Berronar Truesilver

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Berronar Truesilver, the Revered Mother, is Moradin’s bride and as such the matriarch of the dwarven pantheon. The Revered Mother acts as an authority figure for the other dwarven gods and she uses her skills in negotiation and her calm demeanor as a way to keep the pantheon unified when tensions rise.

Berronar’s clerics are known as faenor which translates as “those of the home”. Faenor serve as the guardians and protectors of dwarven clans. They archive the lore, traditions and family histories of the dwarves. By acting as teachers and healers they aim to further the good health and good character of the dwarven race. Serving as the moral compass of the dwarves they can be very conservative and they do not tolerate foolhardiness and controversial ideas in young dwarves. Berronar runs her church like a strict, but loving mother. In the rigid church structure, every cleric knows his or her place, and every clan’s church is built to look alike. This is done so visitors from other clans know exactly where they fit in. Faenor rarely multiclass, but those who do typically become dwarven defenders or fighters.

Faenor Domains: Dwarf, Family, Good, Healing, Law, Protection

Dwarf Domain
Granted Power: You gain Great Fortitude as a bonus feat.

Dwarf Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
3. Glyph of Warding (M): Inscription harms those who pass it.
4. Magic Weapon, Greater: +1 bonus/4 levels (max +5).
5. Fabricate: Transforms raw materials into finished items.
6. Stone Tell: Talk to natural or worked stone.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Elemental Swarm: Summons multiple earth elementals (Earth only).

Family Domain
Granted Power (Su): Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this porotection if it moves more than 10’ from you. You can affect yourself with this ability.

Family Domain Spells
1. Bless: Allies gain +1 on attack rolls and saves against fear.
2. Shield Other (F): You take half of subject’s damage.
3. Helping Hand: Ghostly hand leads subject to you.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Rary’s Telepathic Bond: Link lets allies communicate.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Refuge (M): Alters item to transport its possessor to you.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

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.)

Healing Domain
Granted Power: You cast healing spells at +1 caster level.

Healing Domain Spells
1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9. Heal, Mass: As heal, but with several subjects.

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.

Berronar Truesilver

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