COMMENTS ON ALDRIC
Former potato farmer, now a Cleric of Pelagia, the Bitch-Queen of the Sea. Let's dive into her for a bit:
Quote:
Pelagia, the Bitch Lady of the Sea, Ruler of the Tides and the Waves Beyond is an unforgiving goddess with the power over all things nautical. Seafarers everywhere revere her in one way or another, although their styles of worship vary greatly. Some of the faithful throw a coin onto the highest wave they see in the morning while drawing their dinghy out to sea. Others keelhaul the weakest member of the crew as
soon as they’re out of port (this is often why drunkards and cripples are so popular among ship crews, as they’re easy sacrifices for the Bitch Queen).
The Temples of Pelagia’s Sea Church are the bars and whorehouses on the shore, where those who have witnessed her power gather to share stories of storms and danger. Her clerics are often mad and addled: to love the storm is to forfeit yourself, and the Bitch Queen requires her servants to give their souls to the waves. Pelagia’s clerics are sought after by ship captains, in the misguided belief that having one of the Queen’s Men on a ship will protect them from oblivion on the waves.Pretty cool stuff.
She is aligned with
The Three Fates and
Ildavir, the goddess of nature, and opposes
Shul, the god(dess, some say) of the moon, and
Melniscar, of Infinite Order.
Holy Symbol: Pelagia’s symbol is the Twice Rolling Wave. It is most often found as a scar tattoo on her followers’ arms or faces.
Weapon Proficiencies: you've got the Neutral Cleric weapons lists... but per Pelagia's write-up, you could also go with this: Axe (any), bow
(any), dagger, dart, flail, spears / tridents, nets.
Also from her write-up:
Special: As a willful goddess, Pelagia offers her worshipers the following boons.
• The devout of Pelagia are familiar with being waterborne, and roll all nautical skill checks (including swimming) on a d30. Additionally, worshipers of Pelagia suffer only half effects from armor check penalties related to these activities.
• Clerics with a seafaring occupation gain a +2 to all spell check rolls. This also applies to clerics who have drowned and survived. These bonuses stack.
• The sea is jealous: Pelagia’s clerics have a -5 to all spell checks on targets who haven’t bathed in seawater, or promised themselves to the sea (including lay on hands, but counted as +5 on turn checks on creatures who’ve never touched the waves) .
This can be a lot to remember, but I bet you could summarize it easily enough in shorthand. Also, our first adventure at least will not be nautical. ;)
Also make note of this, and use it if you want to:
Turn Unholy: Mundane animals, demons, devils, dragons, lawful humanoids and worshipers of opposing deities.
Alright, moving on from Pelagia...
Birth Augur: Guardian Angle has to do with Saves vs. Traps, I see. Which you have at -1 because of your (lack of) Luck. Tee hee! =]
Weapons and Gear: Oof, Staffs at d4. Mean old DCC! I'd probably allow 1d5 for an oar, though...
Spells: I think we agreed that we'd randomize these each day. Do you want to make that roll to see what you start with, or shall I? And oh, question -- do Clerics get more spells per day based on PER? I didn't see that when I scanned for it recently...
Overall looking great. Let me know if the sheet needs improvement or changes somewhere...