Gond (Gond) Wonderbringer
General Information: N
Porfolio: Artifice, craft, construction
Realm: Major Spheres: All Astral, Combat, Divination, Elemental,
Protection, Sun,
Minor Spheres: Charm, Guardian, Healing
Worshipers: Gnomes
Symbols: A toothed wheel of brass, bronze, iron, or bone
Colors: White, Black, & Bronze
Holy Days:
Sacrifices:
Description: Appears as a burly red-hued smith with a mighty hammer. Was granted his
powers by his parents, Oghma & Leria.
He has at his disposal a forge and anvil with which he may hammer out the stuff
of stars. Those who venerate him are primarily tinkers, alchemists, and builders.
Clerical Information:
Clericy Name: Gondsmen
Main Temple Location:
Clericy Description: Gondsmen wear saffron vestments with a crimson sash over the
right or left shoulder. The sash is dotted with small metal tools and other
objects, which may or may not prove useful (and range from interesting bits
of tin to the Gondsmen's lock-picking set). They wear a metal belt about the
waist and enormous sun hats. In dangerous situations Gondsmen wear standard
armor (along with the sash), but generally a Gondsman prefers the protection
of 10 or 12 big fighters.
Requirements: Wisdom 14, Intelligence 14, Dexterity 14
Weapons Allowed: Bludgeoning weapons
Armor Allowed: Plate (maximum), no shields
Magical Items Allowed: Same as clerics but including all magical staves, wands, and
rods.
Clerical Extras:
Priests of Gond gain a +2 bonus when using the following proficiencies:
armorer, artistic ability, blacksmithing, carpentry, engineering, pottery
and weaponsmithing. These are skills that must be paid for with non-weapon
profficiency slots. Purchasing additional proficiencies in these skills is
per standard rules.
Priests of Gond have an aptitude for devices, which includes mechanical
locks. They may pick locks given proper tools, as a thief of half their
level. This aptitude extends to mechanical traps, also equal to a thief
of half their level.
Clerical Limitations:
Priests of Gond cannot turn undead.
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