Narnia... Adv # 21-.... [Trell links below]

Egdar

egdar.jpg

EGDAR Greater Denizen of Air, Chaos Trickery, Travel, Good

D-Egdar appears as a young dexterous man or a falcon,

HS- Wings or a feather.

PD-Clerics must hunt with falcons and worship birds of all types.

Wings are their holy symbol. Their traditional colors are silver, gold, white, and blue. Most high-level priests roam above ground high in the sky. Worship all birds. Flight in all its forms is worshipped

AB- Standard,

WAL- C/G,

WP- Mace, Spear, all Crossbows, any bow, Javelin, Sling, Dart, Throwing daggers, Club, Staff, Blackjack.

AR- none

PW-1) Cleric can feather fall ½ speed. Take ½ damage from fall or ¼ if save is made. This assumes character is conscious to adjust fall

2) Choose one from air Appendix (see below).

3) Feather fall continuous plus levitate 2/rd/lvl 2/d. Unconsciousness does not prevent

4) Appendix

5) Ignore the presence of Air: one round per level per day. Air priest are not affected by spells that attack with wind or air, and the cleric does not have to breathe. A cleric is unaffected by poison gas or spells such as stinking cloud. Should this power be expended, while the cleric is subjected to a spell or condition, he is affected normally.

6) Gate in air:" material" is terrific winds capable of knocking down all creatures sized huge or less for one round. A sheet of wind 2 feet wide for every level above 5th whips about at the priest command for one round, moves at gale speed. This means the cleric can affect up to 1d4 creatures per level above 5th, before the wind subsides. Anyone hit must make a saving throw vs. paralyzation or be knocked to the ground for the rest of the round. This prevents opponents from making magical, missile or melee attacks.

The wind must start a point no more than 50 feet from the cleric, but can be directed farther once it is set in motion. In a single round, a gale force can travel about 1,00 yd. While the wind is much less destructive than the material gated in by other clerics, its advantage it is terrific range.

7) Appendix and Polymorph into any bird one turn per level per day

8) Summon great flying beast as servant and friend to cleric. Flying of the beast is a (DM option). The character will also attain the ability to fly at 12" 1/turn per level above 7th.

9) Can communicate with all birds and dominate them as if charisma = 20 +1 per level above 9th toward birds. They would fight for cleric but higher-level cleric would control them better. They can control twice their own hit dice.

11) Fly at will at 18" with high maneuverability (AA) and flying becomes considered a natural form of movement giving character other actions while taking off and landing.

12) Shape change into any bird at will.

13) Air walk and fly at speeds of 36". Character can telekinetically alter flight including the attack of a greater vampire using telekinesis. They can also shape change into a natural "bird" 1/week for 4-6 hours reverting back negates ability until the next week but effects are not magical. The character can exist in an anti magic shell but could not revert in the shell back to human form. All Priests of Egdar will be great aerial fighters using a +0 init modifier when mounted on a flying beast.

Air Appendix: (Egdar)

a) Clean Air: This power automatically transforms unhealthy air vapor into clean, breathable oxygen as it enters the clerics nose or mouth. The duration =1 rd/lvl, 1/ day.

b) Refreshing breeze: A constant breeze will caress the clerics skin whenever he is outdoors. The cooling this provides will reduce his water requirements by one half, and that grants him a +1 reaction bonus because of his relaxed composure. The cleric will hardly sweat when others are drenched, but can sunburn and suffer other such effects normally

c) Missile Stream: The spirits of the air help to compensate for their champions poor melee ability by guiding their missiles to their targets. This gives the cleric a +2 to hit with any missile that might logically be affected by slight winds. The guidance includes arrows, bolts, and darts, but not boulder or flaming pitch from catapults. This power will work continuously as long as the cleric remains outdoors.

d) Missile Deflection: the reverse of missile stream, this power will help steer incoming missile weapons away from the cleric, effectively subtracting 2 from the enemies attack roll. It is always considered to be active outdoors and can only be considered indoors if there is an adequate source of wind.

e) Control Winds: (r:0, d:1 turn/lvl, ct:8, aoe:40ft/lvl radius)

f) Protection from the elements: + 4 to all wind based attacks; +2 to fire and water based attacks, but -2 earth.

g) Whispering wind: once per day r: 1 mile ct: 1 aoe: 2ft radius

h) Levitate: once per three lvls/day (r: 20 yds/lvl, d: 1t/lvl, ct: 2,aoe: 1 creature or object, save)

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