Helm - Quester (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
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 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Riding, land-based
Recommended Proficiencies	Law, tracking
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==Overview==
Helm, He of the Unsleeping Eyes, is the god of guardians and protection. In his infinite wisdom, Helm created the quester a priest that retrieves lost items and rescues lost or kidnapped people.
==Description==
All questers wear full plate mail and an open faced helm with a golden plume. Over this armor, these priests of Helm often don a golden-colored tabard with Helm's eye emblazoned on the chest. Questers can use any weapons, and many favor two-handed swords, totally rejecting the use of a shield.
==Role-Playing==
The concepts of guarding and protecting are passive and defensive by nature. Questers, on the other hand, aggressively respond to crises that have already taken place like kidnappings or the theft of a valuable item. The questers call this "reactive defense."
Questers are very single-minded clerics. They see each retrieval mission as a "quest", and will single-mindedly go forth and carry out their mission. Any being or force that stands in their way should either move aside or prepare to face their collective wrath.
==Special Abilities==
Questers cast spells from the Guardian and Protection spheres as if they were one experience level higher than normal. They also cast locate object spells that last 24 hours, rather than the usual B-hour duration.
==Special Disadvantages==
Questers of Helm are not especially welcome in the Heartlands and the North, thanks to Helm's belligerent role during the Time of Troubles. He kept the gods from ascending the Celestial Stairway, and killed Mystra when she attempted to do so. All reactions with Northem and Heartland NPCs have a penalty of -4 against the faithful of Helm.
Questers cannot cast spells from the Animal and Plant spheres.