The god of pirates, known throughout Freeport as One-Eyed Pete, is an unconventional deity by any standard. Most theologians consider the god to be nothing more than a symbol for the debauchery and cruelty one can find among those who live by plunder and robbery.
Pirates and sailors alike invoke the god’s name before a night of drinking, spit curses at him before going into battle—believing him too drunk to know which mortal roused his anger—and pour generous amounts of liquor into the sea to keep the mad god from swimming up from the depths to take his share of their spoils.
Celebrants come from the ranks of retired ship captains, usually, those who were forcibly retired and now look for a way to keep their purses full of coin and beds full of lovers. Charged with keeping One-Eyed Pete at the bottom of the sea where he belongs, they wander the cities drunkenly, spitting dire warnings of trouble to come, while sticking out hands to passersby to collect tithes that will keep the mad god’s anger from falling upon their heads. They are an unruly, sordid lot, every bit as much trouble as the god they purport to serve.
Although the celebrant expert path speaks to the unusual cult of the pirate god, you can also use the path to model worshipers of other faiths. In particular, it works well for followers of Revel, who is an unruly and sometimes dangerous god. If you serve a different god, replace the traditions mentioned in “Magic” with those associated with your deity.
Level 3 Celebrant
Attributes. Increase two by 1
Characteristics. Health +3, Power +1,
Languages and Professions Add drunkard to your list of professions.
Magic You discover the Air, Storm, or Water tradition, or you learn a spell from one of these traditions.
Holy Spirits If you spend at least 1 hour drinking rum or some other kind of intoxicant, you can become intoxicated for as long as you continue drinking and for 1d3 hours thereafter. While intoxicated, you are impaired and you take half damage from all sources. If you would become impaired again, you fall unconscious and remain that way until you sober up.
Level 6 Celebrant
Characteristics. Health +3
Magic You learn one spell
Drunken Luck Whenever you roll a bane gained from being impaired and the number rolled is a 6, you treat the bane as if it were a boon. If you made the roll with 1 or more other banes, the boon created by rolling a 6 cancels out one other bane of your choice.
Power of Spirits Banes imposed by the impaired affliction do not apply on your attack rolls made from casting Air, Storm, or Water attack spells.
Level 9 Master Celebrant
Characteristics. Health +3, Power +1
Lowered Tolerance You need to spend only 1 minute drinking rum or some other kind of spirits in order to become intoxicated.
Drunken Fury Whenever you are intoxicated, your attacks with weapons deal 1d6 extra damage.