Clerics of Jvelto
Jvelto is the god of the ocean, water, and sailing. His clerics are always
welcome aboard sailing vessels and also can often be found be found inland,
tending to the blessings of fresh waterways, wells and of course, taverns.
Jveltoans are known for their willingness to go out to the people rather
than waiting for them in their temples. And since many of the 'people' tend
to show up regularly in drinking establishments.... Jveltoans are also known
for their easy going personalities and their great senses of humor. Of course,
whenever you've got a patron with the sense of humor to give his clerics a
spell like, Giant Clam Shellskin, you can see where some of this comes from.
Temples of Jvelto tend to be less organized than those of any of the major
deities.
There are many wandering and adventuring priests of Jvelto, especially considering
how great a percentage of Hurvan settlements are either along the coast or
one of the major rivers.
Class Requirements
| Alignment |
Jvelto
is a Chaotic Neutral deity. Jveltoan clerics must be Chaotic. The flock
includes those of all alignments, but most are chaotic good or chaotic neutral.
|
| Duties: |
Blessings, Guidance, Marriage, Funerals |
| Other
Limits: |
Jveltoan
spells & powers tend to only relate to and effect water and aquatic life.
Although
not a requirement, it has been customary since well before the time of
Jvard for Jveltoan initiates to take on a new name which incorporates
one of the syllables of the Oceanlord's name. See Jvard's
Letter on Naming for more information on this practice. |
| Symbol: |
A
three-masted ship, held by a giant octopus, on a stormy sea. |
| Colors: |
Blue & White or Sea Green & White or some Blue & Blue combination. |
| Holy
Symbol: |
It can be crafted of any of a number of common shipyard woods, any metal
or stamped & fired into clay. The exact nature of the material is of
no consequence. For some unknown reason, they are always made with a 5"
diameter. |
Class Features
| Granted
Powers: |
Toughened
by the Sea (Ex): +2 Sacred Bonus on all Saves vs.
water related spells and a +1 Resistance Bonus on all Saves vs. Cold spells.
Note: these do not stack with each other.
Determine depth of water (Sp): The cleric must
be in contact with the water or on a ship or boat in contact, with the
body of water.
Aquatic Languages (Su): At 6th level, Jveltoans
gain two ranks in Speak Aquan. Every two levels after that they receive
another 1 rank.
At 11th level, they can communicate with Cetaceans (Whales, Dolphins,
Porpoises). If the Jveltoan can hear them, they can understand them, but
in order to talk back to them they must be in a form to make the appropiate
sounds (either via Wild Shape or some Polymorph ability).
Wild
Shape* (Sp): As per the druid ability
errata version in Masters of the Wild (and will
be in the 3.5 PH). Usable one (1) time per day beginning at 8th level.
Purify Water (Sp): As per the spell Purify Food
& Drink, but this power only effects water and has a activation time
of five minutes.
Underwater Clearvision (Ex): Jveltoans can see
twice as far as others of their race in underwater environments.
Water Breathing (Sp): 1/day. As per the spell though
it can only affect caster and does not require the material component.
Endurance
(Ex): At 8th level, the cleric receives the bonus
feat, Endurance, which grants +4 bonus to checks that involve performing
a physical action over time. |
| Prayer
List : |
All
Jveltoans know Bless, Burial Blessing, Create
Water and Endure Elements
in addition to the other spells on their Prayer List.
When
they gain 2nd level spells, they know Resist
Elements in
addition to the other spells on their Prayer List. |
| Weapons: |
Cutlass (Scimitar), Harpoon (S&F), Javelin, Net, Halfspear, Shortspear,
Trident
Jveltoans can also make use of items commonly found on ships such as Belaying
Pins (Club). |
| Armor: |
Any
non-metal, no shields. |
| Bonus
Skills: |
All
Jveltoans receive (2 + Int modifier) x 4 Skill Points at 1st level and
2 + Int modifier Skill Points at each successive level.
Bonus:
Swim, Use Rope
Recommended:
Craft: Shipmaking, Craft: Woodcarving, Gather Information,
Knowledge: Nature, Knowledge: Streetwise, Knowledge: Weather, Perform:
Limericks, Perform: Storytelling, Profession: Barkeep, Profession: Brewer,
Profession: Fisher, Profession: Sailor, Read/Write (Native Tongue), Wilderness
Lore |
* The form chosen by DM based on character's personality to date from the
following list: Beaver, Dolphin, Duck, Giant Crab, Manta Ray, Octopus, Otter,
Parrot, Seagull, Sea Turtle, Shark, Walrus. Once set, this form does not change.
| 1st
level spells |
Source
|
| Animal
Friendship |
PH |
| Bless |
PH |
| Buoyancy
Net |
R&R |
| Calm
Animals |
PH |
| Create
Water |
PH |
| Cure
Light Wounds |
PH |
| Detect
Animals (as Detect Animals or Plants) |
PH |
| Detect
Poison |
PH |
| Divine
Favor |
PH |
| Dowsing |
R&R |
| Endure
Elements |
PH |
| Fire
Eyes (fog) |
MotW |
| Hawkeye |
MotW |
| Know
Direction |
PH |
| Light |
PH |
| Obscuring
Mist |
PH |
| Purify
Drink (as Purify Food & Drink) |
PH |
| Quick
Sober |
R&R |
| Remove
Fear |
PH |
| Sanctuary |
PH |
| Sand
Blast |
MotW |
| Speed
Swim |
MoF |
|
| 2nd
level spells |
Source
|
| Adrenaline
Surge |
MotW |
| Aid
|
PH |
| Animal
Messenger |
PH |
| Animal
Reduction |
MotW |
| Animal
Trance |
PH |
| Animate
Water |
OA |
| Augury |
PH |
| Buoyant
Lifting |
SS
|
| Call
Aquatic Animal I (list needs to be rewritten) |
R&R |
| Charm
Animal (as Charm Person or Animal) |
PH |
| Cloudburst |
MoF |
| Create
Spring (12 hour duration) |
OA |
| Cure
Moderate Wounds |
PH |
| Delay
Poison |
PH |
| Fog
Cloud |
PH |
| Hold
Animal |
PH |
| Knife
Spray |
DotF |
| Make
Whole |
PH |
| Persistence
of the Waves |
MotW |
| Resist
Elements |
PH |
| Shellskin
(as Barkskin but can only target caster) |
PH |
| Speak
With Animals |
PH |
| Spiritual
Weapon (trident) |
PH |
| Swift
Water |
R&R |
| Swim |
OA |
| Warp
Wood |
PH |
| Weapon
of Water (as Bo of Water) |
OA |
|
| 3rd
level spells |
Source
|
| Barnacle
Growth (as Spike Growth) |
PH |
| Create
Ale & Herring (as Create Food & Water) |
PH |
| Cure
Serious Wounds |
PH |
| Dispel
Magic |
PH |
| Dominate
Animal |
PH |
| Embrace
the Wild |
MotW |
| Jvelto's
Bellyshaking Laughter (as Tasha's Laughter but replace the material
component with DF) |
PH |
| Jvelto's
Rash Anger (as Curse of the Brute but only can target caster) |
DotF |
|
Mark of Water |
BoEM |
| Pressure
Sphere |
R&R |
| Protection
from Elements |
PH |
| Remove
Disease |
PH |
| Standing
Wave |
MotW |
| Sweet
Water |
DotF |
| Sword
Stream |
DotF |
| Water
Breathing |
PH |
| Water
Walk |
PH |
| Whale's
Strength (as Bull's Strength) |
PH |
|
| 4th
level spells |
Source
|
| (Darsson's)
Potion |
MoF |
| Call
Aquatic Animal II (list needs to be rewritten) |
R&R |
| Control
Water |
PH |
| Cure
Critical Wounds |
PH |
| Divine
Power |
PH |
| Freedom
of Movement |
PH |
| Giant
Vermin |
PH |
| Mass
Calm |
MotW |
| Neutralize
Poison |
PH |
| Quench |
PH |
| Rusting
Grasp |
PH |
| Tongues |
PH |
| Touch
of the Eel |
R&R |
| Waterball |
MotW |
| Weapon
of the Deity (define weapon) |
DotF |
| Weapon
of the Deity (+1trident of shock) |
DotF |
|
| 5th
level spells |
Source
|
| Animal
Growth |
PH |
| Atonement |
PH |
| Call
Aquatic Monster (list needs to be rewritten) |
R&R |
| Cloak
of the Sea |
MotW |
| Commune
With Nature |
PH |
| Control
Winds |
PH |
| Dance
of the Unicorn |
OA |
| Greater
Mark of Water |
BoEM |
| Hallow |
PH |
| Ship
Snare |
R&R |
| Transmute
Rock to Mud |
PH |
| Water's
Embrace |
R&R |
|
| 6th
level spells |
Source
|
| Antilife
Shell |
PH |
| Binding
Winds |
MoF |
| Drown |
MoF |
| Find
the Path |
PH |
| Giant
Clam Shellskin (as Stoneskin but can only target caster; replace granite
with ground clamshell) |
PH |
| Greater
Call Lightning |
MotW |
| Greater
Dispelling |
PH |
| Jvelto's
Feast (as Heroes' Feast) |
PH |
| Master
of the Rolling River |
OA |
| Power
Word, Thunder |
R&R |
| Sudden
Wave |
|
|
| 7th
level spells |
Source
|
| Control
Weather |
PH |
| Righteous
Wrath of the Faithful |
DotF |
| Storm
Tower |
MoF |
|
| 8th
level spells |
Source
|
| Discern
Location |
PH |
| Horrid
Wilting |
PH |
| Stormrage |
MoF |
| Symbol |
PH |
|
| 9th
level spells |
Source
|
| Antipathy
|
PH |
| Elemental
Swarm |
PH |
| Jvelto's
Fury (as Denev's Fury) |
R&R |
| Lookingglass |
MotW |
| Nature's
Avatar |
MotW |
| Shapechange
|
PH |
| Storm
of Vengeance (but rain is not acidic) |
PH |
| Sympathy
|
PH |
| Thunderswarm |
MotW |
|
|
This spell is limited to aquatic animals. An aquatic animal is defined
as any one of the following types of normal animal: fish, sea mammal, waterfowl,
aquatic reptile, amphibian, crustacean or aquatic invertebrate.
It does not apply to dire or giant versions of these types.
This spell applies to or effects only aquatic animals and / or monsters.
This spell only functions in an aquatic environment. This includes
coastal areas, wetlands and rivers. The larger the body of water of the aquatic
environment, the further you can be from it. For example, being in any part
of a coastal city would qualify.
Clerics
Good
Deities' Clerics: Estereal | Soltana
Neutral Deities' Clerics: Azkal
|
Jvelto |Torodin | Wajen
Evil Deities' Clerics: Athelstan
|Izmira | Othniel