Umberlee - Anchor (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Constitution 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 	Swimming
Recommended Proficiencies	Navigation, Seamanship
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==Overview==
Even without the mercurial gods of the Realms, the sea is a place rife with danger. Storms, navigational hazards, and sea creatures all combine to make water travel a challenging hazard. The anchors are priests who save people from drowning and help guide boats past water hazards. Naturally, a fee is involved for these services.
==Description==
Since anchors wind up in the water more often that not, they wear just enough clothing to preserve their modesty. This is usually dark blue swimming apparel. When on land, they dress in blue-green bodystockings and they also wear a warm white cloak draped over their shoulders for comfort. Some have a rare tiara of black coral as a badge of distinction among the clergy.
Most anchors favor harpoons, tridents, and daggers for weapons. They reject armor, which tends to make them sink in water.
==Role-Playing==
An anchor is a cross between a mercenary and a lifeguard. On one hand, the anchors do have a genuine desire to save drowning victims and prevent ships from running aground. On the other hand, they expect to be well paid for it, usually demanding 50gp per level or hit die of the rescued being.
==Special Abilities==
All Anchors can speak with animals at will, though this is limited to marine life. They can turn aquatic undead only. These priests are not limited to evil alignments: they can be true neutral or chaotic neutral as well.
==Special Disadvantages==
Anchors cannot wear armor, and they cannot cast any spells that deal with fire or earth. Like tempests, they must donate 30% of their earned fees, but this money goes directly to the church of Umberlee.