Clerics of Jvelto

Jvelto is the god of the ocean, water, and sailing. His clerics are always welcome aboard sailing vessels and also can often be found be found inland, tending to the blessings of fresh waterways, wells and of course, taverns.

Jveltoans are known for their willingness to go out to the people rather than waiting for them in their temples. And since many of the 'people' tend to show up regularly in drinking establishments.... Jveltoans are also known for their easy going personalities and their great senses of humor. Of course, whenever you've got a patron with the sense of humor to give his clerics a spell like, Giant Clam Shellskin, you can see where some of this comes from.

Temples of Jvelto tend to be less organized than those of any of the major deities.

There are many wandering and adventuring priests of Jvelto, especially considering how great a percentage of Hurvan settlements are either along the coast or one of the major rivers.

Class Requirements

Alignment Jvelto is a Chaotic Neutral deity. Jveltoan clerics must be Chaotic. The flock includes those of all alignments, but most are chaotic good or chaotic neutral.
Duties: Blessings, Guidance, Marriage, Funerals
Other Limits:

Jveltoan spells & powers tend to only relate to and effect water and aquatic life.

Although not a requirement, it has been customary since well before the time of Jvard for Jveltoan initiates to take on a new name which incorporates one of the syllables of the Oceanlord's name. See Jvard's Letter on Naming for more information on this practice.

Symbol: A three-masted ship, held by a giant octopus, on a stormy sea.
Colors: Blue & White or Sea Green & White or some Blue & Blue combination.
Holy Symbol: It can be crafted of any of a number of common shipyard woods, any metal or stamped & fired into clay. The exact nature of the material is of no consequence. For some unknown reason, they are always made with a 5" diameter.

Class Features

Granted Powers:

Toughened by the Sea (Ex): +2 Sacred Bonus on all Saves vs. water related spells and a +1 Resistance Bonus on all Saves vs. Cold spells. Note: these do not stack with each other.

Determine depth of water (Sp): The cleric must be in contact with the water or on a ship or boat in contact, with the body of water.

Aquatic Languages (Su): At 6th level, Jveltoans gain two ranks in Speak Aquan. Every two levels after that they receive another 1 rank.

At 11th level, they can communicate with Cetaceans (Whales, Dolphins, Porpoises). If the Jveltoan can hear them, they can understand them, but in order to talk back to them they must be in a form to make the appropiate sounds (either via Wild Shape or some Polymorph ability).


Wild Shape* (Sp): As per the druid ability errata version in Masters of the Wild (and will be in the 3.5 PH). Usable one (1) time per day beginning at 8th level.

Purify Water (Sp): As per the spell Purify Food & Drink, but this power only effects water and has a activation time of five minutes.

Underwater Clearvision (Ex): Jveltoans can see twice as far as others of their race in underwater environments.

Water Breathing (Sp): 1/day. As per the spell though it can only affect caster and does not require the material component.

Endurance (Ex): At 8th level, the cleric receives the bonus feat, Endurance, which grants +4 bonus to checks that involve performing a physical action over time.

Prayer List :

All Jveltoans know Bless, Burial Blessing, Create Water and Endure Elements in addition to the other spells on their Prayer List.

When they gain 2nd level spells, they know Resist Elements in addition to the other spells on their Prayer List.

Weapons: Cutlass (Scimitar), Harpoon (S&F), Javelin, Net, Halfspear, Shortspear, Trident

Jveltoans can also make use of items commonly found on ships such as Belaying Pins (Club).
Armor: Any non-metal, no shields.
Bonus Skills:

All Jveltoans receive (2 + Int modifier) x 4 Skill Points at 1st level and 2 + Int modifier Skill Points at each successive level.

Bonus: Swim, Use Rope

Recommended: Craft: Shipmaking, Craft: Woodcarving, Gather Information, Knowledge: Nature, Knowledge: Streetwise, Knowledge: Weather, Perform: Limericks, Perform: Storytelling, Profession: Barkeep, Profession: Brewer, Profession: Fisher, Profession: Sailor, Read/Write (Native Tongue), Wilderness Lore

* The form chosen by DM based on character's personality to date from the following list: Beaver, Dolphin, Duck, Giant Crab, Manta Ray, Octopus, Otter, Parrot, Seagull, Sea Turtle, Shark, Walrus. Once set, this form does not change.

1st level spells
Source
Animal Friendship
PH
Bless
PH
Buoyancy Net
R&R
Calm Animals
PH
Create Water
PH
Cure Light Wounds
PH
Detect Animals (as Detect Animals or Plants)
PH
Detect Poison
PH
Divine Favor
PH
Dowsing
R&R
Endure Elements
PH
Fire Eyes (fog)
MotW
Hawkeye
MotW
Know Direction ‡‡
PH
Light
PH
Obscuring Mist
PH
Purify Drink (as Purify Food & Drink)
PH
Quick Sober
R&R
Remove Fear
PH
Sanctuary
PH
Sand Blast
MotW
Speed Swim
MoF
2nd level spells
Source
Adrenaline Surge
MotW
Aid
PH
Animal Messenger
PH
Animal Reduction
MotW
Animal Trance
PH
Animate Water
OA
Augury
PH
Buoyant Lifting
SS
Call Aquatic Animal I (list needs to be rewritten)
R&R
Charm Animal (as Charm Person or Animal)
PH
Cloudburst
MoF
Create Spring (12 hour duration)
OA
Cure Moderate Wounds
PH
Delay Poison
PH
Fog Cloud
PH
Hold Animal
PH
Knife Spray
DotF
Make Whole
PH
Persistence of the Waves
MotW
Resist Elements
PH
Shellskin (as Barkskin but can only target caster)
PH
Speak With Animals
PH
Spiritual Weapon (trident)
PH
Swift Water
R&R
Swim
OA
Warp Wood
PH
Weapon of Water (as Bo of Water)
OA
3rd level spells
Source
Barnacle Growth (as Spike Growth)
PH
Create Ale & Herring (as Create Food & Water)
PH
Cure Serious Wounds
PH
Dispel Magic
PH
Dominate Animal
PH
Embrace the Wild
MotW
Jvelto's Bellyshaking Laughter (as Tasha's Laughter but replace the material component with DF)
PH
Jvelto's Rash Anger (as Curse of the Brute but only can target caster)
DotF
Mark of Water
BoEM
Pressure Sphere
R&R
Protection from Elements
PH
Remove Disease
PH
Standing Wave
MotW
Sweet Water
DotF
Sword Stream
DotF
Water Breathing
PH
Water Walk
PH
Whale's Strength (as Bull's Strength)
PH
4th level spells
Source
(Darsson's) Potion
MoF
Call Aquatic Animal II (list needs to be rewritten)
R&R
Control Water
PH
Cure Critical Wounds
PH
Divine Power ‡‡
PH
Freedom of Movement
PH
Giant Vermin
PH
Mass Calm
MotW
Neutralize Poison
PH
Quench
PH
Rusting Grasp
PH
Tongues
PH
Touch of the Eel
R&R
Waterball
MotW
Weapon of the Deity (define weapon)
DotF
Weapon of the Deity (+1trident of shock)
DotF
5th level spells
Source
Animal Growth
PH
Atonement
PH
Call Aquatic Monster (list needs to be rewritten)
R&R
Cloak of the Sea
MotW
Commune With Nature ‡‡
PH
Control Winds ‡‡
PH
Dance of the Unicorn
OA
Greater Mark of Water
BoEM
Hallow
PH
Ship Snare
R&R
Transmute Rock to Mud
PH
Water's Embrace
R&R
6th level spells
Source
Antilife Shell
PH
Binding Winds
MoF
Drown
MoF
Find the Path ‡‡
PH
Giant Clam Shellskin (as Stoneskin but can only target caster; replace granite with ground clamshell)
PH
Greater Call Lightning
MotW
Greater Dispelling
PH
Jvelto's Feast (as Heroes' Feast)
PH
Master of the Rolling River
OA
Power Word, Thunder
R&R
Sudden Wave
7th level spells
Source
Control Weather ‡‡
PH
Righteous Wrath of the Faithful
DotF
Storm Tower
MoF
8th level spells
Source
Discern Location ‡‡
PH
Horrid Wilting
PH
Stormrage
MoF
Symbol
PH
9th level spells
Source
Antipathy
PH
Elemental Swarm
PH
Jvelto's Fury (as Denev's Fury) ‡‡
R&R
Lookingglass
MotW
Nature's Avatar
MotW
Shapechange
PH
Storm of Vengeance (but rain is not acidic)
PH
Sympathy
PH
Thunderswarm
MotW
 

† This spell is limited to aquatic animals. An aquatic animal is defined as any one of the following types of normal animal: fish, sea mammal, waterfowl, aquatic reptile, amphibian, crustacean or aquatic invertebrate.
It does not apply to dire or giant versions of these types.

‡ This spell applies to or effects only aquatic animals and / or monsters.

‡‡ This spell only functions in an aquatic environment. This includes coastal areas, wetlands and rivers. The larger the body of water of the aquatic environment, the further you can be from it. For example, being in any part of a coastal city would qualify.


Clerics
Good Deities' Clerics: Estereal | Soltana
Neutral Deities' Clerics:
Azkal | Jvelto |Torodin | Wajen
Evil Deities' Clerics: Athelstan |Izmira | Othniel