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Neesha
(Lady of the Falls, Queen of the Waters)

Naturals Goddess of Water

Portfolio: Water, Rain, Environmental Cycles and Protection
Alliases: None
Superior: None
Allies: Lorna, Tildran, Daryl
Foes: Crevvette, Tilnt
Worshipers Alignment: Any

Neesha is the young goddess of water, who replaced Tilaes who recently died mysteriously. She seeks to protect the waters of the lands, and in allowing the natural cycles of life to be completed.

Neesha's Avatar
(Druid 25, Water Elementalist 35)

Neesha is the youngest goddess, and is still adapting to her role as goddess of the water. Hence, she's rather intimidated, and tends to remain quiet.

AC -4; MV 15, Swim 30; HP 114; Thac0 9; # 1/1
Damage: 1d8+1 (Trident)
MR 60%
STR 18, DEX 22, CON 14, INT 24, WIS 25, CHA 18
Spells P: 9/9/9/9/9/7/5 M: 9/9/9/9/9/9/9/9

Neesha's Church
Neesha's churches are few and far between, but when they are found, they are most commonly found on beachers, lakes, and riverbeds. Her churches are much more commonly found within underwater civilizations of merfolk and tritons.

Dogma
"Water flows in such a cycle that the earth is being hurt if this cycle is hindered. Go protect the waters and the rivers, and also seek to stop the hindrance of other cycles, for all things turn like water to vapor to rain in the end."

Day-to-Day Activities
Clerics of Neesha are generally stationary, residing on ocean beaches and riverbeds, and protecting the waters from their. A rare lot travel the lands to protect the waters.

Priestly Vestments
Most clerics of Neesha wear long, flowing blue and violet robes. If armored, the armor is usually painted into tints of blue and violet.

Knights of Neesha (Aqua Knight)
Requirements: Wisdom 15, Intelligence 15, Dexterity 15
Prime Requisite: Wisdom and Intelligence
Alignment: NG
Weapons: No bludgeoning (outside of hand-to-hand combat.)
Armor: Decided by rank (see below)
Priestly Spheres: Elemental Water, Healing, Weather, Wards
Magical Items: Same as Cleric

 

Knight Rank Male Female Description
1st Degree None None 1st Degree AquaKnights are essentially
Squires, and don't receive armor until they
achieve second rank.
2nd Degree Sunset Robes Sunset Robes Basically padded robes, about as effective
padded armor.
3rd Degree Glacial Mail Glacial Mail Blue Chain Mail, said to provide defense
against fire based attacks.
4th Degree Dolphin Tunic Gown of the Falls Male: A blue tunic which allows the
AquaKnight to transform into a dolfin while
underwater.
Female: A blue dress said to be made from
parts of the elemental plane.
5th Degree Shark Skin Tidal Plate Male: A blue tunic that increases the speed of
AquaKnight.
Female: Half Plate Mail, rumored to double the
powers of the AquaKnight
6th Degree Cape of the Ocean Cape of the Ocean The powers of the Cape of the Ocean are unknown
because only one 6th degree AquaKnight is allowed
to exist at a time.

Benefits:
Breathe Underwater.
Cast Magic Spells from the Elemental plane of Water as if they were priest spells.
Can cast Priest Spells from the Elemental plane of Water at first level.
Swim at MR 24
Hide in Shadows as a thief while underwater.

Hindrances:
May never interfere with the "cycle".
Must protect waterforms at all costs.
May not use any magical potions.
Electric Attacks do double damage.