Shepherds
Clerics of the Church of the Land

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Iourn Home > Religions > Moon Gods > Terranor > Church of the Land > Shepherds

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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