Forest

The forest is the vast temple of nature, build with a roof of trees, walls of bushes and a floor of mosses and grass, giving home to elves, fey and all other woodland creatures. Cernunnos is the custodian and master of the forest and the most important god who gives his worshipers access to this domain.

Deities: Cernunnos (and all lesser gods and goddesses of forests all over Carrilion).

Granted Powers:

You gain the extraordinary ability Wild Empathy: You may improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your relevant class level and your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a 4 penalty on the check.

Note: 5 or more ranks in Handle Animal give you a +2 bonus on wild empathy checks.

You gain the extraordinary ability Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, overgrown areas etc. that have been magically manipulated to impede motion or do damage still affect you.

You gain the (new) feat Natural Aptitude.

Add Survival and Knowledge (nature) to your list of class skills.

Domain Spells

  1. Know Direction: You discern north.
  2. Pass without Trace: One subject/level leaves no tracks.
  3. Animal Trance: Fascinates 2d6 HD of animals.
  4. Snare: Creates a magic booby trap.
  5. Tree Stride: Step from one tree to another far away.
  6. Commune with Nature: Learn about terrain for 1 mile/level.
  7. Transport via Plants: Move instantly from one plant to another of the same kind.
  8. Liveoak: Oak becomes treant guardian.
  9. Animal Shapes: One ally/level polymorphs into chosen animal.
  10. Shambler: Summons 1d4+2 shambling mounds to fight for you.

Carrilion Rules Index Spells Index Domain Index

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