Flandal Steelskin

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Flandal Steelskin (FLAN-dahl STEEL-skin) is a master of mining and one of the finest and strongest smiths in creation. The Forgotten Folk hold that he helped create the craft of metalworking along with several of the dwarven powers. Flandal is physically the strongest of the gnome gods, and his prodigious nose gives him an uncanny ability to sniff out veins of metal that thread the earth. The Master of Metal is the patron of gnome miners, artisans, craftsmen, and all smiths—not just blacksmiths, but goldsmiths, silversmiths, and all other workers of metal. They venerate Flandal in the hope of gaining a fraction of his skill. A large number of gnome warriors venerate Flandal the Armorer as well, for his skills help ensure their continued survival.

Flandal has excellent relations with the other gnome powers, with the notable exception of Urdlen. It was Flandal who helped forge and enchant Arumdina, Garl Glittergold’s battle axe, and the Master of Metal is a trusted adviser to the head of the gnome pantheon. Flandal is friendly toward Segojan Earthcaller, for both oversee the safety of gnome miners. Similarly, Flandal and Gond share a strong bond as fellow craftsmen, though the Master of Metal despairs that the Wondersmith will ever get his projects to actually work. Flandal is also closely allied with many of the good aligned deities of the dwarven pantheon, and he shares a particularly strong bond with Moradin the Soul Forger. Like all gnome powers, Flandal opposes the various humanoid powers, particularly the kobold god Kurtulmak. The role the Master of Metal takes in combating them is indirect, for his primary focus is to pass on secrets for forging armor and weapons to the Forgotten Folk, so that they may defend themselves.

Flandal is a true master craftsmen. He is ever-demanding of his own work and strives tirelessly to increase his skill. He is also a patient tutor; only lazy and indifferent craftsfolk draw his ire. The Master of Metal is often found traveling with one or two of the other gnome powers in search of new ores and veins of metal to use in his forges. When Flandal is not traveling, he can be found in his workshop, planning or making a new magical weapon. He is no stranger to battle, trusting in the creations of his forges to see him to victory. Although Flandal’s war hammer Rhondang is capable of conversing with all fire-using creatures, its language proficiencies in no way means that Flandal is friendly toward those beings. Still, this god is prone to talk first in preference to combat. On rare occasions, Flandal dispatches an avatar to instruct gnomes in some very tricky smithing process or to guide them to hidden veins of ores. He may also send an avatar to deal with any disputes between gnomes and firedwelling creatures.

Flandallan Domains: Artifice, Creation, Gnome, Good, Metal

Artifice Domain
Granted Power: Gain +4 competence bonus on Craft checks.
You cast conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster levels.)

Artifice Domain Spells
1. Animate Rope: Makes a rope move at your command.
2. Wood Shape: Rearranges wooden objects to suit you.
3. Stone Shape: Sculpts stone into any shape.
4. Minor Creation: Creates one cloth or wood object.
5. Fabricate: Transforms raw materials into finished items.
6. Major Creation: As minor creation, plus stone and metal.
7. Hardening (M): Increases hardness of target by 1 per 2 levels.
8. True Creation (XP): Creates permanent non-magical object.
9. Prismatic sphere: As prismatic wall, but surrounds on all sides.

Creation Domain
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

Creation Domain Spells
1. Create Water: Creates 2 gallons/level of pure water.
2. Minor Image: As silent image, plus some sound.
3. Create Food and Water: Feeds three humans (or one horse)/level.
4. Minor Creation: Creates one cloth or wood object.
5. Major Creation: As minor creation, plus stone and metal.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Permanent Image: Includes sight, sound, and smell.
8. True Creation: Create any nonmagical object.
9. Genesis (XP): Create your own demiplane.

Gnome Domain
Granted Power: You cast illusion spells at +1 caster level.

Gnome Domain Spells
1. Silent Image: Creates minor illusion of your design.
2. Blur:Attacks miss subject 20% of the time.
3. Minor Image: As silent image, plus some sound.
4. Minor Creation: Creates one cloth or wood object.
5. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
6. Animate Objects: Objects attack your foes.
7. Screen: Illusion hides area from vision, scrying.
8. Otto’s Irresistible Dance: Forces subject to dance.
9. Summon Nature’s Ally IX: Summons creature to fight. (Earth elementals or animals only.)

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.)

Metal Domain
Granted Power: You gain Martial Weapon Proficiency or Exotic Weapon Proficiency (as appropriate) and Weapon Focus with your choice of hammer as bonus feats. You need not meet the prerequisites for these feats.

Metal Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Keen Edge: Doubles normal weapon’s threat range.
4. Rusting Grasp: Your touch corrodes iron and alloys.
5. Wall of Iron (M): Creates an iron wall with 30 hp/four levels; can topple onto foes.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Transmute Metal to Wood: Metal within 40 ft. becomes wood.
8. Iron Body: Your body becomes living iron.
9. Repel Metal or Stone: Pushes away metal and stone.

Flandal Steelskin

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