Yondalla

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Yondalla (pronounced yon-DAH-lah) is the creator of the halfling race and matriarch of not only the halfling pantheon, but the whole race itself. With her charming personality, friendly demeanor she is an example to all halflings who almost all share her curiosity, loyalty and sense of mischief. Yondalla is the goddess of Protection, Fertility, the Halfling Race, Children, Security, Leadership, Diplomacy, Wisdom, the Cycle of Life, Creation, Family and Familial Love, Tradition, Community, Harmony, and Prosperity. Yondalla is also known as the Protector and the Provider, the Nurturing Matriarch, and the Blessed One.

Yondallan Domains: Family, Good, Halfling, Law, Protection

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 protection 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.)

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.

Yondalla

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