BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Two Faced Horned God

The Two Faced Horned God is a rival of Hecate for the worship of witch cults and druids. The Two Faces of the God represents death and rebirth and his portfolio is the changing of seasons. As such the ancient rites of the burning of the wickerman (human sacrifice) in autumn and the consecration of the young in Albin Elir (spring) are the Horned God's two major religious festivals. The Horned God always appears as a massive 9' tall bestial satyr with an enormous head sporting powerful curling goat horns and two faces, one old and one young.   The Two Faced Horned God acts as a patron for both male and female wizards, but (again as a counterpoint to Hecate) prefers males. An elf or wizard who casts patron bond to secure a compact with the Two Faced Horned God gains a +2 bonus if the subject of the spell is male and a -4 penalty if the subject is female. This same modifier is also used when one of the Two Faced Horned God's patron spells is cast. The patron bond ceremony must be cast from a hilltop on a cloudless starry night.   Invoke Patron Check Results:
12 - 13 The Horned God protects! The caster grows curling goat horns around their head and their body grows thick, curly goat fur! For 1d6+CL rounds, the horns and fur protect the caster who takes half damage from bladed weapons.
14 - 17 Power of balance. The caster gains protection from both Chaos and Law! For 3+CL rounds, the cater receives a +3 to all saves against attacks that originate from a chaotic or lawful source. Chaotic and lawful enemies are unbalanced and receive a deserved -3 attack penalty to hit the caster.
18 - 19 Nature's constitution. The Two Faced Horned suffuses the caster with health. Roll 1d14 and add that to the caster's permanent hit points.
20 - 23 The fruit of spring. The Two Faced Horned God delivers 1d4 golden apples to the caster. Each apple will heal 2d4 hit points and 1d2 abilities points for friends of the caster. If somehow given to an enemy who takes a bite of the apple, the enemy will be thrown into a magical sleep (Fort save versus spell check DC).
24 - 27 Elemental fury! Roll a 1d2: (1) a blast of intense summer heat; (2) winter's cold fury strikes an area 30' up to 100' from the caster (caster designates where). All creatures caught in the elemental fury take 3d6 damage (Fort save vs spell check DC for half damage).
28 - 29 The Two Faced Horned God sends one of his emissaries, a two-faced demon to aide the caster in their travels for the rest of the day. Wearing blue robes, but initially appearing as a sophisticated (if two-faced) wiseman, the two-faced demon are wise, articulate, and fully capable of using deception against an opponent as well as advising the caster with otherworldly knowledge. In combat, the two faces of the demon split apart on 10' long serpent-like necks. One head's mouth is full of too many needle-like teeth (that break off in the victim for disease), the other head has long viper-like fangs that drip with deadly green poison.   Two Faced Demon (type I demon, Two Faced Horned God): Init +1; Atk Bite +2 (1d6) or Constriction +4 (1d4 AC 10; HD 2d12; MV 20'; Act 1d20; SP blood drain, demon traits; SV Fort +4, Ref +1, Will +2; AL C.   On a successful bite attack, the two faced demon drains the target of 1d4 points of Stamina (DC 14 Fort save to avoid).
30+ The Two Faced Horned God sends some of his muscle to help the caster, a feared horned demon! The demon remains with the caster for a full day (unless destroyed) before returning to the realm of the Two Faced Horned God. Bestial, fur-legged, cloven-hooved, goat-horned on a dirty wild man's face. Naked upper torso is that of a heavily muscled man with 6" claws extending from its hands. A mouth of shark-like teeth completes the ensemble. These are the Two Faced Horned God's foot soldiers and they come to fight!   Horned Demon (type I demon, Two Faced Horned God): Init +1; Atk claw +5 (1d10) or gore +7 (1d12 AC 15; HD 3d12; MV 30'; Act 1d20; SP breath weapon (2d12 fire, DC 12 Ref save to avoid), curse, demon traits; SV Fort +2, Ref +1, Will +2; AL C
 

Patron Spells: The Two Faced Horned God


Patron Taint: The Two Faced Horned God

 
Roll 1d5 Result
1 The caster grows a second face. Roll 1d2 for location: (1) back of the head (2) next to existing face. Roll 1d4 to determine the personality of the second face: (1) the second face represents the youth of spring, and is impetuous and unwise in its actions. It also begins the process of draining the original personality of life essence as the original personality now represents old age and will steadily grow more wrinkles and aged looking; (2) the second face and opposes its will in all things. All Reflex saves are made at -2, although the constant clash of personalities does give a +1 to Willpower saves; (3) the second face is that of a demon. The caster must roll a successful DC 12 Willpower save each day, or spend that time doing everything they can to further the demon's gathering of demonic power for the subjugation of the caster's plane; (4) the second face is a psychopath who desires nothing less than the slaughter of innocents. The caster must make a DC 12 Willpower save each day or when they eventually do, they wake up covered in blood and the subject of a manhunt for a serial killer. Also, stressful events (determined by the judge) may give the psycho control and perhaps turn on the caster's comrades (the PCs). The second face may be obscured by long hair, a turban or a hat, although considering some of the alternatives above, that may make it even more insane.
2 The caster develops a hatred for civilized wizards, clerics and scholars. When a non-primal magic user casts a spell the caster must make a DC 10 Will save or fly into a barbarian rage (caster gains a Mighty Dead die equal to a fighter of half caster level and +4 temporary hit points per level) and attack without mercy. The rage ends when the wizard is dead or escaped. While in a rage the caster may not cast spells. The second time this is rolled, the caster must instead make a DC 15 Will save. The third time, the caster must make a DC 20 Will save or fly into a rage.
3 The Two Faced Horned God needs the caster to get something for him. Subject to the judge's discretion, the caster must adventure to get a treasure or bit of knowledge located within 1d6 days of travel. The caster knows what the item is and has a general sense of where to find it. Each time this is rolled, it is another quest of the Two Faced Horned God.
4 The caster grows goat horns on their head. The first time this is rolled, the horns are small (classic devil horns) that result in a -2 to social reactions by NPCs ("He's a devil! Kill it!") The second time this is rolled, the horns grow and begin to curve. Sam social reaction above, but now a -4. The third time this taint is rolled, the horns are now the fully curved rams horns and allow a headbutt +2 melee attack that does 1d10 damage.
5 Bestial Apperance. The caster takes on the bestial appearance of a satyr (half man/ half goat). The first time this is rolled, the caster's legs transform into furry cloven-hoofed goat legs. While these provide a special attack (goat kick +2 melee, 1d8), they also make the caster stand out in a negative way in civilized society (-2 to Personality checks). The second time this is rolled, the caster's face grows bestial in nature, and they grow a goat tongue (-2 to all spell checks involving speech). The third time and later times this is rolled, the caster immediately switches to the horn chain above (#4).

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!