Tempus

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Tempus (pronounced TEMP-uss), also known as the Lord of Battles, is the god of war. His dogma is primarily concerned with honorable battle, forbidding cowardice and encouraging the use of force of arms to settle disputes. Tempus’ teachings forbid cowardice (an offense punishable by eternal death if displayed in Warrior’s Rest), require that his followers arm all who have need of arms (even their enemies), and teaches that war should not be feared, for it is fair in that all participants have the chance to rise to prominence or to die in the attempt. In this aspect, Tempus’ mindset is somewhat Darwinian. Though Tempus thrives on war, he does not revel in dragged-out slaughter, and teaches that it is better to win a battle decisively rather than engage in a war of attrition. His ways allow for retreats from hopeless battles, but with the admonition that battle must be joined first to determine if it really is hopeless. Tempus and his followers respect valor, and honor their opponents even as they strive to defeat them. Tempus favors honorable tactics, showing favor to those who defeat their opponent on the field of battle without resorting to destruction of the enemy’s homes, family, or to attacks from the rear (unless the enemy force is vastly superior). While Tempus encourages battle, he commands that the warriors first consider the consequences and not be reckless or indiscriminate in waging war. He also teaches that cowards and diplomats who are not willing to brandish or consider conflict wreak more damage than even the most violent tyrant, for those who will not fight to defend what they value are bound to lose it. Tempus is a member of the Gods of Balance.

Sune sees Tempus as her enemy because of the destruction that wars wreak upon beautiful things and people, but Tempus does not consider her worth the conflict.

Temposan Domains: Chaos, Protection, Strength, War

Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.

Chaos Domain Spells
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4. Chaos Hammer: Damages and staggers lawful creatures.
5. Dispel Law: +4 bonus against attacks by lawful creatures.
6. Animate Objects: Objects attack your foes.
7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos (F): +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a chaos spell only.)

Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other (F): You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
1. Enlarge Person: Humanoid creature doubles in size.
2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Righteous Might: Your size increases, and you gain combat bonuses.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8. Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9. Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Spiritual Weapon: Magical weapon attacks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills creature with 100 hp or less.

Tempus

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