Praxin (The Shapeshifter)

 Chaotic Neutral Lesser Power


 
PPI: Aberration 
SPI: Alteration Magic, Duality, Monsters 
Areas: Adaptation, Ferocity, Shapechanging, Survival 
Aliases: The Ever-Changing Lord 
Allies: Elanar, Jandor, Maldread
Foes: Diadria, Kreaon, Syth, Terrarie, Thr, Tyre
Symbol: Zakaris eclipsing the Eye of the Creator (the sun).
Holy Book: The Prying
Outer Realm: Pelinok
Wor Alignment: NG, CG, N, CN, NE, CE.

Aberration, alteration and adaptation are the key words in referencing Praxin. He is what goes wrong and causes the aberrations in the natural order and cycle of nature. Disrupting the normal flow and introducing permutations that bring fear and loathing to most people, Praxin also encourages all to adapt and accept the cruel jokes that life can play on a person. The ability to survive and make of yourself the best that you can be even when given limited resources to work with, is what Praxin strives to bring to every living thing. By changing, altering and even adding to the norm, Praxin hopes to cause nature to adapt through change and become stronger. To gain the ability to survive by overcoming any conditions that are presented to you and end up stronger because of it is what the Ever-Changing Lord hopes for his worshippers.

The Aberrantines (The Church of Praxin)
 
CLERGY:  Cleric, Specialty Priest (Shapeshifter) and Rovers (Ranger).
CLERGY ALIGN:  NG, CG, N, CN, CE

Dogma and Beliefs:

Monster vs. Animal
It is important to distinguish between monsters and animals because there are other nature gods that are vastly more adept at dealing with animals than Praxin. Monsters may be defined as those creatures that are aggressive and vicious or which have traits and abilities that are beyond what is necessary for their immediate survival. Animals may be aggressive and viscous only where their immediate survival is in question but live more in simpatico with nature.

Physical Manifestations:

    Praxin is an indescribable amorphous creature with bits and parts of any kind of living thing you can imagine. No one can know his true form because he has no true form. Praxin is ever changing, adapting and remaking himself to survive whatever condition in which he may find himself. Because of this Praxin may look as anyone or anything that he chooses and to whoever and whenever he chooses. But no matter what shape Praxin may take there is always something not quite normal about him. There is always a physical quality that sets him apart form that which he is appearing as at any given time.

Alters and Idols:

    The idol of Praxin is the living bodies of his worshippers. They are to worship him through celebration of themselves and their survival in the world. The alters are those found by the priests and made into shrines. Objects or things that have survived great adversity and attack but still remain. Most of these are in uncharted wilderness areas but some few are discovered in forgotten places in or under cities.

Major Centers of Worship:

    Praxin is worshiped mainly in the wilderness regions of Kyranath and because of this does not have any place of worship that would be considered a temple. He does however have several shrines devoted to him in the cities found in Ruch, on the continent of Thardferr. The goblins and orcs of Ruch respect the ability to survive, to change to meet any foe and so include worship of him on this minor bases.
    Shrines of Praxin have no distinctive quality other than they are always far away from society. Many may be passed without notice by travelers that do not know what to look for because the shrines rarely have any properties most would associate with a place of worship. A warped and mangled tree, shrouded in vines and half eaten by insects but still growing is a prime example of a shrine of Praxin or a granite stone sitting in a large and powerful river though undercut and seemingly ready to collapse still standing proud. Every shrine of Praxin celebrates the ability to survive even under the greatest of adversity. The priests of Praxin make of these places shrines to their god when they find them, building simple shelters near or in them and providing for the spiritual needs of Praxin's worshippers.

Worshipers:

     The worshippers of Praxin can be found almost anywhere and doing most any type of job or living any kind of life style at all social ranges as long as it is not a life of stagnation or potential for growth. They tend to shun greater places of order and laws, such as can be found within many large cities. They are thrill seekers, or just unmindful of their own danger in a given situation and have a come what may attitude. Somewhat on the wild side they can still be useful and contributing members of society though they will always be the nonconformist. Almost all worshipers of Praxin are scarred, perhaps even handicapped or missing parts of their body through accident or attacks. Some are just mentally scarred, raised in abusive or dangerous situations that they had to overcome to become productive adults. They are the ones that rise above such situations that would keep many people down and make something of themselves in the world regardless of their own shortcomings. The worshippers of Praxin are survivors that never give up because of the circumstances or obstacles placed before them and will continue to push the boundaries and limits in order to come out on the other side stronger.

The Clergy:

           The clergy of Praxin are those that have overcome the greatest odds of their survival and adapted not only to find a place in society but have found the divinity of the aberration within them. all priests of the Aberrantine have some physical difference that sets them apart form the norm of their race and society. This has added to their other problems in survival to adulthood that other members of the church have had to face.

Church Hierarchy:

      "The will to survive is sometimes enough." – Prendel, Elder of the Aberrantine (Unknown to 725 NA)

    The Aberrantine have little organization across Kyranath. They place the one that has had the greatest trial and survived the most danger, ever adapting and gaining experience as their leader. No leader is known for the entirety of the Aberrantine and in most cases only those people in their own geographical area are ever contacted. The Aberrantine continue to survive and aid each other when needed without such organization.

Aptare - The initiate in the ways of the Aberrantine that have gained through their devotion divine spells is known as the Aptare. They have adapted t a life that will serve others in their ability to survive.

Shapeshifter- Divinely given the ability not only to survive and adapt but to actually change shape, these special priests of Praxin are truly his children. The Shapeshifter is highly respected by all Aberrantine. They think of them as the embodiment of their god in flesh. To watch a Shapeshifter transform is considered a great blessing.

The Elders - Those that have shown their great ability to survive and have gained the favor of Praxin, able to summon animals and control the insects (cast 4th-level spells) are considered Elders of the Aberrantine. It is nt enough to have only the spell casting abilities of this level but to have survived great adversity and at the same time served the followers of Praxin. a stranger showing they have such abilities will not be considered an Elder, regardless of age. They must have lived within the community and be known to them to gain such respect.

Great Elder - Though all elders are esteemed and respected, and generally thought of as equal, some have endured much more and have gained incredibility favor of divine magics (cast 6th-level spells). These are known as Great Elders. No other mortal is more highly acclaimed by the Aberrantine religion than these other than a Great Elder who also happens to be a Shapeshifter.

Ceremonies and Holy Days:

Sacrifice of Peace (Special)
Every Aberrantine is a survivor. They have had to overcome some danger, abuse, handicap or adversity in life to become stronger. This has brought them some peace and the ability to go on with life with some comfort in knowing you have survived, you are better for it and you will be all right. But after having survived, Praxin does not wish for his followers to become stagnant. They must seek adversity and danger or other circumstance that threatens their lifestyle in order to continue to overcome it, become even stronger and grow. To survive when not faced with adversity is to make no sacrifice and no offering to Praxin.
    When it is felt that life has not changed, nothing has become a trial or of any great effort anymore, the worshipper of Praxin should offer up themselves as a sacrifice to Praxin and then do what they can to survive what may come to claim them. This may not always be a monster or obvious danger, it may be the opening of a rival business the invention of something that makes what the follower makes unnecessary any longer, or even a threat to the family or perhaps a cheating wife or wayward child. The follower of Praxin must overcome what may and gain from it in order to prove their worth to his god.

The Becoming (Upon becoming an adult)
In cultures and secretly by those that worship Praxin, when a man (and in some cases women as well) is at the age where they are soon to be considered an adult (around age 13 for humans), the elders of the Aberrantine will take the youth to some place in the wilderness that is no more than three days distant, or in certain cases to a bad part of the city, and leave them to survive on their own for one week (5 days). There is no pass or fail in this, either they survive or they don't come back. After eight days have passed, the elders will return to look for the youth or his remains, if he has not returned on his own.

Special Prayer, Ceremony or Ritual name (date held)
Description text if any others

Priestly Vestments:

     Praxin has no distinguishing or uniform manner of dress that his clergy must wear.

Affiliated Orders, Societies and Guilds:

Beast Cults - There are several beast cults that pledge allegiance to Praxin, great uncharted regions of Kyranath and hidden away where society has little contact.
 

Church Errata:

Allies

Corathal ***- Much of what Corathal represents would be against the alteration and aberration caused by Praxin. Corathal is the avenger against those that would ravage the wilderness, but instead these two are more rival than enemy. They both are part of the natural order and wish to see it become stronger and take over the world. Corathal doesn't mind the monsters as long as they find a place within the natural cycle  and do not become a destroyer of it. They both contend with those that would see nature be secondary to civilization and so they attempt to out do each other in upsetting society and altering it to their own vision.

Elanar - Random determination and dealing with the luck of the draw that is given you follows the ideals of Praxin well. Though Praxin would push towards the more grotesque at times he is a balancing factor in the greater forces that would see things stagnate and remain unchanged and those that would see things fail and come to nothing. Allowing for new opportunities through ever changing realities and perceptions creates a great stage for random determination of the world. And that is what Elanar likes and why these two are allied.

Jandor - The god of torment has a soft spot in his heart for the Shapechanger. Both of these gods through different means attempt to improve that which creation provides to make it stronger and more able to survive the troubles that may come to them through living.

Maldread - Deception is not what Praxin is about, but an allegiance has arisen with Maldread because of Praxin's ability to adapt and infiltrate even while being different. Maldread more uses Praxin than sees him as an equal or of great importance. The two gods have much more in opposition to each other than they do alike and yet they have become friends. If it came to a point where Maldread's interests shifted to the wilderness or Praxin's to society and the cities, they may then become enemies but as it is they are so separate that they get along.
 

Foes

Diadria - Every living thing is given a time to die. Diadria is the one that appoints this time. Praxin would see that things survive beyond this time and fight against the arbitrary decisions of the Lady of Death. Diadria does not actively fight Praxin but she notices and at times they come to blows in their dance between death and survival.

Kreaon ***- The Creator set certain rules and laws into place when he brought the world out of chaos. He does not interfere much now in its running but Praxin introduces into his creation twisting mockery of what he had planned. Kreaon does not like this instability that may threaten his greater plans. Praxin must be stopped or at minimum curtailed and focused where he is actually needed in the plan, Praxin will not allow this.

Syth - That which can so easily change and adapt is difficult to control. Syth dislikes the strengths and abilities to face difficulty and overcome it that provides Praxin's followers to laugh in the face of Terror. What can cow the general population many worshippers of Praxin only laugh at. The followers of Praxin are not accepting of control and will not stand still when faced with hopeless situations. This makes them a great enemy of Syth.

Terrarie - Praxin hates stagnation. The ever evolving and growing of nature into something greater is his goal. Standing firmly in the way of this is the unchanging ways of Terrarie. The growth and strength of tradition, and civilization which Terrarie represents would put a stop to any mutation and aberration if it could.

Thr - The guardian of society would see all the wild and monsters of nature destroyed. Though he claims to be a protector of life, Thr has no respect for the aberrations of Praxin. Though he does not hunt them down without cause, Thr still would act to protect society form the permutations of Praxin and cause him to stop his nature altering ideals if he could.

Tyre ***- Tyre is the strangest of foes because Praxin loves her. Tyre is Praxin's mother and all he ever wants form her is a return of his love and a respect for what he does. But the mother does not except the son and so, though Praxin loves Tyre, she is always attempting to weed out his aberration and the mutations which he adds to nature.

*** denotes a major factor
 

Appendix 1: Classes of Praxin

    Clergy of Praxin receive 'Thardferrian Religion' and Survival as bonus NWP.
The clergy of Praxin cannot turn or control undead.

Clerics of Praxin
 
Requirement: Strength 9, Constitution 9, Wisdom 9 
Prime Requisites: Wisdom 
Major Spheres: All, Animal, Combat, Healing, Protection, Summoning and Weather.
Minor Spheres: Charm, Divination, Guardian and Plant. 
Spell notes: None 

Special Abilities:


Specialty Priests (Shapeshifter)
 
Races Allowed: Any
Requirements: Str 12, Con 14, Wis 9 
Prime Requisites: Constitution and Wisdom
Alignment: NG, N, CN, 
Weapons: Any that can be made without metal. See below
Armor: Natural armors such as leather, scale and hide only. See below.
Magic Items: As for clerics and fighters.
Required Proficiencies: Animal Handling, and one of the following: Animal Lore*, Endurance*, Hunting*, Running*, Tracking*.
Bonus Proficiencies:  Religion, plus Survival.
* These proficiencies may be gained without any crossover penalty.

Shapeshifting

    It is believed that the ability to shapeshift, transform one's physical body into that of another living thing, was introduced to mortals through Praxin's union with the females of all the races. His divine essence mingled with them and is what causes the aberrations and deformities that are found at birth. To be born handicapped, with strange coloration, deformed or just different is said to bear the Mark of Praxin. Many such children never survive their first year. Some because they are just to badly damaged and others because they are left to die or just killed by their parents. But some grow and soon find out they are more then just marked but Gifted. These are Praxin's Grandchildren, the Shapeshifter. But only through accepting their calling, overcoming the trials of their childhood and finding their faith and giving their worship to Praxin can they ever learn to use their gift. It is not known how many children born with the Mark of Praxin would be raised to become Shapeshifters, but it is known that only one in a dozen that are trained for the possibility actually becomes one. Because of all the stillborn infanticide and loss at an early age, it is believed that only one in perhaps a ten thousand such marked are true Shapeshifters.
    The essence of the Shapeshifter is their ability to take different forms. These transformations start with assuming smaller and less complicated or foreign forms but soon they learn to adapt to extremely foreign and complex shapes and sizes. Shapeshifters are heavily integrated in to their transforming identity. They understand the immensity of Praxin's gift and feel much closer to their god each time they use it to learn a new and stranger form. It takes time to get used to the complex and foreign abilities, types of movement and body shapes found in a new form (flying, weaving webs, climbing trees, breathing water, etc.) so the Shapeshifter will spend hours in these new forms learning the intricacies of making them work. It generally takes a lot of experience before they feel 100% comfortable with these forms, but in the experience of learning them they are adapting and so giving worship to their god.
    Before becoming a Shapeshifter, the Aptare found with the potential of becoming one make a great study of animals and try to understand their means of mobility and perception of the world before attempting to mimic their form. Much of the Shapeshifter's youth is spent around animals and so many pick up skills in dealing with them, mimicking and gaining knowledge about them. They have a great interest not really in animals but in the differences and strangeness of them. Shapeshifters begin to identify with the differences and soon take on some form of aberration of their own if not born with it, a mark that sets them apart form the rest of their race. Many are forced from their homes and society or even abandoned in their youth because of it. This sets them apart form society and makes them a little wild. But it is in learning about the monsters of the world that most interests them and soon if not already forced away, they leave the security of their home to seek out the wilderness and the creatures within it.
    By the time they have been called to become Shapeshifters, most have many small forms of wild life that they may assume with comfort and ease. As they gain power and favor the Shapeshifter will attempt and then learn new forms. But the time it takes to learn them and use the form may be vastly different. Becoming an Ogre isn't too disorienting... it's a bipedal, tweed life form, It only takes a short while to become comfortable in this new shape, to learn how the huge mass functions.  Becoming a spider is incredibly difficult to adapt to. It's 8 legs, a completely different means of locomotion and manipulation, and multi-faceted eyes. As spider the Shapeshifter will stumble around, run into things, recoil from sudden motions, etc. This should last for many hours when first assuming the form and never be truly comfortable for some time. A Shapeshifter should try out a new form prior to trying to use it in battle, or else they may be a bit lost as to what they are doing. Remember, the mind remains the same, so suddenly being a giant beetle could be a bit confusing, the mind is not wired to use six legs, as well as a pair of wings, nor is it meant to use compound eyes, and it is not practiced in the maneuvering of an exoskeleton.
    Shapeshifters must duplicate forms they have observed. They cannot make up forms to change shape into and are limited to only those forms that have a physical body. Shapeshifting is to physical forms, so the form of an earth elemental (assuming the Shapeshifter had any clue what such a thing is and had seen one) is possible. But the earth elemental's ability to move through rock is a result of an extra-planar link; a link that the Shapeshifter lacks. Since fire, water, and air aren't actually "physical bodies", they'd be off limits. They're simply incarnations of an elemental plane, animated by a link to that plane, and inhabited by a sentient intelligence from that plane. A Shapeshifter can't form planar links, and therefore can't become a pillar of fire, a whirlwind, or a huge wave. He can become a big man made of rock and dirt, although that simply resembles an earth elemental, it is not one.

    Because of their strangeness, and at later experience-- somewhat foreign way of thinking and odd looks, the Shapeshifter never gains any followers after building a stronghold for themselves. It is rare for the Shapeshifter to even build a stronghold as they would rather be on the move and living in the vastness of nature rather than tied to one spot. The Church of Praxin will never authorize such building or aid in it in anyway.

Special Disabilities:

Special Abilities: Special Granted Powers:


Appendix 2a: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Animal Friendship Aid Dispel Magic Animal Summoning I
Bless Barkskin Meld Into Stone Control Temperature, 10' r.
Cure Light Wounds Dust Devil Monster Summoning II Cure Serious Wounds
Detect Poison Goodberry Plant Growth Giant Insect
Endure Heat/Endure Cold Resist Fire/Resist Cold Prayer Neutralize Poison
Entangle Silence, 15' Radius Spike Growth Repel Insects
Pass Without Trace Slow Poison Stone Shape Sticks to Snakes
Protection from Evil Warp Wood Tree Tongues
Purify Food & Drink Withdraw Water Breathing
Shillelagh Wyvern Watch
5th level 6th level 7th level
Animal Growth  Animate Object Animate Rock
Monster Summoning III Speak With Monsters Changestaff
Control Winds Transmute Water to Dust Control Weather 
Insect Plague Turn Wood Creeping Doom
Moonbeam Weather Summoning Earthquake
Spike Stones Word of Recall Transmute Metal to Wood
Transmute Rock to Mud 
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
    + These spells are cast as if the SP were # levels higher.
    ! These spells may be chosen as the bonus spell at this level.
    (Spell name ) is an alternate name for the spell within.
    List of reversed spell names and where they can be found I.E. Energy Drain is the reverse of Restoration, Wither - Regenerate, etc....
 

Monster Summoning II (Conjuration/Summoning)
Level 3
Sphere:  Summoning
Range: 1 mi. radius per level      Components: V, S
Duration: Special                         Casting Time: 6
Area of Effect: Special                Saving Throw: None

By means of this spell, the Specialty Priest of Praxin calls up to 3-6 monsters that have 3 Hit Dice or less, or 2 monsters that have 6 Hit Dice or less -- of whatever sort the caster names when the summoning is made. Only monsters within range of the caster at the time the spell is cast will come and will arrive within one round per mile distant they are from the Priest at the time of casting.. The caster can try three times to summon three different types of monsters. For example, a caster first tries to summon carrion crawlers to no avail, then unsuccessfully tries to call gremlins, and finally calls perytons that may or may not be within summoning range. The DM must determine the chance of a summoned monster type being within the range of the spell. The monsters summoned aid the caster by whatever means they possess, they do not check morale, and stay until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. or one hour per level of the Priest has passed. Only giant or extremely mutated forms of natural animals can be summoned; no undead, elemental, extra planar being or fey creatures may be summoned.

Monster Summoning III (Conjuration/Summoning)
Level 5
Sphere:  Summoning
Range: 1 mi. radius per level      Components: V, S
Duration: Special                         Casting Time: 8
Area of Effect: Special                Saving Throw: None

This spell is much like the 3rd-level spell monster summoning II, except that this spell summons 3-12 monsters that have 5 Hit Dice or less, or 2-5 monsters that have 10 Hit Dice or less.
 


Appendix 2b: Rovers (Rangers) of Praxin Spell List

All Rangers or Alternate Name gain access to these spells once becoming 8th-level:
 
1st level 2nd level 3rd level
Animal Friendship Barkskin Meld Into Stone
Detect Poison Dust Devil Plant Growth
Endure Heat/Endure Cold Goodberry Spike Growth
Entangle Slow Poison Snare
Pass Without Trace Speak With Animals Summon Insects
Shillelagh Trip Tree
Warp Wood Water Breathing
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
 

Appendix 3: Outer Realm of Praxin

Pelinok

     Within the Abyss is a vast stretch of woods and forests that are the near outer realms of the nature gods. In a tangled, deep part of the forest of Tyre, just beyond the reach of her longest outstretched branches is the ancient wood of Pelinok. Within this small part of the forest can be found twisted mockery of all the great forests of the world and those found in the outer realms. But the strange colors and monstrous shapes of the trees belie the actual peace found here. Those that have finally fallen to the reach of death that had chased them through  the living world and without any help form Praxin have survived the Abyss and the Realm of the Dead to reach Pelinok are able to reach their true form. The inner true creation that the cosmos and your own soul has created for you comes into being and for the first time you feel at home. Within Pelinok is the final peaceful resting place for that form and the peace of mind and comfort that all that survival and adaptation has finally earned the follower of Praxin.
 

Appendix 4: Book of Praxin

The Prying

    The book of Praxin is merely a set of scrolls, very insignificant in size and rarely contained in anything of great beauty. The scrolls contain some writings dealing with the meaning of life, change, adaptation, survival and the thoughts of becoming one with nature. In reading it most feel like it is written by a follower of Tyre rather than Praxin but behind the actual text is something nagging at your mind, something that seems to be eluding you in the passages. The Prying has somehow nudged a tiny part of your animal brain and you begin to feel a little less part of the world and only a tiny part of nature. But it is the desire to be one with nature and yet individual that starts to drive you. After you have finished reading the Prying you return to your place of rest and sleep.

    That night, you have a dream...

A fist sized,, web-footed creature with a sharp beak and way too many eyes swims through a milky, murky substance that's not quite water. It is probing and seeking, guided by a willpower that dwarfs anything you can comprehend... Praxin's willpower.

The weird messenger circles, drawing nearer its target, though its physical location doesn't seem to be changing. It is more like the place where it is, is somehow nearing the place where its target is. And then it delicately parts the milky ether and inserts its beak into the resulting fold in reality... you imagine that you can actually feel its beak enter your mind, though you sense that the intrusion is not physical.

Your your thoughts jumble and swirl, and you feel memories being sucked up into the creature's hungry mind. It digs randomly through your brain, devouring parcels of memory, leaving silently screaming holes in your mind.  You feel raped, powerless, and molested, and the feeding creature takes nibbles of those thoughts, as well, seeming to take extra pleasure from emotions it has caused itself. When it is satiated, the foul little monster regurgitates bits of thoughts into your head, patching together a few memories that seem like your own even though you (rationally) know that they are not.

You remember watching in curious amusement as an incredibly alien, brilliant willpower struggled for survival, and fled its hungry pursuers. You flexed a bit of your own willpower, and provided just enough happenstance to allow the creature to struggle to freedom.

You remember feeling a hive like mentality of very primitive, but wonderfully fierce creatures, and recognizing that another willpower had overtaken their instinctive respect for you. Amused and curious, you spared a sliver of interest, and knew that the alien mind had enslaved them with near effortless ease. They were made by it, somehow, and fell beneath its sway without hope of resistance. Of course, it is nothing to you, and laughably insignificant, so you grew quickly bored of the phenomena and delved your attention elsewhere.