Hierophant Elder: Difference between revisions

From House of Khilat
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* Chauntea:
* Chauntea:
** Once per month, merge into the land becoming one with the earth, trees and plants. The hierophant occupies up to 1 acre per level of experience, and is vaguely aware of creatures and happenings within the area, but can't hear conversations or see specific actions. Damage to rocks and trees do not harm the hierophant unless significant damage is inflicted to the entire area occupied by the hierophant. The Elder may stay inside 1 day per level, with need for food or water, and can only be detected by ''true seeing'' or similar magic while looking at the entire area as a whole.  
** Once per month, merge into the land becoming one with the earth, trees and plants. The hierophant occupies up to 1 acre per level of experience, and is vaguely aware of creatures and happenings within the area, but can't hear conversations or see specific actions. Damage to rocks and trees do not harm the hierophant unless significant damage is inflicted to the entire area occupied by the hierophant. The Elder may stay inside 1 day per level, with need for food or water, and can only be detected by ''true seeing'' or similar magic while looking at the entire area as a whole. They may step out from any place in the land they occupied, even exiting below the surface, up to 5' per level.  
* Silvanus:
* Silvanus:
* Sune:
* Sune:

Revision as of 01:17, 29 December 2013

Patron Powers

  • Chauntea:
    • Once per month, merge into the land becoming one with the earth, trees and plants. The hierophant occupies up to 1 acre per level of experience, and is vaguely aware of creatures and happenings within the area, but can't hear conversations or see specific actions. Damage to rocks and trees do not harm the hierophant unless significant damage is inflicted to the entire area occupied by the hierophant. The Elder may stay inside 1 day per level, with need for food or water, and can only be detected by true seeing or similar magic while looking at the entire area as a whole. They may step out from any place in the land they occupied, even exiting below the surface, up to 5' per level.
  • Silvanus:
  • 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. This replaces the charisma bonus of the Hallowed Elder.
    • Once per month, transform any normal tree into a weir tree with bright copper colored leaves, or cause rocks or trees to be sculpted into works of natural beauty.
  • Hiatea:
  • Stronmaus:
  • Titania:
  • Angharradh: