Jehora Jeheyu

Jehora Jeheyu is a god that hasn't been touched in some time, and suffers from a few glaring issues that I feel need to be addressed.
The biggest issue JJ has currently is the high threshold to begin worship. Getting the petition boon immediately is absolutely paramount to success, since JJ's random punishment can be crippling. However, the cost is the same regardless of whether you begin worship early or late. An early-worshipper with lots of exploration space can look forward to lots of piety gain with Jehora, whereas a late-worshipper will receive much less, but both must pay the same price. For the late-worshipper, this leaves almost no piety left over for boons and JJ's entire religion becomes pointless.
Because a large chunk of JJ's piety is obtained directly through exploration, if you encounter his altar late in exploration (or even half-way through, really) there just isn't enough potential piety left over after petition to make it worth joining that religion. This makes him a wasted altar far too often, and even converting in for a last-chance is dicey since without petition he can just as easily health drain or mana burn (total game-enders in a post-exploration scenario). This makes it incredibly rare for me to join JJ's religion unless I actually prepped him, which is another matter entirely.
When JJ is accessible early-game and can be prepared for, he's still wickedly potent. Beginning worship from the outset, the relative tax of petition is much less severe and a fortitude and burn cure potion can be prepped ahead of time to deal with his punishments. With the right preparations up your sleeve, the effective utility of this god is easily quintuple your average-case (where you're more likely to find him late in exploration rather than early).
Bottom line (tl;dr): JJ is much too weak a deity if you locate his altar late or want to convert in, despite the fact that he remains highly competitive if you find him early and stick with him.
So, with the problem stated, what of solutions? I'm going to presume that the basic structure of the deity isn't up for discussion, and all that can be suggested are tweaks and modifications. The goal should be to make JJ more appealing to a late-game worshipper without making him much stronger for an early-game worshipper, as well as making living without petition a viable option.
* Have boost health and boost mana actually provide you 40% health or mana (respectively) regeneration when used. This means you still get to use your potions, but at the time of the boon's activation. Not a huge gain for low-level characters, but a major deal for high-level ones joining late.
* Remove health drain and mana burn from the list of JJ's punishments. We can deal with weakening, corrosion, and poison (particularly as high-level characters) but post-exploration these two effects are game-enders. To add some more variety, curse, slow (one attack), and randomly swapping positions with a monster could be added in.
* JJ's random acts of boredom could also occasionally yield double-edged effects. For instance, it could grant you a free but non-convertible spoon. Or perhaps he could shroud the area around you (more resources to work with, but it could screw up your regen-fighting). These double-edged effects would still be disabled by petition.
* Another option is to make JJ's petition boon provide indulgences, and indulgence allows you to avoid a single random punishment. Petition's cost would begin small but have an increasing cost over time, thus affecting long-term worshippers the hardest.
* I've always been bothered by last chance having no effect if you lose the gamble, especially given it takes your piety either way. I'd like to see a random calamity occur on a failed gambit. That still might give some opportunities, and would at very least be less anticlimatic than the current "nothing happened".
The biggest issue JJ has currently is the high threshold to begin worship. Getting the petition boon immediately is absolutely paramount to success, since JJ's random punishment can be crippling. However, the cost is the same regardless of whether you begin worship early or late. An early-worshipper with lots of exploration space can look forward to lots of piety gain with Jehora, whereas a late-worshipper will receive much less, but both must pay the same price. For the late-worshipper, this leaves almost no piety left over for boons and JJ's entire religion becomes pointless.
Because a large chunk of JJ's piety is obtained directly through exploration, if you encounter his altar late in exploration (or even half-way through, really) there just isn't enough potential piety left over after petition to make it worth joining that religion. This makes him a wasted altar far too often, and even converting in for a last-chance is dicey since without petition he can just as easily health drain or mana burn (total game-enders in a post-exploration scenario). This makes it incredibly rare for me to join JJ's religion unless I actually prepped him, which is another matter entirely.
When JJ is accessible early-game and can be prepared for, he's still wickedly potent. Beginning worship from the outset, the relative tax of petition is much less severe and a fortitude and burn cure potion can be prepped ahead of time to deal with his punishments. With the right preparations up your sleeve, the effective utility of this god is easily quintuple your average-case (where you're more likely to find him late in exploration rather than early).
Bottom line (tl;dr): JJ is much too weak a deity if you locate his altar late or want to convert in, despite the fact that he remains highly competitive if you find him early and stick with him.
So, with the problem stated, what of solutions? I'm going to presume that the basic structure of the deity isn't up for discussion, and all that can be suggested are tweaks and modifications. The goal should be to make JJ more appealing to a late-game worshipper without making him much stronger for an early-game worshipper, as well as making living without petition a viable option.
* Have boost health and boost mana actually provide you 40% health or mana (respectively) regeneration when used. This means you still get to use your potions, but at the time of the boon's activation. Not a huge gain for low-level characters, but a major deal for high-level ones joining late.
* Remove health drain and mana burn from the list of JJ's punishments. We can deal with weakening, corrosion, and poison (particularly as high-level characters) but post-exploration these two effects are game-enders. To add some more variety, curse, slow (one attack), and randomly swapping positions with a monster could be added in.
* JJ's random acts of boredom could also occasionally yield double-edged effects. For instance, it could grant you a free but non-convertible spoon. Or perhaps he could shroud the area around you (more resources to work with, but it could screw up your regen-fighting). These double-edged effects would still be disabled by petition.
* Another option is to make JJ's petition boon provide indulgences, and indulgence allows you to avoid a single random punishment. Petition's cost would begin small but have an increasing cost over time, thus affecting long-term worshippers the hardest.
* I've always been bothered by last chance having no effect if you lose the gamble, especially given it takes your piety either way. I'd like to see a random calamity occur on a failed gambit. That still might give some opportunities, and would at very least be less anticlimatic than the current "nothing happened".