Helm - Bulwark (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Strength 14,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 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Blindfighting
Recommended Proficiencies	Law
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==Overview==
The Bulwarks are the ecclesiastics of Helm's faith that acts as bodyguards, sentinels, or any other role that actively involves defense, protection, and warding. Despite the damage to Helm's reputation done during the Avatar crisis, many folks in authority seek out bulwarks for those difficult defense-related tasks.
Bulwarks are responsible for much of the income flowing into the coffers of this relatively unpopular (in the North, anyway) church.
==Description==
Bulwarks certainly live up to their name. They cut an imposing figure in their plate armor, open-faced helm with a sky blue plume, and a two-handed weapon such as a polearm, battleaxe, or two-handed sword. Bulwarks give the impression of being immovable objects, planted in locations by their duty and staying there until their job is done.
==Role-Playing==
A bulwark takes his job of defender very seriously. Many will not even talk while on duty. To some, this seems to indicate that the bulwark is simply not paying attention. On the contrary, he is so focused on defending his charge that he does not allow himself to be distracted by superfluous people and idle, empty-headed chit-chat.
The loyalty of a bulwark is beyond question. Loyal and vigilant, they tackle each assignment with a serious, stolid determination.
Many bulwarks are aware of the sullen dislike that most other deities have of Helm, and they tend to watch the clerics of those deities with suspicion.
==Special Abilities==
Bulwarks are only surprised on a 1 on a d10. In addition, they gain a +2 bonus to any vision check that needs to be rolled due to constant vigilance.
Bulwarks begin their careers with a free suit of plate mail armor and a two-handed weapon donated by the church of Helm. Bulwarks can also turn undead.
In the realm of glyphs, a bulwark has a 10% chance per level of identifying a particular glyph of warding. Bulwarks at 7th level can also cast a special glyph of warding spell once a day. This glyph, which resembles the eye of Helm, causes 4d6+1 hit points of damage per level of the priest, exploding in a silent blue flash of magical cold energy when activated. The special glyph is cast by pressing Helm's holy symbol on a surface for one round; the glyph appears as a branded Helm's eye and lasts for twelve hours per level of the priest. In all other ways, it acts as a normal glyph of warding spell.
==Special Disadvantages==
Since the church of Helm is suffering a dramatic drop in popularity, the only steady sources of income are the proceeds from the bulwarks' missions. Thus, each bulwark must tithe 50% of his treasure or salary (coins, gems, jewelry) to the church for charity work.
If a bulwark is somehow blinded by destruction of his eyes or by magical means, he must make a saving throw (no bonuses) vs rods or suffer the effects of a fear spell for 1d12 hours. While blind, bulwarks are reduced in status to normal clerics of the same level. Regaining his sight will be the bulwark's paramount goal, after which his status as a bulwark is also restored.