IBRAHIL (The True)

Intermediate Power

Portfolio: Duty, Loyalty, Obedience, Justice

Alignment: Lawful Good

Ability Requirements: Wis 15, Con 12

NWP Required: None

Weapons Allowed: Any two-handed

Armor: Any, no shield

Major Spheres: All, Combat, Creation, Divination, Guardian, Protection, Law

Minor Spheres: Healing, Necromantic

Granted Powers: Complete Immunity to Charm spells and spell-like effects. At 3rd Level: Use Command once per week. At 5th Level: Gain +2 to saving throws against harmful effects of undead. If there is normally no save, one with no bonuses is allowed. At 9th Level: Ultimate Wisdom.

Once per week, may use this ability to make the wisest choice in a dilemma. This option will not necessarily bring boon, for there are sometimes no-win situations. To use this ability, the Priest must spend an entire turn praying for guidance. At 10th Level: Gain followers, as both a Priest and Warrior, combining the two.

Turn Undead: Yes

Limitations: Priests of Ibrahil may not break their word. If they do, they will immediately and irrevocably lose all their abilities as a Priest. If they compromise their word, they must seek an Atonement from another, higher-ranking Priest of Ibrahil, who will most likely send them on some quest for penance.

 

Priests of Ibrahil are not prone to quick decisions, unless the obviously right one presents itself immediately. Truth is exceedingly important to them, as mentioned above. They tend to make poor leaders, for they are unwilling to make the compromises that some leaders tend to. Their organization is much stronger than most of the other Pantheistic orders; they sponsor several select organizations that have been known to foster adventuring.