First Name: Kronik
Last Name: Sternshield
Appearance:Small but tough, wears half plate, helmet and cloak
Race: rock gnome
Age:42
Height
Weight:
Eyes:dark
Hair:bald
Facial Hair Style: small beard
Personality Profile:strict, disciplined,lawful
General Health:perfect
Deity: Gaerdal Ironhand
Initial Alignment:LG
Profession:Priest of Gaerdal Ironhand
Base Class & Proposed Development:Fighter - Fighter16/Cleric14
Habits/Hobbies: prayers, escort, military operations
Languages: common, gnome
Weapon of Choice:warhammer
Background:
Kronik Sternshield comes from a community settled at the frontier between the North and the Sword Coast not so far from Waterdeep. He's been raised by priests of Gaerdal Ironhand since he was orphan at the age of 7 after his father, follower of Gond killed himself and his wife during some unbalanced explosive experiment. He's always been a righteous and hardworking element of the local formation camp of the Shields of the Golden Hills. Whenhe reached his early 40's he was selected to wander along the Sword Coast to seek a gnomish community to settle a chapter and provide help. This is how he ended up in Baldur's Gate area.
Goals:*integrate Kraak Helzak *form a chapter of the Shields of the Golden Hills *serve gnome and dwarven interests in the region through military means
Possible Plot-Hook Ideas and Misc Facts: cf goals
The Gnome Series - Kronik Sternshield
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Silvary Thielfor
- Posts: 130
- Joined: Tue Jul 20, 2010 10:35 am
- Location: FRANCE
The Gnome Series - Kronik Sternshield
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
Yolil, hin, Grimwarden, Baldur's Gate
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Silvary Thielfor
- Posts: 130
- Joined: Tue Jul 20, 2010 10:35 am
- Location: FRANCE
Re: The Gnome Series - Kronik Sternshield
The Stern, Shield of the Golden Hills
Lesser Power of Bytopia LG
PORTFOLIO: Vigilance, combat, martial defense
ALIASES: None
DOMAIN NAME: Dothion/the Golden Hills (Stronghaven)
SUPERIOR: Garl Glittergold
ALLIES: Arvoreen, Clangeddin Silverbeard, Cyrrollalee, Gorm Gulthyn, Helm, Torm, the gnome pantheon (except Urdlen)
FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Urdlen, the goblinkin pantheons
SYMBOL: Iron band
WOR. ALIGN.: LG, NG, CG, LN, N, CN
Gaerdal Ironhand (GAIR-dahl EYE-urn-hand) is the stalwart defender of the Forgotten Folk, the most martial deity of the gnome pantheon. His serious nature garners him sober respect, instead of the gentle affection that is lavished on the other deities. The Shield of the Golden Hills guards against threats from above and below and teaches gnomes to hold their own in combat with larger and more powerful creatures by using their size and natural abilities to their advantage. Gaerdal has a small but devout following among gnome warriors and those responsible for defending gnome communities against outside threats, and he has earned the respect of the Forgotten Folk in general.
Gaerdal has generally good relations with the rest of the gnome pantheon, with the notable exception of Urdlen, but his stem nature keeps him somewhat aloof from the mischievous antics of the other gods of the Forgotten Folk. In particular, the Shield of the Golden Hills is somewhat hostile toward Baravar, disliking deceitfulness, and to a lesser extent Baervan, disliking foolish pranks and other jests, and he may work to thwart their plans if he learns of them. In times of danger for the Forgotten Folk, however, Gaerdal cooperates with all the gnome gods, except the Crawler Below. Among other pantheons, Gaerdal is closest in temperament with the gods of the dwarven pantheon, particularly Gorm Gulthyn and Clangeddin Silverbeard. Gaerdal works well with Helm and Torm of the human Faerun-ian pantheon.
The Shield of the Golden Hills is ever vigilant in guarding against Urdlen's insidious attacks, and he battles the gods of the kobold and goblin pantheons regularly. Gaerdal Ironhand is the most dwarflike deity of the gnome pantheon, rarely smiling, and he is the only gnome god who could be considered stern. Gaerdal takes his duties as the protector of gnome burrows very seriously, at the cost of sacrificing a playful spirit. The Shield of the Golden Hills has no use for tricks, jokes, or deceits, and he remains unsmiling at gnome tales and pranks (save those of Garl himself). The other gnome deities say he chuckles in private, but this is uncertain. Gaerdal often sends an avatar to assist gnomes preparing for battle.
Other Manifestations
The Shield of the Golden Hills may manifest as an aura of shimmering silver and gold light that envelops a living creature and then withdraws into his or her body. The effects of Gaerdal's manifestation are three-fold: the recipient receives the benefits of blessed watchfulness, iron vigil, and protection from evil spell. Gaerdal is served by earth and fire elementals, galeb duhr, guardiaii nagas, helmed horrors, incarnates of courage and faith, maruts, noctrals, per, sapphire dragons, silver dragons, and spectators. He demonstrates his favor through the discovery of alestones, alexandrites, amaratha (also known as shieldstone), camelian, hypersthene, peridot, sapphires, star rose quartz, star sapphires, and topazes. The Shield of the Golden Hills indicates his displeasure through slightly exaggerated and rather bombastic omens, underground rumblings, a statuette cracking very loudly, rocks detonating, and the like.
The Church
CLERGY: Clerics, specialty priests
CLERGY'S ALIGN:. LG, NG, LN
TURN UNDEAD: C: Yes, SP: Yes, at priest level -2
CMND. UNDEAD: C: No, SP: No
All clerics (including fighter/clerics, cleric/illusionists, and cleric/ thieves) and specialty priests of Gaerdal receive religion (gnome) as a bonus nonweapon proficiency. Gaerdal's stern nature is faithfully matched by his priests, and as such, while his faith is well respected among the Forgotten Folk, it is not greatly loved. The faithful of the Shield of the Golden Hills have more in common with the Stout Folk than their own kin, and Gaerdal's church is well respected by those dwarves who venerate Gorm Gulthyn. Although the existence of this cult is not widely known among other races, it is well regarded by those halfling followers of Arvoreen and human followers of Torm and Helm who have learned of their gnome analogs.
Temples of Gaerdal are fortified subterranean strongholds formed from worked caves that serve as both houses of worship and defensive fortifications. Small statues of the god are erected at the center of such shrines, symbolizing Gaerdal's unflagging vigilance, but otherwise each temple is relatively austere, adorned only with the shields of the fallen. Novices of Gaerdal are known as the Eyes of Shield. Full priests of the Shield of the Golden Hills are known as the Vigilant Host. In ascending order of rank, the titles used by Gaerdalian priests are Stern Watcher, Stem Observer, Stern Guard, Stern Sentinel, Stern Sentry, Stern Guardian, Stern Defender, and Stern Protector. High-ranking priests have unique individual titles. Specialty priests are known as sternshields. The clergy of Gaerdal includes rock gnomes (75%), forest gnomes (15%), and deep gnomes (10%). Males make up the majority of his priesthood (85%). Gaerdal's clergy includes specialty priests (60%), fighter/clerics (24%), clerics (13%), cleric/illusionists (2%), and cleric/thieves (1%).
Dogma: The best defense is unswerving vigilance. Gaerdal charges his followers to serve him with absolute dedication and devotion. Defend and protect communities of the Forgotten Folk against all invaders, both obvious and hidden. Never cease to hone the skills of battle and war, and use times of peace to pass such talents on to gnomes at large so that they can eventually preserve peace for all the Forgotten Folk forever by presenting a defense that none dare challenge. Be fair to those in your charge, and ask of them nothing that you would not do yourself- including laying down your life for your friends, relatives, and brothers and sisters of battle. Follow orders given you to preserve the efficient function of the chain of command, but do not be blind to the consequences of your actions or the implications of a command. You have a right to question once any order that seems to run counter to the common good or the ideals of our society, for in doing so you may unmask a spy, a traitor, or an invader cloaked by magic.
Day-to-Day Activities: Gaerdal's priests are as close to being a warrior caste as one could find among gnomes. Their numbers are fairly small. They are much less given to levity than most gnomes and may often be administrators, judges, and the like. Their role as protectors is of major importance to both their religious teachings and the safety of the communities where they dwell. Although temples of the Shield of the Golden Hills are rare, Gaerdal's priests usually erect small statues of Gaerdal at major entrances to gnome settlements to remind other gnomes of their daily duties. The closest most members of Gaerdal's clergy get to actively seeking enjoyment is their perennial and self-assumed task of making life difficult for the followers of Baravar, and to a lesser extent, Baervan and Garl.
Holy Days/Important Ceremonies: The followers of Gaerdal refer to tenday periods as Tenhammers, a name referring to the marking of the passage of each day by striking a great hammer against a metal shield, for such is the typical length of service for guard duty for members of this faith. The tenth day of every ten Tenhammers is a holy day of the faith, known to gnomes everywhere as the Great Clang and on such days the cult of Gaerdal assembles to pay homage to the god through battle hymns and rhythmic chants.
Major Centers of Worship: The Rathgaunt Hills, located due east of Lake Lhespen and the Shaar, midway between the cities of Shaarmid and Sebben, are a dangerous and unforgiving region for surface dwellers, for many predators who hunt on the plains of the Shaar and Eastern Shaar, including perytons, wyverns, and manticores, dwell amidst these rocky crags. A scattered community of rock gnomes, well skilled in the art of camouflage, dwell in shallow burrows throughout the range of hills working small, scattered veins of gold and silver. The ever-present need to defend the burrows of the Forgotten Folk, coupled with the need for armed caravans to bring their wares to Shaarmid and the Great Rift for trade, has given unusual prominence to the cult of Gaerdal. At the heart of Sevenstones Hill, a prominent tor whose rounded peak overlooks the northern branch of the Traders' Way to the east, lies the Shield of the Rathgaunt Hills, a fortified abbey of 200 warriors and priests whose vigorous efforts keep the range relatively safe for its gnome inhabitants. The temple's high priest and de facto leader of the scattered gnome enclaves is Shield Genera Martak Ironwall. The most notable aspect of Martak's term as Shield General has been the amicable resolution of many long-standing points of friction between the Forgotten Folk of the Rathgaunt Hills and the Stout Folk of the Great Rift, a development that recently led to a treaty of mutual defense between the two races and regions.
Affiliated Orders: The Shields of the Golden Hills are a strictly organized militant order with semiautonomous chapters in most large gnome communities. Strictly divided into four individual branches according to skill, this group includes specialty priests, fighters, fighter/clerics, and cler- ics. The Shields are charged with defending the Forgotten Folk against attackers as well as serving as both the champions and officers of any larger force raised by the gnomes in time of need.
Priestly Vestments: The ceremonial vestments of Gaerdal's clergy include a suit of chain mail, an open-faced helm, and a shield emblazoned with the god's device. The faith's holy symbol is an iron or steel band worn on the right forearm.
Adventuring Garb: The strictly functional ceremonial garb of priests of Gaerdal serves them well in dangerous situations. Nevertheless, members of the clergy acquire the best armor that they can afford, and most senior priests commission a suit of gnome-sized plate mail at some point in their lives.
Specialty Priests Sternshields
REQUIREMENTS: Strength 13, Wisdom 9
PRIME REQ.: Strength, Wisdom
ALIGNMENT: LG, LN
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, combat, divination, guardian, healing, law, protection, summoning, war, wards
MINOR SPHERES: Elemental (earth), necromantic
MAGICAL ITEMS: As clerics
REQ. PROFS: War hammer, blind-fighting
BONUS PROFS: Alertness, endurance
Sternshields must be gnomes. While most sternshields are rock gnomes, gnomes of every subrace except spriggans are called to be specialty priests of Gaerdal's clergy.
Sternshields are not allowed to multiclass.
Sternshields may select nonweapon proficiencies from the warrior group without penalty.
Sternshields receive Constitution hit point adjustments to their Hit Dice as if they were warriors.
Sternshields can cast blessed watchfulness (as the 1st-level priest spell detailed in the Gorm Gulthyn entry in the "Dwarven Pantheon" chapter) or strength (as the 2nd-level wizard spell) once per day.
At 3rd level, sternshields can cast iron vigil (as the 2nd-level priest spell detailed in the Gorm Gulthyn entry in the "Dwarven Pantheon" chapter) or spiritual hammer (as the 2nd-level priest spell) once per day.
At 5th level, sternshields can cast glyph of warding or protection from evil, 10'radius (as the 3rd-level priest spells) once per day.
At 7th level, sternshields can cast abjure (as the 4th-level priest spell) or shout (as the 4th-level wizard spell) once per day.
At 7th level, sternshields can make three melee attacks every two rounds.
At 10th level, sternshields can cast cloak of bravery (as the 4th-level priest spell) or defensive harmony (as the 4th-level priest spell) once per day.
At 13th level, sternshields can cast 'clairaudience' (as the 3rd-level wizard spell) or 'minor globe of invulnerability' (as the 4th-level wizard spell) once per day.
At 13th level, sternshields can make two melee attacks per round.
At 15th level, sternshields can cast blade barrier (as the 6thlevel priest spell) or symbol (as the 7th-level priest spell) once per day.
Gaerdalian Spells
In addition to the spells listed below, priests of the Shield of the Golden Hills may cast the Ist-level priest spell blessed watchfulness and the 2nd-level priest spells 'alert allies' and 'iron vigil' detailed in the entry for Gorm Gulthyn.
1st Level
Deafening Clang (Pr 1; Enchantment)
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One metal item
Saving Throw: None
This spell is only effective when cast upon a metal item. Once cast, the object enchanted by this spell rings with a deafening clang if struck against a hard surface and a command word is spoken. The item can create no more than one such effect per round. The spell expires once three deafening clangs have been sounded or once 10 rounds have passed from the time of casting.
All creatures (except the wielder) within 10 feet of the point of contact when a deafening clang is sounded must make a successful saving throw vs. spell or be deafened for 2d4 rounds. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spell-casters have a 20% chance to miscast any spell with a verbal component.
The deafness fades in 2d4 rounds or can be cured magically (by cure blindness or deafness, for example).
The material components for this spell are the priest's holy symbol and a small round metal gong.
3rd Level
Nature's Eyes (Pr 3; Divination)
Sphere: Animal, Divination
Range: 0
Components: V,S,M
Duration: 1 hour+1 hour/3 levels
Casting Time: 1 round
Area of Effect: 30-foot radius/level
Saving Throw: None
This spell attunes the priest to the natural world and links the caster, at will, to I the senses of the creatures of animal intelligence or less in the area of effect. If there are too few living creatures in the area of effect (such as in true deserts, underground complexes, and areas haunted by the undead), then this spell ' confers no real benefit. If, however, the surrounding region teems with animal life, the caster is instantly aware of intruders in the area of effect and their ap proximate positions provided that living creatures can detect them. Although the priest cannot be surprised while employing nature's eyes, no information other than the approximate position of intruders can be determined by this spell. The spell lasts 1 hour, plus 1 hour per three levels of the caster (rounded down).
The material components for this spell are the priest's holy symbol and a pair of acorns held in the caster's fists.
4th Level
Wave of Telekinesis (Pr 4; Alteration)
Sphere: Combat
Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 60ø arc, 10 yards/level
Saving Throw: Neg.
By means of this spell, the caster moves one or more objects within a 60ø arc and within 10 yards per level with a single short, violent thrust in a generally uniform direction. Affected objects weighing 25 pounds per level or less are hurled directly away from the caster at high speed to a distance of up to 10 feet per caster level (175-pound or lighter objects are thrown to up to 70 feet for a 7th-level caster). Creatures within the weight capacity of the spell are hurled only if they fail a saving throw vs. spell. Damage caused to hurled creatures is decided by the DM but cannot exceed 1 point of damage per caster level. Those able to employ as simple a countermeasure as an enlarge spell, for example (making the body weight exceed the maximum spell limit), can easily ?thwart this spell. The various Bigby's hand spells also counter this spell.
Lesser Power of Bytopia LG
PORTFOLIO: Vigilance, combat, martial defense
ALIASES: None
DOMAIN NAME: Dothion/the Golden Hills (Stronghaven)
SUPERIOR: Garl Glittergold
ALLIES: Arvoreen, Clangeddin Silverbeard, Cyrrollalee, Gorm Gulthyn, Helm, Torm, the gnome pantheon (except Urdlen)
FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Urdlen, the goblinkin pantheons
SYMBOL: Iron band
WOR. ALIGN.: LG, NG, CG, LN, N, CN
Gaerdal Ironhand (GAIR-dahl EYE-urn-hand) is the stalwart defender of the Forgotten Folk, the most martial deity of the gnome pantheon. His serious nature garners him sober respect, instead of the gentle affection that is lavished on the other deities. The Shield of the Golden Hills guards against threats from above and below and teaches gnomes to hold their own in combat with larger and more powerful creatures by using their size and natural abilities to their advantage. Gaerdal has a small but devout following among gnome warriors and those responsible for defending gnome communities against outside threats, and he has earned the respect of the Forgotten Folk in general.
Gaerdal has generally good relations with the rest of the gnome pantheon, with the notable exception of Urdlen, but his stem nature keeps him somewhat aloof from the mischievous antics of the other gods of the Forgotten Folk. In particular, the Shield of the Golden Hills is somewhat hostile toward Baravar, disliking deceitfulness, and to a lesser extent Baervan, disliking foolish pranks and other jests, and he may work to thwart their plans if he learns of them. In times of danger for the Forgotten Folk, however, Gaerdal cooperates with all the gnome gods, except the Crawler Below. Among other pantheons, Gaerdal is closest in temperament with the gods of the dwarven pantheon, particularly Gorm Gulthyn and Clangeddin Silverbeard. Gaerdal works well with Helm and Torm of the human Faerun-ian pantheon.
The Shield of the Golden Hills is ever vigilant in guarding against Urdlen's insidious attacks, and he battles the gods of the kobold and goblin pantheons regularly. Gaerdal Ironhand is the most dwarflike deity of the gnome pantheon, rarely smiling, and he is the only gnome god who could be considered stern. Gaerdal takes his duties as the protector of gnome burrows very seriously, at the cost of sacrificing a playful spirit. The Shield of the Golden Hills has no use for tricks, jokes, or deceits, and he remains unsmiling at gnome tales and pranks (save those of Garl himself). The other gnome deities say he chuckles in private, but this is uncertain. Gaerdal often sends an avatar to assist gnomes preparing for battle.
Other Manifestations
The Shield of the Golden Hills may manifest as an aura of shimmering silver and gold light that envelops a living creature and then withdraws into his or her body. The effects of Gaerdal's manifestation are three-fold: the recipient receives the benefits of blessed watchfulness, iron vigil, and protection from evil spell. Gaerdal is served by earth and fire elementals, galeb duhr, guardiaii nagas, helmed horrors, incarnates of courage and faith, maruts, noctrals, per, sapphire dragons, silver dragons, and spectators. He demonstrates his favor through the discovery of alestones, alexandrites, amaratha (also known as shieldstone), camelian, hypersthene, peridot, sapphires, star rose quartz, star sapphires, and topazes. The Shield of the Golden Hills indicates his displeasure through slightly exaggerated and rather bombastic omens, underground rumblings, a statuette cracking very loudly, rocks detonating, and the like.
The Church
CLERGY: Clerics, specialty priests
CLERGY'S ALIGN:. LG, NG, LN
TURN UNDEAD: C: Yes, SP: Yes, at priest level -2
CMND. UNDEAD: C: No, SP: No
All clerics (including fighter/clerics, cleric/illusionists, and cleric/ thieves) and specialty priests of Gaerdal receive religion (gnome) as a bonus nonweapon proficiency. Gaerdal's stern nature is faithfully matched by his priests, and as such, while his faith is well respected among the Forgotten Folk, it is not greatly loved. The faithful of the Shield of the Golden Hills have more in common with the Stout Folk than their own kin, and Gaerdal's church is well respected by those dwarves who venerate Gorm Gulthyn. Although the existence of this cult is not widely known among other races, it is well regarded by those halfling followers of Arvoreen and human followers of Torm and Helm who have learned of their gnome analogs.
Temples of Gaerdal are fortified subterranean strongholds formed from worked caves that serve as both houses of worship and defensive fortifications. Small statues of the god are erected at the center of such shrines, symbolizing Gaerdal's unflagging vigilance, but otherwise each temple is relatively austere, adorned only with the shields of the fallen. Novices of Gaerdal are known as the Eyes of Shield. Full priests of the Shield of the Golden Hills are known as the Vigilant Host. In ascending order of rank, the titles used by Gaerdalian priests are Stern Watcher, Stem Observer, Stern Guard, Stern Sentinel, Stern Sentry, Stern Guardian, Stern Defender, and Stern Protector. High-ranking priests have unique individual titles. Specialty priests are known as sternshields. The clergy of Gaerdal includes rock gnomes (75%), forest gnomes (15%), and deep gnomes (10%). Males make up the majority of his priesthood (85%). Gaerdal's clergy includes specialty priests (60%), fighter/clerics (24%), clerics (13%), cleric/illusionists (2%), and cleric/thieves (1%).
Dogma: The best defense is unswerving vigilance. Gaerdal charges his followers to serve him with absolute dedication and devotion. Defend and protect communities of the Forgotten Folk against all invaders, both obvious and hidden. Never cease to hone the skills of battle and war, and use times of peace to pass such talents on to gnomes at large so that they can eventually preserve peace for all the Forgotten Folk forever by presenting a defense that none dare challenge. Be fair to those in your charge, and ask of them nothing that you would not do yourself- including laying down your life for your friends, relatives, and brothers and sisters of battle. Follow orders given you to preserve the efficient function of the chain of command, but do not be blind to the consequences of your actions or the implications of a command. You have a right to question once any order that seems to run counter to the common good or the ideals of our society, for in doing so you may unmask a spy, a traitor, or an invader cloaked by magic.
Day-to-Day Activities: Gaerdal's priests are as close to being a warrior caste as one could find among gnomes. Their numbers are fairly small. They are much less given to levity than most gnomes and may often be administrators, judges, and the like. Their role as protectors is of major importance to both their religious teachings and the safety of the communities where they dwell. Although temples of the Shield of the Golden Hills are rare, Gaerdal's priests usually erect small statues of Gaerdal at major entrances to gnome settlements to remind other gnomes of their daily duties. The closest most members of Gaerdal's clergy get to actively seeking enjoyment is their perennial and self-assumed task of making life difficult for the followers of Baravar, and to a lesser extent, Baervan and Garl.
Holy Days/Important Ceremonies: The followers of Gaerdal refer to tenday periods as Tenhammers, a name referring to the marking of the passage of each day by striking a great hammer against a metal shield, for such is the typical length of service for guard duty for members of this faith. The tenth day of every ten Tenhammers is a holy day of the faith, known to gnomes everywhere as the Great Clang and on such days the cult of Gaerdal assembles to pay homage to the god through battle hymns and rhythmic chants.
Major Centers of Worship: The Rathgaunt Hills, located due east of Lake Lhespen and the Shaar, midway between the cities of Shaarmid and Sebben, are a dangerous and unforgiving region for surface dwellers, for many predators who hunt on the plains of the Shaar and Eastern Shaar, including perytons, wyverns, and manticores, dwell amidst these rocky crags. A scattered community of rock gnomes, well skilled in the art of camouflage, dwell in shallow burrows throughout the range of hills working small, scattered veins of gold and silver. The ever-present need to defend the burrows of the Forgotten Folk, coupled with the need for armed caravans to bring their wares to Shaarmid and the Great Rift for trade, has given unusual prominence to the cult of Gaerdal. At the heart of Sevenstones Hill, a prominent tor whose rounded peak overlooks the northern branch of the Traders' Way to the east, lies the Shield of the Rathgaunt Hills, a fortified abbey of 200 warriors and priests whose vigorous efforts keep the range relatively safe for its gnome inhabitants. The temple's high priest and de facto leader of the scattered gnome enclaves is Shield Genera Martak Ironwall. The most notable aspect of Martak's term as Shield General has been the amicable resolution of many long-standing points of friction between the Forgotten Folk of the Rathgaunt Hills and the Stout Folk of the Great Rift, a development that recently led to a treaty of mutual defense between the two races and regions.
Affiliated Orders: The Shields of the Golden Hills are a strictly organized militant order with semiautonomous chapters in most large gnome communities. Strictly divided into four individual branches according to skill, this group includes specialty priests, fighters, fighter/clerics, and cler- ics. The Shields are charged with defending the Forgotten Folk against attackers as well as serving as both the champions and officers of any larger force raised by the gnomes in time of need.
Priestly Vestments: The ceremonial vestments of Gaerdal's clergy include a suit of chain mail, an open-faced helm, and a shield emblazoned with the god's device. The faith's holy symbol is an iron or steel band worn on the right forearm.
Adventuring Garb: The strictly functional ceremonial garb of priests of Gaerdal serves them well in dangerous situations. Nevertheless, members of the clergy acquire the best armor that they can afford, and most senior priests commission a suit of gnome-sized plate mail at some point in their lives.
Specialty Priests Sternshields
REQUIREMENTS: Strength 13, Wisdom 9
PRIME REQ.: Strength, Wisdom
ALIGNMENT: LG, LN
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, combat, divination, guardian, healing, law, protection, summoning, war, wards
MINOR SPHERES: Elemental (earth), necromantic
MAGICAL ITEMS: As clerics
REQ. PROFS: War hammer, blind-fighting
BONUS PROFS: Alertness, endurance
Sternshields must be gnomes. While most sternshields are rock gnomes, gnomes of every subrace except spriggans are called to be specialty priests of Gaerdal's clergy.
Sternshields are not allowed to multiclass.
Sternshields may select nonweapon proficiencies from the warrior group without penalty.
Sternshields receive Constitution hit point adjustments to their Hit Dice as if they were warriors.
Sternshields can cast blessed watchfulness (as the 1st-level priest spell detailed in the Gorm Gulthyn entry in the "Dwarven Pantheon" chapter) or strength (as the 2nd-level wizard spell) once per day.
At 3rd level, sternshields can cast iron vigil (as the 2nd-level priest spell detailed in the Gorm Gulthyn entry in the "Dwarven Pantheon" chapter) or spiritual hammer (as the 2nd-level priest spell) once per day.
At 5th level, sternshields can cast glyph of warding or protection from evil, 10'radius (as the 3rd-level priest spells) once per day.
At 7th level, sternshields can cast abjure (as the 4th-level priest spell) or shout (as the 4th-level wizard spell) once per day.
At 7th level, sternshields can make three melee attacks every two rounds.
At 10th level, sternshields can cast cloak of bravery (as the 4th-level priest spell) or defensive harmony (as the 4th-level priest spell) once per day.
At 13th level, sternshields can cast 'clairaudience' (as the 3rd-level wizard spell) or 'minor globe of invulnerability' (as the 4th-level wizard spell) once per day.
At 13th level, sternshields can make two melee attacks per round.
At 15th level, sternshields can cast blade barrier (as the 6thlevel priest spell) or symbol (as the 7th-level priest spell) once per day.
Gaerdalian Spells
In addition to the spells listed below, priests of the Shield of the Golden Hills may cast the Ist-level priest spell blessed watchfulness and the 2nd-level priest spells 'alert allies' and 'iron vigil' detailed in the entry for Gorm Gulthyn.
1st Level
Deafening Clang (Pr 1; Enchantment)
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: One metal item
Saving Throw: None
This spell is only effective when cast upon a metal item. Once cast, the object enchanted by this spell rings with a deafening clang if struck against a hard surface and a command word is spoken. The item can create no more than one such effect per round. The spell expires once three deafening clangs have been sounded or once 10 rounds have passed from the time of casting.
All creatures (except the wielder) within 10 feet of the point of contact when a deafening clang is sounded must make a successful saving throw vs. spell or be deafened for 2d4 rounds. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spell-casters have a 20% chance to miscast any spell with a verbal component.
The deafness fades in 2d4 rounds or can be cured magically (by cure blindness or deafness, for example).
The material components for this spell are the priest's holy symbol and a small round metal gong.
3rd Level
Nature's Eyes (Pr 3; Divination)
Sphere: Animal, Divination
Range: 0
Components: V,S,M
Duration: 1 hour+1 hour/3 levels
Casting Time: 1 round
Area of Effect: 30-foot radius/level
Saving Throw: None
This spell attunes the priest to the natural world and links the caster, at will, to I the senses of the creatures of animal intelligence or less in the area of effect. If there are too few living creatures in the area of effect (such as in true deserts, underground complexes, and areas haunted by the undead), then this spell ' confers no real benefit. If, however, the surrounding region teems with animal life, the caster is instantly aware of intruders in the area of effect and their ap proximate positions provided that living creatures can detect them. Although the priest cannot be surprised while employing nature's eyes, no information other than the approximate position of intruders can be determined by this spell. The spell lasts 1 hour, plus 1 hour per three levels of the caster (rounded down).
The material components for this spell are the priest's holy symbol and a pair of acorns held in the caster's fists.
4th Level
Wave of Telekinesis (Pr 4; Alteration)
Sphere: Combat
Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 60ø arc, 10 yards/level
Saving Throw: Neg.
By means of this spell, the caster moves one or more objects within a 60ø arc and within 10 yards per level with a single short, violent thrust in a generally uniform direction. Affected objects weighing 25 pounds per level or less are hurled directly away from the caster at high speed to a distance of up to 10 feet per caster level (175-pound or lighter objects are thrown to up to 70 feet for a 7th-level caster). Creatures within the weight capacity of the spell are hurled only if they fail a saving throw vs. spell. Damage caused to hurled creatures is decided by the DM but cannot exceed 1 point of damage per caster level. Those able to employ as simple a countermeasure as an enlarge spell, for example (making the body weight exceed the maximum spell limit), can easily ?thwart this spell. The various Bigby's hand spells also counter this spell.
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
Yolil, hin, Grimwarden, Baldur's Gate
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Silvary Thielfor
- Posts: 130
- Joined: Tue Jul 20, 2010 10:35 am
- Location: FRANCE
Re: The Gnome Series - Kronik Sternshield
*At last, Kronik had reached the famous dwarven hold Kraak Helzaak. He was to help in the building of the gnome quarter generously offered by King Dovkin Battlehammer. He was yet to meet him and swear allegiance. May he be the first of a long series.*
Yurken, svirfneblin, Hoodwinker, Sshamath Darkwoods Ghetto
Yolil, hin, Grimwarden, Baldur's Gate
Yolil, hin, Grimwarden, Baldur's Gate