Feat: Anointed Cleric
Requirement: Cleric class
Feat: Anointed Cleric
Feat: Mostly Harmless
Enemies don't consider you a threat, so you can usually get the jump on them.
Benefit: You get a +4 bonus to your Initiative as enemies naturally overlook you.
Note: Does not stack with Improved Initiative.
A deadly assassin, honest! |
Vodou teaches that there are over a thousand loa (or lwa). They are regarded as the intermediaries of Kiliitu, the supreme creator deity in Vodou. The sage Clément Gagneux argued that by learning about the various loa, practitioners come to understand the different facets of Kiliitu.
The loa can offer help, protection, and counsel to humans, in return for ritual service. They are thought of as having wisdom that is useful for humans, although they are not seen as moral exemplars which practitioners should imitate. Each loa has its own personality, and is associated with specific colors, days of the week, and objects. The loa can be either loyal or capricious in their dealings with their devotees; Vodouists believe that the loa are easily offended, for instance if offered food that they dislike. When angered, the loa are believed to remove their protection from their devotees, or to inflict misfortune, illness, or madness on an individual.
Practitioners believe that some Vodou priests and priestesses became loa after death (such as Baron Glegali), or that certain talismans become loa. Vodouists often refer to the lwa residing in "Jainea", but this is not intended as a precise geographical location. Many loa are also understood to live under the water, at the bottom of the sea or in rivers (such as the famed Rivière Tumultueuse). Vodouists believe that the loa communicate with humans through dreams and through the possession of human beings.
During rituals, the loa are summoned through designs known as veve. These are sketched out on the floor of the ceremonial space using cornmeal, ash, coffee grounds, or powdered eggshells.
Various veve |
Bokors are often associated with the creation of zombies and various other undead, and as such are reviled by the common peasant. It's not unusual for a bokor to have a small army of zombies accompanying them, much to the disconcertion of those nearby.
Also, bokors are said to work with Loa - souls or spirits which are either captured in a fetish (alchemical items) and made to enhance the Bokor's power, or beseeched for assistance. Bokor normally work with the Loas Baron Glegali, Diranwe, Algamron, Erdios, and in some cases they are said to work with Marduga, the loa of the forest.
Bokors are similar to the "root workers" of Vodou. Some may be priests of a Vodou house. Bokor are usually chosen from birth, those who are believed to bear a great ashe (power). A bokor can be, by worldly terms, good or evil, though some sources consider them an evil version of a houngan.
Abilities: Charisma is the core ability of the bokor
Races: Any race but primarily those that live in swampy areas
Alignment: Any but tend toward chaotic
Starting Gold: Starting gold is 5d4x10 (100 gold.)
Starting Age: Younger
Hit Points: Bokor use 1d4 + Con bonus (if any) to determine HP
Class Skills: (2 + Int modifier per level, ×4 at 1st level)
Bluff, Concentration,Craft, Knowledge (Arcana, Forbidden Lore, Local, Spirit Lore, Undead), Spellcraft, Survival
Hougans are leaders within the community who run temples (ounfò) to respect and serve lwa (also written as loa) alongside the Grand Maître (grandmaster or creator). Lwa are spirits, encompassing a collection of gods and nature spirits. Lwa manifest themselves in people during Vodou ceremonies through spirit possession. Each lwa has a distinct dance rhythm, song, sacrificial victuals, and clothing. Lwa choose oungans whilst they dream, where they are instructed by the gods of the Vodun to be their servants in the mortal world.
It is the hougan's role to preserve rituals and songs, maintaining and developing the relationship between the spirits and the community as a whole. Hougans are entrusted with leading the service of all of the spirits of their lineage, performing rituals for the community - death and marriage ceremonies; healing rituals; initiations for new priests (tesses); creating potions and casting spells; and dream interpretations.
Mombo are female hougan, but are otherwise treated exactly the same.
Abilities: Wisdom is the core ability of the hougan
Races: Any race but primarily those that live in swampy areas
Alignment: Any but tend toward lawful
Starting Gold: Starting gold is 5d4x10 (100 gold.)
Starting Age: Younger
Hit Points: Hougan use 1d6 + Con bonus (if any) to determine HP
Class Skills: (2 + Int modifier per level, ×4 at 1st level)
Climb, Craft, Diplomacy, Heal, Knowledge (Arcana, Forbidden Lore, History, Local, Religion, Spirit Lore, Undead), Spellcraft, Survival