I'm off on a few things I think possibly but *rolls dice for random class*... Cleric! Did some editing
Name: Rurgosh
Race: Dwarf
Class: Cleric
Look:
- Body: Knobby
- Eyes: Sharp
- Hair: Tonsure
Alignment: Evil (Harm another to prove the superiority of your church or god.)
STR 15 (+1)
DEX 09 (+0)
CON 13 (+1)
INT 08 (-1)
WIS 16 (+2)
CHA 12 (+0)
Level: 1
XP: 0/8
HP: 21 (8+13)
Armor: 2
Dmg:
Load:
Moves:
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'Âs domain. The GM will tell you what. (Petition: Offering to Uscrai)
Turn Undead - When you hold your holy symbol aloft and call on your deity for protection, roll+2.
* 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. Theyâre clever like that.
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.
Spells: Uscrai - God of Knowledge and Hidden Things
When you unleash a spell granted to you by your deity, roll+2.
* 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-Â9, 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 -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.
Rotes List:
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 - 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 - 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 - 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.
Words of the Unspeaking (Stone Racial Rote) - With a touch you speak to the stone within things. The non-living object you touch answers three questions you pose, as best it can.
1st Level Spells
Bless: 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: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
Detect Alignment: 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: 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: 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: 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: 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.
Gear: Your load is 11 (10+1). You carry:
* dungeon rations (5 uses, 1 weight)
* Mark of Uscrai (People mistake it for a branch although it's a mineral vein) (0 weight).
* Chainmail (1 armor, 1 weight)
* Shield (+1 armor, 2 weight)
* Warhammer(Pick) (close, 1 weight)
* Healing potion (0 weight)
Money:
Bonds:
Fill in the name of one of your companions in at least one:
Reszket has insulted my deity; I do not trust them.
Azarx the Twisted is a good and faithful person; I trust them implicitly.
_______________ is in constant danger, I will keep them safe.
I am working on converting Mouse to my faith.
Last edited March 9, 2016 1:29 pm