Helm the Watcher

Alignment: Lawful Neutral
Domains: Law [Honor, Loyalty], Planning (Knowledge), Pride, Protection [Defense, Guardian], Strength.
Favored Weapon: Bastard Sword.

Helm is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps. He was one of a much more powerful god, but has fallen upon hard times through a series of recent events. During the Time of Troubles, Helm was left with his powers and ordered to hold the gates to the Outer Planes against the other powers of the Realms when the other deities were stripped of their power and confined to the surface of Abeir-Toril. Helm did so all too successfully, and much of the resulting destruction and deific turmoil caused by the many divine deaths of the Godswar is laid at his feet. He remained strong in the South, but experienced a further setback when his priests became deeply involved in colonization of the New World of Maztica. Their unflinching and often brutal actions counted further against the god’s reputation. Because of the inflexible and cold reputation those actions gained him, Helm’s star faded at a time when Torm has attracted new followers; he has only recently begun to have a renaissance in his church, which has been in part to purges that came about after the Maztica scandal, reducing his clergy further until only the Tested and True remained.

Helm is difficult to understand and is often viewed as emotionless, heartless, and devoted only to his duty or goal at the cost of all mortal consideration. While he is devoted to the point of obsession, he is not heartless, but merely a stern disciplinarian. He is fond of children and has been known to be most uncharacteristically lenient when dealing with small infractions by them or on their behalf. A number of orphanages and schools for wayward youths are sponsored by the church across Faerun, adding to this renwed image of altruistic, if stern, compassion.

Dogma: Never betray your trust. Be vigilant. Stand, wait, and watch carefully. Be fair and diligent in the conduct of your orders. Protect the weak, poor, injured, and young, and do not sacrifice them for others or yourself. Anticipate attacks and be ready. Know your foes. Care for your weapons so they may perform their duties when called upon. Careful planning always defeats rushed actions in the end. Always obey orders, providing those orders follow the dictates of Helm. Demonstrate excellence and purity of loyalty in your role as a guardian and protector.

For Deific Obedience

Obedience: Spend a half hour or longer walking along a nearby path or road, noting all you see along the way. Should you meet someone on this path, offer to walk a mile in escort with them, or to their destination whichever comes first. Be vigilant as you accompany them, and if you encounter danger stand true in their defense. Ask nothing in return but offer them blessings of the Vigilant One. Gain +2 to your initiative and +2 to Perception for 24 hours.

Boons
1: Watcher’s Wards (Sp) sanctuary 3/day, shield other 2/day, or faithful hound 1/day
2: Divine Refuge (Sp) You can cast secure shelter once per day as a spell-like ability, using your character level as your caster level.
3: Divine Gaze (Su) Your eyes become as shining beacons — you can activate/deactivate the visual glow at will. You gain darkvision out to a range of 60 feet (or, if you already have darkvision, extend your current range by 60 feet). As a standard action, your visual focus can visualize the probabilities for you and your allies such that they cannot be surprized, nor be caught flat-footed, for a number of minutes equal to your hit dice. These minutes do not have to be spent consecutively, but they must be spent in 1-minute increments.

Paladin Code

  • I will never abandon an innocent in need of protection and I will never shirk my watch over that which is in my charge.
  • The role of guardian is a sacred one. I will never neglect my duties when I agree or am charged to watch over others, even if they seem unworthy of my protection.
  • Where I travel, if I find danger, I will endeavor to leave the place safer than I found it.
  • My word is my bond; I shall be unswerving in keeping the oaths that I make, and the causes to which I pledge.
  • A guardian is only as effective as his sword, his mind, and his body; I shall not allow any of these to fall fallow.

For Followers of Helm

Archetypes and Alternate Class Features: Divine Champion (Warpriest), Divine Defender (Paladin), High Guardian (Fighter)Sister-in-Arms (Cavalier), Vigilant Defender (Inquisitor), Vigilant Eye of Helm (Paladin),

Specialty Priest: Watcher of Helm (Cleric)

Divine Fighting Technique: Helm’s Glorious Bastard

Feats: Heroic Interposition, Intrepid Rescuer, Oathkeeper’s Vow.

Prestige Classes: Arcane DevoteeDivine ChampionDivine Disciple, Divine Scion (Unchained), Sacred Sentinel (Unchained).

Spells: Watchful Eye.

Traits: Bastion, Defensive Strategist, Eyes and Ears of the City, Guardian Smite, Honeyed WordsLiving Bulwark, Lover of the Law, Merciless Rush, Sense of Order, Strength’s Fanfare, Strong WilledTalented Organizer, The Flexing Arm, Well-Prepared.

Unique Spell Rules

Unique Summon Rules

Clergy and Temples

Helmite clergy believe they can win back the rightful power of Helm only through demonstrated excellence of vigilance and purity of loyalty in their roles as guardians and protectors. They have set about trying to train bodyguards everywhere and spreading the word that only Helm-tested worshipers of the God of Guardians are truly worthy and reliable to their masters.

The Helmite faith always holds a Ceremony of Honor to Helm on each Shieldmeet, but its members observe no other calendar-related rituals to the God of Guardians. On a daily basis, worshipers of Helm should always pray to the Vigilant One upon awakening and before composing themselves for slumber. A faithful worshiper who poses a question to the god typically receives some sort of (often cryptic) guidance in dream visions. Helm may also grace a nonbeliever who is growing interested in his faith with such visions.

Temples of Helm are always imposing edifices built solely for defense. Many are fortified abbeys located near dangerous and evil areas, where they form a line of defense against the encroachment of powerful enemies. Major cities usually have a temple or shrine to Helm, for his clerics make excellent guards or leaders of guards. Wherever they are located, Helm’s faithful watch their houses of worship with unceasing vigilance. Frequent guards are spectators, a race of smaller beholderkin, which infuriates the church of Bane and its allied beholders. At the heart of the endless barracks, armories, and training chapels is the central altar, which is always a massive suit of full plate mail. All such suits of armor are holy relics of the faith, having once been worn by one of Helm’s most esteemed champions. All who seek sanctuary are welcome within a temple of Helm, but if they are accused of a crime, they must willingly submit to the local laws of the land and its justice, if lawfully executed. Despite its risks, many accept this condition, for Helm’s followers always ensure that the accused receives a fair trial.