Deneir - Wordsmith (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Intelligence 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, Wizard
Bonus Proficiencies 	Reading/writing
Recommended Proficiencies	Ancient language, Artistic ability (calligraphy)
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==Overview==
Wordsmiths are special clerics of Deneir, god of glyphs, images, literature, and art. They act as teachers, scribes, librarians, and translators.
==Description==
Naturally, the one thing all wordsmiths wear is the holy writing kit, a triangular leather belt pouch filled with parchment, ink, and quills. Wordsmiths have a scholarly air about them, and seem generally inoffensive.
Wordsmiths wear the traditional tan-white tunics and golden circlets of the faith. They wear medium-length cloaks of bright crimson.
Due to their noncombative exposure to the generally peaceful public, wordsmiths do not wear armor. One might keep a short-hafted one-handed weapon, such as a hammer or horseman's mace, discreetly tucked away for emergencies, or he might rely on his sturdy walking stick (quarterstaff) as a last-minute safeguard.
==Role-Playing==
Wordsmiths are intelligent, educated, articulate, creative, learned, and charitable. Although some people may see such intelligence as an excuse to be elitist snobs, wordsmiths are surprisingly discreet about their intellectual abilities.
Wordsmiths are the kind of people who always have that elusive word that someone is looking for, though it is always offered in a helpful manner, not in an arrogant fashion.
There is a small sect of wordsmiths, comprised of poets and writers, who do act overly dramatic and angstridden. They moan and complain about things like "writer's block" and "deadlines," and how people constantly change their drafts. The rest of the wordsmiths refuse to indulge these over-sensitive souls.
==Special Abilities==
Aside from the Common tongue, wordsmiths get two additional languages and the ability to read and write them for free. Wordsmiths speak languages with such fluency that it becomes almost impossible to tell where the priest is originally from by the way he speaks. For anyone attempting this, they must roll a 1 on a d20 in order to guess the wordsmith's original home by his accent.
A wordsmith has a base 20% chance plus 2% per level, of deciphering glyphs, symbols, and other magical writings. In the case of things such as explosive runes, glyphs of warding, or other spell effects activated by reading, the wordsmith must make a saving throw (no bonuses) vs spell. If he succeeds, the effects are not triggered. Otherwise, the effects are unleashed.
Wordsmiths gain a +4 bonus to saving throws versus runes, glyphs, symbols, and other reading-activated effects.
==Special Disadvantages==
Anyone who cannot read or write well can ask a wordsmith for help, and that help must be given. Whenever a wordsmith enters a town or city, there is a cumulative 10% chance per day that he will wind up doing 2d4 hours of charity work.
Wordsmiths cannot turn undead, and they cannot wear any armor.