Ruins of Adventure
- Races: Any
- Classes: Cleric
- Ability Requirements: Cha 12, Wis 9
- Alignments: NG, TN, CG, CN
- Starting Cash: By class
- Allowed Priest Kits: Avenger, Halfling Oracle, Healer, Idol Priest, Nobleman Priest, Oracle, Outlaw Priest, Pacifist Priest, Peasant Priest, Poro, Priest Defender, Scholar Priest, Shinobi Priest, Shukenja, Sohei, Stridesman, Wanderer, War Priest, Wise Woman
- 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: Direction Sense, Gaming, Religion
- Required Proficiencies: none
- Recommended Proficiencies: Appraising, Local History, Land-based Riding, Read Lips
- Forbidden Proficiencies: none
- Major: As Cleric
- Minor: As Cleric
Overview: As the goddess of good luck, Tymora’s favors are frequently sought after by adventurers. These clerics are itinerant priests of Tymora who sometimes turn up under lucky circumstances and minister to adventurers and explorers. It is said that every back-alley dice game is an act of worship to Tymora. Whether this is true or not, Tymora’s clerics also oversee games of chance. These priests make sure that no one is involved in luck tampering (also known as cheating). They oversee as well as play in games of chance, and are familiar with the rules to all of them.
Description: There is no set clerical garb for the followers of Tymora; arms, armor, and clothing is such a matter of taste that many could pass for just another adventurer. However, the observant will notice the confident, almost cocky grin, and the tell-tale silver disk that is the holy symbol of Lady Luck. Indeed, when the contents of a chamber-pot emptied from a second story window manage to cover everyone in a group except for one seemingly overconfident adventurer, odds are that the clean one is a cleric of Tymora.
Role-Playing: The clerics of Tymora are the adventuring arm of one of the most popular (and thus influential) gods in Faerûn. Life is good. Is it any wonder that the clerics seem supremely confident?
Paladins, cavaliers, and other dramatic warriors cannot help but admire the seemingly nick of time arrival of a cleric of Tymora in the middle of a crisis. Even the dour, violent priests of Tempus, Lord of Battles, are impressed at the recklessness of the clerics when the latter priests enter battle. The clerics of Tymora have learned that there is no sense in worrying about the future; Lady Tymora has their luck in her hands. Why, the cleric could fight a red dragon and emerge victorious and unscathed, only to choke to death on a chicken bone at the inn where the victory party is held!
Thus, these clerics, while not foolish, will often throw caution to the wind and trust in luck. Considering how many adventurers die despite their meticulous plans, this is not so ridiculous a tactic.
- The clerics of Tymora can turn undead.
- Twice per day, a cleric of Tymora can do one of the following things:
- Turn an enemys attack roll result into a 1 (critical fumble).
- Turn her own attack roll into a 20 (critical hit).
- Make one ally gain a +1 on attack rolls for one round.
- Make one enemy suffer a -1 penalty on attack rolls for one round.
- Automatically succeed at a proficiency or ability check.
- Cause an enemy to fail at a proficiency or ability check.
- If a cleric of Tymora is either playing or watching a game of chance, anyone attempting to cheat using the Gaming proficiency suffers a +1 penalty to the die roll for every experience level of the cleric. Note that this may be sufficient to push that NPCs proficiency roll to 17 or higher, which means that the person is caught cheating.
- In combat, if the cleric of Tymora successfully calls the number on a d20 attack roll before rolling the die, he hits the target successfully despite the die roll amount needed normally.
- Tymora is a fickle goddess, even for her clerics. There is a cumulative 2% chance per day that the cleric’s special abilities will not work, because Tymora is distracted with someone else that she favors. Once a failure has been reached, the chance resets back to the initial 2%. This likelihood is checked at the beginning of the day. Of course, if the cleric unknowingly does not use his special abilities that day, well, thats a stroke of luck!
- If a cleric of Tymora plays a game of chance and rolls a 20, her opponents believe that she has cheated. Furthermore, if the cleric actually does cheat in gaming, he loses access to his spells for 24 hours.
Return to Religions.