JDRQ - Eden

Abeän

Roi de tous les elfes dans le panth�on Tribus d'Abeän.
Description
Titre:Le roi
Alignement:Chaotique / Bon
Portfolios:Elfe, féerie, foret, royauté, gloire
Domaines:Chaos, Community, Glory, Good, Luck, Strength, Family.
Symbole:Une épée elfique gravé sur une feuille de chène.
Arme divine:Une épée elfique
Description
Fils de Titania et d'un des elfes de la cours, il fut désigné afin de mener à bien le retour des elfes sur Eden. Il est grand pour un elfe et ses très féérique sont très visible. Il semble briller et il est très séduisant. C'est un être bienveillant qui veut le bien des siens. Il lui manque 2 doigts à la main droite du à la trahison de Zaëlielle.
Historique
À leur arrivé sur Éden, les héros quittèrent la terre d'éternité sur de grand nuage noir. Une fois arrivé, ils se partagèrent le territoire afin d'éliminer toutes menaces. Abeän affronta Kouros le malicieux. Un démon des bois, échaper des collines infernales avant leur fermetures. C'est lui qui dirigeait toutes les créatures maléfiques sur le continent d'Ovalin. Leur combat dura au moins 250 ans et finalement, Abeän tua Kouros en lui plantant son épée entre les deux yeux. Peu avant la finale, Zaëlielle coupa 2 doigts à sa main droite afin de le désavantager. Il gagna malgré tout, mais compris à ce moment la traîtrise de Zaëlielle. On dit que des suivant de Kouros ont voler la tête du démon dans l'espoir de le faire revenir un jour dans Éden afin qu'il prenne sa revanche sur celui qui l'a vaincu.
Hi�rarchie du clerg�
L'empereur elfique est le grand prêtre de la religion. Les suivant de la religion dépendent de lui directement par le billet de ses assistants.
Uniforme du clerg�
Une tunique émeraude, très noble.
Les grands centres de culte
L'empire elfique
Les f�tes religieuses et c�r�monies
Les premiers de chaque mois sont réserver, en temps de paix, à fêter la gloire du roi, tant terrestre que spirituel.
Avatar et formes de manifestations
On le voit souvent dans une jeune pousse de chène, un chène très ancien ou sinon, il apparait comme un elfe magnifique au sourire enjoleur.
Domaines
Chaos
You cast chaos spells at +1 caster level.
Niveau 1:Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Niveau 2:Shatter: Sonic vibration damages objects or crystalline creatures.
Niveau 3:Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Niveau 4:Chaos Hammer: Damages and staggers lawful creatures.
Niveau 5:Dispel Law: +4 bonus against attacks by lawful creatures.
Niveau 6:Animate Objects: Objects attack your foes.
Niveau 7:Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Niveau 8:Cloak of Chaos: +4 to AC, +4 resistance, SR 25 against lawful spells.
Niveau 9:Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a chaos spell only.
Source:Player's Handook

Community
Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.
Niveau 1:Bless: Allies gain +1 attack and +1 on saves against fear.
Niveau 2:Status: Monitors condition, position of allies
Niveau 3:Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
Niveau 4:Tongues: Speak any language.
Niveau 5:Rary's Telepathic Bond: Link lets allies communicate.
Niveau 6:Heroes Feast: Food for 1 creature/level, cures and blesses.
Niveau 7:Refuge: Alters item to transport its possessor to you.
Niveau 8:Magnificent Mansion: Door leads to extraordimensional mansion.
Niveau 9:Heal, Mass: As heal, but with several subjects.
Source:Spell Compendium / Complete Divine

Glory
Turn undead with a +2 bonus on the turnning check and +1d6 on the turning damage roll.
Niveau 1:Disrupt Undead: Deals 1d6 damage to one undead.
Niveau 2:Bless Weapon: Weapon strikes true against evil foes.
Niveau 3:Searing Light: Ray deals 1d8/two levels damage, more against undead.
Niveau 4:Holy Smite: Damages and blinds evil creatures.
Niveau 5:Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Niveau 6:Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Niveau 7:Sunbeam: Beam blinds and deals 4d6 damage.
Niveau 8:Crown of Glory: you gain +4 Charisma and enthrall those who hear you.
Niveau 9:Gate: Connects two planes for travel or summoning.
Source:Spell Compendium / Complete Divine

Good
cast good spells at +1 caster level.
Niveau 1:Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Niveau 2:Aid: +1 on attack rolls +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Niveau 3:Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Niveau 4:Holy Smite: Damages and blinds evil creatures.
Niveau 5:Dispel Evil: +4 bonus against attacks by evil creatures.
Niveau 6:Blade Barrier: Wall of blades deals 1d6/level damage.
Niveau 7:Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
Niveau 8:Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Niveau 9:Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a good spell only.
Source:Player's Handook

Luck
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Niveau 1:Entropic Shield: Ranged attacks against you have 20% miss chance.
Niveau 2:Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
Niveau 3:Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Niveau 4:Freedom of Movement: Subject moves normally despite impediments.
Niveau 5:Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Niveau 6:Mislead: Turns you invisible and creates illusory double.
Niveau 7:Spell Turning: Reflect 1d4+6 spell levels back at caster.
Niveau 8:Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Niveau 9:Miracle: Requests a deity’s intercession.
Source:Player's Handook

Strength
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Niveau 1:Enlarge Person: Humanoid creature doubles in size.
Niveau 2:Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Niveau 3:Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Niveau 4:Spell Immunity: Subject is immune to one spell per four levels.
Niveau 5:Righteous Might: Your size increases, and you gain combat bonuses.
Niveau 6:Stoneskin: Ignore 10 points of damage per attack.
Niveau 7:Grasping Hand: Large hand provides cover, pushes, or grapples.
Niveau 8:Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Niveau 9:Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Source:Player's Handook

Family
Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability.
Niveau 1:Bless: Allies gain +1 on attack rolls and saves against fear.
Niveau 2:Shield Other : You take half of subject’s damage.
Niveau 3:Helping Hand: Ghostly hand leads subject to you.
Niveau 4:Imbue with Spell Ability: Transfer spells to subject.
Niveau 5:Rary’s Telepathic Bond: Link lets allies communicate.
Niveau 6:Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Niveau 7:Refuge : Alters item to transport its possessor to you.
Niveau 8:Protection from Spells : Confers +8 resistance bonus.
Niveau 9:Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source:Spell Compendium