Wardd (2e)

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WARDD OF THE FIRST MOON

(God of Luck and Chance)

Priest’s Version


Realms of Responsibility

Wardd has no actual responsibilities on the Wold, but is the patron of gambling and the elusive quality of luck. He is the sole ruler of Wardd, the erratic first moon of Wold.


Appearance

Wardd appears as a healthy young man with blonde hair, sleek of form, and alarmingly large eyes.


Holy Symbol

Four leaf clover.


Mendicant’s Alignment

All chaotic, lucky characters.


Mendicant’s Requirements

Const.-12; PC’s wishing to become specific mythoi Mendicants must make a saving throw of 12 to show that the prospective mendicant is lucky. Failure means that the PC remains a generic cleric with Wardd as their patron deity for one level of experience at which time the PC May attempt the save again.


Weapons Allowed

Normal priestly weapons.


Armor Allowed

None. No shields.


Granted Powers

Luck Points: At the start of each day, Mendicants will receive a number of luck points equal to his level. These may be used to alter any of the Mendicant’s dice rolls by one (5%) for every point expended. Points must be expended before the dice roll and may be spend in any quantity available. If a roll is successful, the luck points expended on that roll are regained in 5 rounds. If a roll fails, the luck points are lost. All luck points used to affect damage are lost. If all the luck points received upon a certain day are used that day and at least one remains at the end of the day, the next day’s total increases by one. The total points received at the start of a day may not increase to more than 5 points above the Mendicant’s level. At 1st level, for example, it would be possible to have a maximum of 6 luck points. Extended lucky streaks in difficult circumstances cause Wardd to notice the Mendicant and he may reward the priest with additional luck points the next day. Such lucky behavior included but is not limited to: affecting a roll with less than a 50% chance for success, or when points are expended and the mendicant rolls the exact number needed to succeed. All additional luck points received from Wardd must be used the day they are received or they are lost. Not using luck points received from Wardd is considered unlucky and an insult to the God of Luck.

Numerology is important to Mendicants. It gets you noticed by Wardd, upper level mendicants, and the populace at large. For example, if on the 30th day of a lucky streak, a mendicant used his luck points to successfully run across 30 yards of lava in 30 seconds and then fought and defeated 30 Flame Salamanders in 30 rounds, Wardd might notice him and offer a reward of permanent immunity to fire. It takes extraordinary luck to impress Wardd. He was very lucky as a mortal, and no God of Luck looked out for him!

Armor Class: Though a Mendicant of Wardd may not wear armor, luck protects him. Every 5 rounds, the mendicant rolls 1d10 and subtracts the result from 10. Then he subtracts any dexterity bonus. The result is his AC for the next 5 rounds. Ex: A mendicant with a dex of 18 rolls a 5. He receives a bonus of -4 from his dex and -5 for his dice roll. His AC is 1 for the next 5 rounds. At the start of the day, a Mendicant may use luck points to lower his AC by 1 per point expended and last for the entire day. Luck points used in this manner are not regained until the next day.

Bless/Curse: All Mendicants may bless and curse as per the 1st level priest spell at will. This ability may be used freely without limit throughout the day. Additionally, blesses or curses upon an individual have no effect. The only difference between this ability and the priest spell is the range which is line of sight for the Mendicant. It is not cast upon an area as per the spell. A bless or a curse is the Mendicant’s action for a round.

Bonus Experience: If a mendicant has an exceptional Wisdom which would normally entitle him to a 10% experience bonus, he instead rolls 1d4 at the beginning of every level. The number is multiplied by 5 to give the bonus to experience the Mendicant will receive for that level. Ex: if the Mendicant rolls a 4, he/she receives a 20% bonus to all experience earned while at that level.

Cause Bad Luck: At 3rd level, the Mendicant may cause bad luck. Luck points may be used to penalize anyone’s roll who is in the Mendicant’s line of sight, and any number of points may be used. All rolls to be affected must be announced before the dice is rolled. A save vs. spell is allowed. A successful save negates all effects. Luck points used in this manner may not be regained until the next day. Using points in this manner is an action for a round.

Bring Good Luck: At 6th level, Mendicants may bring good luck to others. Luck points may be expended to improve anyone’s dice roll who is in the Mendicant’s line of sight, and any number of points may be used. All rolls to be affected must be announced before the dice is rolled. Points used in this manner are not regained until the next day. Using points in this manner is an action for the round.


Acquired Powers

Avoid any situation with a prayer to Wardd once a month on the Full First Moon.

Gifts that increase luck.


Non-Weapon Proficiencies

Required-astrology, gaming

Recommended-reading/writing, religion


Duties of the Mendicant

Guidance: Analyze the situations of supplicants who seem to have bad luck all the time and suggest ways for them to change their lives so that good luck is more likely to shine on them.

Assist those needing luck in love, meeting goals, making a profit, changing their fate by giving advice or intervening.

Marriage.

Missions: Bring luck to the unlucky: Mendicants are often required to go to communities and places which seem to be suffering a series of bad-luck events and improve matters there. (Some priests of Wardd adopt a “fairy godmother” attitude and try to improve peoples’ lot through mischievous meddling.)

Vigilance: Against the deeds of priests of certain other gods who are always bringing bad fortune to the people of The Wold.


Strictures

Must gamble or invest with 10% of total earnings and give the proceeds to the unlucky poor.

Must gamble or invest with 10% of total earnings and give the proceeds to the church.

In addition to not being able to wear armor, Mendicants may not wear magic items of protection. This includes Rings of Protection, Bracers of Defense, and Cloaks of Protection. This stricture only applies to things that are worn. A priest may, for example, drink a potion of Fire Resistance (especially if he has just found it!)


Holy Days

Day of the Dead

Deliverance Day

Day of Wishes

Mask Day


Worship Days

Full Moons (Wardd has a cycle of 20 days, Kerracles a cycle of 30 days.)


Consist of Sacrifices

Money and treasure won in a lucky manner should be donated to the church. It is considered lucky to find a ring of invisibility in a hole jumped into for protection from an enemy and use it to get away. It is considered unlucky to save a ring of invisibility for a rainy day. As a result, the temples of Wardd have basements filled with all sorts of magical items which they will use to help others attain good luck. It is important to note that the priests of Wardd seem to even be lucky with the items they store there, for it is not unusual for those lucky items to have only one charge left.


Ethos

Live a lucky life and press your luck often.