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Silvanus (Sihl-VANNN-us) Oak Father

General Information: N Portfolio: Nature, druids Realm: Major Spheres: All, Animal, Charm, Elemental, Healing, Plant, Weather, Sun Minor Spheres: Divination Worshipers: Symbols: An oak leaf or wooden staff. Colors: Holy Days: Sacrifices: Description: Silvanus looks like a man with very long legs, in his suit of leaf-armor. A giant wolfhound, is always at his side, this animal will always move to take any damage directed at Silvanus. If seen, it will always be in the woods or in the places of druids, and will always act to protect them. When he fights he uses a large wooden hammer. Clerical Information: Clericy Name: Main Temple Location: Clericy Description: The priests of Silvanus are druids, with all the abilities noted on page 35 of the Player's Handbook. The ceremonial dress for the druids of Silvanus is a suit of armor made of overlapping leaves. The leaves are made of green-tinted leather and the suit functions as leather armor. This is worn with green breeches and shirt. The outfit is topped with a large helm of oak leaf-shaped wings. When adventuring, druids of Silvanus may wear their ceremonial armor or switch to something less flamboyant, depending on their mission. There are many druids who worship different gods in the Realms--Chauntea, Eldath, Silvanus, and Mielikki. All these groups maintain their own hierarchy of great druids, grand druids, and arch-druids. Their inter-faith relations are fairly cordial, and each will defer to the others in their areas of expertiese (Chauntea for crops, Eldath for pacifics and pools, Mielikki for forests and rangers, and Silvanus for nature in general and druids). Conflicts between the faiths are settles through negotiation, or failing that, ritual or personal combat. Requirements: Wisdom 12, Charisma 15 ; Human, Half-Elven, Elven Weapons Allowed: Club, sickle, dart, spear, dagger scimitar, sling, staff, wooden hammer (treat as footmans mace) Armor Allowed: Only natural armors-leather armor and wooden shields, including those with magical endowments. Magical Items Allowed: All those allowed to priests except for those that are written (books and scrolls) and armor and weapons not normally allowed for druids. Clerical Extras: Makes most saving throws as a priest but gains a bonus of +2 to all saving throws vs.fire or electrical attacks. Speaks a secret druidical language in addition to any other tongues they know, this is at no cost of proficiency slots. The vocabulary of this druidic language is limited to dealing with nature and natural events. At 3rd level, he can identify plants, animals, and pure water with perfect accuracy. Also at 3rd level, he can pass through overgrown areas without leaving a trail and at his normal movement rate. He can learn the languages of woodland creatures. This is in additon to his normal nonweapon proficencies. This starts at 3rd level and add one for every second level he adds past that. He is immune to Charm spells cast by woodland creatures (dryads, nixies, etc.) after he reaches 7th level. At 7th level, he gains the ability to shapechange into a reptile, bird, or mammal up to 3 times per day. Each animal form can be used only once per day, and must be a normal animal in its normal proportions and characteristics. Upon assuming a new form, the druid heals 10 to 60 percent of all damage he has suffered. The druids clothing and any single item in each hand transforms with him, but is not available until he returns to human form. Clerical Limitations: Druids of Silvanus cannot turn undead.
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