| 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.