Ruins of Adventure
- Races: Any
- Classes: Cleric
- Ability Requirements: Int 12, Wis 9
- Alignments: Any
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Any Bludgeoning
- Allowed Armor: Any Armor or Shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Proficiencies: Blacksmithing, Carpentry, Engineering, Religion
- Required Proficiencies: none
- Recommended Proficiencies: Literacy
- Forbidden Proficiencies: none
- Major: All, Combat, Creation, Divination, Elemental (all), Guardian, Numbers, Summoning, Time, Wards
- Minor: Charm, Healing, Thought
Overview: Gond is the god of inventions and artificers. Clerics of Gond excel in repairing broken things, improving existing designs, and inventing new items and constructs. Sometimes, should Gond be willing, the new inventions even work!
Description: Clerics of Gond are hardly what one would expect a priest to look like. Most of these clerics wear leather aprons and clothes of dark colors, making it easier to hide the inevitable grease stains, tears, and scorch marks. Many also have numerous quills, rulers, and hastily scribbled notes on bits of paper or parchment sticking out of their many pockets. If not for Gond’s holy symbol of a cog wheel showing prominently on their persons, very few people in the Realms would have any idea that these unkempt people were priests.
Role-Playing: Most people look at a device and wonder how to operate it. Clerics of Gond look at the same device and wonder what it can do, how well-built it is, and how can it be improved beyond its initial design. These clerics love spending their time drawing up designs, taking apart existing devices, and tinkering with anything constructed artificially. When clerics of Gond enter a village or place they have never been before, they cheerfully start right in on repair work that they believe needs doing.
Many clerics of Gond enjoy discussions with secular builders from outside of Gond’s temples. One of their great joys is in exchanging ideas and comparing notes. They are so absorbed in doing this that they often times forget to preach Gond’s faith to unbelievers. Gond, however, doesn’t mind, since the deity sees all acts of building and construction as worship for him.
Unfortunately, clerics of Gond are also easily distracted from life-or-death matters by the simple presence of a unique device, gadget, or construct. Rather than cast a spell to wreck an invaders catapult, the cleric would rather stare at it, taking it apart and putting it together in his mind, mulling over possible improvements, and admiring its craftsmanship.
- Clerics of Gond take half the time as normal to repair or build anything, including weapons and armor. This even applies to Tinker Devices for multi-class Cleric/Tinkers.
- The following non-weapon proficiencies cost only one slot for a cleric of Gond to purchase or improve: armorer, bowyer/fletcher, engineering, set snares, and weaponsmithing. Also, they gain a +2 bonus when using the proficiencies of armorer, blacksmithing, carpentry, engineering, stonemasonry, and weaponsmithing.
- Clerics of Gond can find concealed or secret doors on a roll of 1-3 on 1d6.
- Clerics of Gond are taught the secrets of Smoke Powder. This is a closely guarded secret of the church, and thus not associated with common alchemical proficiency.
Creating Smokepowder requires 1 hour of work and the expenditure of one of the priest’s prepared spells — producing 1 charge of Smokepowder per level of the spell lost. Creating Smokepower does not require a lab or base materials, as it is formed directly from the ether by Gond’s power.
- Clerics of Gond cannot turn undead.
- They are so constantly distracted by devices around them that they suffer a +2 penalty to their initiative rolls.
Return to Religions.