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Umberlee (Um-ber-LEE) The Bitch Queen

General Information: CE Portfolio: Oceans, waves, sea winds Realm: Major Spheres: All, Combat, Creation, Elemental, (involving the water-aspect only), Healing, Necromantic, Summoning, Weather Minor Spheres: Animal, Charm, Elemental (all other aspects), Guardian, Protection, Sun Worshipers: Symbols: A forked, blue-green wave, curling in breakers to both left and right, painted on a black background streaked with white. Colors: Holy Days: Sacrifices: Description: This goddess contests the fate of ships at sea eternally with Selune, causing the wicked currents that imperil shipping on the Sword Coasts. Umberlee commands the wind over the open sea, but prefers to use the waves as her weapons, striking opponents with 60 foot waves, drowning the unprotected. She is rarely seen, preferring to set currents and winds in motion from afar, or send forth great sharks to engulf swimmers or shipwrecked sailors. Her title has been bestowed upon her by the pirates, voyagers, and traders who have suffered under her rule, but tends to be used most often when these individuals are on dry land, and then in hushed voices. Clerical Information: Clericy Name: Main Temple Location: Clericy Description: Umberlee is one of the evil gods who is more feared than directly worshiped. Those who invoke her name are usually seeking to avoid her or the power she commands. There are those who relish her power and potential, and these become priests of Umberlee. As opposed to the other evil or avoided gods, Umberlee has a number of shrines and temples, the largest of which is the House on the Cliff, located in ___________ (away from the city itself). The ceremonial garb of the priests of Umberlee consists of a skin-tight blue or green body stocking worn with a voluminous cape trimmed with white fur (to represent foaming breakers). A tall collar, similarly trimmed, rises from the back of the neck. Requirements: Wisdom 13, Constitution 15 Weapons Allowed: Bludgeioning weapons plus the trident and harpoon Armor Allowed: Leather and shield Magical Items Allowed: Same as clerics Clerical Extras: Priests of Umberlee automatically have the swimming proficiency to start. This is at no cost to their nonweapon proficiency slots. At 5th level priests of Umberlee may breathe water automaticaly. At10th level, priests of Umberlee can move through water as if they were wearing a Ring of Free Action. Should they acquire such a ring, it provides no additional benefit. Like priests of Talos, priests of this order can control weather by moving the status to any situation worse that the present one and under the same condition (as listed on page 232 of the Player's Handbook). They may only perform these actions when at sea (fresh or salt water), or at the shores of an ocean or large lake. Large ponds and rivers are not sufficient to allow the use of this ability. At 12th level, priests of Umberlee can call and control 1d4 sharks in areas where they normally exist, once per day. The sharks arrive in 1d6 rounds. They respond to the priest's commands (even if spoken underwater). Clerical Limitations: Priests of Umberlee may not turn or command normal undead. They may command undead that were killed at sea or are aquatic in nature (such as lacedons or skeletons of pirates).
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(please send all flames to the water bucket)

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