Hallowed Elder: Difference between revisions

From House of Khilat
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* Sheela Peryroyl:  
* Sheela Peryroyl:  
** Spells in the plant domain are cast as if the caster were two experience levels higher.
** Spells in the plant domain are cast as if the caster were two experience levels higher.
** Once per year, a [[Hierophant Elder]] or three Hallowed Eldars can imbue a tree in a sacred grove with magical fruit. Each year, 1d6 fruit ripen with magical qualities so that they serve as magic potions when eaten.
** Once per year, a [[Hierophant Elder]] or three Hallowed Eldars can imbue a tree in a sacred grove with magical fruit. Each year, 1d6 fruit ripen with magical qualities so that they serve as magic potions when eaten. Magical effects include: Potion of animal control, Potion of heroism, Potion of longevity, Potion of treasure finding, Philter of love, Philter of glibness.

Revision as of 04:46, 22 December 2013

Hallowed Elders are leaders of the Circle of the Ancients.

Hallowed Elders are responsible for finding and sanctifying new sacred sites. Most often these sites are sacred groves, but other special sites in any terrain can be sanctified. Standing Stoned are often erected, especially for sites not located in forest or jungle. Moonwells are usually created in the Moonshae Islands but have been created elsewhere.

Hallowed Elders and Hierophant Elders can imbue various powers into sacred Druid sites. Sacred Groves may be imbued with up to 5 greater powers and 9 lesser powers. No more than 2 magical standing stones can be created at a sacred site.

Patron Powers

Various patron powers grant powers to the circle elders Hallowed Elders receive the following benefits.

Faeruniun

  • Chauntea:
    • Once a year, raise Druid standing stones from the depths of the earth.
    • A Hierophant Elder or three Hallowed Eldars can cause a standing stone to be imbued with magical. Trilithon stones can become a gateway to other standing stones. In the Moomshaes, Moonwells can be created instead.
  • Eldath:
    • Immunity to fear.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove to be peaceful. Predators and prey may be seen playing together within the grove. Those who make a successful attack against another within this grove must make a saving throw vs. wands. Attackers who fail suffer all the damage themselves; the wounds they meant to inflict appear on their own bodies. If they save, they suffer only half damage.
  • Gwaeron Windstrom: Tracking Proficiency.
  • Lurue:
    • Once per day, speak with one animal in the language of Druids.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove so that all normal and giant animals of animal to low intelligence can speak in the language of Druids.
  • Meiliki: Sense problems in the local forest; 1 square mile per level.
  • Milil:
  • Nobanion:
    • Summon one maximum hit die natural large cat once per day.
    • Any animal summoning magic can summon feline creatures of the appropriate hit die and maximum hit points.
  • Shaundakul: Hide in Shadows and Move Silently as a ranger with level equal to half the Elders total level or 5th level, which ever is higher.
  • Shiallia: Heal plants once daily by touch for 2 hit points per level.
  • Silvanus:
    • The Elder can sanctify one tree for every 5 levels. He can enter the sanctified tree at will. He can teleport an unlimited distance to one of his sanctified trees once per day. Destruction of a sanctified tree results in the loss of one experience level. Members of the Circle can transport to the tree of any Elder they know using their amulet.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove so that a Forbiddance spell can be invoked by a Druid once per day.
  • Selune: Infravision 30' which can be added to existing Infravision.
  • Sune: Charisma score is +3 when dealing with natural animals, fey creatures of the wilderness, Druids and members of the Circle. This can affect henchmen, adding up to 15 additional Rangers, Druids, Specialy Nature Priests and certain fey creatures.

Ordning

  • Hiatea:
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove
  • Stronmaus:
    • Spells of the weather domain are doubled in area and duration. Changes in weather can be shifted two places. If the Elder's weather spells are already doubled, then the area and duration are tripled and shifted up to three places.
    • Call Lightning once per day within a sacred grove or from Druid standing stones or the sky above them. Lightning will never strike the trees of the grove.

Lords of the Golden Hills

  • Baervan Wildwanderer: Cannot become entangled.
  • Segojan Earthcaller:
    • Can find a safe cave or burrow to rest in.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove so the spells of the plant and earth domain are doubled in area and duration.

Primordial

  • Ubtao:
    • Once per year, awaken1d3 patches of 10'x10' area of plants to defend a sacred grove as if an Entangle spall was cast.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can create one of the following:
      • awaken a tree to defend a sacred grove with spell casting powers of a third level Druid and combat ability similar to a Liveoak spell.
      • imbue a standing stone with a spirit to become a stone guardian that can be animated by the steward to defend the sacred site as a16HD earth elemental once a day.

Seelie Court

  • Caoimhin: Always find one small meal a day.
  • Damh: Immunity to Korred dance.
  • Eachthighern: immunity to natural poisons, +1 on save for other poisons.
  • Emmantiensien: can activate hidden magic in the wilderness.
  • Fionnghuala: shape changers can transform into a swan as an extra form each day. Swanmay no longer need a token.
  • Nathair Sgiathach: chameleon camouflage in the forest making the Elder undetectable 75% of the time.
  • Oberon: Cause creatures to wander off and forget they saw the Elder.
  • Skerrit: Once per day, the Elder can find a path through the forest to safety, while foes following the path will become lost.
  • Squelaiche: +1 on saving throws.
  • Titania:
    • The Elder can create a pinch of faerie dust once per day. If used when casting an illusion based spell the area and duration is doubled, while creatures save against it at -1. Collecting 50 pinches creates a dose that can make the visible invisible, and the invisible visible.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove so that all it's occupants can be made invisible once per day for up to 3 turns per level of the Druid invoking the power. Creatures that choose to attack immediately become visible.
  • Verenestra: Immunity to the charm powers of fey creatures such as sylphs, nymphs, and dryads. Permits fey creatures (Dryads) bound to an object or location to travel the world to conduct their duties as Elders.

Seldarine

  • Angharradh:
    • Recognize and use magic totems. Inscribe the symbol of any of the represented powers on an Amulet of the Ancients to serve as the holy symbol of that power. Learn to drawn one totem per level gained as an Elder.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a sacred grove so that Druids, rangers and other nature priests in the grove can detect alignment of others in the grove. Non-priest worshippers of nature can make an attempt to detect alignment once a day after two rounds of concentration.
  • Deep Sashelas: Breath air or water as needed.
  • Sehanine Moonbow: +2 on save versus death magic.
  • Shevarash
  • Solonor Thelandira: When desired, normal animals, including miniature and giant, will completely ignore the Elder.

Yondalla's Children

  • Sheela Peryroyl:
    • Spells in the plant domain are cast as if the caster were two experience levels higher.
    • Once per year, a Hierophant Elder or three Hallowed Eldars can imbue a tree in a sacred grove with magical fruit. Each year, 1d6 fruit ripen with magical qualities so that they serve as magic potions when eaten. Magical effects include: Potion of animal control, Potion of heroism, Potion of longevity, Potion of treasure finding, Philter of love, Philter of glibness.