- For example, if his emphasis is Strike hard and strong (Ghwen), then he may suffer a -3 to all rolls when not doing so well for the next 2 turns.
7-11: Loses access to some of his spells and/or turn ability (50% chance for each one) until he undertakes various courageous, honorable, vengeful, and/or self-sacrificial actions that are related to his emphasis in order to recover them individually.
- With an emphasis of Honor the mountains (Bhergh), the cleric might have to climb a mountain or be as steadfast as one as he smites a despicable foe in order to get two of his spells and his turn ability back.
12-17: Is parted with something related to his emphasis, such as a body part or prized possession, but gains a matching wisdom, moral fortitude, or even special ability instead. The longer-lasting the sacrifice, the longer the benefit lasts.
- Let the rains flow (Dhew) might take the cleric's ability to cause blood to be shed in combat or to even emit other life fluids of his own, while granting him the ability to go without drink or detect the location of such life fluids for the same time.
18+ Experiences a major test, risking great damage or an absence in a way that’s related to his emphasis. If the cleric doesn't begin it within 1d3 days, it will happen on its own, reflecting the inevitability of fate. Roll 1d3.
[1] Journey to a land that reflects the cleric’s emphasis for 1d3 days per divine test result over 17. He will take 1d8-1 damage per day gone, but also likely return with some treasure (per Referee, if the cleric survives).
[2] Face a monster with an HD equal to the divine test result. It will reflect the cleric's emphasis, and his allies can assist him in the fight.
[3] Undergo an ordeal in a manner similar to results #12-17 above, but lasting 1d3 days per divine test over 17, with a base 10% chance of perishing each day, along with an even greater boon, such as increasing an ability score by 1d2 if successfully completed.
- Stormy, stony skies (Hekmon) with a test of 19 could result in:
[1] Sail to a storm-wracked land for 4 days, taking 4d8-4 damage, and perhaps some electrum.
[2] Battle a 19 HD storm giant.
[3] Be pelted with falling rocks for 6 days, with a 10% chance of being slain by them each of those days. Gain a +1d2 Constitution bonus at the end- if he survives.
For all results, if the cleric has more than one emphasis, which one applies can be determined at random.
- Hercules: Greek, he may be a demigod, but his strength and monster-slaying is legendary.
- Perkunas: Baltic, a very close reflection.
- Perun: Slavic, with a notable sense of duty too.
- Taranis: Gallic, also emitting some thunderous fear.
- Thor / Dunor: Norse / Anglo-Saxon, especially emphasizing giant-slaying and the hammer in the former case!!!
- Zeus: Greek, is primarily a sky father, though he thunders much as well.
- Treat them as fighters (using their bonus to hit, HD, and saves), except that they gain no other fighter special abilities.
- In return, they gain a +1 bonus per odd level that can be added each round either to hit, damage, or even to improve their AC when invading an area. For example, a 4th level PIE warrior could add 2 to his roll to hit or damage each round, or to his AC bonus. Those Neolithic farmers won't know what hit them.
- They are usually armed as clerics of Perkwunos, though they also bear swords, spears, daggers, and bows in order to better meet their enemies. Some may use armor, though it is rare.
- Instead of gaining bonus hit points and saves vs. monsters, supernatural beings, and magic, they may gain them when fighting beasts (giant or normal-sized, but otherwise mundane), mortal foes, and natural hazards, representing their less sword & sorcery, more primal manly role.
- Being generally noted for heroism when compared to PIE warriors, clever foes always attack them first if possible, sometimes even hatching great schemes to bring them down.
- PIE barbarian swordsmen can improve their AC, bonus to hit, or damage.
- Both PIE barbarian axemen and clubmen cannot improve their AC, though their focus on overwhelming attacks should help them to not need it.
- PIE barbarian axemen can increase their damage by 1 more thanks to their very dangerous weapon. For example, a 3rd level barbarian axeman can opt to add 3 to his damage, rather than 2. At 5th, he could increase it by 4, while still only being able to increase his rolls to hit by 3 instead.
- PIE barbarian clubmen can cause those they hit to save vs. death/ make a Fortitude save with a target number or DC equal to the damage done. Those who fail will be well bonked, unable to act their next round, thanks to the stunning effect.
Next week: spells of Perkwunos and a Perkwunos encounter


