WATCHER OF HELM: The god of guardians and protectors, Helm is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps. Helm is ever-vigilant, and embodies the spirit of lawful neutrality. Helm makes his home on the clockwork plane of Nirvana, in a region separate from Mystra. Helm's Symbol is an open eye painted onto a gauntlet.

Helm teaches that one must be ever vigilant, ever aware, ever prepared for one's enemies. He also serves who stands and waits and watches carefully. Careful planning will always defeat rushed actions in the end.

The Clergy of Helm tend to wear full plate armor as their religious clothing. Also, the Watchers prefer their vestments to look as if they were newly polished. The helms worn by such priest are open-faced, symbolizing their eternally vigilant diety.

Alignments Allowed: Lawful Neutral
Race: Human, Half-elf, Dwarf

ADVANTAGES
- 1% physical damage reduction per level
- Permanent Alertness; whenever a backstab succeds, there is a 50% chance of the backstab being ineffective against the Cleric
- Helm's Watch 1/day per 5 levels
- Fist of Faith at level 1
- Helm's Shield at level 3
- Mace of Odo at level 5
- Seeking Sword at level 7
- Faith Armor at level 9
- Tenfold Ironguard at level 11
- Seven Eyes at level 13

DISADVANTAGES
- Memorize One less spell per level

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

HIGH-LEVEL ABILITIES (ones only available to Helm)
- Summon Spectator (modify it)
- Aegis

 

 
     
 
     
 
     
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