Clerics of Torodin

Torodin, the Shadowlord is a god of thieves and mages. He is also the Dream Master, and is much more likely than the other major gods to allow his followers glimpses of the future. He also has a bit of a reputation in the myths as being a trickster.

Priests of Torodin tend to be brighter than average, curious, mischievous and fun-loving. There are two distinct sects of Torodinites The Order of Mysteries (Mage Sect) sect tends to be more scholarly, and focuses their worship on Torodin's mastery of shadows to do magic. The Order of Mysteries have a reputation for being overly serious bookworms, though this is a misperception that they don't find any reason to dispel. The Order of the Shadows (Rogue Sect) focuses on the Shadowlord's more tangible aspects. The Shadows do not see anything wrong with some secular crimes as long as no one got hurt and there was fun to be had. They have a certain appreciation and respect of the those who make use of the cover of night to earn their living. The Shadows get most of the credit (or blame?!) for the fun-loving pranks and occasional raucous behavior that all Torodinites indulge in from time to time. Both sects take quite seriously all sorts of divinations, omen-readings and dream interpretations. For various reasons, all Torodinites are found strange (or even scary) yet fascination by the populace in general.

Torodinites are only surpassed by Soltanites in their selection of spells, but are also much weaker than other classes in the art of combat. Order of Mysteries have slightly more spells to chose from than do the Shadows, but they are even weaker than their brothers in arms.

Temples of Torodin are shrouded in great secrecy. The area that is open to the public is only a fraction of any given temple. The robes and masks that all must don in the sanctuary lend to the strangeness of the place for even frequent worshipers.

There are some adventuring priests of Torodin, most of whom are called by visions of their own or divinations of their elders to go forth on a mission. The true nature of the mission is not always known, but is always the subject of many divinations to determine the Nightwalker's intended path for his chosen. Also, in their pursuit of knowledge, the Torodinites are the only one of the major non-evil priesthoods to engage in extraplanar explorations.

Class Requirements

Alignment Torodin is a True Neutral deity. Torodinite clerics must be neutral in some aspect of their alignment. Thus, LN, CN, NG and NE are all acceptable alignments. The True Neutral Torodinite is actually almost unheard of, as the church encourages its clergy to each follow their own aspect of the Shadowlord's being. Through the diversity of the whole is balance is achieved. Since evil clerics can be persecuted by various government entities, the church goes to great lengths to protect their identities. The flock includes those of all except the most extreme alignments of LG and CE.
Duties: Guidance, Divinations, Missions
Other Limits:

Celibacy. Permanent attachment to any one person will cloud one's ability to interpret and follow visions. Note that this is distinctly different from chastity.

Clothing (all must always wear colors; Order of Mysteries keep heads covered in public)

Holy symbol: Order of the Shadows must always wear their symbol in a visible place. Order of Mysteries tattoo their symbol on both palms.

d6 for hit points

Disconcerting Aura: (Su) During spellcasting Torodinites eyes roll back into their head turning completely white. This unsettles non-Torodinites who observe the caster, no matter how often they have experienced the effect. The game effect of this is that within combat those who see the cleric's eyes during casting suffer a -2 to their initiative number unless they they make a Will save with a minus equal to the casters level. Outside of combat, observers must make the same save or be Dazed for one round. At the DM's discretion, those who are effected by this may also be affected with regards to Charisma based checks and skills in dealings with the cleric.

Symbol: Order of Shadows: A skeleton key, forged from a grey metal

Order of Mysteries: An open eye, possibly only showing the white.
Colors: Black and Grey
Holy Symbol: Order of Shadows: It is always forged from a grey metal, iron and steel being the most common. Sometimes it is colored black by a variety of means. It can be a real key for something or merely a symbolic one. Typically, it is worn on a chain around the neck, though there are other less common ways of displaying it. While some are small (no more than 1" long) most tend to be 5-8 inches in length.

Order of Mysteries: Tattooed onto the palm of both hands. The two tattoos may or may not match or depict left & right eyes.

Class Features

Granted Powers:

Hide in Shadows (Su): As the PH Hide skill with the following changes. No penalties for wearing armor. Wisdom, not Dexterity modifier applies. Torodinites gain one Hide in Shadows rank/level. As this is a divine power, it does not stack with ranks placed in the normal Hide skill.

Prophecy (Su): Once per month the cleric experiences a prophecy. Usually the form it takes is that the cleric has a dream or vision that has been sent by one of Torodin's divine agents. Most of the time, this is of an event of little consequence. However, at least one per year will be of major consequence in the cleric's life or the life of the church. In times of mission, the cleric's visions will have greater meaning on a more regular basis. The message of the prophecy is often very cryptic.

Low Light Vision (Sp):
Lasts as long as the character presents his holy symbol maintains concentration.

Detect Secret Doors (Su): Torodinites gain a +2 Sacred Bonus in Search provided they grasp their holy symbol while searching. This is stackable with all other modifiers.

Languages (Sp): At each level between 1st and 8th, Torodinites receive four (4) ranks in either a spoken or written language. These are determined randomly by the DM.

Luck of the Trickster (Ex): At 7th level (and every 7 levels thereafter), Torodinites receive +2 Luck Points.

Wild Shape (Sp): As per the druid ability errata version in Masters of the Wild (and will be in the 3.5 PH). Usable three (3) times per day beginning at 8th level. Form is limited to one chosen by the DM that is appropriate to the character's personality from the following. Order of Shadows - crow, rat or mouse. Order of Mysteries - owl, cat or ferret.

Cross-Class Skills (Ex): In addition to cleric class skills, Torodinites may take as class skills any non-exclusive class skill from one other class. Order of the Shadows may take non-exclusive Rogue class skills and Order of Mysteries may take any non-exclusive Wizard class skill.

Magic Immunity (Su): Order of Mysteries receive a +2 Sacred Bonus to saves vs one Wizard school of their choice.

Prayer List :

All members of the Order of Shadows know Detect Poison and Distort Shadow in addition to the other spells on their Prayer List.

When they gain 2nd level spells, they know Detect Traps in addition to the other spells on their Prayer List.

All members of the Order of Mysteries know Arcane Mark, Detect Magic in addition to the other spells on their Prayer List.

When they gain 2nd level spells, they know Identify in addition to the other spells on their Prayer List.

When they gain 3rd level spells, they know Dispel Magic in addition to the other spells on their Prayer List.

Weapons:

Order of Shadows: All Crossbows, Dart, Dagger, Knife, Short Bow, Stiletto

Order of Mysteries: Dagger, Knife, Stiletto, Quarterstaff

(for the moment, treat knife and stiletto as dagger, though we might change that at some point.)

Armor: Order of Shadows: Any non-metal, no shields.

Order of Mysteries: None
Bonus Skills:

All Torodinites receive (4 + Int modifier) x 4 Skill Points at 1st level and 4 + Int modifier Skill Points at each successive level.

Order of Shadows:

Bonus: Dark Sense, Disguise, Profession: Astrologer

Recommended: Bluff, Diplomacy, Forgery, Knowledge: History, Knowledge: Local, Knowledge: Nobility & Royalty, Knowledge: Omen Reading & Dream Interpretation, Knowledge: The Planes, Knowledge: Religion, Read/Write (any language)



Order of Mysteries:

Bonus: Dark Sense, Profession: Astrologer, Profession: Librarian, Spellcraft

Recommended: Craft: Bookbinding, Diplomacy, Knowledge: Arcana, Knowledge: History, Knowledge: Local, Knowledge: Nobility & Royalty, Knowledge: Omen Reading & Dream Interpretation, Knowledge: The Planes, Knowledge: Religion, Profession: Scribe, Read/Write (any language)

1st level spells
Source
Aid
PH
Arcane Mark
PH
Bless
PH
Change Self
PH
Clarity of Mind
BoHM
Comprehend Languages
PH
Cure Light Wounds
PH
Deathwatch
PH
Detect Evil
PH
Detect Good
PH
Detect Magic
PH
Detect Poison
PH
Detect Secret Doors
PH
Distort Shadow
R&R
Endure Elements
PH
Entropic Shield (Shadow Shield)
PH
Know Age
3eToM
Obscuring Mist
PH
Personal Reading
3eToM
Protection from Evil
PH
Protection from Good
PH
Remove Fear
PH
Reshape Shadow
R&R
Sanctuary
PH
Shade's Sight (change to Target: You)
R&R
Summon Monster I
PH
2nd level spells
Source
Animal Messenger
PH
Augury
PH
Bad Luck (as Enkili's Luck)
R&R
Cat's Grace
PH
Cure Moderate Wounds
PH
Darkness
PH
Dead Man's Eyes
R&R
Delay Poison
PH
Detect Thoughts
PH
Find Traps
PH
Fog Cloud
PH
Gloom
R&R
Idea
3eToM
Identify
PH
Invisibility (can target caster only)
PH
Know the Shadows
OA
Make Whole
PH
Remove Paralysis
PH
Silence
PH
Summon Monster II
PH
Undetectable Alignment
PH
Warning
OA
3rd level spells
Source
Animal Spy •
R&R
Bestow Curse
PH
Blindness/Deafness
PH
Creeping Shadow
3eToM
Cure Serious Wounds
PH
Deeper Darkness
PH
Dispel Magic
PH
Glyph if Warding
PH
Lesser Telepathic Bond
DotF
Locate Object
PH
Magic Circle against Evil
PH
Magic Circle against Good
PH
Negative Energy Protection
PH
Nondetection
PH
Remove Blindness/Deafness
PH
Summon Monster III
PH
Telepathy
3eToM
Understand Device
MoF
4th level spells
Source
Air Walk*
PH
Confusion
PH
Control Light
R&R
Cure Critical Wounds
PH
Detect Scrying
PH
Dimensional Anchor
PH
Dismissal
PH
Divination
PH
Genius
3eToM
Imbue With Spell Ability
PH
Know Vulnerabilities
MoF
Nap
3eToM
Rapport
3eToM
Repel Vermin
PH
Spell Immunity
PH
Status
PH
Summon Monster IV
PH
Tongues
PH
Weapon of the Deity (define weapon)
DotF
5th level spells
Source
Atonement
PH
Break Enchantment
PH
Commune
PH
Consequence
3eToM
Crawling Darkness
MoF
Dispel Evil
PH
Dispel Good
PH
Divine Agility
DotF
Ethereal Jaunt
PH
False Vision
PH
Greater Dispelling‡
PH
Hallow
PH
Imbue Shadow
R&R
Plane Shift
PH
Scrying
PH
Spell Resistance
PH
Summon Monster V
PH
Time Pool
3eToM
True Seeing
PH
6th level spells
Source
Analyze Dweomer
PH
Animate Objects
PH
Antilife shell
PH
Banishment
PH
Find the Path
PH
Forbiddance
PH
Greater Dispelling
PH
Greater Glyph of Warding
PH
Group Mind
3eToM
Mislead
PH
Return and Avenge
BoHM
Summon Monster VI
PH
7th level spells
Source
(Azuth's) Spell Shield
MoF
Body Outside Body
OA
Divine Inspiration
3eToM
Greater Scrying
PH
Holy Word
PH
Legend Lore
PH
Repulsion
PH
Screen
PH
Shadowcat
3eToM
Summon Monster VII
PH
8th level spells
Source
Antimagic Shield
PH
Discern Location
PH
Mind Blank
PH
Protection from Spells
PH
Summon Monster VIII
PH
Symbol
PH
9th level spells
Source
Astral Projection
PH
Confutation of the Demon
BoHM
Eclipse
R&R
Energy Drain
PH
Foresight
PH
Gate
PH
Mordenkainen's Disjunction
PH
Summon Monster IX
PH
Time Stop
PH
 

* Not usable in full light such as daylight or its magical equivalent.

• Must be a type of animal associated with the order.

† Only the Order of Shadows can receive these spells.

‡ Only the Order of Mysteries can receive these spells.


Clerics
Good Deities' Clerics: Estereal | Soltana
Neutral Deities' Clerics:
Azkal | Jvelto |Torodin | Wajen
Evil Deities' Clerics: Athelstan |Izmira | Othniel