Monday, December 30, 2024

OSR: Artifice 101: Making Constructs for Fun and Profit

by marcel-mercado
Long ago, the disciplines of High Art were united.  However, due to the dual catastrophes of the Deluge and the War of the Outsiders, much of that knowledge was lost.  
The most affected of the disciplines was definitely Artifice.  For centuries, this discipline languished in relative obscurity.  The Sages knew that the ancients had incredible technology and were able to manipulate mana and magic in ways all but unthinkable to contemporary people, but no one knew how they did this.
  
So for a long time, Artificers were those who attempted to understand these ancient works.  They were halfway between mad scientists and guinea pigs, randomly trying things to see what worked.  Most of the time they were unsuccessful, often in horrifying ways.  But sometimes, they actually made progress.  Still, this progress was sporadic and almost never recorded, so the next generation would have to stumble into the dark as well.

Rune-Smithing was an attempt to fix this.  By studying the ancient runes and translating them, the Rune-Smiths were able to craft a mostly functional alphabet and language.  And while progress has still to be made, the modern Artificer know has the tools to actually study the work of the ancients, understand their work in a comprehensive way and to push the field of 
Artifice forward.  

Artificers today:

The difference between a Wizard and a Hedge-Witch is status and education.  A Wizard was sponsored, either by a religious institution or noble house, to learn High Art.  He has official permission from the government to use his powers and the status of a powerful institution backing him.  Conversely, a Hedge-Witch is a magic-user who was taught how to harness their powers by a local elder or Spirit.  

They likely have much less knowledge, especially on the theory of magic and its potential implications/uses, but that doesn't make the Wizard better.  Many Master Wizards can recount tales of the time they were utterly trounced by a Hedge-Witch or learned something from an ancient crone who had forgotten more about healing magic than they'd ever known.

This same situation is often repeated in the division between Artificers and Rune-Smiths.  Rune-Smiths learn from reputable institutions that usually have government backing and often have a much wider base of knowledge.  However, they tend to learn in specific ways and are rarely taught to experiment or try new things.  

Artificers, meanwhile, are taught in the more traditional way, through apprentice-ship to an elder Artificer.  This is the way they have always done it, Artificers will claim, even if they have adopted the Runic alphabet developed by the Rune-Smiths, as it is simply too useful not to.

by AIPromptMonkey
What is Artifice?

Artificers are those who practice the High Art of Artifice, an off-shoot of sorcery, a discipline named after deception.  It is well named, for Artifice involves attempting to use magic without possessing the required talent or power.

This is done through the crafting of Constructs.  A Construct is any form of artificial device created to replicate a spell or magical effect.  They range wildly in size and complexity, from towering automatons wielding burning swords and explosive cannons to tiny charms that produce light on command.  Regardless of form however, Artifice all relies on the same principles and methods.   

How to Artifice:

Novice or Journeyman Artificers are advised to follow Lessons, which are the term that Artificers use for instructions on how to build a Construct.  If you want to build something and don't have a senior Artificer to look over your shoulder and make sure you don't blow yourself up, then a Lesson is your best bet.   

To make a Construct, you need the materials required to craft it.  If you are a more skilled Artificer, you can substitute materials for something that is close enough, but if you're not as skilled, you have a much higher chance of screwing it up and wasting your materials.

Example Lesson:

Grenado
Base DC: 8
Required Materials: A metal shell; a crystal, chunk of glass or golden ball; flammable material such as sawdust; wax
If incendiary- Requires lamp oil or flammable liquid (DC +1)
If freeze bomb- Requires snow, ice or drop of blood from an Ice Queen (DC +1)
If remoted detonated- requires a pair of fireflies, one male and one female (DC +2)

A single-use explosive that after triggering it, explodes after a short time.  There are variants of this Lesson which can teach you how to make it remote-detonated, make an incendiary bomb, make a gas bomb and other types.  

Rules for Crafting:   

Everything you want to craft has a Base DC and is modified by the Construct Crafting table (see below).  If you don't hit that DC, you waste your materials and produce nothing.  If you roll under half of the required DC, you must also roll on the Workshop Accident table below.    

The more powerful a Construct or the more effects you want it to cause, the more difficult it is to make and the more rare materials it requires.   

When you attempt to craft something, add all modifiers to the base DC and roll 1d20.  You can add your skill in Artifice to the d20 roll.

by Shrinecat
Construct Crafting Table:

How powerful do you want this construct to be?

- Weak (+0)
- Useful (+2)
- Strong (+3)
- Very Strong (+4)

Weapon Damage Table:
Weak           1d6/+1d6
Useful        2d6/+2d6
Strong         3d6/+3d6
Strong, very   4d6/+4d6

How many sentences would it take to describe what you want the construct to do?

- One or less (+0)
- Two or Three (+2)
- Three to Five (+4)
- Six or more (+5)

How many times do you want it to be usable?

- Once (+0)
- 1d3+1 times, then it can break (+1)
- 1d6+1 times, then it can break (+2)
- 1d3+1 times, then it needs to be recharged (+4)
- 1d6+1 times, then it needs to be recharged (+6)
- As many as I want (permanent) (+8)

Other Modifiers: 

Are you using the Proper Materials, as dictated by the Lesson?

- Yes (-4)
- Yes, with two or fewer substitutions* (-2)   
- Yes, with more than three substitutions (-1) 
- No, I am missing more than X materials (+1 per missing material)

Are any Artificers are helping me with this project?

- None (-0)
- Yes (-X per Artificer, where X is that Artificer's skill level)

Do you have all your tools/are you working in a proper Workshop?

- No, this area is very chaotic and stress-inducing (+4)
- No, we are in the wilderness or far away from any Workshop (+2)
- No, but this area is useable (+0)
- Yes, though it could be better equipped (-2)
- Yes, we have everything we need here (-4)
- Yes, we have access to world-class facilities here (-6)

*Referee has final say over where a substitution can adequately perform the same role as the original material 

Example Constructs: 

- A bow that can light arrows fired from it on fire: If you wish to modify an existing bow, that is a weapon (Base DC 8) that causes one effect (+1) that is simple (+0) and weak (+0) as you only need it to do +1d6 damage and it would only take one sentence to describe these effects (+0).  But you don't want to break your bow, so you want to be able to use it 1d3+1 times and then require it to be recharged (+4).  The total DC is 13.

- A bomb: This is a consumable (Base DC 5) that you are making from scratch (+4).  It produces one effect (+1) but it is a simple effect (+0) and you want it to be at least Useful strength (+2).  It takes only one sentence to describe what you want the bomb to do (it explodes) (+0) and it only needs to work once (+0).  The total DC is 12.

- A suit of armor that can let you shoot projectiles from an internal supply of mana and project a protective shield: A piece of armor (Base DC 10) that you are modifying (+0) that causes 2 effects (+2) and these effects are slightly complex (+2) and you want this suit to be strong (+3).  It takes two or three sentences to describe what this construct should be able to do (+2) and you want it to be able to utilize it's abilities at least 1d3+1 times (+4).  The total DC is 23.

- An autonomous hunter-killer construct designed to help the creator fight: A creature (Base DC 10) created from scratch (+4).  It can follow orders, move and fight (+4) and these are three complicated tasks (+3).  It needs to be at least Useful (+2) but only needs to do 1d6 damage on a hit (+0).  It would take at least four sentences to describe what this construct needs to do (+4) and it only needs to be useable 1d3+1 times (+1).  The total DC is 28.

<Sidebar: Skills>

Skills only apply to specialized knowledge.  It should be assumed that player-characters have relevant knowledge based on their role, archetype and background.  For example, Fighters know how to use and maintain various weapons, how armies work and where to find martial artists or other skilled warriors.  Rogues should be assumed to know the basics of the criminal underworld, where to buy or sell illegal or stolen goods and so forth.  All adventurers should be assumed to do basic adventuring things like using weapons, wearing armor, riding horses, sneaking, etc.  

Skills only apply to things that a character should not be assumed to know or would add dramatic consequences.  For example, attempting to steal and fly away in a helicopter, but no one here knows how to fly a helicopter.  It should also apply to specialized knowledge, such as flying a helicopter.  The Fighter may know battlefield first aid, but he won't know how to do open-heart surgery.

To learn a skill, you must find a source to learn it from, usually a Teacher.  The Teacher will have a DC assigned to them based on how good of a teacher they are, how experienced they are and any other relevant factor.  The student must roll over or equal to the Teacher's DC.  If he does, he learns the skill and can add +1 to any roll to use that skill.  If he fails, he gets a +1 to his next roll to learn from the Teacher.  

Example: 

John wants to learn how to cook from Rebekah.  She is his Teacher and her DC is 14.  John rolls [1d20+2(COG modifier)] and gets a 15.  He learns how to cook from Rebekah.

Later, John attempts to distract the Orc Chieftain by cooking him a lavish meal.  To make this meal, he rolls [1d20+2(COG modifier)+1(Cooking skill modifier)] and gets a 7.  The Orc Chieftain is not well pleased with his effort.

Skills increase at a rate of +1 each time you learn something new.   Next time John studies under a Chef, he can upgrade his Cooking skill to +2 and so on.    

</End Sidebar>      

by viperaviator
Hit the Deck!

Roll on the following table if an attempt to craft a Construct goes drastically wrong or if something really crazy happens inside an Artificer's lab and volatile things start getting broken or jostled in dangerous ways.  

Workshop Accident:

1d12
1- The Construct suddenly starts working, randomly affecting everything around it as it normally should.
2- One of the Construct's internal compartments opens 1d4 [1= It sprays flammable oil in a 15' cone; 2= It sprays raw magic in a 15' sphere around itself for 1d4 rounds, all magical effects nearby it are doubled for the duration, after which the mana is expended; 3= A live snake slithers out of it, has a 50% of being poisonous; 4= A gust of wind howls out of the compartment, all loose items within 10' that weigh less than a sword are flung about, weak or small creatures must save or be knocked over.]
3- A cloud of energy fills the nearest 30', activating any Constructs or magic items in that space.
4- The Construct begins constantly playing music as if there is a tiny orchestra inside it whenever it has at least 1 one use remaining.  This effect is permanent.
5- The Construct's effect slightly and permanently changes.  For example, if it is a Grenado, instead of exploding and hurting people, it instead explodes and sets them on fire, or sprays glitter and foam everywhere.      
6- The Construct begins glowing and making an incredible racket, the light brightening and the sound intensifying for 1 round.  Then there is a great sound like a sigh, and nothing happens.  The Construct then returns to normal.
7- The Construct breaks.  It will need to be fixed before it can be used again.  
8- All 1d4 [1= Metal; 2= Wood; 3= Bone or organic material; 4= Cloth] that is part of the Construct transforms into 1d4 [1= Stone; 2= Blood; 3= Glass; 4= Smoke.]
9- A small fire starts.  It will spread and consume other flammable objects is not stopped.  
10- One of the Constructs begins attracting, at a rate of 1 per minute, 1d6 [1= Spiders; 2= Rats; 3= Insects; 4= Cats; 5= Dogs; 6= Insane people.]  That type of creature will be drawn toward the Construct as long as it has at least one use.   
11- A small spirit is drawn to the Workshop.  Until driven away, this spirit will inhabit the workshop and do things when the workshop is not occupied.  It is a 1d4 [1= Gnome, it will finish projects left undone and perform it's own experiments; 2= A Brownie, it will clean up and keep everything tidy, but if you tell anyone about it, it will leave; 3= Gremlin, it will steal things and be annoying; 4= Lare, it will protect the workshop from rats and other pests, leaving their bodies impaled on sewing needles and kabob sticks.  It will expect to be paid for this service.]  
12- This was more than a normal accident.  Roll on the Workshop Disaster Table.

Workshop Disaster:

1d12
1- The Construct electrocutes the next person who touches it, doing 1d6+X lightning damage, where X is the skill of the Artificer who made it.
2- A large fire erupts.  If not quickly contained, it will consume all flammable objects within reach and perhaps even the entire workshop.  
3- The Construct attaches itself to the person closest to it in the lab and starts trying to merge with his body.  If it successfully merges with the person's body, he must save.  On a failure, he dies.  On a success, he lives, but he has a Construct permanently attached to his body.
4- The Construct absorbs any other nearby Constructs or magic items, which form into a crude imitation of a body.  The Construct then develops a new consciousness created by the overlapping fields of magic that were used to create it.  The Construct is also a lot like the creator of those Constructs or magic items, fused into one person.  The Construct Monster then flees the lab to pursue its own insane agenda.  It has all the powers of the Construct and magic items that originally created it, along with X HD, which is the number of Constructs and magic items that created it.
5- The Construct melts into a puddle of molten, colorful slime.  It is destroyed.
6- The Construct explodes, dealing Xd6 damage to anyone within 10*X', save for half.  X here is the Artificer's level of skill (Ex: +3 = 3d6/30').  The Construct is destroyed by this explosion. 
7- The Construct the Artificer is working on suddenly begin smoking and sputtering, glowing and shining and threatening to explode.  Then smoke floods the lab and when it clears momentarily, it leaves behind a translucent, dark green egg.  There is something alive inside that egg and if kept warm and safe, it will hatch.
8- Lightning strikes the Workshop and randomly activates 1d6+2 Constructs.  Their effects trigger simultaneously and immediately.  If they need a target, determine one randomly.
9- The Construct nearest the Artificer activates in a strange way, filling the lab with smoke and flashing lights.  Then, after a series of increasingly grotesque noises, something emerges from the smoke.  What is it?  1d4 [1= You, stark naked and confused.  The naked version of you asks if this is the current year; 2= Someone you know well, wearing black leather with an eye patch and an artificial limb.  They bring grave warnings from the future; 3= An unspeakable monster that is very friendly; 4= A beautiful creature that is immediately hostile.]
10- 1d8 purple goo monsters appear outside the building the Alchemist is in and begin attacking it.  When killed, they are revealed to be humans covered in purple slime.
11- 1d8 thugs appear out of nowhere and assault the building the Workshop is in.  When killed, the thugs dissolve into purple goo.
12- The Construct the Artificer was working on tears open a hole in the world, leading to a random plane of existence.  This portal is two-way and remains open for 1d10 hours.  Depending on what plane you accessed, this could either be an incredible opportunity or the last mistake you'll ever make.

Tuesday, December 24, 2024

OSR: Heshasta, Feast of Lights

The Church of the Unconquered Son permits many religious practices from this religions that belong to deities that have been accepted into Zulin's Divine Court.  Whether you celebrate with church services, dancing around a fire under the moon or by ritual combat, the Church does not care, as long as Zulin and the Prophetess are also honored.  They have only a few rules.  Besides obeying the statutes of Zulin, all these religions must celebrate the Holidays of Instar, Eshalia, Zulkos and Heshasta.

Instar is a time of spiritual reflection, fasting, prayer and holiness designed to prepare the believer for the sorrow and joy of Esshalia.

Eshalia is the honoring of the Prophetess' death at the hands of her own people and the actions that it inspired Zulin to take.  

Zulkos is a period of time of anticipation, study and spiritual preparation for the celebration of Heshasta.

Heshasta is the celebration of the birth of Hesaya.  

The Feast of Lights:

Heshasta is celebrated in the heart of winter, in the dark and cold.  Here the Authority, Creator and Ruler of All Things, chooses to create his most favored mortal servant, so that his great plan might be accomplished and the world might be saved.

by Children7
The Story of the Prophetess' Birth:

Hesaya was born of a race that did not have many Gods and Spirits, but only revered the Authority as the highest God.  They believed that in their ancient past, they came from another world and fell from Heaven due to the sins of their ancestors.  However, the Authority did not abandon them.  Instead, they received prophecies and warners who told them that the Authority was not finished with them, that a Redeemer would be born to bind them back to the Authority and help them fulfill their destiny.

And many centuries after those prophecies were first spoken, they were fulfilled when a weaver and his wife traveled to their home town of Hemsa, a tiny village in the hills.  They were traveling because their distant Emperor, who had taken power after a series of wars and crushed uprisings, wished to number his possessions, so all people were to report to the place of their birth to be numbered.  

They did, but when they came to the place, they found that the town was full to bursting, with not a single room unfilled.  They went in search of shelter, but as they did, a furious storm swept over the region, bringing snow and freezing winds like no one had ever seen before or since.  People froze in their warm homes and animals left outside were left dead and cold by the wind.  Many felt that this was no ordinary storm, but one filled with a vile hatred.

The weaver and his wife were caught up in this storm and would have frozen to death, but nearby, a group of goatherds gathered in a cave.  They were all poor men, who could not afford a stable, so they used the natural shelter of the rock to protect themselves.  They were struggling to light a fire and might have passed the night in quiet misery were it not for what happened next.  As they tried to light the damp wood they had gathered, the sparks they scattered transformed into a man made of light.  

They trembled at his presence, but he told them, "Be not afraid.  I am the hearer of the Word, the speaker for the Highest.  You will leave this cave and when you do, you will find a man and a woman cold this night.  Bring them here, for this is the reason you were brought into this world."  As he spoke these words, the damp wood burst into flames and filled the cave with warmth.  From the flames came the sound of rejoicing, the declarations of peace and unity.  

The men, terrified and yet full of curiosity, obeyed what the shining man said and fled from the cave.  They found the man and woman, blue from the cold and near death.  They rescued them and returned them to the cave, where it was warm and safe.  And no matter how the storm raged, it could not touch them.  And in the warmth of all those bodies, both man and animal, the woman gave birth to a child.  It was a baby girl who was named Hesaya, who's name means "Righteousness is my Strength".  And when they saw this infant girl, the goatherds knew what the shining man said was true.  

The Story of the Magi:

The census took several weeks to carry out and her mother was weary from birth and travel, so Hesaya's father found a place for them to live in the village of his birth and took work there.  He wove when he could, but as the town had little need for cloth, he did other, less skilled work, anything to provide for his wife and new daughter.  He was a righteous man, holy by his faith.  Today the Church honors his as St. Articor, patron of weavers, fathers and husbands.  Articor was able to make a decent living doing this and soon several months passed.  

Meanwhile, faraway in a distant land, a group of three Magi gathered in their tower.  They had seen the signs in the Heavens and knew that something truly magnificent had occurred.  The powers of Darkness would soon be shaken, for the Light's greatest advocate had been born.  So they journeyed from their place of power, traveling to the Kingdom of the Prophetess' original people, the Lakazu.  

They went first to the capital and greeted the Ruler there, a native son named Urickar who had been made King by their Emperor.  They greeted him and asked him where the Queen of the High Places was.  This was an ancient title, one only given to the true ruler of the Lakazu, one that King Urickar did not have, except when he himself gave it to himself.  This greatly troubled Urickar, who consulted his own Sages and Magi.  They informed him that the signs in the heavens did seem to indicate the birth of a new ruler of the Lakazu.  

So King Urickar greeted the foreigners warmly and told them what he knew of the birth of the new Queen, how she had been foretold in prophecy and where she likely was.  He then asked the Magi, to when they had found the Queen, to return and tell him of what they had found, so that he might honor her as well.  The Magi agreed and departed.  When they arrived in the little village, they quickly located the child and upon entering their house, bowed before her and declared her to be the Queen of the High Places and Bride of the King.  They then presented her with a series of gifts.

The first Magus gave her an enchanted needle, a length of silver and glass.  When a word was spoken, it could repair clothing or fabric, or if given cloth and thread, quickly manufacture garments by itself.

The second Magus gave her a royal mantle, a robe of finest silk and cloth-of-gold.  When worn, it could protect the wearer from injury, pain and sickness.  Additionally, this power could be extended outward and temporarily bestowed upon those around the wearer.  

The third Magus gave her a dagger, made of obsidian and the bones of a holy man.  When touched to the skin, it could numb the area and reduce pain, while wounds made with it could not be healed by magic.

Then, after letting the child touch their hands and head, they told Articor and his wife that they would return to tell the King of their daughter, then depart.  But when they said this, her mother, Senelia told them not to.  She claimed that she had a dream where she saw the future and if they did so, her daughter would be killed.  Horrified at this thought, the Magi agreed not to return and instead sent a message to King Urickar, claiming they had misinterpreted the future.  They then departed for their own country another way.

by kevron2001
The Story of the Thief and White Blade:

When he first received the message from the Magi, King Urickar was relieved.  But as time passed, his sleep was increasingly disturbed by visions of the child growing up and overthrowing him.  She would be a powerful speaker, a worker of miracles, an exorcist and a healer.  She would be called holy and righteous, and Gods would kneel at her feet and acknowledge the truth of her words.  He knew these were not mere dreams, but visions of what was to come.

So King Urickar summoned his soldiers and ordered them to the village of Hemsa.  "Slay any child under the age of one year," he ordered them.  "Especially if the child seems unusually blessed or protected by magicks."  His soldiers obeyed, making their way to the village.  

Shortly before this wicked deed was to be carried out, a different drama played out nearby.  An Imperial soldier who had been tasked with escorting a famous thief to the capital of this province for execution woke from sleep to find his captive had slipped his chains and escaped in the night.  The soldier raged at his companions, but none of them had seen anything, especially the ones keeping watch.  The soldier ordered them to search the surrounding area, in hopes of recapturing the thief.  But this thief was infamous not only for his thefts, but also for his uncanny ability to escape almost any cage.  They searched for several days, but never found a trace of their quarry.    

Now the soldier was faced with a choice- he could continue a likely fruitless search, he could return to the capital empty-handed or he could become a bandit.  The first was not an option in his mind, as if the thief was a local and he was not.  If they had not caught him by now, they likely never would.  The second option was also not acceptable, as returning empty-handed would mean death.  And the third was not truly an option, as though the soldier was not righteous, he was no villain either.  So he instead told his men they were going into the village to sample whatever swill the locals thought of as drink around here.

And they had a very acceptable time drinking, though their much hardier constitution and larger size meant that even the largest portions left them only mildly intoxicated.  Which is why they were slow to react when they saw some local fighters slaying children and infants in the street.  When he saw this, the soldier was filled with rage at the injustice.  When he saw them target a woman with a child in her arms, he sprang into action and cut them down.  The woman turned to him and when he saw the child in her arms, he knew what he must do.  The soldier rallied his companions and after retrieving the woman's husband, Articor, the soldier and his companions cut their way out of Hemsa.  

When the King heard of this, he was furious.  Paranoid that he was going to be replaced, he sent his most talented warriors after the soldier and the child.  They pursued the child and sought to snuff her out before she could escape.  But the soldier proved a wily foe, skilled in arms and talented in strategy.  He tricked his enemies and guided his charges down little-used roads, evading much of the pursuit.  And when their enemies caught them, he sliced his way through.  

This chase went on for several weeks until the soldier had almost made it to the border.  If he could just get the child and her family over the border, they would be safe.  But the forces of King Urickar were right on their heels.  The soldier would ordinarily fight, but he did not think he could win the day while protecting his charges.  So, in desperation, he reached out to the criminal underworld and sought the help of the famous thief.  He did not expect a reply, but he got one of the next day.  And thus, a plan was made.

The next day, Hesaya, Senelia and Articor were snuck aboard a barge loaded with hay and oats, stashed in a hidden compartment.  Meanwhile, the soldier headed the opposite direction with a number of decoys, a convincing doll wrapped in a cloth standing in for the child.  Their enemies caught up with them and slew them all, though the soldier and his surviving companions killed ten times their number that day.  But when the bodies were inspected, it was found that the child Hesaya was still alive.  This message was conveyed to the King, who raged at this.  He vowed he would never stop until she was dead.

That very night he stumbled into his concubine's bedchamber, bleeding from a dozen wounds.  She screamed and called for a healer.  But for some reason, no matter how much magic they used, his wounds would not close and the King bled to death, choking on his own blood.  

As Urickar had no sons, merely an elderly uncle and an unruly crop of nieces and nephews, the court soon became locked in a brutal power-struggle for the throne and the approval of the Emperor.  In the chaos, the child-Queen of prophecy was forgotten or dismissed as a problem for the next generation to deal with. 

Heshasta Today:  

The celebration of Heshasta varies depending on region, culture, social class and tradition.  Generally, these include but are not limited to throwing parties, preparing special foods, the giving of gifts and feasting.    

What is special about this area's Heshasta celebration?

1d10
1- People dress up in costumes or wear masks and mingle with no regard for social class or position.  Tonight, peasants and Kings stand on equal footing, united by goodwill and brotherhood.
2- There is an extremely intense snowball fight competition, judged by professionals with prizes for the winners.  
3- Everyone gathers in the cities to watch the Kataka game, better known by the unofficial name of 'Wizardball'.  All the biggest Magical organizations, from the Colleges to the Temples of the Goddess of Magic will be hosting games tonight.  
4- People compete to see who can create the most fearsome monster out of sticks and straw.  These monsters are then brought to life via magic and made to fight each other.  The winner is given back to it's creator, while the losers are burned for fuel.  
5- There is a scavenger hunt organized throughout the city, full of diabolically clever puzzles and frustratingly vague wordings.  The winner will receive a prize and bragging rights for the rest of the year.  
6- There is a massive cooking contest, with chefs from all over traveling to impress the crowds and the elite alike with culinary delights.  Representatives from the Culinary Wizard Orders prowl the grounds, looking for new talent or worthy prospects.  As such, many of the foods served here are magical or otherwise exceptional.   
7- A great contest of martial skill!  From duels, to jousts, to massive melees, all flock to see the clash of blade and wills!
8- There is a great hunt for some sort of dangerous animal, such as hippopotamus, bear or wyvern.  The King or ruler will ride out to face down such a creature and will hopefully, return with a dead one that will be butchered and served at a great feast.  
9- For some reason no one can quite remember, it is believed to be bad luck to be alone on Heshasta, so all the single men and women of the city are encouraged to pair up and spend time together until the end of the festivities.  The pairing-up is sometimes done via lottery.  It is is rarely compulsory, but refusing to go along with it will make people think you're no fun. 
10- A ceremonial hunt occurs where a person or group of persons is given a mask or disguise and told to evade capture, while gangs of seekers attempt to track them down.  If the prey evades capture until morning, they win and are given some kind of reward from their hunters, usually a token sum of money, though with many pursuers, this can be no small sum.  If the hunters succeed and capture the prey, the prey are expected to do something embarrassing, such as singing a bawdy song, dressing up in ridiculous outfits or putting on a short comedic play for the hunters and their guests.

by SatAyasis
St. Donar's Gifts: 

The giving of gifts is also a very treasured custom that is almost universally a part of Heshasta.  This is largely because of St. Donar, a famous Saint who long ago saved a family from poverty through anonymous gifts.  When the family's patriarch died, the wife and her daughters would likely have been forced into prostitution, were it not for the intervention of St. Donar.  He took steps to care for them, so that the girls were safely married off to faithful men, while the matriarch was brought along with her eldest daughter and cared for as part of the household, all thanks to St. Donar's good work.  

In his name, people still give gifts not only to friends and family, but if they are truly righteous, to the less fortunate.  These gifts are often done anonymously, with any gift being attributed to St. Donar.  Parents warn their children off with stories that if they do not behave, St. Donar will not give them anything for Heshasta.

What did "St. Donar" bring you last night?

1d6
1- A new piece of clothing, appropriate to the climate.  If you live in a cold region, it's a nice warm coat or a woolen cloak.  If you live in a hot region, it will be a headscarf to cover your head and keep the dust out of your eyes.
2- A new piece of fine clothing, suitable for formal occasions such as the Heshastan feast you're going to be invited to.  
3- Something delicious to eat!  For children, this is probably a sweet, but for adults, it could be anything tasty.  
4- Alcohol!  Please drink to add to the merriment.
5- A new weapon.  Depending on the wealth of the person giving you this gift, it could be anything from a masterwork blade adorned with silver filigree to a well-used, but still sturdy heirloom club.  
6- Something expensive, such as a mirror, a piece of glasswork, a book or an animal, such as a horse.      
But there is a secret known only to a select few in the upper ranks of the Church and in Heaven: St. Donar's gift-giving did not end with his mortal life.

by ArtDeepMind
The Story of St. Donar and the Codex of Empyrean:

Long ago, a warlord by the name of Targis Volun sought to conquer the world.  He did this not just through his armies or his many marriages, but through acquiring powerful treasures for himself.  So when he discovered the existence of a magical book that was said to grant the user the ability to instantly travel through space and time, he had to have it for himself.  Unfortunately for him, the Codex of Empyrean was carefully protected, sealed behind three massive gates, the Gate of Life, the Gate of Death and the Gate of Joy.

The Gate of Death was the first, tall and black and cold.  Any creature that approached it would have their life force drained until they fled or expired.  Touching the Gate was instant death for any who laid hands on it.  To open the Gate, Targis recruited the Ancient Lich Neshir Ironspine, an ancient sorcerer-king who had long ago tired of life.  Targis promised that if Neshir could open the Gate of Death, he would smash the Lich's phylactery, preventing him from returning to life and granting him the death he so desired.  Neshir struggled forward and managed to resist the powers of the Gate of Death long enough to open it.  He died, but Targis denied him his wish and allowed him to revive, much to the Lich's sorrow.  

Next came the Gate of Life was so named because anyone who approached it had all their injuries healed and their age reversed.  The closer they came to the Gate, the more powerful this effect.  Ordinary people could not approach the Gate without being reduced to children and those who came even closer were reduced to infants, fetuses or unseen zygotes.  To open this one, Targis recruited the Isha the Ageless, a famous immortal alchemist who had long ago gained the knowledge of the Philosopher's Stone.  She let the Gate restore her youth and beauty, then froze her body in time using the power of the Stone, before opening the Gate, which deactivated it.  She only longed to study the Gate, but Targis denied her too by having his servants take the Gate apart and transport it back to his palace for study.

Finally, they came to the Gate of Joy.  It was said that the closer one approached this Gate, the happier it would make you, but Targis had found that when he approached it, it just made him angrier and angrier.  By the time he reached the Gate, he was so furious he would pound on the Gate as hard as he could, but nothing he did could even scratch the metal.  So after consulting with his councilors, they came to the conclusion that only someone filled with joy could open the Gate.  So Targis recruited the only person who he knew was full of joy, a Priest of the Church named Donar.  

He recruited Donar under false pretenses, claiming there was a powerful Demon trying to break through the Gate and that Targis needed to open it so he could slay the creature.  Donar seemed to believe this and agreed to help.  When brought to the Gate, he easily walked up to it and opened the Gate.  EVeryone was astonished at the ease which he did it.  When questioned about how this was possible, Donar explained that it was because serving Zulin and the Prophetess, May She Live Again, is the greatest joy anyone can have.  Targis didn't believe that for a second and shoved past the mild-mannered priest to seize the Codex for himself.  

To his horror though, he found the vault behind the Gate of Joy empty.  Donar then explained that in the few seconds before he had been asked that last question he had already taken the Codex, then given it to a future version of himself, who had safely taken it away.  He said that Targis was a wicked man and that he did not deserve the power of the Codex.  

Instead, he offered the three of them a gift.  To Neshir, he offered a new human body.  If Neshir broke his phylactery and placed his soul into this body, he would live again and hopefully, he would use this an opportunity to change his ways.  To Isha, he offered a gilded mirror.  He told her to use it to reflect on her actions, though she could just as easily use it for vanity, if she wished.  Finally, to Targis, he offered a magical pill.  This magical pill would destroy Targis' soul and reform it as if he had never practiced the Fist Art he was a master of.  

Donar told him this was the ideal gift for Targis, as Targis was extremely bored being as powerful as he was.  There was no challenge for him left, so if he took this pill, he could start his journey all over again.  The three of them accepted Donar's gifts, then murdered him and searched his body, in the hopes of finding the Codex.  But the priest had spoken true and the Codex was gone.  And so they parted ways and left in disgust.

Neshir Ironspine never did become human again, but he did reform his behavior greatly and became an only moderately cruel and despotic King.  

Isha the Ageless did enjoy admiring herself in her mirror, but eventually came to hate it for it constantly reminded her of the Priest's last words to her.  She eventually turned it to gold and donated it to the Church, who venerate it as a holy relic.  No one knows what happened to her after that and many assume her to be dead, but with an Alchemist of her level, you can never know.

Targis Volun kept the pill in a gilded box around his neck for many years, constantly torn between throwing it away or consuming it.  Eventually, after another unsatisfactory night of concubines and wine, neither of which gave him any true pleasure, he decided that he would take the pill and try what Donar suggested.  But when he sought out the box, he found his three-year old son had found the box and thinking the pill was candy, consumed it.  Since the boy had never practiced any form of cultivation, the pill had absolutely no effect on him, wasting it.  At this, Targis Volun, Ruler of half the World, wept bitterly.  

St. Donar Today:

St. Donar still delivers gifts to all the good Hesayans of the world.  Each Heshasta, if you are a Hesayan, you must do the following to potentially receive a gift from St. Donar.  First, you must be asleep on the night of Heshasta or otherwise out of the house.  St. Donar refuses to take credit for any gifts he gives, so he won't give a gift to anyone who can see him, especially on this night.  

Secondly, you must be in good standing with the Church and Heaven.  To calculate this, have the players calculate all their notable deeds for the past year, whether good or evil.  Base Goodness starts at 10, with Good Deeds increasing this number by +1, while Evil Deeds decrease the number by -1.  Then have the players roll 1d20.  If they roll under their number, they get a gift from St. Donar.  If they roll exactly the number, they get a token gift, such as a candied nut.  This is the equivalent of a warning from the Saint, that you're on thin ice and should shape up.  If you roll over the number, St. Donar is displeased by your behavior and will not reward you.  Note that if a player-character has been particularly saintly or wicked, no roll may be required.  If you spent your time whoring, stealing and going on murder-sprees, that is an automatic failure in the Saint's eyes.

What did St. Donar bring you?  

If you were very bad, he brought you...

1d4
1- A map to the nearest church.  Go confess your sins, you filthy animal.  
2- A thimble full of Infernal Wine.  If you drink it, you'll experience the Flames of Hell for one minute.  Intensely traumatizing, but does no actual damage.      
3- A list of all the bad things you've done and all the people they hurt.  Names and descriptions are included.  
4- Clay Penitent's Armor.  A set of full-plate armor made of fired clay tablets, each one covered in sacred scripture.  Grants +5 FS, but each time an enemy gets a critical hit against you, you must save.  On a successful save, the Armor loses 1 FS, decreasing from 5 to 4 to 3, etc.  When it goes down to 0, it breaks.  Alternatively, if you fail your save, the armor is destroyed then and there.  

If you barely count as good, he brought you...

1d6
1- A single copper coin.
2- A single piece of candy.
3- A sip of wine mixed with vinegar.
4- A piece of fool's gold.  
5- A piece of costume jewelry.  Flashy from a distance, but close inspection will reveal it to be glass and wood painted to look like gold up close.  
6- Penitent's Thorns.  A helmet that when worn, grants the wearer the ability to, if an ally who is close to you is successfully hit, you can 1/Round attempt to intercept that blow.  Roll a Defense roll as if you were the one initially targeted.  If you succeed, neither you nor the original target take damage, but if you fail, you take full damage as if initially targeted by the attack.    

If you were good...

1d8
1- A single gold coin.
2- A bag of sweets.  Has a 50% of being magical.  If it is magical, it is Golden Pop, a candy that when eaten, creates a magical bubble around the user.  This bubble enables them to bounce along the ground, tripling their movement speed and jump height.  However, if the bubble takes a single point of sharp damage, it pops.  
3- A delicious cake.  Has a 50% of being magical.  If it is magical, it is Angelmeal.  Angelmeal Cake is made in the bakeries of Heaven and nourishes the righteous.  Anyone who eats one is fully nourished for one day and has no need for additional food or water.  However, if consumed by a wicked person, they will be wracked by horrible pain for 1d20 hours after eating Angelmeal.    
4- A new piece of clothing.    
5- A jug of wine.  
6- A jug of Holy Water.  Restores 1d6 FS if drank by a righteous creature.  If splashed on an evil creature, does 1d6 damage.  Undead and Demons take 2d6 damage.  If drank by an evil creature of 3 HD or less, that creature must immediately save or die as they are consumed by holy fire.      
7- A potion.  It will be useful to you and your current circumstances, as St. Donar sees (almost) everything.
8- Maria, the Saint-Maker.  An intelligent magical sword, made of fine steel, steryling silver and adorned with lapis lazuli.  When you take up the sword Maria, you will be compelled to swear an oath.  3/Day, whenever you strike an evil creature, you can force that creature to save.  That creature will take +1d6 damage per oath you have sworn.  However, if you break any of your oaths, then you must immediately save or die as Maria will try to kill you.  Regardless of whether you live or die, Maria will then depart.       

If you were saintly... 

1d6
1- A jug of Holy Water, from Heaven itself.  Restores 2d6 HP if drank by a righteous creature.  If splashed on an evil creature, does 3d6 damage, save for half.  If they are a Demon or an Undead or especially evil, they get no save to reduce damage.  If drank by an evil creature of 7 HD or less, that creature must immediately save or die.  On a successful save, the creature still takes 3d6 damage.
2- A treasure map.  You know that long-lost, legendary treasure that people have been seeking out for years, decades or generations?  This is a map to it.  
3- 1d3+1 Arrows of Slaying.  These are oriented toward the enemies of the Church, such as Undead, Demons, Necromancers, but if you're fighting a particularly evil foe, they might be designed for him instead.    
4- A miniature sun.  A lantern that casts actual sunlight.  Casts bright light in a 30' radius and dim light out to 60'.  Any Undead that fall into the light take 1d6 damage a round and must save vs fear or flee.  Bound Undead can ignore this save, as it isn't up to them.  If smashed, the lantern explodes, doing 4d6 fire damage, save for half, to anything within 30'.  Enemies within 60' instead take 2d6 damage, save for half.  
5- Skyrider's Armor.  A piece of armor, blue-black and adorned with clouds and the stars of Heaven.  When worn, grants the user the ability to 3/Day, leap up to 100' straight up or 300' horizontally.  The user can choose to jump a lesser damage.  Also makes him immune to fall damage.  Note that if you are wicked while wearing this armor or become an enemy of the Church, it may launch you 500' into the air and turn off your immunity to fall damage.      
6- Blueblaze or Martyr's Spear.  A spear of glowing blue-white glass, throbbing with energy.  As an action, when beneath an open sky, the user can call down lightning (3d6, save for half) to strike a target that is channeled through the spear and directed at the user's chosen target.  However, each time Blueblaze is used like this, the user takes 1d4 damage.  The user can also choose to take 1d6 damage instead when using this ability, which lets the user reroll the damage the lightning does.  However, if the user becomes wicked, the spear will either disappear when they aren't looking or, next time they use the lightning ability it will target them instead, then disappear while they are blinded.        
                                                              
Heshasta Plot Hooks:

1d8
1- A Noble of the City is throwing a massive feast and needs something really impressive as the centerpiece.  He's heard of a giant boar the size of a barn rampaging around to the north of here.  Go kill it and bring it back to him, so he can impress all his guests.
2- There is a traditional ice sculpting contest in the City, but the Sons of Garvey almost always win.  They are known to be disreputable and you are hired to spy on them and if they are cheating, you are to expose them.  
3- You are contacted by a wealthy merchant who has unexpectedly received an invitation to the Heshashatan Ball at the palace tonight, but he has no present worthy of the King.  Help him find something suitably expensive and tasteful by tonight.
4- An evildoer is stalking the streets, murdering people and leaving their bodies in public, where they will be discovered.  Find and catch this person before they ruin the holiday for everyone else.  
5- A wicked Magus who hates Christmas gives some of the local children small eggs that hatch into tiny, adorable creatures.  However, if these creatures drink alcohol, they will be transformed into tiny little monsters that will seek to cause chaos, eat children and pets and generally ruin the holiday for everyone else.
6- A group of soldiers left the City on an expedition, with the hopes that they would be back in time for Heshasta.  But with time running out, their commander hires you to investigate what is delaying them and if possible, bring them back home so they can spend it with their families.
7- The City is ruled by a righteous man named Wenkala.  Wenkala has a great love for Heshasta, in particular for the giving of gifts.  He intended to give his wife a painting commissioned from one of the City's best artists, but the artist has gone missing.  Please find him and quickly.  
8- The party is invited to attend the Archmagus' famous Heshastan party.  But while at the party, the party is taken over by a band of thugs who take hostages and seal the building so no one can get in or out.  The leader of the thugs will tell everyone what he wants, but he is probably lying.

Saturday, December 21, 2024

OSR: Prophet 2: Pray Harder

This is a revised version of my original Prophet class.  Ideas borrowed from here, here and here.  

by Ubergank
Prophet
Starting HP: 1/3 Con
Fighting Spirit: +2 per Prophet Level
Atk Modifier: +1 per Prophet Level (max +6)
Starting Equipment: holy symbol, sword or club, belt of cord, tattered clothing, wild look in your eyes, a Secret Name of God

1: Secret Name of God, Dreams and Omens
2: Augury, Guardian Angel, Faith Points 
3: Whisper, Shabach
4: Prophesy
5: Commandment
6: Curse
7: Revoke Name
8: The Narrow Way
9: Divine Manifestation   

1: 

Secret Name of God: You are given one of the Secret Names of GOD.  As an action, you may speak the Name and attempt to change reality in accordance with the Name's nature.  The Referee should assign a DC equal to what you are attempting.  If the change is small or it closely aligns with the Name, then the DC should be low.  If it is difficult or not aligned with the nature of the Name, then it should be harder or impossible.  If something does not align with the nature of the Name or your God does not want you to do something, it is impossible.  

For example, you have the Name: "CUT".  If you attempt to use it to cut a rope, the DC to do that is 5.  If you attempt to use it to cut the waters of a river, to create a gap and allow easy passage across, that is much harder, so the DC is 13.  If you attempt to cut out someone's heart, in a metaphorical way, so they don't feel a certain way, that is extremely hard so the DC is 20.

Dreams and Omens: Your God will tell you where to go and what to say in signs and visions.  He may also grant you visions of the future and hints about where you should go and what you should do in dreams.

2: 

Augury: 1/Day, the Prophet may ask his God a question relating to the future, current events or anything else the Prophet wishes.  The Prophet should then roll 1d20+X, where X is their Prophet Level.  The Referee should select a DC equal to the difficulty of answering the question.  If the Prophet rolls over the DC, he receives a clear answer.  If he rolls the DC or more than half, he receives an unclear answer.  If he rolls less than half, he receives either no answer or an extremely muddled and unclear answer.

For example, the Prophet asks, "Where is the Warlord Garek Bonecruncher?"

- Clear Answer: Besieging the City of Stallion's Point
- Unclear Answer: A huge man in armor is wrestling with a giant stone horse
- Extremely Unclear Answer: Axes and spears fly through the air above grey and white clouds, stained red.  Blood falls from the sky and waters black trees which produce skull-shaped apples.  A herd of tiny horses is chased by a housecat, but they hide in a mousehole and it cannot reach them.       

Guardian Angel: You are given an Angel, an immaterial spirit which has attached itself to you.  By praying to your Guardian Angel, you can get it to utilize it's powers on your behalf.  
Additionally, anyone affiliated with your religion can pray to your Guardian Angel and if the Angel wishes, it can grant their prayers.  It may also choose to grant the prayers of people not affiliated with your religion, but this depends on circumstances and the Angel.
 
All Guardian Angels start with the power: Cure Wounds

Faith Points: All members of your party gain +X Faith Points, if they are a member of a religion.  X here equals their COG or CHA modifier, whichever is higher (min 1).  As a Prophet, you gain Faith Points equal to  X+Prophet Level.  For example, as a Level 2 Prophet with a CHA or COG of 13(+1), you start with 3 Faith Points.
  
Faith Points are used to pray to your Guardian Angel.  Each time someone prays to your Guardian Angel, they expend 1 Faith Point and can access one of the Angel's spells, unless the Angel does not wish to allow that creature access to it's power.
  
Whenever a creature prays to your Guardian Angel and receives power, that creature loses 1 Faith Point.  When a creature runs out of Faith Points, it cannot pray to your Guardian Angel.  To recover Faith Points, you must attend a religious service or participate in one of that Faith's sacraments. 

3: 

Whisper: Whisper: You can use your Secret Name of God in a small, silent way.  You can only use it to make a tiny change, but you can do so without revealing that you are using it or any external sign you are.  Additionally, if the change is sufficiently small, the Referee may forego a roll and allow the Prophet to succeed automatically.  

Shabach: You can greatly amplify the power of the Secret Name and scream it, allowing you to make a much greater change than usual.  You also give yourself advantage on the roll.  However, each time you use the Name like this, you must save.  On a failed save, you hurt your voice and cannot use the Secret Name or speak for the rest of the day. 

4: 

Prophesy: 1/Day, when you see an event occurring, you can declare how the event will proceed.  The Referee should select a DC equal to the likelihood of the described event occurring.  Then you should roll 1d20.  If you roll above or equal to the DC, you succeed and the event happens as you describe.  If you roll half the DC or above, it happens, but with some sort of complication as determined by the Referee.  If you roll below half the DC, your prophecy fails to come true.

For example, you see an enemy and a friendly army clashing.  The Prophet declares, "Our allies will be victorious."  The Referee decides this is somewhat likely, so he sets the DC at 13.  

Results:
13+: The friendly army is victorious.
7-12: The friendly army is victorious, but the King is cut down in the fighting.  
1-6: The enemy army wins.   

5: 

Commandment: The Prophet may declare a Commandment.  All who can hear the Prophet (including himself), even if they do not understand him or his language, must abide by this Commandment.  The Commandment must align with the nature of the Secret Name of GOD, otherwise the Referee may refuse to allow it to be used.  Those who fail to abide by the Commandment immediately suffer a Divine Punishment based on the nature of the Secret Name.  Commandments last until they are repealed by the Prophet, which causes it to be undone, though any effects produced by it will remain.  While a Commandment is in place, a Prophet may not use that Name until the Commandment is repealed.     

For example, a Prophet with the Name "FILL" lays down the Commandment, "Only those who are filled with the love of my God may approach me."  If this Commandment is accepted by the Referee, then anyone who does not love the Prophet's God who approaches him will suffer a Divine Punishment.  In this case, the Divine Punishment is having their mind flooded with knowledge of a foreign God, causing those affected to save.  On a failed save, they are mentally overcome and must either flee or drop into a catatonic state.       

6: 

Curse: 1/Day, you can speak to a creature or group of related creatures and declare their Doom.  They must be able to understand your language and be able to hear you for this ability to affect them.  When you do so, describe what will happen to them.  This becomes their Fate.  Unless your Curse is broken, it will occur.  It will not occur immediately, but it will happen soon, though depending on the number of people cursed, it may take longer.  Your Curse will also have two conditions that, if either is met, will break the Curse.  These conditions are always difficult or unpleasant and related to the Curse in some way.  You cannot curse anyone else until your previous curse is fulfilled or broken.    

7: 

Revoke Name: You may remove the influence of the Secret Name of God you possess on the world.  This works as per "Secret Name of God", but allows you to invert the effects of the Name.  

8: 

The Narrow Way: 1/Day, you can look into the future and declare an event that will NOT happen.  Otherwise, this works as per "Prophesy".

For example, you see an assassin approaching the King.  The Prophet declares, "The King will survive."  The Referee decides that since the King is old and the assassin strong and armed, this is unlikely, so the DC is 16.

Results:
16+: The King survives, almost unscathed.
8-15: The King survives the initial attempt, but is grievously injured and may still die, if not treated properly.  
1-7: The King is killed.    

9: 

Divine Manifestation: 1/Day, you can cause the Secret Name of GOD you carry to manifest fully.  When this happens, you can ask for anything that aligns with the Name to occur.  The Referee should then set a DC for this.  Then roll.  Consult the table below for the possible results.  As the Referee, remember that whatever results occur, they should be dramatic and change the whole situation, though not always for the better.  Treat this ability like a limited form of "Wish".  

Result in comparison to the DC   Effects
Greater than the DC  Your request is fulfilled, but one unexpected result occurs
Equal to the DC  Your request is fulfilled, but one harmful result occurs
Less than the DC      Your request is not fulfilled and one harmful and one unexpected                                                             results occur
Less than half the DC             Your request is not fulfilled and two harmful results occur

Example: A Prophet with the Name "SEND" is in a besieged city manifests the Name and asks it to "Send Help".  The DC for this is low, as the Prophet's allies are already coming.  So the Referee says that such an event is likely and sets the DC at 10.    

Results:   
11+: The Prophet's allies arrive swiftly, but this dramatically changes the landscape as the world's landscape shifts to allow them to arrive faster.  Mountains plow through cities and vital passes are suddenly cut off, while the treacherous swamp drains and becomes a plain instead.
10: The allied army is suddenly brought here, appearing out of nowhere.  However, having been plucked from where they were and swiftly brought here drives many of them to madness, along with weakening their discipline.
9-5: Help arrives, in the form of enemy reinforcements.  Luckily, every monarch and important person in the region has suddenly decided, for some reason they cannot remember, that they NEED to help the Prophet.  Not that most of them will be able to get here in time to do anything but bury the bodies, but it's a nice gesture.  
1-4: Help arrives, in the form of enemy reinforcements.  Also, the person (or a representative from the group of persons) that the Prophet hates is suddenly nearby, in the City with them.

Additional Notes:

Additional Names-

A Prophet can find other Secret Names of God, either by taking them from another Prophet or Deity, or by finding where they are hidden in the world.  A Prophet can carry a number of Secret Names equal to 1/3 their Prophet level (min 1).  Note that a Prophet's deity would be more than okay with holding onto a Prophet's other Names and switching them out at the Prophet's request, unless their God needs one of the Names for something.

Guardian Angels-

They start with the power Cure Wounds (see below).  They can unlock other powers, relating to the Deity they and the Prophet serve.  To strengthen a Guardian Angel, one must go on quests, take a pilgrimage to a holy place, defeat enemies of God and do other Cleric/Paladin stuff.  

Cure Wounds: Target creature regains 1d8 HP.  

On Paladins-

Paladins and Clerics share too much real estate, so Paladins are now not a separate class.  A Paladin is just anyone who takes an oath to serve the Church.  Usually this means a Fighter/Knight, but it can technically be anyone.  Other Faiths may also have similar dedicated martial orders, though they probably wouldn't be called Paladins.