Main / BaervanWildwanderer

Baervan Wildwanderer - Gnomish - Priests - Gods

Baervan is a deity of outdoors, forest-dwelling gnomes and their communities, and also of thievery. He is a good-natured god of mischief, slightly more relaxed in alignment than Garl, and a friend of several sylvan deities and races. He has a strong affinity with forest animals, and forest oaks. His home is close by an ancient oak tree in the Twin Paradises, Whisperleaf, from which his magical spear is taken.

Role-playing Notes:

Baervan's concerns, and those of his priests, are very similar to those of druids. Baervan will send an avatar to help repair severe damage to nature, or sometimes just for mischief. His omens take the form of whispering wind in trees, the sudden growth of plants on a well-trodden trail, or small animals behaving oddly (like pelting a gnome with acorns).

Gods Information

Alignment: NG
Worshiper's Alignment: NG (any Non-Evil gnomes)
Area of Control: Forests, Travel, and Nature
Symbol: raccoon's face

Avatar Information

Baervan's avatar appears as a middle-aged male gnome, dressed in clothes of wood-brown hues. He uses spells from all spheres permitted to his priests. (Ranger 10, Druid 10, Thief 14)

Str 16 Dex 19 Con 18
Int 19 Wis 17 Cha 17
MV 15 SZ 4' MR 30%
AC 0 HD 15 HP 120
#AT 3/2 THAC0 5 Dmg 1d8+3 (spear) +1

Special Att/Def: The avatar can animate tree (as a 12 HD treant with 96 hp) 3/day for 3d4 rounds. He cames an oaken spear +3 and wears a robe of protection +I. He is accompanied by a giant raccoon, offspring of the god's own companion Chiktikka Fastpaws. The raccoon has AC5, MV 15, fights as a 6+ HD monster with 48 hp with two claws and bite (dmg d6+l/d6+l/dl0) and can pick pockets/hide in shadows/move silently 50% each.

Worshipers Requirements

Requirements: Con 10
Alignment: Any Good
Turning: Turn at -4 levels
Armor: Any except metal
Weapons: Bow and Arrow, Club, Crossbow, Dagger, Hand/Throwing Axe, Knife, Sling, Spear (1st)

Spheres
Major: all, animal, charm, elemental (earth, water), healing, plant, sun, travelers, weather
Minor: divination

Powers:

Fastpaws may select nonweapon proficiencies from the rogue group without penalty. Fastpaws understand and use thieves' cant. Fastpaws have limited thieving skills. Fastpaws cannot become entangled. Fastpaws can cast 'locate animals or plants' or pass without trace (as the 1st-level priest spells) once per day. (Forest gnomes can pass without trace at will in woodland settings.)

Fastpaws can cast find familiar (as the 1st-level wizard spell) once per year. If the spellcasting is successful, the type of familiar acquired is always a raccoon (80%) or giant raccoon (20%), with all the attendant benefits and restrictions normally associated with the spell. Such creatures receive an extra +1 hp per Hit Die.

Duties of the Priesthood

Baervan's priests are concerned with the protection of nature,and driving off of evil creatures. They are found mostly in outdoors gnomish communities. They often have a raccoon as an animal companion (use statistics for skunk without skunk's special attack).
Level Limit: 13
Hit Die: d8
Shamans: Yes

Shaman Requirements

Requirements: Standard
Alignment: CG, NG
Weapons: restrictions as for priests

Level Limit: 7
Hit Die: d4