Bull, Chest.

Notes: The weapons chosen for this priesthood were chosen based on association with the earth, as the source of precious metals, and those which can grab, capture, harvest the bounty of the seas, etc.

Table of Contents