Endless Forest Deer Stats, Twin God Cleric Doman & Spell Info (3.Xe)

AlisonRobin's picture
I do tabletop roleplaying. Lots of it. Here I've statted out Endless Forest Deer for use with Dungeons and Dragons 3.0 and 3.5 edition as well as any other d20 system based game (d20 Modern/Urban Arcana, and Call of Cthulhu and Deadlands both have d20 variants etc.) and any pathfinder folks out there should be able to adapt it very easily to their slightly modified system. This statblock for using the TEF Deer as an enemy or NPC as well as info for making characters.

Eventually I plan to update with info for "The Twin Gods" as a religion and domains for their clerics, as well as stats for M&A. I figure they'll be ~CR30 like some lesser deities. We'll see.

If you have any questions I am more than happy to explain these numbers to you. I'm also willing to revise any element of this if I screwed up so don't be afraid of pointing out typos.

Endless Forest Deer
Size/Type: Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2
Speed: 40ft
Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Gore or Slam* 1d8+2 (+3 melee), Kick 1d6+2 (+3 melee)
Full Attack: Gore or Slam* 1d8+2 (+3 melee), Kick 1d6+2 (+3 melee)
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: Alter Other, Baleful Polymorph, Darkvision, Low-Light Vision, Trackless Step, Woodland Stride
Saves: +3 Fort +4 Reflex +2 Will
Abilities: Str 13, Dex 14, Con 12 Int 8 Wis 15 Cha 10
Skills: Jump +4, Knowledge (Nature) +4, Listen +8, Spot +4

Environment: The Endless Forest, Temperate or warm forest
Organization: Solitary, Pair, Family (3-5) or Dance Party (5-10)
Challenge Rating: 2
Treasure: Half standard
Alignment: Usually neutral good
Advancement: 10+HD large or by character level
Level Adjustment: +1

Endless Forest Deer are peaceful inhabitants of a place called The Endless Forest. They most often resemble stags with humanoid faces, but can appear in many different colors, sizes, and with a wide variety of antlers shapes due to their magic. They communicate with body language, although many also learn spoken languages.

Combat
Given the opportunity, most Endless Forest Deer would prefer not to fight. If they must, Endless Forest Deer are most likely to fight by charging an opponent with a gore or slam attack, followed by kicks. Given the
*Not all Endless Forest Deer possess antlers capable of goring. These deer are still capable of slamming into oppenents. While a gore attack deals piercing damage, a slamming attack deals bludgeoning damage.

Special Qualities
Alter Other (Su): This supernatural ability functions like Alter Self cast by a second level sorcerer, except that it can only be cast on Endless Forest Deer and the caster may not cast upon himself. It is permanent, but the subject of the spell can also choose to dismiss the spell at any time. The caster must eat a pinecone or mushroom from The Endless Forest, keep a sleeping Endless Forest Deer company, or sleep in a Fairy Ring in order to be able to cast.
Baleful Polymorph (Su): The supernatural ability functions like the spell cast by a fifth level sorcerer, but it can only be cast on another Endless Forest Deer and can be dismissed at will by the subject. The caster must sleep in a Fairy Ring in order to be able to cast.
Darkvision (Ex:) An Endless Forest Deer has darkvision out to 60ft
Low-Light Vision (EX): An Endless Forest deer can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination.
Skills: Endless Forest Deer a +4 racial bonus to Jump, Knowledge (Nature), and Listen. They can always treat these skills as class skills.
Trackless Step (Ex): An Endless Forest deer leaves no trail in natural surroundings and cannot be tracked except by scent or by another Endless Forest Deer who knows his pictogram. He may choose to leave a trail if so desired.
Scent: An Endless Forest Deer has an acute sense of smell that allows him to to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Woodland Stride (Ex): An Endless Forest deer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Racial Traits (For playing an Endless Forest Deer character)
An Endless Forest Deer character has all of the following, in addition to the special abilities outlined above.
Attributes: +2 DEX, +2 WIS, -2 CHA. Endless Forest deer are swift and strong and in tune with their environment, but many are not inquisitive about the world outside of their homeland. Their startling appearances and habit of not speaking make them seem not especially personable to outsiders.
Magical Beast: For all effects related to race, an Endless Forest Deer is considered a magical beast.
Base Land Speed: 40ft
Natural Armor Bonus: An Endless Forest Deer's coat and hide gives him a natural armor bonus of +2 to his armor class.
Automatic Languages: Endless Forest Somatic, Pictograph (Read only). Bonus Languages: Common, Sylvan, Terran, Aquan
Favored Class: Ranger or Druid, sometimes Cleric


I can also stat your character for you if you want. It's very easy for me.

Here is information for playing a cleric or worshiper of The Twin Gods in your next game, even if you aren't playing an Endless Forest Deer.

Religion: The Twin Gods
Rank: Lesser Deity (Rank 8 )
Symbol: Two statues embracing
Home Plane: The Material Plane
Alignment: Neutral Good
Favored Weapon: Love
Portfolio: Nature, Animals, Creation, Weather, The Arts, Good, Magic

The Twin Gods are two of a kind who oversee The Endless Forest and their children, Endless Forest Deer. They appreciate magic, art, and good-natured fun. They are especially hands-on when compared to many deities and often appear in-person to their followers.

Dogma: None really. Don't be a dick. Enjoy nature.

Clergy and Temples: There is only one religious site devoted to them in their Endless Forest. Most clergy are Endless Forest Deer who sleep near the statues and devote their lives to the pursuit of happiness. It's fully possible that other good entities who wandered into The Forest might also devote themselves to The Twin Gods.

Cleric Alignments: LG, NG, CG, N, CN
Cleric Domains: Animals, Community, Creation, Weather

Animal Domain is detailed in the Player's Handbook. The rest come from the Deities and Demigods sourcebook so I copied them here. A few of the spells also come from that book, so I'll write those out for you too at the bottom.

Community Domain
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
Spells:
1 Bless
2 Shield other
3 Prayer
4 Status
5 Rary's Telepathic Bond
6 Heroes' Feast
7 Refuge
8 Mass Heal
9 Miracle

Creation Domain
Granted Power: Cast conjuration (creation) spells at a +2 caster level.
Spells:
1 Create water
2 Mirror image
3 Create food and water
4 Minor creation
5 Major creation
6 Heroes' feast
7 Permanent image
8 True creation
9 Genesis

Weather Domain
Granted Power: Intuit Direction and Wilderness Lore are class skills.
Spells:
1 Obscuring mist
2 Fog cloud
3 Call lightning
4 Sleet storm
5 Ice storm
6 Control winds
7 Control weather
8 Whirlwind
9 Storm of Vengeance

Genesis
Conjuration (Creation)
Level: Creation 9
ComponentsL V, S, M, XP
Casting Time: 1 week (8hrs/day)
Range: 180ft
Effect: A demiplane on the ethereal plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

There's a lot of text about this spell that I won't copy. You get a demiplane. You can only cast this spell on the ethereal plane. Maximum size is a radius of 180 feet but if you prolong the spell you can make it bigger by 60ft per bonus casting of the spell. You determine the environment when you cast it, but you can't create plants and animals (or viruses or fungi, sneaky THAT GUYS) or unnatural structures like castles.

Since I didn't type out all the things: GMs, use your best judgment. Players, don't try to be sneaky with this. If you're a level 17 cleric I expect better from you.

XP Cost: 5000XP

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S, M, XP
Casting Time: 10 minutes
Range: 0ft
Effect: Unattended, nonmagical object of nonliving matter up to 1 cubic ft/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create a nonmagical unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubit foot per caster level. You must succeed at an appropriate skill check to make a complex item, such as a Craft (Fletching)* check to make straight arrow shafts or Craft (Gem-cutting_ check to make a cut and polished gem
Items created with this spell can be used as material components.
Material Component: A small piece of matter of the same type of item you plant to create
XP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more.

*Book said bow-making instead of fletching but let's get real here Wizards of the Coast, someone who makes arrows is a Fletcher.
FairyClock's picture

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LambFleece's picture

^ Basically ♥

^ Basically ♥

Avvie by Hadoukin

This is awesome.

This is awesome. ♥

Some TEF deer can do glitches as well, which allows them to cast on themselves, transfer sets, walk on water and air and so on but this is like 500% up to you if you want it here or not XD
They also tend to have human like thoughts and traits as far as I've seen.
AlisonRobin's picture

I could definitely make a

I could definitely make a glitch deer variant. If I was going to stat a glitch deer, I'd give them some levels in wizard. Even though all deer can learn to perform glitches, it takes time and training and a level of intelligence to pull it off. So only higher level deer can do it. The deer stats there are for a pretty noob deer so far. The

Glitches like casting on themselves would function like the spell "Alter Self," and flying and water walking also have spells that can be learned in the d20 system.

I agree with you on the human traits. I tried to leave talking about personality too much blank so people could fill it in with their own character or NPC. Personally I think the TEF deer would get along well with Elves in DnD.
Hum's picture

Dude this is cool as heck.

Dude this is cool as heck.
HolyMaria's picture

^ damn seriously, I love this

^ damn seriously,
I love this
Aivilo's picture

...I am SO going to demand my

...I am SO going to demand my boyfriend include these in all games he DMs for in the future

Awesomeness overload.

Awesomeness overload.
AlisonRobin's picture

Glad y'all enjoy

Glad y'all enjoy this.

Aivilo you don't have to tell him, just show up at the table with a deer character. Demand that other players interact with you through body language and watch them fail their handle animal checks to try to understand them. Better yet, be a druid and have a monkey as your animal companion to be your hands. Playing a character without arms is actually a really fun challenge.

But seriously, I played a hound archon once in a higher level campaign and playing a character with the Scent ability is a lifesaver sometimes. It makes a lot of search and spot checks unnecessary and you pretty much never get ambushed.

I'm looking forward to statting M&A. I've kind of gathered that he is more technical while she is more artistic but that they both do both sides of things. I see them as sorcerer/cleric/druids probably.