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Mielikki (My-LEE-kee) Lady of the Forest

General Information: NG Portfolio: Forests, rangers, dryads Realm: Major Spheres: All, animal, elemental, healing, plant, and weather Minor Spheres: Divination, Worshipers: Symbols: The unicorn (or the white star on a green leaf) Colors: Holy Days: Sacrifices: Description: She appears as a young maiden with leaves and moss for hair, garbed in green and yellow. Mielikki is allied with Silvanus. There is always the possiblility that Mielikki will act to defend or avenge any of her forest dwellers or the forest itself. This will most likely take the form of huge packs of wolves and flights of hawks, also any clerical magic will be of little use as she will most likely negate its use. Those seeking to stay on her good side will be carfull of the forest areas, such as planting a tree or two for each tree they damage. Clerical Information: Clericy Name: Main Temple Location: Clericy Description: Mielikki's priests are rangers, for the most part, with special powers. Most rangers venerate Mielikki as their diety and she grants the bulk of their spells when they attain sufficent level. As a result the ranger player character class and the priests of Mielikki tend to work closely together. The ceremonial dress of the followers of Mielikki is a simple tabard and trousers with a short cape. The shirt is usually short-sleeved, but long- sleeved in winter. The symbol of Meilikki is worn over the heart. The colors of the ceremonial garb vary with the seasons, each season having a base color and an accent. Winter is white with green accents, spring is green with yellow accents, summer yellow with red accents and fall red with white accents. Requirements: Strength 13, Dexterity 13, Constitution 14, Wisdom 14 Weapons Allowed: As per druids, and bows. Armor Allowed: As per rangers Magical Items Allowed: As per rangers and clerics Clerical Extras: Tracking is an automaticly aquired proficiency at no cost. When wearing light armors the abilities to Move Silent and Hide in Shadows, based on the table 18 on page 28 in the Player's Handbook. These numbers are adjusted by the tables 27 & 28 on page 39. At 3rd level, can pass through overgrown areas (thick thorn bushes, tanngled vines, briar patches, etc.) without leaving a trail and at his normal movement rate. At 5th level gain druidical spell ability, calculated at rangers exp level. At 7th level, gain druidical shapeshifting abilities. He is able to change into a reptile, bird or mammal up to 3 times per day. Only a normal (in real world) animal in its normal proportions can be assumed, and only once per day. But unlike most druids no damage is restored by this shift. Items worn and what is in each hand is transformed, but they cannot be used until human form is resumed. Clerical Limitations: No special fighting skills are granted from wearing light armors. These priests are unable to turn undead. If any metal armor is worn, even studded leather, it is enough to prevent any spell crafting, and will negate the shapeshifting abilities as well. This excludes Elven Chain Mail.
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