Ituleos Character in Elmaloris | World Anvil

Ituleos

The Pale Mistress

Appearing mostly as a pale, nearly elven woman, typically carrying a silver-inlaid bow and a quiver of exquisitely made arrows.

Deific Obedience

Go into the woods sometime between dusk and dawn. Find a set of animal prints, and track the creature down. When you find the creature, do not kill it, but instead kneel down near it and thank it for being part of the forest. Leave an appropriate food offering for this creature, and go without waking it up if it is sleeping or frightening it if it is awake. If it accepts your offering, once you have left or it awakens, you gain a +2 sacred bonus on Handle Animal and wild empathy checks. You can also attempt Handle Animal checks untrained, even if the task would normally require that you be trained. If there are no woods nearby, you can track an animal through a different kind of natural terrain instead. If you cannot access natural terrain of any kind, you cannot perform this obedience.

Divine Gift

The character gains three greater slaying arrows. The designated creatures for each of these three arrows is determined by the GM. The magic of these greater slaying arrows vanishes if they are sold, but they can be given to others in trade for goods or as a gift. If a worshiper of Ituleos fires one of these greater slaying arrows and misses, the arrow vanishes and a slaying arrow of the same type appears in the gifted character’s quiver. If this regular slaying arrow is then fired, only to miss its target, it has a 50% chance to be lost, as normal.

Boons - Deific Obedience

Evangelist

1: Woods-walker (Sp): feather step 3/day, chameleon stride 2/day, or burst of speed 1/day
2: Moonlight Vision (Ex): You hunt at night, during Ituleos' hour, and your experiences have heightened your perception in poor lighting conditions. You gain low-light vision. If you already have low-light vision, you instead gain darkvision with a range of 60 feet. You also gain a +4 sacred bonus on Perception checks at night.
3: Verdant Camouflage (Ex): You know how to disappear as well as the Pale Mistress herself does. You can use the Stealth skill even when being observed, as per the ranger's hide in plain sight ability, and whenever you are moving at half speed or slower, you have concealment from enemies. You gain a +4 sacred bonus on Stealth checks while in the forest.

Exalted

1: Nature's Remedy (Sp): goodberry 3/day, resist energy 2/day, or remove disease 1/day
2: Beckon Creatures (Su): Your connection to the animals of the forest is deep, and they come running when they hear your call as quickly as they would come to help Ituleos. You gain wild empathy as per a druid of your character level. Once per day as a standard action, you can let out a cry and all animals within 200 feet immediately come to you as quickly as possible. They will not take unnecessarily dangerous risks to reach you, such as leaping over wide streams. This is a magical call, and animals respond even if unable to hear the call due to environmental conditions or deafness. For a number of minutes equal to your exalted level, you can communicate with these animals as if you had cast speak with animals. They are automatically friendly to you but are not obligated to do what you ask.
3: Heal Poison (Ex) You have studied the venoms and poisons of the natural world enough to avoid their effects and help your allies. You gain immunity to poison. As a standard action when an ally is poisoned, you can attempt a Heal check to study the poison. If the result of your check exceeds the DC of the poison by 5, you immediately neutralize the poison and reverse the instantaneous or permanent effects caused by the poison, such as ability damage. You do not heal hit point damage or ability damage or drain caused by any other effects, and you must attempt a separate check for each poison affecting your ally. You must be adjacent to your ally to use this ability. If you fail, you cannot use this ability for either that ally or that poison for 1 week.

Sentinel

1: Nature's Offense (Sp): entangle 3/day, gust of wind 2/day, or earth tremor 1/day
2: Forest's Ward (Su): You are a sacred guardian of the forest, protecting the wilderness as Ituleos does, and the forest protects you in turn. Whenever you are in the forest, you gain a +2 sacred bonus to AC. No matter what terrain you are in, creatures of the animal type must succeed at a Will save (DC = 10 + your Hit Dice) or be unable to attack you unless you harm them first.
3: Hunter's Shot (Ex): You have practiced Ituleos' art of archery for so long that you can ignore effects that would ruin shots for lesser archers-some say your aim is as good as that of the Pale Mistress herself. You ignore cover or concealment from plants, though trees large enough to completely block your vision still provide total cover to the target. You also take no penalties on your ranged attacks due to the effects of wind, and you ignore any miss chance caused by mundane or magical winds. This ability functions no matter what terrain you are in.

Paladin Code

The paladins of Ituleos are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.
My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?
I must offer the poor in my community assistance, but I may not do the work for them-instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.
When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.
I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.
I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.
I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.
I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first-letting them lapse makes me a burden on my people.

Divine Fighting Technique

Technique name
Based around a favored weapon.
Initial Benefit: .
Advanced Prerequisites: .
Advanced Benefit: .

For Followers of Deity

Archetypes


Feats


Magic Items - Altars


Magic Items - Armor


Magic Items - Rings


Magic Items - Weapons


Magic Items - Wondrous Items


Monsters


Prestige Classes


Spells


Traits


Unique Spell Rules

Cleric/Warpriest

Arcane Mark can be prepared as a 0-level spell
Charm Animal can be prepared as a 1st-level spell
Animal Aspect can be prepared as a 2nd-level spell
Hold Animals can be prepared as a 2nd-level spell
Aspect of the Stag can be prepared as a 4th-level spell

Druid


Paladin


Ranger


Unique Summon Rules


Other Rules

Clerics and druids of [deity] are proficient with long- and shortbows.
Children
Title(s): The Pale Mistress
Adjective: Itulean
Home: -
Alignment: Chaotic Good
Areas of Concern: Hunting, forestry, running, the moon
Worshipers: Elves, hunters, trappers
Cleric Alignments
LG
NG
CG
LN
N
CN
LE
NE
CE
Domains: Animal, Chaos, Darkness, Good, Plant, Weather
Subdomains: Azata(Chaos), Azata(Good), Feather, Fur, Growth, Moon, Seasons,
Favored Weapon: Bow
Symbol: A moon
Sacred Animal: Hawk
Sacred Colors: Blue, silver