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Geth (CN)

The Huntsman

The god of The Hunt & Beasts. The one that first gave the beings his mother created a purpose, "Survive". Often depicted as a giant half-lion-half-orc, He fully embodies the wildness of creation and joy in life. His form of competition is often brutal.

Those who are followers of Geth are part of the Feyja's religion. Gladiators, Rangers and Druids will often follow Geth.

Relations:

-Hates Zachkaz for he breaks the natural order of the circle of life

-Dislike Polis, for he is too prim and proper

-Respects Oros for they both agree on the natural order of life

-Obeys Feyja (mom) as a dutiful son

-Keeps his mothers grudge, but does not hate Balmoth himself.

-Friends with Gazek and his brother Shezeth

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Scripture: The Everwood

An instructional survival guide. Outlining how to find water and food, how to look for tracks in the wood, and other survival basic necessities. Most notable are the stories of various animals on the hunt: The fast wolf pack, the stalking panther, the patient crocodile, the carrion vulture. Priests of Geth often extrapolate life lessons from the stories around these animals.

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Heralds:

-Caldonis, the Great Stag, with glowing eyes and the crescent moon mark upon his head. It is said he will appear only before great danger comes to shepherd the animals of the woods to safety.

-Great Dire Wolves are also Geth’s servants, they hunt and protect beasts to maintain the balance of the wild. It is never smart to capture a dire wolf or to harm what it protects, but if one joins on your journey praise Geth for his gift

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Curse/Blessings:

Animal tracks are often signs of Geth and a matter of great interpretation and discussion among his faithful. For example, the fresh mark of a deer or rabbit is often seen as a sign of favor.

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Major God

Feyja

Geth.jpg

Obedience

Bury a bone from an animal that either you have hunted or eaten, such that it is fully covered, and give thanks for the sustenance it provided you. Place above it a small offering of food, (the food must contain unspoiled meat, but does not need to be from the same animal as the bone). Bless the meal, and pray to Geth that this food be found by someone in need. Gain a +4 Sacred bonus to Survival Checks.

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Evangelist

1: Beast Mind

Calm Animals 3/day

Hunter's Lore 2/day

Pack Empathy 1/day

 

2: Twin Fang: Once per day as a standard action, you can summon an exact double of your animal companion. The double acts and thinks like your animal companion in every way, and obeys your commands just as the original would. Your original animal companion and its double understand and trust each other perfectly. The double remains for 1 round for every Hit Die you possess, and then vanishes. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally V as a spell-like ability once per day.

 

3: Predator's Grace: For a number of rounds per day equal to your Charisma bonus, you can ignore attacks of opportunity you would otherwise provoke due to your movement. Using this ability is a free action, and the rounds in which you use it don’t need to be consecutive. You still provoke attacks of opportunity normally for actions other than moving.

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Exalted

1: Raptor's Instinct

Aspect of the Falcon 3/day 

Eagle Eye 2/day

Bloody Arrows 1/day

 

2: Pack Hunter: You become adept at leading a pack to stalk up on your enemy. Once per day as a swift action you and all allies within 20 ft of you may gain the effects of the Stealth Synergy feat for 10 min/lvl. Creatures who already have this feat instead gain a +2 moral bonus to stealth

 

3: Nature’s Companion: Your animal companion develops greater combat prowess, mental acumen, and protection against natural elements. First, your animal companion gains a +1 bonus to its Intelligence and Wisdom scores. Second, your animal companion gains a +2 sacred or profane bonus on attack and damage rolls. Third, your animal companion gains a +4 sacred or profane bonus on all saving throws against cold, electricity, and fire spells and effects. If you don’t have an animal companion, you instead gain the ability to use summon nature’s ally VII as a spell-like ability once per day.

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Sentinel

1: Wild Trapper

Longshot 3/day

Summon Natures Ally II 2/day 

Spiked Pit 1/day

 

2: Hunters Pelt: When you wear armor made from leather or animal hide, the armor provides an extra +2 armor bonus to your AC. This bonus improves the normal armor bonus granted by the armor; in other words, it stacks with the suit’s normal armor bonus. You also mystically subsume some of the qualities of the animal that gave its life for the armor. Gain the scent ability with a range of 30 feet while wearing armor made from leather or animal hide.

 

3: Hunter's Edge: You gain sneak attack +3d6. This increase to sneak attack damage stacks with sneak attack damage you may have from other sources. Whenever you deal sneak attack damage with a piercing weapon, you deal +2 points of damage per sneak attack die.

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