JDRQ - Eden

Tomaëz

Description
Titre:Le général
Alignement:Loyal / Neutre
Portfolios:Feu, puissance, finalité, destruction
Domaines:Destruction, Fire, Law, Protection, Strength.
Symbole:Une épée 2 mains gravée sur une feuille d'aulne
Arme divine:Épée 2 mains
Description
Tomaëz est le dieu elfique de la puissance, de la finalité. Il est un elfe très costaud et très fort. Il est très loyal à la mission donné par le roi. Il est le fils d'une fée du feu.
Historique
Tomaëz était le garde du corp d'Abeän. Il a suivi ce dernier sur Éden pour le protéger. Comme les autres, il a eut son combat. Il a détruit à lui seul une armée de 30000 démons des bois. Seul Gorak leur chef a survécu et il s'est exhiler en enfer. Il tente de rebatir son armée afin d'aller affronté de nouveau Tomaëz.
Hi�rarchie du clerg�
Le grand prêtre est le général de l'armée de mélée. Les suivant de la religion dépendent de lui directement par le billet de ses assistants
Uniforme du clerg�
Un tabard orange et rouge porté fièrement sur une armure.
Les grands centres de culte
L'empire elfique
Les f�tes religieuses et c�r�monies
Chaque pleine lune de Tertio, on fête en son honneur en brulant de l'aulne dans de grand brasier et en chantant des champs guerriers.
Avatar et formes de manifestations
Une odeur de brulé, une jeune pousse d'aulne, un elfe grand, en armure, épée à la main.
Domaines
Destruction
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Niveau 1:Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
Niveau 2:Shatter: Sonic vibration damages objects or crystalline creatures.
Niveau 3:Contagion: Infects subject with chosen disease.
Niveau 4:Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Niveau 5:Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
Niveau 6:Harm: Deals 10 points/level damage to target.
Niveau 7:Disintegrate: Makes one creature or object vanish.
Niveau 8:Earthquake: Intense tremor shakes 80-ft.-radius.
Niveau 9:Implosion: Kills one creature/round.
Source:Player's Handook

Fire
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Niveau 1:Burning Hands: 1d4/level fire damage (max 5d4).
Niveau 2:Produce Flame: 1d6 damage +1/ level, touch or thrown.
Niveau 3:Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Resist cold or fire only.
Niveau 4:Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Niveau 5:Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Niveau 6:Fire Seeds: Acorns and berries become grenades and bombs.
Niveau 7:Fire Storm: Deals 1d6/level fire damage.
Niveau 8:Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Niveau 9:Elemental Swarm: Summons multiple elementals. Cast as a fire spell only.
Source:Player's Handook

Law
You cast law spells at +1 caster level.
Niveau 1:Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Niveau 2:Calm Emotions: Calms creatures, negating emotion effects.
Niveau 3:Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Niveau 4:Order’s Wrath: Damages and dazes chaotic creatures.
Niveau 5:Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Niveau 6:Hold Monster: As hold person, but any creature.
Niveau 7:Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Niveau 8:Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Niveau 9:Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a law spell only.
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

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