Arvoreen

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Arvoreen, also known as the Defender, is the halfling deity of protection, vigilance, and war. He is fiercely protective of the halfling race and its settlements. His sacred animal is the war dog.

Arvoreen charges his followers to defend halfling homes by being prepared against any aggressive incursions by participating in regular drills, arms practice and planning. He is worshipped by his clerics before battle; they wear silver chainmail and helmets. Silvered weapons are typically sacrificed to him when followers seek his blessing.

Arvoreenan Domains: Good, Halfling, Law, Protection, War

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Halfling Domain
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this ability is a free action.

Halfling Domain Spells
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
6. Move Earth: Dig trenches and build walls.
7. Shadow Walk: Step into shadow to travel rapidly.
8. Word of Recall: Teleports you back to designated place.
9. Foresight: “Sixth sense” warns of impending danger.

Law Domain
Granted Power: You cast lawful spells at +1 caster level.

Law Domain Spells
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection from chaos spell, but 10-ft. radius and 10 min./level.
4. Order’s Wrath: Damages and dazes chaotic creatures.
5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a lawful spell only.)

Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other (F): You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Spiritual Weapon: Magical weapon attacks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills creature with 100 hp or less.

Arvoreen

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