Ruins of Adventure
- Races: Any
- Classes: Cleric
- Ability Requirements: none
- Alignments: Non-Evil
- Starting Cash: By class
- Allowed Priest Kits: Adviser, Avenger, Barbarian Priest, Healer, Natural Philosopher, Nobleman Priest, Outlaw Priest, Peasant Priest, Scholar Priest, Shinobi Priest, Shukenja, SKinwalker (aquatic animals only), Tribal Priest, Wanderer
- Weapon Slots: By class
- Allowed Weapons: Any Weapons
- Allowed Armor: None
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Proficiencies: Navigation, Religion, Seamanship, Swimming, Weather Sense
- Required Proficiencies: none
- Recommended Proficiencies: Naval Combat, Rope Use
- Forbidden Proficiencies: none
- Major: All, Air, Chaos, Charm, Combat, Creation, Healing, Necromantic, Summoning, Sun, Travelers, War, Water, Weather
- Minor: Animal, Divination
Overview: Valkur is a demipower venerated primarily by sailors. His clerics try their best to intercede on behalf of mariners to a god who tends to be fickle and unpredictable. The clerics of Valkur are attempting to build support for Valkur’s church. They want to make it grow by showing that Valkur can indeed be counted upon to protect the helpless from the wrath of either Umberlee or Talos. Now if the priests could only get Valkur to cooperate with them, things would be fine.
Description: These clerics try to present Valkur in a stable, serene light to put doubting worshipers minds at ease. The clergy wears tunics of shimmering deep blue to symbolize placid waters. The cleric’s outfit is completed by a white clerical stole embroidered with gold threads in designs of dolphins, anchors, lighthouses, and sea gulls and other sea birds for good luck. Clerics of Valkur use clubs, staves, daggers, tridents, and cutlasses in battle. Due to the impediments of armor to a swimmer, they do not wear any.
Role-Playing: The clerics of Valkur are a clergy anxious to prove that their god is dependable. Since the clergy is a reflection of the god, they strive to appear tranquil, slow to anger, and not prone to sudden changes of plans, opinions, or mindsets. Reliability and patience are the virtues most embraced by these clerics. Their reliability is impeccable, since they want others to see that the faith is solid and trustworthy. Their patience is hard-earned, because Valkur isn’t as trustworthy as a devotee might wish, and the priests need to live with their god’s chaotic behavior.
- By making an ability check against Wisdom, a cleric of Valkur can determine whether a bad weather condition or disaster comes naturally or arises as a result of the servants of Talos or Umberlee. The clerics gain a +1 bonus to these checks per level starting at 3rd level.
- Valkur sometimes uses dolphins as his sign that his presence is near. All clerics of Valkur can speak with dolphins at will.
- Three times a day, a cleric of Valkur have a 60% chance plus 1% per level of summoning 1d4 dolphins. They arrive in 3d10 minutes, but only if they are native to the body of water the cleric is in. The dolphins will talk to the cleric and answer his questions, but they will not take possible fatal risks for the priest.
- At 7th level, a cleric of Valkur can shapechange into a dolphin twice a day. Shapechanging from human to dolphin form heals 1d6 points of any existing damage.
- At any given time, there is always a chance that Valkur isn’t paying attention to his clerics. Thus, there is a flat 10% chance that any clerical spell cast by a cleric of Valkur will utterly fail. This stacks with any chance of spell failure from having a low Intuition score.
- Clerics of Valkur cannot turn undead.
- Since the clergymen of Valkur are trying to build up a popular mariners faith all over Faerûn, these clerics must give 40% of all their treasures to the church.
Return to Religions.