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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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