Grumbar
Portfolio: Elemental Earth, Solidarity, Changelessness, Oaths
Ability Requirements: Wisdom 9
Prime Requisite: Wisdom
Alignment: Neutral

Grumbar, Boss of Earth, King of the Land Below the Roots, the Gnarly One, is an Elemental Lord from the Elemental Plane of Earth. He is generally uncaring to his faithful, but continues to grant his priest their powers since their worship increaces his power on his home plane. To maintain continued worship he does take a limited intrest in his followers mortal problems, and occationaly makes his presence known with a manifistaion, but never an avatar.

Grumbar's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Grumbar's symbol varys greatly from faction to faction, but is generally a depiction of mountains. It is believed that if Grumbar's following (or any of the other Elemental Lords) were to somehow become unified he would become a very powerful force in the Realms. Something the other gods don't really wish to see happen.

Priest of Grumbar can be of any alignment, but are usually neutral. They dress in whatever their faction deems approprate for the representation of their god. This is usually large bulky vestments with heavy padding to bulk up their mortal frames. They normally choose earth tones, blacks, and greys. They use any armor and shields, and use bludgeoning weapons and picks.

Sphere selection is limited to Major access to All, Creation, Elemental-Earth, Necromantic, and Plant. Minor access is given to Combat, Divination, Guardian, Healing, and Protection.

Priest of Grumbar receive 85 character points to spend on skills and abilities from the following list. Skills cost 5 to 15 points. Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. The most common abilities are followers, mining detection, summon elemental, and access to spheres.

Access to spheres: The standard spell selection cost 60 character points or he can purchase spheres individually just as clerics do (see page 57 of the Skills and Powers book).
Casting reduction (5): The priest' spell casting time is reduced by 1. All spells retain a minimum casting time of 1.
Detect evil/good (10): A priest with this ability can see emanations of evil or good (depending on the priests alignment) from creatures and objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the priest cannot be attempting other actions.
Followers (5/10): By purchasing this skill, a priest can gain followers as described in the Players Handbook if he establishes a stronghold and is at least 8th level. If this is purchased as a 10-point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level. Refer to the priest section of the Players Handbook for more details on followers.
Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8.
Know Alignment (10): This ability allows the priest to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.
Mining detection abilities (10): A priest with this ability is familiar with mining, tunneling, and stone-work. By concentrating for one round the priest can:

Determine the approximate depth underground, 1-4 on 1d6.
Determine approximate direction underground, 1-3 on 1d6.
Detect unsafe walls, ceilings, or floors, 1-7 on 1d10.
Detect any grade or slope in the passage they are passing though, 1-5 on 1d6.
Resist energy drain (10): Priest with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level draining attacks of undead. If the attack does not normally allow a saving throw, a saving throw is allowed with a -4 penalty.
Spell duration increase (10): The duration of all non instantaneous spells cast by the priest increases by 1 round for every two experience levels of the priest. For example, a 6th level priest has his spells' durations increased by 3 rounds.
Summon Elemental (10): At 5th level the priest may summon an Earth Elemental once per day. The elemental is under the priest controll for one hour, and then fades away.
Warrior Hit Point Bonus (5): The priest with this ability can enjoy the benefits of a high Constitution score as if he were a fighter. for example, if the priest has a Constitution score of 18, he would gain 4 bonus hit points per level, rather than 2.
Weapon allowance (5): The priest can choose a favored edged weapon. The priest must still purchase proficiency in the chosen weapon.
Weapon specialization (15): The priest can specialize in a particular weapon. The character point cost must be met in addition.
Wizardly priest (15): The priest gains access to one school of wizard spells and can cast them as if they were clerical spells. The priest must continue to observe the number of various level spells they can cast each day.