Kurtulmak

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Kurtulmak (KURR-tull-mack) is the deity worshiped by kobolds. He is primarily a god of war and mining. Kurtulmak hates Garl Glittergold above all other beings.

Kurtulmak is often linked to the draconic pantheon. Some myths hold that he is a son of Tiamat, queen of evil dragons.

His realm in Avernus, Draukari, is a warren of caverns, its tunnels narrow and short-ceilinged. Warped, spectral forests grow on the surface. The twisting tunnels of Draukari are filled with blood and reek of death, and they twist so maddeningly that a body’s sure to get lost in them. Anything larger than a halfling has to crawl through the mud, which is filled with traps and other nasty surprises.

Kurtulmak tirelessly drives kobolds to make war upon gnomes in retaliation for a prank the gnomish deity Garl Glittergold pulled on him. Kurtulmak has neither a sense of compassion nor a sense of humor.

Kurtulmak teaches that notions of “fair play” are for fools. It is better, say the kobolds, to flee and live to fight again than to die for the sake of “bravery.” No fight is over as long as one kobold lives who can plot revenge. Revenge is a dish that tastes as sweet cold as it does hot. Quick wit and clever traps are more effective than brute strength.

Kurtulmak’s priests wear orange scale mail and iron helms. His sacred animal is the rook.

Priests of Kurtulmak begin their careers as miners. Those who regularly sustain injuries in their work are trained under rigorous military discipline to become clerics or adepts of the faith.

Kurtulmakkan Domains: Evil, Law, Luck, Trickery

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)

Law Domain
Granted Power: You cast lawful spells at +1 caster level.

Law Domain Spells
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection from chaos spell, but 10-ft. radius and 10 min./level.
4. Order’s Wrath: Damages and dazes chaotic creatures.
5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a lawful spell only.)

Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells
1. Tanil’s Touch [RR]: Allows the choice of two outcomes when rolling dice.
2. Enkili’s Luck [RR]: Bestows a brief bout of ill fortune upon the subject.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Miracle (XP): Requests a deity’s intercession.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.

Kurtulmak

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