Le monde de Belam

Floresta

Déesse de la forêt dans le panth�on Khuma.
Description
Titre:La dame de la forêt
Alignement:Neutre / Bon
Portfolios:Forêt, Protection, Faune, Flore
Domaines:Animal, Plant, Protection, Travel.
Symbole:Un chêne sur fond vert
Rang divin:Mineur
Arme divine:Arc
Domaines
Animal
You can use speak with animals once per day as a spell-like ability. Add knowledge(nature) to your list of cleric class skills.
Niveau 1:Calm Animals: Calms (2d4 + level) HD of animals
Niveau 2:Hold Animals: Paralyzes one animal for 1 round / level
Niveau 3:Dominate Animal: Subject animal obeys silent mental commands.
Niveau 4:Summon Nature's Ally IV: Calls creature to fight. Can only summon animals
Niveau 5:Commune with Nature: Learn about terrain for 1 mile/level
Niveau 6:Antilife Shell: 10-ft. filed hedges out living creatures.
Niveau 7:Animal Shapes: One ally/level polymorphs into chosen animal
Niveau 8:Summon Nature's Ally VIII: Calls creature to fight. Can only summon animals
Niveau 9:Shapechange: Transforms you into any creature, and change forms once per round
Source:Player's Handook

Plant
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of cleric class skills.
Niveau 1:Entangle: Plants entangle everyone in 40-ft.-radius.
Niveau 2:Barkskin: Grants +2 (or higher) enhancement to natural armor.
Niveau 3:Plant Growth: Grows vegetation, improves crops.
Niveau 4:Command Plants: Sway the actions of one or more plant creatures.
Niveau 5:Wall of Thorns: Thorns damage anyone who tries to pass.
Niveau 6:Repel Wood: Pushes away wooden objects.
Niveau 7:Animate Plants: One or more trees animate and fight for you.
Niveau 8:Control Plants: Control actions of one or more plant creatures.
Niveau 9:Shambler: Summons 1d4+2 shambling mounds to fight for you.
Source:Player's Handook

Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Niveau 1:Sanctuary: Opponents can’t attack you, and you can’t attack.
Niveau 2:Shield Other: You take half of subject’s damage.
Niveau 3:Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Niveau 4:Spell Immunity: Subject is immune to one spell per four levels.
Niveau 5:Spell Resistance: Subject gains SR 12 + level.
Niveau 6:Antimagic Field: Negates magic within 10 ft.
Niveau 7:Repulsion: Creatures can’t approach you.
Niveau 8:Mind Blank: Subject is immune to mental/emotional magic and scrying.
Niveau 9:Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source:Player's Handook

Travel
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Niveau 1:Longstrider: Increases your speed.
Niveau 2:Locate Object: Senses direction toward object (specific or type).
Niveau 3:Fly: Subject flies at speed of 60 ft.
Niveau 4:Dimension Door: Teleports you short distance.
Niveau 5:Teleport: Instantly transports you as far as 100 miles/level.
Niveau 6:Find the Path: Shows most direct way to a location.
Niveau 7:Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Niveau 8:Phase Door: Creates an invisible passage through wood or stone.
Niveau 9:Astral Projection: Projects you and companions onto Astral Plane.
Source:Player's Handook