Ruins of Adventure
- Races: Human
- Classes: Cleric
- Ability Requirements: Str 14, Wis 9
- Alignments: Lawful
- Starting Cash: By class
- Allowed Priest Kits: Adviser, Avenger, Chronicler, Guardian, Moralist, Nobleman Priest
- Weapon Slots: By class
- Allowed Weapons: Any Weapons
- Allowed Armor: Any Armor, no shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Proficiencies: Blind-Fighting, Land-based Riding, Religion
- Required Proficiencies: none
- Recommended Proficiencies: Law, Tracking
- Forbidden Proficiencies: none
- Major: All, Combat, Creation, Divination, Guardian, Law, Protection, Summoning, Sun, Travelers, Wards, Weather
- Minor: Healing
Overview: Helm, He of the Unsleeping Eyes, is the god of guardians and protection. The ecclesiastics of Helm’s faith act as bodyguards, sentinels, or any other role that actively involves defense, protection, and warding. Despite the damage to Helm’s reputation done during the Avatar crisis, many folks in authority seek out clerics of Helm for those difficult defense-related tasks. These clerics are responsible for much of the income flowing into the coffers of this relatively unpopular (in the North, anyway) church.
Description: Clerics of Helm cut an imposing figure in their plate armor, open-faced helm with a sky blue plume, and a two-handed weapon such as a polearm, battleaxe, or two-handed sword. Over their armor, the priests of Helm often don a golden-colored tabard with Helm’s eye emblazoned on the chest. These clrics give the impression of being immovable objects, planted in locations by their duty and staying there until their job is done.
Role-Playing: A cleric of Helm takes his job of defender very seriously. Many will not even talk while on duty. To some, this seems to indicate that the cleric is simply not paying attention. On the contrary, he is so focused on defending his charge that he does not allow himself to be distracted by superfluous people and idle, empty-headed chit-chat. The loyalty of a cleric of Helm is beyond question. Loyal and vigilant, they tackle each assignment with a serious, stolid determination.
The concepts of guarding and protecting are passive and defensive by nature. Clerics of Helm, on the other hand, aggressively respond to crises that have already taken place like kidnappings or the theft of a valuable item. The clerics call this reactive defense. They see any such retrieval mission as a quest, and will single-mindedly go forth and carry out their mission. Any being or force that stands in their way should either move aside or prepare to face their collective wrath.
Many clerics of Helm are aware of the sullen dislike that most other deities have of Helm, and they tend to watch the clerics of those deities with suspicion.
- These clerics begin their careers with a free suit of plate mail armor and a two-handed weapon donated by the church of Helm.
- Clerics of Helm can turn undead.
- Helm’s clerics are surprised only on a 1.
- Clerics of Helm gain a +2 bonus to any check made to see or notice something, due to their constant vigilance.
- A cleric of Helm has a 10% chance per level of identifying a particular glyph of warding.
- A cleric of Helm can prepare one extra spell per spell level, this spell must be from the Guardian sphere.
- Clerics of Helm cast spells from the Guardian and Protection spheres as if they were one experience level higher than normal.
- A locate object spell cast by a cleric of Helm lasts for 24 hours, rather than the usual B-hour duration.
- At 7th level, the cleric can cast a special glyph of warding spell once a day. This glyph, which resembles the eye of Helm, causes 4d6 hit points of damage, +1 per level of the priest, exploding in a silent blue flash of magical cold energy when activated. The special glyph is cast by pressing Helms holy symbol on a surface for one round; the glyph appears as a branded Helm’s eye and lasts for twelve hours per level of the priest. In all other ways, it acts as a normal glyph of warding spell.
- Clerics of Helm are not especially welcome in the Heartlands and the North, thanks to Helm’s belligerent role during the Time of Troubles. He kept the gods from ascending the Celestial Stairway, and killed Mystra when she attempted to do so. All reactions with Northern and Heartland NPCs have a penalty of -4 against the faithful of Helm.
- Since the church of Helm is suffering a dramatic drop in popularity, the only steady sources of income are the proceeds from the cleric’s missions. Thus, each cleric of Helm must tithe 50% of his treasure or salary (coins, gems, jewelry) to the church.
- If a cleric of Helm is somehow blinded by destruction of his eyes or by magical means, he must make a saving throw vs rods or suffer the effects of a fear spell for 1d12 hours. While blind, clerics of Helm lose all of the special abilities listed above. Regaining his sight will be the cleric’s paramount goal, after which his special powers are also restored.
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