Valkur
Portfolio: Sailing, Seas, Dolphins
Ability Requirements: Wisdom 9, Constution 14
Prime Requisite: Wisdom, Constitution
Alignment: Chaotic Good

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.

Priest of Valkur use clubs, staves, daggers, tridents, and cutlasses in battle. Due to the impediments of armor to a swimmer, priest 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, Chaos, Charm, Combat, and Plant.

Priest of Valkur receive 110 character points to spend on skills and abilities from the following list. Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. The standard priest of Valkur spends his character points to acquire the abilities of airy water, followers, proficiencies, shapechange, speak with dolphins, summon dolphins, and access to spheres.

Access to spheres: The standard spell selection cost 70 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).
Airy water (5): At 8th level the priest can cast the 4th level mage spell airy water once per day at will.
Followers (5):
By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level. Refer to the priest section of the Players Handbook for more details on followers.
Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.
Proficiencies (10):
Priest of Valkur start with the proficiencies of Boat Piloting, Deep Diving, Navigation, Seamanship, Swimming, and Weather Sense.
Shapechange (10):
At 7th level, the priest can shapechange into a dolphin twice a day. Shapechanging from human to dolphin form heals 1d6 points of damage.
Speak with dolphins (5): The priest can speak with dolphins at will.
Summon dolphins (5): 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.
Warrior-priest (10): 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.
Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.


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