Ardinacion (3.5e Deity)
From D&D Wiki
|Symbol:||Gryphon with eyes on the wings|
|Home Plane:||Negative Plane|
|Portfolio:||Protection, Sorcerers, Rogues, Bards, Outriders|
|Clergy Alignments:||Neutral Evil, Neutral Good|
|Domains:||Trickery, Magic, Healing|
|Favored Weapon:||Whips, Daggers, Staves|
|This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.|
Ardinacion, the Hunter of the mind, employs gryphons and chimeras as his agents. Being neither overtly good nor malign, he favors those who win using their own mental advantages and cunning over direct conflict. He also encourages proving superiority over others by healing them. All servants may use the heal wounds spell as though they are a cleric of equal level once per day.
Practicing manipulating others, including allies, on a daily basis. Healing all, including enemies who are not yet dead, to prove their superiority is also greatly encouraged.
 Clergy and Temples
Ardinacion has no temples, only shrines carved into mountain summits. Clerics travel to the mountains once per year to study and hear the voice of their lord. New apprentices are brought to the mountain durring this time, and are often lead by a gryphon or chimera.