GONDSMEN OF GOND: Gond Wonderbringer is the god of artifice, craft, and construction. He is the god of blacksmiths, woodworkers, and engineers. Gond is a native of the truly neutral plane of Concordant Opposition. His symbol is a toothed wheel, in ivory, bone, or metal.

The Gondsman's belief can be summed up as "Actions count." Intentions and thought are one thing, but in the end it is the result, what remains after the sword is forged, the battle is fought, that is the most important. To venerate Gond is to continually question and challenge the unknown with new devices and items. This crosses into both Mystra's territory (regarding magical items) and Oghma's (regarding new knowledge); Gond is on fairly good terms with both.

The faithful of Gond are responsible for such devices as the arquebus, the blunderbuss, the caviler, the musket, the ribald, and of course smoke powder. The nature of the new devices issuing from Gond's priest is troubling to some, in particular to those who worship Oghma, god of knowledge. It seems to them that some of the Gondsmen's inventions are not as well thought out as they should be Gondsmen can use any bludgeoning weapon and firearms.

In dangerous situations Gondsmen wear armor (plate maximum, no shield), but most generally prefer the protection of 10 to 12 big fighters. They wear saffron vestments, but are best known for wearing red sashes which contain gears, locks, hooks, and bits of steel, tin, and wood that might prove interesting or useful in a pinch.

Stats Required: Wisdom 14, Intelligence 14, Dexterity 14
Alignments Allowed: True Neutral
Race: Human, Halflings, Half-Elf

ADVANTAGES
- Innate physical resistance (crushing, slashing, piercing, missile) of 1% per level
- Knock 1/day per 5 levels
- Wieldskill at level 1 (3e gond spell)
- Detect Traps at level 3
- Improved Wieldskill at level 5 (3e gond spell)
- Fist of Gond at level 7
- Telekinesis at level 9
- Blade Barrier at level 11
- Forcecage at level 13

DISADVANTAGES
- Memorize One less spell per level

SPHERE ACCESS
- Major access to the spheres of all, astral, charm, combat, creation, divination, guardian, healing, law, necromantic, protection, summoning, sun, war, and wards
- Minor access to the spheres of elemetal-air, elemental-earth, elemental-fire, and elemental-water
- No access to the spheres of animal, chaos, law, necromantic, numbers, plant, summoning, thought, time, travelers, war, wards, and weather

HIGH-LEVEL ABILITIES
- Gond's Telekinetic Sphere (like Otilke's Telekinatic Sphere but larger)
- Divine Equipment (gives the priest a powerful suit of armor, musket, helmet, and hammer)

 

 
     
 
     
 
     
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