Tileria (3.5e Deity)

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Tileria[edit]

Greater Deity
Symbol: Lightning Bolt
Home Plane: Plane of Air
Alignment: Chaotic Neutral
Portfolio: Air, Sky, Rain, Storms, Travel
Clergy Alignments: Neutral, Chaotic Neutral, Chaotic Good, Chaotic Evil
Domains:
Favored Weapon: Rapier
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Tilera is the goddess of the air and sky. She is looked to by travelers and those who live outside the cities. She is regarded as a wild and threatening goddess who toys with the affairs of men. She has no real conflict with any of the other gods and goddesses of Cora, though she is always wary of Olu because of his close connection to her portfolio. Tileria is largely uncaring of the other gods, and has a tendency to see Cora as her personal playground.

Dogma[edit]

Tileria encourages travel, adventure and exploration, although she promises no safety while following her own ways. Those who would honor Tileria are often seen building altars on the tops of hills, or climbing a mountain to give her homage.

Vestige - The Tempest[edit]

Vestige Level: 1
Binding DC: 15
Special Requirement: Yes

Special Requirement: You must place a blue Cora Stone in the center of Tileria's seal. This acts as a focus for the summoning ritual. The stone does not move from where it was placed despite how Tileria manifests herself.

Manifestation: Sparks of lightning shoot out of the stone you placed in the center of the seal. The cacophany rises until Tileria's form appers amidst the sparks. Her voice sounds like the howling wind, though her speech is short winded.

Sign: While showing the sign of Tileria your hair shimmers with electrical current, and your eyes have an extra sparkle.

Influence: Tileria influences you to seek out adventure.

Granted Abilities: Tileria grants you powers over electricity and the winds.

Lightning: You are able to call down bolts of lightning on your enemies. As a standard action, one target within 100 feet of you takes 1d6 points of electricity damage plus 1d6 for every 2 effective binder levels. Once you have used this ability, you cannot do so again for 5 rounds.

Fleet of Foot: You gain a +2 bonus to Initiative and Reflex saving throws.

Wind: As a standard action, you may use the spell gust of wind. Once you have used this ability, you cannot do so again for 5 rounds.



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