Ruins of Adventure
- Name: Chauntea
- Allegiance: Gods of Civilization; The Four Seasons
- Portfolio: Agriculture, Crops, Farming, Gardeners, Bounty, Prosperity, Summer
- Titles: She Who Shapes All, She Who Feeds All, The Grain Goddess, The Great Mother, The Earth Mother, The Bountiful, The Thrice Ploughed, She of the Unwritten Law, The Domesticator
- Symbols: A budding flower; A sheaf of wheat; Any wreath; A cornucopia; A copper coin with a woman’s face
- Worshipper Alignments: LG, LN, NG, TN, CG
Core Doctrine: By Your Labor the Mother Provides
- Bring healing and relief where needed.
- Lend your aid whenever crops need tended.
- Slay wild beasts that would threaten herds.
- Root out weeds and any plant which does not yield food.
- Encourage trade so that civilization may flourish.
- Denying food to the hungry.
- Allowing cultivated land to go wild.
- Destroying any person’s home or property.
- Depriving a farmer of their livelihood.
- Allied Faiths: Auril, Eldath, Gond, Grimnir, Mask, Mielikki, Selune, Tyr
- Enemy Faiths: Duvan’Ku, Ghaunadaur, Malar, Silvanus, Talos
- Pesudonyms: Bhalla (in Rashamen), Earthmother (in The Moonshaes), Jannath (in ancient Netheril and Nog), Pahluruk (in The Great Glacier), Sharindlar (among Dwarves), Yondalla (among Halflings)
- Races: Any
- Classes: Cleric
- Ability Requirements: as Cleric
- Alignments: Non-evil
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Any Tool that can double as a weapon
- Allowed Armor: Leather or Hide armor, no shields.
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Pastoral, and Craft
- Bonus Proficiencies: Agriculture, Diagnostics, Herbalism, Religion
- Required Proficiencies: Modern Languages (Daelic)
- Recommended Proficiencies: Animal Grooming, Animal Handling, Brewing, Cheesemaking, Gardening, Healing, Singing, Weather Sense, Winemaking, Woodsongs
- Forbidden Proficiencies: none
- Major: All, Combat, Creation, Earth, Fire, Plant, Sun, Water
- Minor: Healing, Protection
Overview: One of the chief ‘Gods of Civilization’. The clerics of Chauntea concentrate their efforts on blessing crops, giving advice on life’s big and little problems, and delving into the philosophy of Chauntea, specifically keeping track of the religion’s parables and sayings. The church advises that campaigns of replanting, prudent irrigation and crop rotation are necessary to ensure that the land is kept fertile. Their specialty is raising crops, brewing potions, and creating antidotes for poisons. Clerics of Chauntea are found mostly in cities, towns, and other settled areas.
Because of their emphasis on agriculture and cultivation, Clerics of Chauntea are often brought into direct conflict with those of Silvanus. Adventuring Clerics of Chauntea often embark on tasks to protect farms or claim new wild lands—slaying wolves that might threaten livestock or burning forests to make way for fields. Very many Clerics of Chauntea are as Merchants or Settlers.
Description: Clerics of Chauntea are clad simply, preferring a humble brown robe and sandals. The higher-ranked clerics wear belts adorned with gold or silver threads or emeralds, while those of 5th level and higher also wear a rare green rose that doesn’t wilt for an entire year. Clerics of Chauntea grow their hair long, with males sporting a moustache and beard. As farmers, Clerics of Chauntea typically carry scythes, hoes, spades, or other farm implements for self defense.
Despite living in “civilized” areas, Clerics of Chauntea still have an aura of health and vigor, as if they’ve constantly been out in the sun and wind. They even smell like wild flowers or fresh grass after a rainstorm.
Role-Playing: Clerics of Chauntea are generally concerned with agriculture, and tend to speak and think in agricultural terms. The eternal cycle-sowing, growing, and reaping-is stressed in every action and conversation. There are people who rapidly grow weary of parables about farming and homespun old sayings about crops, but this doesn’t stop these clerics from sprinkling their dialogue with them.
Clerics of Chauntea understand that agriculture is the first cornerstone of all civilization, but that commerce, trade, and barter are the second. They strive to bring prosperity to all. While a Cleric of Chauntea will feed and care for anyone he meets, he will never do so at the expense of the provider. Thus many temples of Chauntea serve as food banks and granaries, buying up the excess from surrounding farms, and selling it in times of need. Those unable to pay for a Chauntean’s services with coin are welcomed to do so with “honest labor”, helping in the fields for garnished wages.
- Clerics of Chauntea are immune to all plant-based poisons and gain a +1 bonus on saving throws vs. all other poisons.
- A Cleric of Chauntea may attempt a Diagnostics check to identify any poison or disease afflicting a subject, simply by taking 1 round to observe the symptoms. If successful, the cleric can attempt to brew a curative or antidote for that specific malady. This requires an Herbalism proficiency check and takes 11 rounds minus the cleric’s level. Naturally, the cleric must have access to plants and herbs used for the antidote’s ingredients.
- Chauntea’s clerics are granted one additional spell per spell level from the Plant sphere. In addition, spells from the Plant sphere are doubled in terms of duration, range, area of effect, and damage when cast by a cleric of Chauntea.
- Clerics of Chauntea can brew any potion, elixir, or salve that deals with healing or plants, once they reach 6th level. The basic cost of creation is halved, and for every level of the cleric above 6th level, the base chance of success goes up by two percent.
- If a Cleric of Chauntea personally works a field of crops for at least one day, the land will be blessed to produce 150% its normal yield the next time it is harvested.
- Clerics of Chauntea may freely use magic items normally restricted to Druids. In the hands of a cleric of Chauntea, a Staff of the Woodlands also gains the additional abilities of a Staff of Striking.
- Clerics of Chauntea cannot turn undead.
- When selecting spells, at least half of the granted spells of any given level must come from the Plant sphere.
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