Eldath - Stillwater (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	0
Additional Slot 	0
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Healing
Recommended Proficiencies	None
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==Overview==
Eldath is the pacifistic goddess of peace, pools, and druid groves. A group of her clergy, sickened by how often priests get involved in battles, decided of their own volition to form a sect of priests devoted to peace and tranquility. The stillwaters are not very popular, since many see them as being too pacifistic to do anyone in the Realms any good. Eldath supports them, however, and seems to be watching over them.
==Description==
Serenity is the word used to describe the bearing of the stillwaters. They seem to radiate peace. Stillwaters do not wear any armor, nor do they carry any weapons.
Stillwaters wear long, flowing, blue-green robes and gowns, with light brown cloaks. Many wear garlands of flowers in their hair, using flowers that symbolize peace in any given locale, depending on where the stillwater operates from
==Role-Playing==
All stillwaters want to be as calm and placid as a still, quiet pond. Each cleric feels that achieving a state of perfect peace will bring him closer to Eldath herself.
No matter how heinous a being is, stillwaters will not raise a hand against them. They believe that inner peace lies within all beings, if only everyone would look deep inside themselves and allow it to come forth. Stillwaters try their best to talk and reason with everyone, pointing out to them the futility of violence.
==Special Abilities==
A stillwater may utter a soothing word a number of times equal to his level per day. This word affects two hit dice of creatures per level of the priest within a 20' radius. Creatures affected by the word cease hostilities and will listen to the cleric for 1d4+1 rounds. At the end of this time, each affected creature must make a saving throw vs spell or end the confrontation completely and walk away peacefully.
At 3rd level, stillwaters can cast sleep once per day. Note that they will not allow their compatriots to slaughter any sleeping foes.
At 5th level, stillwaters can cast forget once per day. This is cast with the intention of making the enemy forget its anger and why it is fighting in the hope that the enemy will wander away.
==Special Disadvantages==
Stillwaters cannot use any weapon nor wear armor. They cannot use any magical item that brings harm to another, nor can they cast any spell that causes disease or harm.
Stillwaters can turn undead.
: "Here's a jest for you: why are Stillwaters' cloaks dyed brown? To hide the bootprints all over their back! Funny, no? Honestly, I often wonder why they bother. I mean, I am not an overly violent person, but if someone attacks me or some helpless person (especially a beautiful woman), then stand back and watch my swordplay, friend. These priests try to talk to their enemies! Want to know how well it works! Suffice it to say I've seen more grave markers with the words "cleric of Eldath" on them than any other words, fiend!"
:: -Mendryll Belarod