Symbol: A wind-walking bearded man in traveler's cape and boots
Home Plane: Gates of the Moon
Alignment: Chaotic neutral
Portfolio: Travel, exploration, portals, miners, caravans
Worshipers: Explorers, caravaneers, rangers, portal-walkers, half-elves
Cleric Alignments: CE, CG, CN
Domains: Air, Chaos, Portal, Protection, Trade, Travel
Favored Weapon: "Sword of Shadows" (greatsword)
Shaundakul (shawn-da-kul) is a lonely deity of few words who lets his deeds speak for him. He is kind but stern, with a rugged sense of humor that sometimes comes to the fore. His faith is on the upswing in part because of his willingness to personally recruit worshipers while in manifesting in the world in physical form. Clad in his dark, swirling cloak, leather armor, and boots that never quite touch the ground, the Rider of the Winds cuts a regal figure with his massive greatsword ever at the ready. Tall and handsome, Shaundakul walks in silence but is surrounded by the ever-present keening whistle of the wind.
After falling into obscurity in the wake of the fall of Myth Drannor, the church of Shaundakul has been greatly revitalized since the Time of Troubles. The decade-long absence of Waukeen and near collapse of her church in the wake of the Avatar Crisis caused many merchants, particularly caravaneers, to turn to Shaundakul for a time. Although many merchants have since returned to the church of the Waukeen, others, particularly those infected with wanderlust, have stayed faithful, and the church has continued to grow. Today, the church of Shaundakul attracts many brave adventurers and daring explorers to its ranks, and word of their latest exploits is eagerly awaited in the cities in which they are based.
Clerics of Shaundakul pray for their spells in the morning right after the wind shifts from the changing temperature. Their holy day is the Windride, which is celebrated on the 15th day of Tarsakh. On this day, Shaundakul causes all his clerics to assume gaseous form at dawn, if they cannot wind walk on their own, so that they are carried with the wind. They return to normal (and are lowered safely to the ground) at dusk, usually in some place they have never been before. Shaundakul's clergy members have a few simple ceremonies they practice when appropriate. They are to utter a simple prayer every time the wind changes significantly. Whenever they discover previously uncharted territory (such as an undiscovered valley, lake, or island), they are to create a small throne of rocks marked with Shaundakul's symbol near the location where they first made the discovery. If capable, they are to create a shrine to Shaundakul using stone shape. Shaundakul's clerics commonly multiclass as rangers or windwalkers (see Chapter 4).
History/Relationships: Shaundakul is an old deity, once an intermediate deity popular in the Moonsea, whose divine status predates the creation of Beshaba and Tymora from Tyche. Shaundakul's church collapsed and his followers dwindled in the aftermath of the fall of Myth Drannor, and he dwindled in status to the rank of demipower. Beshaba later used his name to promote discord among the nomads of Anauroch, who now curse him as the Treacherous Lurker in the Sands. Since the Time of Troubles, Shaundakul has risen back to the level of lesser power and allied himself with deities such as Akadi, Mielikki and her allies, Selûne, Tymora, and the more daring members of the Seldarine. He opposes Shar because he dislikes secrets and enjoys spreading the word of hidden places. He battles with Beshaba for the suffering she has inflicted in his name.
Dogma: Spread the teachings of the Helping Hand by example. Work to promote him among traders, especially trailblazers who seek out new lands and new opportunities. Unearth and resanctify ancient shrines of Shaundakul. Ride the wind, and let it take you wherever it blows. Aid those in need, and trust in the Helping Hand. Seek out the riches of the earth and sea. Journey to distant horizons. Be the first to see the rising sun, the mountain peaks, the lush valleys. Let your footsteps fall where none have tread.
Clergy and Temples: Members of the clergy are expected to live off the land and work as guides and protectors of travelers, caravans, and mining expeditions. Many serve as guides for adventuring companies or as explorers. A very few are Harpers. All seek to visit the scattered shrines of Shaundakul (particularly the great one in Myth Drannor) as frequently as possible and to construct new ones when they acquire sufficient resources. Ever since Shaundakul added portals to his portfolio, his clerics have been tasked with locating and identifying portals that would be useful for trade and exploration.
Shaundakul prefers to be venerated at shrines, most of which are uninhabited and in remote places. Typically, a shrine to Shaundakul is a stone dais built atop a high place, crowned with a stone seat or throne, and accompanied by one or more stone pillars pierced with holes through which the wind whistles. Many such shrines exist throughout the Moonsea and the Stonelands, some of them over a thousand years old. Shaundakul is not commonly worshiped within cities and he has few formal temples as a result. Because the clergy members love to wander, his few temples constantly have new clerics arrive as others leave.
Shaundakul's clerics wear a dark swirling cloak over garb appropriate for the trail, and favor dark colors and silver in general. Many wear their holy symbol on the back of their gauntlet (usually leather or chain mail).
Shaundakul's church is loosely organized, and its branches are largely independent. There is little in the way of formal hierarchy, although those who served the Rider of the Winds prior to the Godswar hold positions of great respect in the church. Since the Time of Troubles, several military orders have been founded in the name of Shaundakul. The Fellowship of the Next Mountain is an order of rangers and clerics who typically work alone, blazing trails in the uncharted wilderness areas of the Sword Coast North and Moonsea North. The Knights of the Shadow Sword are an elite order of fighters and rangers based in Shaundakul's Throne and dedicated to cleansing Myth Drannor of the evil that haunts its streets and ruins. Initially, they are fortifying the ancient Myth Drannan temple as a base of operations and sending out scouts to reconnoiter the ruined city. The Riders of the West Wind are an order of clerics and a few rangers who hire themselves out as a mercenary company to guard caravans heading through uncharted wilderness to distant lands.
Ranger 20/Wizard 10/Cleric 10
Medium-Size Outsider (Chaotic)
Divine Rank: 6
Hit Dice: 20d8+240 (outsider) plus 20d10+240 (Rgr) plus 10d4+120 (Wiz) plus 10d8+120 (Clr) (1,200 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 52 (+7 Dex, +6 divine, +19 natural, +10 deflection)
Attacks:+5 chaotic icy burst keen greatsword +67/+62/+57/+52 melee; or spell +61 melee touch or +53 ranged touch
Damage:+5 chaotic icy burst keen greatsword 2d6+27 plus 1d6 cold/15-20 plus 1d10 cold; or by spell.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 13/day.
Special Qualities: Divine aura (600 ft., DC 26), divine immunities, DR 41/+4, familiar (hawks), favored enemies (outsiders [demons] +5, outsiders [yugoloths] +4, outsiders [devils] +3, aberrations +2, undead +1), fire resistance 26, godly realm (1 mile Outer Plane, 600 ft. Material Plane), plane shift at will, remote communication 6 miles, spontaneous casting of divine spells, SR 38, teleport without error at will, understand, speak, and read all languages and speak directly to all beings within 6 miles.
Saves: Fort +50, Ref +45, Will +45.
Abilities: Str 40, Dex 24, Con 34, Int 24, Wis 24, Cha 30.
Skills: Animal Empathy +39, Climb +41, Concentration +81, Handle Animal +47, Heal +71, Hide +36, Intuit Direction +44, Jump +41, Knowledge (arcana) +33, Knowledge (geography) +39, Knowledge (local) +39, Knowledge (nature) +46, Knowledge (religion) +42, Listen +36, Move Silently +33, Profession (caravaneer) +52, Ride (horse) +48, Scry +33, Search +33, Spellcraft +43, Spot +44, Swim +42, Use Rope +44, Wilderness Lore +44.
Feats: Cleave, Craft Magic Arms and Armor, Craft Wondrous Item, Create Portal, Dodge, Expertise, Far Shot, Great Cleave, Improved Critical (greatsword), Improved Initiative, Mobility, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Scribe Scroll, Shot On The Run, Spell Penetration, Spring Attack, Sunder, Track, Weapon Focus (greatsword), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Size, Avatar (up to 5), Divine Air Mastery (sense range 60 ft.), Divine Shield (15/day, stops 60 points of damage), Extra Domain (Air), Extra Domain (Chaos), Extra Domain (Trade), Stride (up to 6 creatures/day).
Domain Powers: 13/day turn or destroy earth creatures, or rebuke or command air creatures; cast chaos spells at +1 caster level; detect an active or inactive portal as if it were a normal secret door (DC 20); 6/day protective ward (touched subject gains +10 resistance bonus on next saving throw, maximum duration 1 hour); 6/day use detect thoughts for 10 minutes (one target per use); 10 rounds/day freedom of movement.
Spell-Like Abilities: Shaundakul uses these abilities as a 16th-level caster, except for chaos spells, which he uses as a 17th-level caster. The save DCs are 26 + spell level. Air walk, analyze portal, animate objects, antimagic field, astral projection, banishment, chain lightning, chaos hammer, cloak of chaos, control weather, control winds, dimension door, dimensional anchor, discern location, dispel law, eagle's splendor, elemental swarm (as air spell only), etherealness, expeditious retreat, fabricate, find the path, fly, gaseous form, gate, gembomb, locate object, magic circle against law, maze, message, mind blank, Mordenkainen's magnificent mansion, obscuring mist, phase door, prismatic sphere, protection from elements, protection from law, repulsion, sanctuary, sending, shatter, shield other, spell immunity, spell resistance, summon monster I, summon monster IX (as chaos spell only), teleport without error, true seeing, whirlwind, wind wall, word of chaos.
Cleric Spells/Day: 6/7/7/6/5/4; base DC = 17 + spell level.
Ranger Spells/Day: 5/5/5/4; base DC = 17 + spell level.
Wizard Spells/Day: 4/6/6/5/4/3; base DC = 17 + spell level.
Possessions: Shaundakul carries Sword of Shadows, a +5 greatsword with the chaotic, icy burst, and keen special abilities.
Caster Level: 25th; Weight: 15 lb.
Other Divine Powers
As a lesser deity, Shaundakul may take 10 on any check. Shaundakul treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses: Shaundakul can see, hear, touch, and smell at a distance of six miles. As a standard action, he can perceive anything within six miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 6 hours.
Portfolio Sense: Shaundakul can sense any new discovery by an explorer, as long as the event in question affects at least five hundred people. He is likewise aware of any use of a portal and the passage of every caravan or traveler in the Realms, as long as the event is of similar scope.
Automatic Actions: Shaundakul can use Handle Animal, Knowledge (arcana), Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (religion), or Wilderness Lore as a free action if the DC for the task is 20 or lower. Shaundakul cannot do anything as a free action if the task would be a move action or part of a move action. He can perform up to five such free actions each round.
Create Magic Items: Shaundakul can create any kind of magic item that aids in exploration, movement, translocation, or defense, as long as the items market price does not exceed 30,000gp.
Shaundakul's avatar appears as a tall, handsome man with dark hair and a regal manner. He is clad in a dark, swirling cloak that is always whipped as if by swirling winds and that blurs the outlines of his figure. Usually only his head and arms and his massive greatsword can be clearly seen. He is plainly dressed in the leather armor favored by most rangers. His booted feet never quite touch the ground, so he walks in silence but for the keening whistle of winds that is always with him. Shaundakul may appear in answer to a priest's cry for divine aid from a threatened altar, or the dying or sacrificial plea of a faithful worshiper who has performed heroic and spectacular feats. He has been known to appear to lost or injured worshipers at their campfires by night and even in extraordinary circumstances to stand and fight when wolves, orcs, or worse menace a worshiper who has called on him.
Avatar of Shaundakul: As Shaundakul except divine rank 3; AC 46 (touch 30, flat-footed 39); Atk +64/+59/+54/+49 melee (2d6+27/1520, +5 chaotic icy burst keen greatsword), or spell +58 melee touch or +50 ranged touch; SQ Divine aura (30 ft., DC 23), DR 38/+4, fire resistance 23, SR 35; SV Fort +47, Ref +42, Will +42; all skill modifiers reduced by 3.
Salient Divine Abilities: Alter Size, Divine Air Mastery (sense range 30 ft.), Divine Shield (15/day, stops 30 points of damage), Stride (up to 3 creatures/day).
Spell-Like Abilities: Caster level 13th; saving throw DC 23 + spell level. Without the Extra Domain salient ability, Shaundakul's avatar loses access to the Air, Chaos, and Trade domain, their associated domain powers, and the spell-like abilities air walk, animate objects, chain lightning, chaos hammer, cloak of chaos, control weather, control winds, discern location, dispel law, eagle's splendor, elemental swarm (as air spell only), fabricate, gaseous form, gembomb, magic circle against law, message, mind blank, Mordenkainen's magnificent mansion, obscuring mist, protection from law, sending, shatter, summon monster IX (as chaos spell only), true seeing, whirlwind, wind wall, word of chaos.