Azuth
Portfolio: Mages, Energy
Ability Requirements: Wisdom 14 Intelligence 13
Prime Requisite: Wisdom, Intelligence
Alignment: Lawful Neutral
Priests Alignment: Any Non-Evil
Technology: Not
Allowed
Undead: Turn
Azuth is known as the High One, the Patron of Wizards.
He is lawful and neutral in alignment, and makes his home in Arcadia.
Azuth is the god of wizards and mages (and to a much lesser degree, all who cast spells), as opposed to Mystra, who is the goddess of all magic. Azuth is Mystra's servant, friend, and advisor.
Followers of Azuth feel that reason is the best way to approach magic, and that is may be examined and reduced to its component parts through study and meditation. Calm and caution are the watchwords of the Azuthian priest, to avoid mistakes that even magic cannot undo.
The vestments of the priesthood are shimmering gray robes. Priests of Azuth cannot wear armor or use shields and are limited to using blunt, bludgeoning weapons. They can use magic items allowed to both clerics and wizards, including scrolls. Priests of Azuth sphere selection is the same as those of a cleric.
Saving Throw Bonus: The Priest with this ability recieves a +2 to all saves vs magic.
Mana Bonus: The Priest gains +1 mana each level increase.
Spell Boost (3rd Level): The Priests spells gain either a -1 to saving throw or +1 damage to each dice rolled (or +1 for healing).
Casting reduction (5th Level):
The priests' spell casting time is reduced
by 1. All spells retain a minimum casting time of 1.
Deneir
Portfolio: Literature, Art
Ability Requirements: Wisdom 12, Intelligence 12
Prime Requisite: Wisdom, Intelligence
Alignment: Neutral Good
Priests Alignment: Any Non-Evil
Technology: Not
Allowed
Undead: Turn
Deneir, the Lord of All Glyphs and Images, is the god
of literature and literacy, the patron of the artist and the scribe. His
is the power to render accurately and describe, to write and to read, and
to pass on information. His homeplane is the Beastlands, where it is said
he has a library containing all that is known and true. Deneir is in service
to Oghma, and is also known as Oghma's scribe. His symbol is a single candle
set above an eye. Deneir, with Mystra, has influence on the mysterious group
known as the Harpers, and one of his largest churches, The Inner Chamber,
is the front for an extensive Harper organization known as Twilight
Hall.
Followers of Deneir believe that information that is not recorded and saved to be used later is information that is lost. Literacy is an important gift of the gods, and should be spread and taught. Followers of Deneir have taken an oath of charity as well, such that they cannot turn down the request of another to write letters and transcribe information. Information that does not harm should be made free to all.
Priests of Deneir wear tan-white tunics and golden circlets bearing Denier's symbol on their brow, and medium length cloaks of bright crimson. Denier's priests also wear a holy writing kit, a triangular leather belt pouch filled with parchment, ink, and quills. They can use only one handed bludgeoning weapons and can wear up to banded armor, but is not allowed to use a shield. They gain the nonweapon proficiency of Reading/Writing for free.
Denier's priest standard spell selection consists of major access to the spheres of All, Creation, Divination, Guardian, Healing, Protection, and Summoning, and minor access to Sun, and Weather. They can use magical items allowed to clerics.
Identify symbols: When confronted with a ward or runic symbol, the priest can try to identify the symbol. Make two Intelligence/Knowledge checks. If the first one succeeds, the priest determines the type of person (Harper, merchant, ranger, orc, etc.) Who left the rune. A second Intelligence/Knowledge check allows the priest to determine the general meaning of the rune (warning, good food, ambush, ancient magic, etc.) though not the exact details of the message.
Saving throw bonus (3rd Level): The priest gains a +4 bonus on all saving throws vs. damage and malicious effects caused from books, scrolls, runes, and other magical writing, including the effects of curses and magical tomes handled by the wrong class. In situations where the reader gets no saving throw (such as reading explosive runes), then a normal saving throw is allowed without modification.
Read Magic (5th Level): The Priest can use the spell "Read Magic" three times per day without wasting mana.
Speak / read / write languages (7th Level): Starting at 7th level the priest can speak, read, and write any language without needing to take them as nonweapon proficiencies.
Eilistraee
Portfolio: Song, Dance, Swordwork, Hunting
Ability Requirements: Wisdom 9, Dexterity 16, Charisma 14
Prime Requisite: Wisdom, Dexterity
Alignment: Chaotic Good
Priests Alignment: Any Good
Technology:
Neutral
Undead: Turn
Eilistraee, the "Dark Maiden," is the goddess of the
good drow. Those rare dark elves who yearn for a return to life in the surface
Realms, an existence akin to that enjoyed by elves of the woodlands, left
behind by the drow long ago.
Eilistraee (pronounced "eel-ISS-tray-ee") is a goddess of song and beauty, worshiped though song and dance-preferably in the surface world, under the stars of a moonlit night. Eilistraee has worshipers of human, elven, and in particular half-elven stock, and looks kindly upon the Harpers.
All clergy of Eilistraee are females of any intelligent race. They must nurture beauty, music, the craft of making musical instruments, and song wherever they find it. Assist hunters and hunting, and help others in acts of kindness whenever they see ways to do so.
Priestesses must be skilled on the playing of at least one of the Dark Maidens favored instruments - horn, flute, or harp. They must be adequate singers and fit, graceful dancers. They must gather songs and musical knowledge constantly, and acquire training in the use of the sword when they can. Priestesses of Eilistraee can only use magical armor or armor of drow make. Priestesses are allowed to use any weapon, but whenever possible, a priestess of the Dark Maiden must use swords in battle. If no swords are to hand but other bladed weapons are available, they must be used in preference to other weapons.
Priestesses of Eilistraee must have the nonweapon proficiencies of: Singing, Dancing, Musical instrument, Hunting, and Cooking before they may choose anything else. They can choose two of these nonweapon proficiencies for free, the others must be purchased.
Whenever and wherever possible, the faithful of Eilistraee must encourage drow to return to the surface world, and work to promote harmony between drow and surface-dwelling races, to establish drow as rightful, non-evil inhabitants.For more information on priestesses of Eilistraee see pages 20 through 26 of "The Drow of the Underdark."
The standard spell selection for priestesses of Eilistraee consists of major access to the spheres of All, Combat, Creation, Elemental-Fire, Guardian, Healing, Necromantic, Protection, Sun, and Weather. Minor access is given to the spheres of Charm, Divination, Summoning, and Travelers.
Hit point bonus: Priestesses with this ability use 1d10 to determine their hit points rather than 1d8.
Magic missiles (4th Level): At 4th level, a priestess with this ability can cast Magic Missile twice per day (four missiles per spell) in addition to the number of spells the priestess can normally cast.
Enchant weapons (6th Level): At 6th level, the priestess can enchant bladed weapons by touch, three times per day. Weapons enchanted in this way glow with a silvery radiance and have a +2 bonus to hit and damage for 7 rounds, regardless of how many attacks they land or how many dispel magic spells are launched against them.
Spell turning (9th Level):
At 9th level, a priestess with this ability
can cast spell turning as per the 7th level wizard spell.
Eldath
Portfolio: Peace, Pools, Springs, Druid Groves
Ability Requirements: Wisdom 14, Charisma 13
Prime Requisite: Wisdom, Charisma
Alignment: True Neutral
Priests Alignment: Any Non-Evil
Technology: Not
Allowed
Undead: Cannot Turn
Eldath is the goddess of waterfalls, springs, pools,
stillness, peace, and quiet places. She is the guardian of druid groves.
Eldath is completely neutral to the point of extreme pacifism and non-action, even when threatened. This is one of the reasons that Eldath is almost a forgotten power, in that most worshipers think of Mielikki or Silvanus first. Like Mielikki, Eldath serves Silvanus.
Eldath has three types of priest that venerate her, clerics, druids, and specialty priest, called "Peacemen" and "Peacewomen" in the faith. The clerics and druids serve Eldath without the limitations against harming others (see below), but are encouraged to conduct themselves in a fitting fashion as put forth by their god.
Priest of Eldath cannot fight, except to defend themselves and those with them. They may not initiate attacks, charges, or ambushes. They are pacifists. Those priest of Eldath who seek to bend the will of the goddess to their own ends will soon find themselves without clerical abilities.
Specialty priest are not allowed to wear any armor and can only use staves, clubs, stones, slings, staff slings, lasso, and net for weapons, and then only with great restrictions. The standard spell selection consist of major access to the spheres of All, Astral, Charm, Divination, Elemental (water aspected spell only), Healing, Protection, and Sun. Priests have minor access to the spheres of Animal, Guardian and Plant.
Cold resistance: +2 saving throw bonus vs. cold or ice based attacks.
Parry attacks (3rd Level): In combat the priest may parry an unlimited amount of melee attacks directed to him/herself without taking up any actions.
Sleep (3rd Level): At 3rd level, the priest may cast a sleep spell in addition to the number of spells he can cast. The priest gains an additional sleep spell for every additional three levels of experience (1 at level 1, 2 at three, etc)
Silence 15' radius (5th Level): At 5th level, the priest may cast a silence 15' radius spell in addition to the number of spells he can cast. The priest gains an additional silence 15' radius spell for every additional three levels of experience.
Sanctuary (9th Level): At 9th level, the priest has a sanctuary spell in effect on himself at all times. Any direct attackers must make a saving throw vs. spells or totally ignore the priest.
Hoar
Portfolio: Revenge, Retribution
Ability Requirements: Strength 12, Wisdom 9
Prime Requisite: Strength, Wisdom
Alignment: Lawful Neutral
Priests Alignment: Any Non-Evil
Technology:
Neutral
Undead: Turn as if a Paladin of same level
Hoar the Doombringer is the lesser power of revenge
and retribution, known in the Inner Sea lands as Assuran. He was not worshiped
before the Time of Troubles, only having his name invoked by those seeking
revenge. However, with the restructuring of the way the Powers of the Realms
determine their personal power by how many worshipers they have, Hoar has
been concentrating on developing a following of faithful supporters before
he fades away.
With Hoar making appearances to those who invoke his name to try and convert them to worshiping him, he is more dependant on those who he has converted to bring about vengeance to those deserving of his attention.
Hoar's priest must seek out wrongs to right, wicked to punish, and avenge those who cannot avenge themselves. Since these priest often punish those whom ordinary laws can't touch (for instance, to punish a rich man who bribes his way out of any charge or punishment), they frequently have to perform their missions secretly, so that the local authorities cannot learn of them. These vigilante priests are not appreciated by local governments.
Priests of Hoar use the same weapons allowed to thieves and clerics. They can use any armor and shield, but avoid wearing anything heavier than chain mail. Recommended character Kits include, Assassin, Outlaw, Peasant Hero, Pirate, Scout, and Spy.
The standard spell selection for priests of Hoar consist of major access to the spheres of All, Combat, Divination, Guardian, Healing, Protection, and Summoning. Minor access is granted in the spheres of Chaos, Charm, Necromantic, Sun, and Travelers. Magic items are the same as those of clerics and thieves.
Warrior-priest: Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. For example, a priest could have an 18/30 Strength, and he could gain bonus hit points for having a Constitution score greater than 16.
Detect Lie (3rd Level): The priest can cast the detect lies spell three times a day in addition to other spells.
Inspire fear (3rd Level): At 3rd level the priest may cause fear, as the fourth level mage spell, but the area of effect is only a 30 foot cone.
Aura of Protection: (5th Level): All evil aligned enemes within a 10' radius of the priest suffer a -1 penalty to their thac0.
Portfolios: Joy, Happiness, Dance, Festivals, Trade,
Money, Wealth
Ability Requirements: Wisdom 13, Charisma 13
Prime Requisite: Wisdom, Charisma
Alignment: Chaotic Good
Priests Alignment: Any Good
Technology:
Neutral
Undead: Turn
Lliira, Our Lady of Joy, is the goddess of contentment,
release, joy, happiness, dance, and freedom, and is the patroness of festivals.
Lliira has recently taken on the portfolio of the dead goddess Waukeen, the
goddess of trade, money, and wealth. Therefore she has two types of specialty
priest, one of Joy, happiness and dance and one of Trade, wealth and money.
Lliira makes her home on the outer plane of Arvandor. Her symbol is three
stars: one orange, one yellow, and one red.
Lliira's followers are believers in the ability, potential, and talent of the individual, and the celebration of life and its diversity. Often this to hedonism that would make a Sunite blush (briefly). With the absorption of the church of Waukeen, Lliira's church has become wealthier, but taken on a more responsible air, as it attracts more of the merchant class.
Lliira's priests are known as joybringers, and dress in a mixture of orange and yellow. Since the Time of Troubles, the church has attracted many of the former followers and clergy of Waukeen, and many of that faith's old temples have now been reconsecrated to Lliira. With the infusion of new blood, the church has become mildly more responsible and mildly more mercantile. It has also developed a stronger feeling towards personal freedoms. With Lliira's rapid growth it is quite possible she will soon become an intermediate power, as was Waukeen.
Both types of Lliira's priest are allowed to wear any type of armor and use bludgeoning weapons, plus the lasso and net. If a priest of Joy uses a weapon that inflicts damage on another, all the priest powers are revoked. This does not apply to undead or non-humanoid monsters. The penalty exist until the Lliiran priest spends a full day engaged in meditation and absolution, followed by a big party all night. Priests of Trade do not have this restriction, but are expected to act appropriately. Priests of Lliira recieve the nonweapon proficiency of Appraising and Dancing for free.
The standard spell selection for both types of Lliiran priest consist of major access to the spheres of All, Animal, Charm, Creation, Healing, Guardian, Protection, and Sun. Minor access is given to Divination, Plant, and Summoning.
Combat bonus: The priest gains a +2 to hit when engaged in wrestling or other non-lethal forms of combat.
Discern true metal (3rd Level): The priest has the ability to discern true metal from false. They cannot identify metal per se, but can determine if a supposedly gold coin is truly gold or a gold-plated lead fake, or even if it was created magically (say, by a djinn).
Soothing word (3rd Level): Priest may utter a soothing word once per day. The soothing word may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest. The priest has a 50% chance per individual affected to remove the magic, plus 2% per level. The soothing word may also be used to add a +2 to initial reactions with others.
Fools Gold (5th Level): The Priest can use the spell "fools Gold" three times per day.
Heroes Feast (7th Level):
At 7th level the Priest can cast the spell "Heroes
Feast" Once per day.
Mask
Portfolio: Thieves, Shadows
Ability Requirements: Dexterity 14, Wisdom 14
Prime Requisite: Dexterity, Wisdom
Alignment: Neutral Evil
Priests Alignment: Any Non-Good
Technology:
Neutral
Undead: Command
Mask is the god of rogues, thieves, and is the lord
of shadows. He appears as a lithe man garbed in dark clothing and a cloak
of shadows. He always wears a black velvet mask, tinged with red; this has
also become his symbol. A former Intermediate power, Mask suffered a major
loss of power, and the portfolio of intrigue, during the Cyrinishad fiasco.
Mask makes his home in the Plane of Hades. His domain there is known as Shadow
Keep.
All that occurs within shadow is in the purview of Mask. Stealth and wariness, it is believed, are virtues, and the writings of a true follower of Mask can be read in many ways. In addition to thieves and more shadowy individuals, courtiers and diplomats have been known to evoke the god's name in hopes of guaranteeing a smooth negotiation.
Priests of Mask are allowed to wear up to studded leather armor and can use any weapon that thieves are allowed to use. They dress in blacks and grays and usually wear domino mask across the eyes or a black mask similar to that of their god to protect their anonymity. Priests of Mask are the only people who can take a multi-class combination of Thief/Cleric.
Mask grants his priest access to the following spheres of influence: Major access to All, Combat, Divination, Guardian, Healing, Protection, and Sun (Reversed Only). Minor access is given to Elemental (All but Water), Necromantic, Summoning, Travelers, and Weather.
Thief Ability: Skill Points: Priests of Mask have the abilities of thieves. They start with the base ability scores, modified for dexterity and race, but get no initial discretionary points to allocate. For each level he attains, the priest receives 20 points to allocate to his thieving abilities. If the Priest is a multi-classed Thief/Cleric then he simply gains +40 points to place wherever he chooses at character creation.
Defense Bonus (3rd Level): +2 bonus to Armor Class when unarmored and unencumbered.
Detect Illusion (5th Level): Priest can detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.
Backstab (6th Level):
If the priest successfully moves silently
and hides in shadows, he can backstab an opponent. The priest gains a +4
bonus on his attack roll and the blow does double damage.
Milil
Portfolio: Poetry, Song
Ability Requirements: Wisdom 12, Intelligence 13, Charisma 14
Prime Requisite: Wisdom, Charisma
Alignment: Neutral Good
Priests Alignment: Any Non-Evil
Technology: Not
Allowed
Undead: Turn
Milil is the god of poetry, eloquence, and song. He
is venerated by bards but is considered secondary of Oghma, in a similar
manner to Deneir. Milil is on excellent terms with a number of powerful gods,
including Mystra and Sune. Milil is said to be welcome in the elven pantheon
as well, because of the beauty of his song. Milil makes his home in the plane
of the Beastlands. His symbol is the silver harp, but he is not directly
connected with the Harpers, who use the crescent moon and harp.
Milil is a god of creativity and inspiration, of the whole song more than just the lyrics or the music. He represents the finished thought, the process that takes an idea from conception to competition. As a result, the ethos of Milil teaches to consider the world in terms of a continuing process, a song that begins at birth and is only silenced with the final chord. Clerical vestments of Milil are made of rich, lustrous fabric, usually crimson with golden dragons arching and spiraling across their length. Priests of Milil gain the nonweapon proficiencies of Musical Instrument (Harp) and Singing for free.
Milil's priest can wear any armor and use all bludgeoning weapons. The standard spell selection consists of major access to the spheres of All, Charm, Creation, Divination, Healing, Necromantic, Protection, and Travelers. Minor access is given to the spheres of Sun, Thought, and Weather.
Enthrall: The priest may enthrall an audience (as the spell of the same name) with song. This ability may be used once per day, with the same limitations as the spell, but with the following exception: the priest may not affect creatures of a higher Wisdom than himself or creatures with more hit dice than his own experience level.
Soothing word: Priest may utter a soothing word once per day. The soothing word may remove fear or other harmful emotion-affecting magic from all within 20 feet of the priest. The priest has a 50% chance per individual affected to remove the magic, plus 2% per level. The soothing word may also be used to add a +2 to initial reactions with others.
Song of Charm (3rd Level): At 3rd level, the priest can create a song of charm that functions as a charm person spell but can be heard within a 20' radius from the priest.
Song of suggestion (7th Level): At 7th level, the priest can create a song of suggestion that functions as a suggestion spell but can be heard within a 20' radius from the priest.
Red Knight
Portfolio: Planning, Strategy
Ability Requirements: Intelligence 12, Wisdom 12
Prime Requisite: Intelligence, Wisdom
Alignment: Lawful Neutral
Priests Alignment: Any Non-Evil
Technology:
Neutral
Undead: Cannot Turn
The Red Knight is a lesser power in the service of
Tempus, the Lord of War. She is the goddess of planning and strategy, and
though there have been occasional fighting orders in her name, she has no
established temples and few shrines. She is portrayed as a dark-haired woman
in blood red armor, with a map of the Realms tightly clasped in her
hands.
The Red Knight is venerated within the church of Tempus, but always in a secondary position to the Lord of Battles. Shortly after the Crusade against the Tuigan hoard the Red Knight gained her own individual following of supporters. The first shrine dedicated to her was built by her first priest, Araca Darkson. A young charismatic woman, Araca left the shrine to the care of those she recruited to the faith, and travels the Realms with an adventuring party, preaching the faith and converting those she can into worshiping the Red Knight, and seeking to gather enough treasure to build a temple to her goddess.
The Red Knight's priest may wield any bludgeoning weapon and any one weapon of the priest choosing (see below). They may wear any armor, preferably dyed red, and use shields. The spell selection for her priests consist of the following spheres; major access to All, Combat, Divination, Guardian, Law, Thought, and Wards. Minor access is given to Charm, Healing, Protection, Sun, and Time.
Immunity: The priest is immune to the effects of confusion, feeblemind and fear spells.
Hit point bonus: Priests with this ability use 1d10 to determine their hit points rather than 1d8.
Weapon allowance: The priest can choose a favored edged weapon and gains a +1/+1 to damage and thac0 while using that weapon. The priest must still purchase proficiency in the chosen weapon.
Detect weakness (3rd Level): The priest can detect the weaknesses and vulnerabilities of others. This ability requires two rounds of studying to determine the weakness. The priest can be involved in combat while doing this but suffers a +1 penalty to armor class until the weakness is determined. The priest then gains a +2 to hit and +2 damage on that opponent. If any vulnerabilities exist that the priest would normally not know of they too are determined (such as a ghouls vulnerability to protection from evil spells, brown molds vulnerability to cold, etc.)
Inspire (5th Level):
All comrades within a 50' radius of the
priest gain a +1 to both damage and thac0 within combat situations. This
ability increases for every five levels of the priest (+1 at level 5, +2
at level 10, etc).
Torm
Portfolio: Duty, Loyalty, Obedience
Ability Requirements: Constitution 12, Wisdom 15
Prime Requisite: Constitution, Wisdom
Alignment: Lawful Good
Priests Alignment: Any Non-Evil
Technology: Neutral
Undead: Turn as if a Paladin of same level
Torm the True and the Brave is the god of duty loyalty, and obedience, and the patron of paladins and those who face danger for a greater good. Torm makes his home in the Prime Material Plane, much like Eldath and Mielikki. Torm is the good right hand of Tyr, and works in the service of the greater power of justice. Torm's symbol is a metal gauntlet.
Torm's is one of the most ethically pure of all faiths, in that it is devoted to loyalty and obedience. This is not a blind obedience, and a servant working for an evil master is responsible to a higher authority in his loyalty. Salvation may be found through service. Torm's popularity is increasing, particularly in the wake of the Time of Troubles. He benefits from an enthusiastic following, and number of fighting orders and paladins have devoted themselves to this god.
Priests of Torm wear a full suit of battle armor in much the same manner as Tempus, but it is clean, well polished, and battle ready. Torm's priests are allowed to use any weapon, but tend to favor two-handed swords or bastard swords.
The standard spell selection consist of the following spheres: major access to All, Astral, Combat, Divination, Guardian, Healing, Law, Protection, Sun, and Wards, with minor access to Charm, and Weather.
Command: Priest of Torm may use the command spell three times per day.
Loyalty bonus: Henchmen following a priest of Torm treat the priest as if his Charisma was 18 for purposed of determining loyalty, provided they worship (or at least recognize the power of) Torm. If the priest' Charisma is already 18, his henchmen treat him as if his Charisma were 19.
Detect Lie (3rd Level): The priest can cast the detect lies spell three times a day in addition to other spells.
Laying Hands (7th Level):
This power is identical to the paladin's
ability; the priest can, once per day, heal himself or another for 2 hit
points per experience level.
Valkur
Portfolio: Sailing, Seas, Dolphins
Ability Requirements: Wisdom 9, Constution 14
Prime Requisite: Wisdom, Constitution
Alignment: Chaotic Good
Priests Alignment: Any Non-Evil or Lawful
Technology:
Neutral
Undead: Cannot Turn
Valkur the Mighty is a sailor's god, a lesser power
who intercedes to protect ships against the cruel whimsy of Umberlee and
the destruction of Talos. He is a chaotic good deity, and not always responsive
to his followers' prayers. As a result, worship among the sailors is more
in line with trying to placate the Gods of Fury rather than seek protection
from them--protection that may never come.
Valkur appears as a giant sailor, wading through the ocean, which only comes up to his knees. He carries a great shield, with which he turns back the worst of the forces of nature arrayed against him. Valkur sometimes uses dolphins as his sign that his presence is near.
Valkur's priest are diligently trying to build up the popularity and strength of his church by showing that Valkur can indeed be counted on to protect the helpless from the gods of Fury. Since the clergy is a reflection of the god, they strive to appear tranquil, slow to anger, and not prone to sudden changes of plans, opinions, or mindsets. Their reliability is impeccable, since they want others to see that the faith is solid and trustworthy. Their patience is hard earned, because Valkur isn't as trustworthy as a devotee might wish, and the priests need to live with their god's chaotic behavior. All priest of Valkur must endure a 10% chance that his or her spells will fail. Priests gain the nonweapon proficiencies of Deep Diving, Weather Sense and Swimming for free.
Priest of Valkur use clubs, staves, daggers, tridents, and cutlasses in battle. Due to the impediments of armor to a swimmer, priests of Valkur do not wear any. The spell selection consist of major access to the spheres of All, Divination, Elemental (air, water), Healing, Protection, Summoning (aquatic creatures only), and Weather, with minor access to Animal (aquatic creatures only), Chaos, Charm, Combat, and Plant.
Speak with dolphins: The priest can speak with dolphins at will.
Immunity: The Priest gains a +2 to any saves vs water/ice spells.
Water Walk (3rd Level): At 3rd level the priest can cast the spell "Water walk" once per day at will. This ability can be taking more then once up to a maximum of 3/times per day.
Summon dolphins (5th Level): Three times a day priest of Valkur have a 60% chance plus 1% per level of summoning 1d4 dolphins. The dolphins arrive in 3d10 minutes, but only if they are native to the body of water the priest is in. The dolphins will talk to the priest and answer his questions, but will not take possible fatal risk for the priest.
Shapechange (7th Level): At 7th level, the priest can shapechange into a dolphin twice a day. Shapechanging from human to dolphin form heals 1d6 points of damage.