Post by kiernan on Sept 20, 2015 21:48:22 GMT
Name: Gregor Almsdale
Class/Level: Cleric 2
Hitpoints: 21
Armor: 2
EXP: 6
Character Description:
An imposing human who stands over six feet tall with a military bearing, he wears a shining suit of chrome chainmail and a matching skullcap on his bald head. A series of blue vestments are worn under the armor for comfort and are shown at the neck and sleeves trimmed with silver thread. Gregor has kind eyes and a loud and boisterous voice when he chooses to speak.
Stats (and their Bonuses):
STR: 9(0)
DEX: 9 (0)
CON: 15 (+1)
INT: 13 (+1)
WIS: 16 (+2/0
CHA: 12 (0)
Alignment: Good (Endanger yourself to heal another)
Race:
Human
Bonds:
Felina the Cat is dangerous to herself if her mind is left to wander, I must help her to stay in the moment.
I am working on converting Farwynd the Fast to my faith.
Farwynd the Fast should try and wear some silver accoutrements, it matches his flashy personality!
Equipment & Possessions:
Dungeon rations (4 uses, 1 weight)
Holy Relic - A sealed vial of liquid silver on a chain that shines when reflecting any light.
Chainmail (1 armor, 1 weight)
Shield (+1 armor, 2 weight)
Warhammer (close, 1 weight)
Healing Potion
Class Moves:
Diety: Astoria - Healing and Restoration
Petition: Offering (Your religion has important sacrificial rites)
Astoria is the god of the battlefield who tends and cares for the wounded and dead as a result of battle. It is his shining silver cart that carries them to the afterlife after falling on the battlefield and in Gregor's part of the world he is the god that is appealed to when performing funeral rites on those slain in battle, as well as the diety appealed to when treating the wounds of those who have fallen but not died. Asoria is a soldier's god and is well regarded as a compassionate and kind friend to warriors despite his gristly domain.
Astorians often wear shined up armors and weapons in silver to represent his blessings and his clerics stalk battlefields healing the wounded and performing rites during wars the world over.
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some
useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice whose total levels don’t exceed your own level+1,
and none of which is a higher level than your own level.
• Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is
successfully cast and your deity does not revoke the spell, so you may cast it again.
✴On a 7–9,
the spell is cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
• Your casting distances you from your deity—take -1 ongoing to cast a spell until the next
time you commune.
• After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you
commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to cast a spell.
Turn Undead
When you hold your holy symbol aloft and call on your deity for
protection.
Roll+Wis.
✴On a 7+, so long as you continue to pray
and brandish your holy symbol, no undead may come within
reach of you.
✴On a 10+, you also momentarily daze intelligent
undead and cause mindless undead to flee.
Aggression breaks
the effects and they are able to act as normal.
Intelligent undead
may still find ways to harry you from afar.
ROTES
Every time you commune, you gain access to all of your rotes without having to
select them or count them toward your allotment of spells.
⃞Light Rote
An item you touch glows with divine light, about as bright as a torch. It gives
off no heat or sound and requires no fuel but is otherwise like a mundane torch.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.
⃞Sanctify Rote
Food or water you hold in your hands while you cast this spell is consecrated
by your deity. In addition to now being holy or unholy, the affected substance is
purified of any mundane spoilage.
⃞Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or
course of action your deity would have you take then disappears. The message is
through gesture only; your communication through this spell is severely limited.
SPELLS LEVEL 1
⃞Bless Level 1 Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so
long as battle continues and they stand and fight. While this spell is ongoing you
take -1 to cast a spell.
⃞Cure Light Wounds Level 1
At your touch wounds scab and bones cease to ache. Heal an ally you touch of
1d8 damage.
⃞Detect Alignment Level 1
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic.
One of your senses is briefly able to detect that alignment. The GM will tell you
what here is of that alignment.
⃞Cause Fear Level 1 Ongoing
Choose a target you can see and a nearby object. The target is afraid of the
object so long as you maintain the spell. Their reaction is up to them: flee, panic,
beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot
target entities with less than animal intelligence (magical constructs, undead,
automatons, and the like).
⃞Magic Weapon Level 1 Ongoing
The weapon you hold while casting does +1d4 damage until you dismiss this
spell. While this spell is ongoing you take -1 to cast a spell.
⃞Sanctuary Level 1
As you cast this spell, you walk the perimeter of an area, consecrating it to your
deity. As long as you stay within that area you are alerted whenever someone
acts with malice within the sanctuary (including entering with harmful intent).
Anyone who receives healing within a sanctuary heals +1d4 HP.
⃞Speak With Dead Level 1
A corpse converses with you briefly. It will answer any three questions you pose to
it to the best of the knowledge it had in life and the knowledge it gained in death.
⃞Resurrection Level 3
(Chosen One Level 2)
Tell the GM you would like to resurrect a corpse whose soul has not yet fully
departed this world. Resurrection is always possible, but the GM will give you
one or more (possibly all) of these conditions to fulfill:
• It’s going to take days/weeks/months
• You must get help from ____
• It will require a lot of money
• You must sacrifice ____ to do it
The GM may, depending on the circumstances, allow you to resurrect the
corpse now, with the understanding that the conditions must be met before it’s
permanent, or require you to meet the conditions before the corpse is resurrected.
Human Bonus spell:
⃞Magic Missile Level 1 Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Class/Level: Cleric 2
Hitpoints: 21
Armor: 2
EXP: 6
Character Description:
An imposing human who stands over six feet tall with a military bearing, he wears a shining suit of chrome chainmail and a matching skullcap on his bald head. A series of blue vestments are worn under the armor for comfort and are shown at the neck and sleeves trimmed with silver thread. Gregor has kind eyes and a loud and boisterous voice when he chooses to speak.
Stats (and their Bonuses):
STR: 9(0)
DEX: 9 (0)
CON: 15 (+1)
INT: 13 (+1)
WIS: 16 (+2/0
CHA: 12 (0)
Alignment: Good (Endanger yourself to heal another)
Race:
Human
Bonds:
Felina the Cat is dangerous to herself if her mind is left to wander, I must help her to stay in the moment.
I am working on converting Farwynd the Fast to my faith.
Farwynd the Fast should try and wear some silver accoutrements, it matches his flashy personality!
Equipment & Possessions:
Dungeon rations (4 uses, 1 weight)
Holy Relic - A sealed vial of liquid silver on a chain that shines when reflecting any light.
Chainmail (1 armor, 1 weight)
Shield (+1 armor, 2 weight)
Warhammer (close, 1 weight)
Healing Potion
Class Moves:
Diety: Astoria - Healing and Restoration
Petition: Offering (Your religion has important sacrificial rites)
Astoria is the god of the battlefield who tends and cares for the wounded and dead as a result of battle. It is his shining silver cart that carries them to the afterlife after falling on the battlefield and in Gregor's part of the world he is the god that is appealed to when performing funeral rites on those slain in battle, as well as the diety appealed to when treating the wounds of those who have fallen but not died. Asoria is a soldier's god and is well regarded as a compassionate and kind friend to warriors despite his gristly domain.
Astorians often wear shined up armors and weapons in silver to represent his blessings and his clerics stalk battlefields healing the wounded and performing rites during wars the world over.
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some
useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice whose total levels don’t exceed your own level+1,
and none of which is a higher level than your own level.
• Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is
successfully cast and your deity does not revoke the spell, so you may cast it again.
✴On a 7–9,
the spell is cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
• Your casting distances you from your deity—take -1 ongoing to cast a spell until the next
time you commune.
• After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you
commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to cast a spell.
Turn Undead
When you hold your holy symbol aloft and call on your deity for
protection.
Roll+Wis.
✴On a 7+, so long as you continue to pray
and brandish your holy symbol, no undead may come within
reach of you.
✴On a 10+, you also momentarily daze intelligent
undead and cause mindless undead to flee.
Aggression breaks
the effects and they are able to act as normal.
Intelligent undead
may still find ways to harry you from afar.
ROTES
Every time you commune, you gain access to all of your rotes without having to
select them or count them toward your allotment of spells.
⃞Light Rote
An item you touch glows with divine light, about as bright as a torch. It gives
off no heat or sound and requires no fuel but is otherwise like a mundane torch.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.
⃞Sanctify Rote
Food or water you hold in your hands while you cast this spell is consecrated
by your deity. In addition to now being holy or unholy, the affected substance is
purified of any mundane spoilage.
⃞Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or
course of action your deity would have you take then disappears. The message is
through gesture only; your communication through this spell is severely limited.
SPELLS LEVEL 1
⃞Bless Level 1 Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so
long as battle continues and they stand and fight. While this spell is ongoing you
take -1 to cast a spell.
⃞Cure Light Wounds Level 1
At your touch wounds scab and bones cease to ache. Heal an ally you touch of
1d8 damage.
⃞Detect Alignment Level 1
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic.
One of your senses is briefly able to detect that alignment. The GM will tell you
what here is of that alignment.
⃞Cause Fear Level 1 Ongoing
Choose a target you can see and a nearby object. The target is afraid of the
object so long as you maintain the spell. Their reaction is up to them: flee, panic,
beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot
target entities with less than animal intelligence (magical constructs, undead,
automatons, and the like).
⃞Magic Weapon Level 1 Ongoing
The weapon you hold while casting does +1d4 damage until you dismiss this
spell. While this spell is ongoing you take -1 to cast a spell.
⃞Sanctuary Level 1
As you cast this spell, you walk the perimeter of an area, consecrating it to your
deity. As long as you stay within that area you are alerted whenever someone
acts with malice within the sanctuary (including entering with harmful intent).
Anyone who receives healing within a sanctuary heals +1d4 HP.
⃞Speak With Dead Level 1
A corpse converses with you briefly. It will answer any three questions you pose to
it to the best of the knowledge it had in life and the knowledge it gained in death.
⃞Resurrection Level 3
(Chosen One Level 2)
Tell the GM you would like to resurrect a corpse whose soul has not yet fully
departed this world. Resurrection is always possible, but the GM will give you
one or more (possibly all) of these conditions to fulfill:
• It’s going to take days/weeks/months
• You must get help from ____
• It will require a lot of money
• You must sacrifice ____ to do it
The GM may, depending on the circumstances, allow you to resurrect the
corpse now, with the understanding that the conditions must be met before it’s
permanent, or require you to meet the conditions before the corpse is resurrected.
Human Bonus spell:
⃞Magic Missile Level 1 Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.