KIR (Spirit of the Fury)

Greater Power

Portfolio: All bodies of water

Alignment: Chaotic Neutral

Ability Requirements: Wis 9, Con 12

NWP Required: Navigation (bonus)

Weapons Allowed: Trident, net, harpoon

Armor: None

Major Spheres: (With respect to water life/creatures only) All, Animal, Elemental, Plant, Protection, Summoning, Travelers,Weather

Minor Spheres: Creation, Divination

Granted Powers: Make all saves vs. water-based spells and spell-like effects at +4. Gain one additional spell per spell-level allowed per day that must come from the Elemental Water sphere. At 3rd Level: Secure Aquatic Familiar. The Priest is empowered with the ability to Summon a familiar from a body of water with which he is familiar with a 100% chance of success. The exact familiar will vary based on the specific body of water. The Priest will effectively function as a Priest one level higher when in or within 100 yards of the body of water from which is familiar has been

summoned. Note that the familiar may not be removed from the water and transported around. If the Priest is more than 100 yards away from his body of water, then he will function at one level lower. At 9th Level: Call Storm. On a body of water the size of a large lake or greater, the Priest may call a storm into existence. The storm will obscure vision and make movement on the body of water impossible. It will capsize a rowboat or smaller, has a 50% chance of capsizing a boat up to 40 feet long, and a 5% chance of capsizing a larger vessel. The DM should adjudicate

instances of people and things being pitched overboard as he sees fit. At 13th level: Ability to survive on the Elemental Plane of water for 1 hour, and an additional hour for every level over 13th. This ability is not conferred

to associates.

Turn Undead: Only those connected with the water (Lacedon, Sea Zombies, etc)

 

 

 

Priests of Kir will make every effort to keep themselves within reach of a body of water. It is from water that they draw their power, which makes them particularly powerful in a water-based campaign. Away from water,

the powers of the Priest wane. In a desert environment they are totally ineffective. Priests of Kir are called Waterlords, and refer to themselves as Servants of the Sea.