Main / Hermes

Hermes - Greek - Priests - Gods

Hermes is the god of travelers, merchants, thieves, gamblers athletes, and eloquent speech. He also serves the gods as a messenger and an arbitrator of disputes. He executed his first robbery when he was only one day old, stealing a herd of cattle from Apollo. In his true form, Hermes is a handsome youth who carries a white caduceus (winged rod entwined by two serpents). He can move from place to place almost instantaneously. Hermes also wears a pair of winged sandals that allow him to fly and a helm that allows him to turn invisible at will.

Role-playing Notes:

Although an accomplished thief almost from the moment of his birth, Hermes has many other aspects as well. He has a keen sense of fairness that other gods often call upon in order to resolve disputes, and willingly uses his great speed to serve as a messenger to the gods (though he sends an avatar when dealing with humans or others on the Prime Material Plane). Omens from Hermes include an unusually good or bad run of luck or a sudden gust of wind as he or his avatar rushes past.

Gods Information

Alignment: CG
Worshiper's Alignment: Any Non-Evil
Area of Control: Travel, Trade, Thievery, Gambling, and Running
Symbol: caduceus

Avatar Information

Hermes' avatar appears as a handsome youth carrying a white rod that he uses as a weapon. He can call upon any school of magic for his spells. (Thief 15, Bard 12)

Str 18/02 Dex 20 Con 18
Int 18 Wis 18 Cha 18
MV 36 SZ 6' MR 20%
AC 0 HD 15 HP 120
#AT 1 THAC0 5 Dmg 1d6 (rod) +3

Special Att/Def: If Hermes' avatar has a chance to speak before combat, anyone wishing to attack him must save versus spells. Failure indicates the fast-talking avatar has talked them out of attacking him (treat this as a charm spell).

Worshipers Requirements

Requirements: Standard plus Con 15+ and Wis 15+
Alignment: any Non-Evil
Turning: Nil
Armor: None allowed
Weapons: Club, Staff, and Bludgeon

Spheres
Major: All, Charm, Divination, Healing, Protection, Summoning
Minor: none

Powers:
1st - +1 to AC for every level up to tenth 5th - Detect Lie (no save) 10th - always move as if under the influence of a haste spell

Duties of the Priesthood

All of Hermes' priests must keep physically fit and be able to run long distances (they must always select the running proficiency but need allocate only 1 slot to do so). They often serve as professional arbiters, since it is well known that Hermes sends his avatar to punish any priest he catches taking any form of bribe (15% chance per occurrence).