Jvelto's Clerics


ALIGNMENT: deity: CN; clerics: CX; flock: Any alignment
NWP: Bonus - Swimming
Recommended - Bartending, Deep Diving, Drinking, Fishing, Navigation, Oratory, Reading/Writing, Rope Use, Seamanship, Weather Sense
DUTIES: Guidance, Marriage
WEAPONS: Belaying Pin, Bill, Cutlass, Harpoon, Javelin, Net, Scourge, Spear, Trident
ARMOR: Any non-metal, no shields
OTHER LIMITS: Spells & powers only relate to and effect water and aquatic life
SPHERES of
INFLUENCE:
Major - All, Animal, Chaos, Divination, Elemental Water, Travelers, Weather
Minor - Charm, Combat, Healing, Plant, Protection
POWERS: +2 save vs. cold/water related spells, Determine depth (of water), Languages (one per level, 5th-8th level), Shapechange (8th)* , Purify water, Underwater clear vision, Water breathing, 1/day as 3rd lvl PR spell
SYMBOL: A three-masted ship, held by a giant octopus, on a stormy sea
COLORS: Blue & White or Sea Green & White or Blue & Blue

*Form chosen by DM based on character's personality to date from the following list: Beaver, Dolphin, Duck, Giant Crab, Manta Ray, Octopus, Otter, Seagull, Sea Turtle, Shark, Walrus

Clerics of Jvelto have twelve (12) CHARPs remaining to either spend on additional clerical abilities or to have carry over to the next step of the character creation process.