Helma - Goddess of Earth
Esmey = Gnomish name
Shelur = Orcish name
Helma = Human name
Nakiasha = Elven name
Alella = Dwarven name
Doon-Ya = Whirling name
Shelur = Orcish name
Helma = Human name
Nakiasha = Elven name
Alella = Dwarven name
Doon-Ya = Whirling name
Follower of Helma
Helma, being a stoic and serious god, who values all those of the earth, requires her priests to be self-sufficient and only the very early training may be conducted in the relative safety of the temple. All who are called to Helma's side must venture forth, and learn to make their own way through life. They must leave home, spread the word and spend time learning about the wider world. The Goddess of the Earth is not usually worshiped by the dwarfs, but it is considered the life's goal of all Helman clerics to bring other races into the protection of their deity.
Requirements: Wisdom 15
Alignment: Deity is neutral, but her follower can be of any alignment
Weapons Allowed: Club, dagger/dirk, knife, mace, maul, morning star, picks (all), scythe, sickle, sling, staff sling, stiletto, warhammer.
Armor Allowed: All non-magical non-metal armor, all non-magical non-metal shields.
Major Spheres: All, Creation, Elemental (may only use spells dealing with dust, stone, rock, mud, and earth, plus transmute metal to wood), Healing, Plant, Summoning, Any spells dealing with earth like material (stone, sand, …)
Minor Spheres: Animal, Combat, Divination, Protection
Magical Items Allowed: As cleric
Required Proficiencies: None
Bonus Proficiencies: Mining and stonemasonry
Additional powers are granted as the priest reaches higher levels:
1st Level:
The great powers that are drawn from the earth are not without their cost to the disciple.
Alignment: Deity is neutral, but her follower can be of any alignment
Weapons Allowed: Club, dagger/dirk, knife, mace, maul, morning star, picks (all), scythe, sickle, sling, staff sling, stiletto, warhammer.
Armor Allowed: All non-magical non-metal armor, all non-magical non-metal shields.
Major Spheres: All, Creation, Elemental (may only use spells dealing with dust, stone, rock, mud, and earth, plus transmute metal to wood), Healing, Plant, Summoning, Any spells dealing with earth like material (stone, sand, …)
Minor Spheres: Animal, Combat, Divination, Protection
Magical Items Allowed: As cleric
Required Proficiencies: None
Bonus Proficiencies: Mining and stonemasonry
Additional powers are granted as the priest reaches higher levels:
1st Level:
- Detect grade or slope in passage on 1-5 on 1d6
- Determine approximate depth underground on 1-3 on 1d6
- Can cast “Magical Stone” at will.The only restriction is that all stones must be used up to cast it again
- Turn Undead
- Can cast Wizard spell “Stoneskin” once every 3 days
- Immunities to stone/rock like spell
- Can “communicate” with stone. By means of this power, the priest is able to know what walked an area of rock or stone in the last week.
- Can cast Wizard spell “Stoneskin” once a day
- Can cast Wizard spell “Wall of stone” once every 2 days
The great powers that are drawn from the earth are not without their cost to the disciple.
- Due to the intense demands of the earth, the disciple does not level quickly like a priest, but instead follows the standard druid chart.
- Followers cannot harm (on purposes) a product of the earth. If he does, he would be strip of any spells for no less than 1d4 weeks.