Nature (CPrH)

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This deity is related to the gods of agriculture and fertility. He's most similar to the gods of the Earth, but is less concerned with earthly powers (like volcanoes) and more with weather and its effects on all living things.
The priesthood teaches the population to worship the deity of nature, and to fear him. It stresses the fact that man is a small, insignificant thing next to the grandeur of nature and must recognize that the sentient species are just elements, ingredients, of nature. This philosophy doesn't sit well with most of the sentient species, except the elves, who are in accord with it.
Nature-gods may be male or female.
The priests of this god are on good terms with Druids and the priests of Agriculture, Animals, Death, Earth, Fertility, Life-Death-Rebirth Cycle, Lightning, Race (Elf), Seasons, Sky/Weather, Thunder, and Vegetation.
Alignment: The deity is true neutral. The priests may be true neutral or neutral good; most are true neutral. The flock may be of any alignment.
Minimum Ability Scores: Wisdom 9. Wisdom 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Agriculture. Nonweapon Proficiencies Recommended: Animal Handling, Fire-building, Fishing, Weather Sense, Healing, Herbalism, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General.
Duties of the Priest: Guidance, Marriage. Vigilance against any forces, gods, or mortals that threaten nature: If a god of fire has gotten too happy and is burning up great tracts of plain or forest during an overlong summer, if a mortal civilization is destroying wilderness by exploiting it or expanding into it, priests of the god of nature are commanded (by their temple or by their god) to go forth and do something about it.
Weapon and Armor Restrictions: Weapons Permitted: Club, scythe, sickle. Armor Permitted: All armor and shields. Oriental Campaigns: Also nunchaku. All together, these constitute Medium combat abilities.
Other Limitations: Temples operated by these priests must be built outside city walls. Such priests can sleep within city walls (especially when travelling, when the city is under siege, etc.), but his permanent residence must be outside the city limits. To have permanent residence elsewhere is a minor offense, as described in the "Role-Playing" chapter under "Priests and Punishment."
Spheres of Influence: Major Access to All, Animal, Elemental, Plant, Protection. Minor Access to Divination, Healing, Sun, Weather.
Powers:  Analysis, Identification (as per the Designing Faiths chapter): The priest has no special detection powers, but when he sees a plant or animal he can identify its species and whether or not it is normal for this area. He can only identify non-magical animals and plants; those with any magical powers, including breath weapons, are beyond his power. Turn Undead (same as the Cleric ability). At 5th level: Inspire Fear (as per the Designing Faiths chapter). At 8th level: Shapechanging (as per the Designing Faiths chapter); the DM can decide whether the priest can turn into one animal or three, and what species he may turn into. He may opt to let the player make that choice.
Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same order, plus two third-level rangers and four first-level rangers to act as guards. The priest may take the following on adventures: Two priests and two rangers of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.
Possible Symbols: Mistletoe.