Pan

To Greek Gods

greek border

NORMAN MILLS PRICE (American, 1877-1951), "The Great God Pan"
NORMAN MILLS PRICE (American, 1877-1951), "The Great God Pan"
Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

The god Pan is not one of the 12 traditional members of the Greek pantheon; some consider him the greatest of the lesser gods. He is sometimes said to be Hermes’ son, but other accounts place him as present when Zeus and his brothers overthrew the Titans, long before Hermes was born. Pan is the god who watches over flocks, forests, mountains, and all wild things. He is also a god to shepherds and goatherds, and is associated with the fey races; Pan appeared as an ugly satyr, and was the lord of the wild places.

Pan to acts as patron god to the fey races, to satyrs, fauns and to some centaurs, but he is not to be a patron god of humans at all. While he is usually despoiling maidens and others the word panic is derived from his name, but he can also be gentle and is said to have talked Psyche out of commiting suicide over her thwarted love for Eros.

Deities & Demigods

Rich Redman, Skip Williams, James Wyatt

PAN
Lesser Deity
Symbol:
His symbol is a set of reed pipes, his "pan-pipes", a curved row of small flutes also called the "(the syrinx)", after Syrinx a maiden who turned herself into reeds to hide from Pan.
Home Plane: Material Plane
Alignment: Chaotic neutral
Portfolio: Nature, passion, shepherds, mountains
Worshipers: fey, satyrs, centaurs, nymphs, shepherds
Cleric Alignments: CE, CG, CN
Domains: Animal, Music, Revelry
Favored Weapon: shepherd’s crook (treat as a Quarterstaff).

Some Major Temple Sites Pan had many sanctuaries including the Corycian Caves on Mount Parnassus especially in Arcadia

The wild god of nature, Pan appears as a tall satyr with small horns and shaggy, goatlike legs. He always carries a syrinx, which he often plays while leading sylvan creatures in wild dances. Pan is the son of Hermes and a dryad. He is like a nephew to Dionysus, who recognizes a kindred spirit of wild abandon.

Dogma

Like Dionysus, Pan teaches no dogma, but shows mortals and feys a way of life by his example. He is a carefree soul, prancing through the high mountains, tending sheep, playing his pipes, singing, and dancing. His only creed is freedom.

Clergy and Temples

Pan’s clerics are country shepherds or sylvan creatures such as centaurs, satyrs, or nymphs. They worship their joyful god in mountain glens and forest glades. They act as protectors of nature, working independently from each other and keeping far from civilization. They wear laurel wreaths on their heads and olive-colored tunics.

Pan
Druid 20/Bard 10/Barbarian 10
Large outsider
Divine Rank 7
Hit Dice 20d8+180 (outsider) plus 20d8+180 (Drd) plus 10d6+90 (Brd) plus 10d12+90 (Bbn) (1,040 hp)
Initiative +18
Speed 90 ft.
AC 65 (–1 size, +18 Dexterity, +7 divine, +20 natural, +11 deflection)
Attacks Gore +57 melee; or Huge +5 shortbow with +3 arrows +72/+67/+62/+57 ranged; or spell +57 melee touch or +64 ranged touch
Damage Gore 1d8+16; Huge +5 shortbow with +3 arrows 2d6+8/×3; or by spell
Face/Reach 5 ft. by 5 ft./10 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities.
Special Qualities Divine immunities, DR 42/+4, fire resistance 27, sonic resistance 27, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, teleport without error at will, plane shift at will, bardic knowledge +17, bardic music 10/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), fast movement, a thousand faces, nature sense, rage 3/day, resist nature’s lure, timeless body, trackless step, uncanny dodge (cannot be flanked, +1 against traps), venom immunity, wild shape (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day, elemental 3/day), woodland stride, SR 39, divine aura (700 ft., DC 28).
Saves Fort +48, Ref +57, Will +46.
Abilities Strength 33, Dexterity 46, Constitution 29, Intelligence 25, Wisdom 25, Charisma 32.
Skills Animal Empathy +58, Balance +57, Bluff +48, Climb +28, Diplomacy +50, Handle Animal +48, Heal +36, Hide +51, Intimidate +30, Intuit Direction +54, Jump +60, Knowledge (geography) +34, Knowledge (nature) +54, Knowledge (religion) +34, Listen +56, move silently +55, Perform +55, Profession (herbalist) +54, Ride (horse) +27, Scry +44, Spellcraft +34, Spot +41, Swim +48, Tumble +62, Wilderness Lore +64.
Feats Alertness, Cleave, Divine Might, Dodge, Combat Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Trip, Mobility, Plant Control, Plant Defiance, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Perform), Spring Attack, Superior Expertise.
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 Reality, Alter Size, Control Creatures (satyrs, fauns), Divine Celerity, Divine Druid, Increased Energy Resistance (sonic), Power of Nature, Speak with Creatures (animals), Speak with Creatures (plants).
Domain Powers 7/day use animal friendship; cast chaos spells at +1 caster level; 7/day rebuke or command plant creatures.
Spell-Like Abilities Pan uses these abilities as a 17th-level caster, except for chaos spells, which he uses as an 18th-level caster. The save DCs are 28 + spell level. animal shapes, antilife shell, barkskin, calm animals, changestaff, chaos hammer, command plants, commune with nature, control plants, creeping doom, dispel law, dominate animal, entangle, good hope, heroes' feast, hideous laughter, hold animal, irresistible dance, plant growth, protection from law, repel vermin, repel wood, shambler, shapechange,, summon monster IX (as chaos spell only), wall of thorns, word of chaos.

Rage: The following changes are in effect as long as Pan rages: AC 63; hp 1,160; Atk +59 melee (1d8+18, gore); SV Fort +50, Will +48; Strength 37, Constitution 33; Climb +30, Jump +62, Swim +50. His rage lasts for 14 rounds, and he is winded for the duration of the encounter afterward.

Bard Spells Known (3/6/6/5/2; base DC = 21 + spell level):

0—detect magic, flare, ghost sound, light, mage hand, read magic;

1st—cause fear, charm person, sleep, ventriloquism;

2nd— cat ’s grace, darkness, daylight, hold person;

3rd—confusion, displacement, fear, haste;

4th—dimension door, greater invisibility.

Druid Spells/Day: 6/7/7/7/6/6/5/5/4/4; base DC = 17 + spell level.

Possessions: Pan’s pipes allow him to inspire goodwill among all mortal creatures within 20 feet of him when he plays. Enchanted creatures think of Pan as a dear friend and comrade unless they make a successful Will save against a DC equal to Pan’s Perform check result. The effect lasts one day. The pipes only function in the hands of a creature with divine rank 0 or higher.

Caster Level: 20th; Weight: 3 lb.

Other Divine Powers

As a lesser deity, Pan may take 10 on any check. Pan treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Pan can see, hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven 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 7 hours.

Portfolio Sense: Pan is instantly aware of any event that affects five hundred or more sylvan creatures, shepherds, sheep, or goats.

Automatic Actions: Pan can use Animal Empathy, Handle Animal, Intuit Direction, Knowledge (nature), Profession (herbalist), or Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Pan can create minor magic items involving nature or elements, such as boots of the winterlands or a wand of fireball, as long as the item’s market price does not exceed 30,000 gp.

Avatars

Pan’s avatars are often found frolicking with nymphs and satyrs in secluded woodlands. They appear as large satyrs, much like the deity himself.

Avatar of Pan
Druid 20/Bard 10/Barbarian 10
Large outsider
Divine Rank 3
Hit Dice 20d8+180 (outsider) plus 20d8+180 (Drd) plus 10d6+90 (Brd) plus 10d12+90 (Bbn) (1,040 hp)
Initiative +18
Speed 90 ft.
AC 57 (touch 41, flat- footed 57)
Attacks
Atk +53 melee (1d8+16, gore) or +68/+63/+58/+53 ranged (2d6+8/×3, Huge +5 shortbow with +3 arrows) or spell +53 melee touch or +60 ranged touch
Damage Gore 1d8+16; Huge +5 shortbow with +3 arrows 2d6+8/×3; or by spell
Face/Reach 5 ft. by 5 ft./10 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities.
Special Qualities

Divine immunities, DR 38/+4, fire resistance 23, sonic resistance 23, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 7 miles, remote communication, godly realm, teleport without error at will, plane shift at will, bardic knowledge +17, bardic music 10/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), fast movement, a thousand faces, nature sense, rage 3/day, resist nature’s lure, timeless body, trackless step, uncanny dodge (cannot be flanked, +1 against traps), venom immunity, wild shape (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day, elemental 3/day), woodland stride, SR 35, divine aura
(30 ft., DC 24)

Saves Fort +38, Ref +53, Will +42
Abilities Strength 33, Dexterity 46, Constitution 29, Intelligence 25, Wisdom 25, Charisma 32.
Skills Animal Empathy +54, Balance +53, Bluff +44, Climb +24, Diplomacy +46, Handle Animal +44, Heal +32, Hide +47, Intimidate +26, Intuit Direction +50, Jump +56, Knowledge (geography) +30, Knowledge (nature) +50, Knowledge (religion) +30, Listen +52, move silently +51, Perform +51, Profession (herbalist) +50, Ride (horse) +23, Scry +40, Spellcraft +30, Spot +37, Swim +44, Tumble +58, Wilderness Lore +60.
Feats Alertness, Cleave, Divine Might, Dodge, Combat Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Trip, Mobility, Plant Control, Plant Defiance, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Perform), Spring Attack, Superior Expertise.
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, Divine Celerity, Divine Archery, Increased Energy Resistance (sonic).
Domain Powers 7/day use animal friendship; cast chaos spells at +1 caster level; 7/day rebuke or command plant creatures.
Spell-Like Abilities Pan uses these abilities as a Caster level 13th, except for chaos spells, which he uses as an 14th-level caster.saving throw DC 24 +
spell level. animal shapes, antilife shell, barkskin, calm animals, changestaff, chaos hammer, command plants, commune with nature, control plants, creeping doom, dispel law, dominate animal, entangle, good hope, heroes' feast, hideous laughter, hold animal, irresistible dance, plant growth, protection from law, repel vermin, repel wood, shambler, shapechange,, summon monster IX (as chaos spell only), wall of thorns, word of chaos.

Rage: The following changes are in effect as long as Pan’s avatar rages: AC 55; hp 1,160; Atk +55 melee (1d8+18, gore); SQ Fire resistance 33, sonic resistance 33, SR 45; SV Fort +50, Will +48; Strength 37, Constitution 33; Climb +26, Jump +58, Swim +46. His rage lasts for 14 rounds, and he is winded for the duration of the encounter afterward.

greek border

To Greek Gods

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.