Game Rule Information
Hit Die: d8
Base Attack Bonus: as cleric
Good Saving Throws: Fortitude and Will
Skill Points: 4 + Int modifier
Weapon Proficiency: Basic Weapons; Farming Implements
Armour Proficiency: Light Armour
Bonus Feats: None
Class Skills: Concentration (Con), Craft (Int), Handle Animal
(Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (local) (Int),
Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft
(Int), Survival (Wis)
Holy Symbol: Plough
Granted Powers
Shepherds worship Terranor the Moon God of Earth and gain the same
granted powers as their companion clergies: the Church of the Earth,
the Sylvani Faith and the Justians. Follow
this link for details of those granted powers.
Spell List
Shepherds commonly have access to the following list of spells.
All spells on this list come from the Player's Handbook unless
otherwise stated. This is an interim list for the benefit of the
Michelmas 2004 campaign. More information to follow.
0-Level Spells
- Dawn (Masters of the Wild)
- Daze Animal (Masters of the Wild)
- Detect Magic
- Light
- Mending
- Naturewatch (Complete Divine)
- Open/Close
- Purify Food and Drink
- Read Magic
- Sacrecrow (Masters of the Wild)
First Level Spells
- Animate Rope
- Balance of the Six Humours (new)
- Bless Earth (new)
- Calm Animals
- Command
- Detect Animals or Plants
- Endure Elements
- Goodberry
- Hide from Animals
- Mount
- Remove Fear
- Sleep
- Speak with Animals
- Summon Monster I
- Tenser's Floating Disc
Summoning Tables
Shepherds are able to summon domesticated animals and monsters
as well as their giant or dire counterparts. As priests of Terranor
they can apply the Half-earth elemental or Earth Element templates
to their summoned creatures (see Manual of the Planes pp189-192).
They may also summon earth elementals. As a rule of thumb a cleric
can summon a creature with a CR of 1 point higher than the level
of the spell (round all fractions down). The half-earth elemental
template adds +2 to the CR, while the Earth Element template adds
a variable amount to the CR (consult MotP). All creatures
are from the Monster Manual unless otherwise stated.
Summon Monster I
- Donkey (CR 1/6)
- Pony (CR ¼)
- Dog (CR 1/3)
- Hawk (CR 1/3)
- Giant Bee (CR 1)
- Horse, heavy (CR 1)
- Horse, light (CR 1)
- Mule (CR 1)
- Small Earth Elemental (CR 1)
- Bull (use Bison) (CR 2)
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