Editing Order of Aecus 13th Age/Bernd the Blackfriar

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Bernd is a wandering preacher who travels between remote villages and farmsteads around the [[Elfinwald]] teaching the faithful and performing sacrements as necessary. It's not unusual for there to be a few young couples waiting for his arrival in a village so they can get married, but more often he is sent for to ease the suffering of the sick and perform the last rites for those beyond the help of his herbs. He is a friend of the common folk, who generally appreciate his arrival and show him hospitality, but he is careful not to stay anywhere too long.  
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Bernd is a wandering preacher who travels between remote villages and farmsteads around the [[Great Forest]]* teaching the faithful and performing sacrements as necessary. It's not unusual for there to be a few young couples waiting for his arrival in a village so they can get married, but more often he is sent for to ease the suffering of the sick and perform the last rites for those beyond the help of his herbs. He is a friend of the common folk, who generally appreciate his arrival and show him hospitality, but he is careful not to stay anywhere too long.  
  
  
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== Background==
 
== Background==
  
Bernd was abandoned by his parents on the steps of St Fergus' Monastery on the edge  of the [[Great Desolation]],* on the western edge of the Empire. There was no suggestion as to who they could have been, or why they abandoned him, but with the care of the elderly monks, Bernd grew to accept that this was doubtless for the best. He was raised in the faith of the gods of light, according to the teachings of St Malchus, founder of the [[Order of the Setting Sun]]. However, one by one, the monks passed away, until only Brother Justus, the Infirmarian was left in charge of the teenage Bernd. Justus taught him much of herb lore, and began to initiate Bernd into the Order.  
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Bernd was abandoned by his parents on the steps of St Fergus' Monastery in the foothills of the [[Firepeaks]],* on the western edge of the Empire. There was no suggestion as to who they could have been, or why they abandoned him, but with the care of the elderly monks, Bernd grew to accept that this was doubtless for the best. He was raised in the faith of the gods of light, according to the teachings of St Malchus, founder of the [[Order of the Setting Sun]]. However, one by one, the monks passed away, until only Brother Justus, the Infirmarian was left in charge of the teenage Bernd. Justus taught him much of herb lore, and began to initiate Bernd into the Order.  
  
Seeing an opportunity for profit, the High Church bureaucracy decided to sell the monastic land to a local merchant lord, promising to relocate the two to a smaller, more comfortable retreat in the [[Elfinwald]]. This turned out to be a poky, draughty hermitage, full of damp and with rotting thatch. Despite their best efforts to patch the place up and make it liveable, a it was washed away in a flood, leaving the two homeless. Bernd took to the life of an itinerant preacher well for one who had spent most of his life within the confines of a monastery, and became known for his inspirational preaching and generally pleasant demeanour. Unfortunately, the road was not so kind to Justus, who died one particularly cold winter after catching pneumonia.
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Seeing an opportunity for profit, the High Church bureaucracy decided to sell the monastic land to a local merchant lord, promising to relocate the two to a smaller, more comfortable retreat in the Great Forest. This turned out to be a poky, draughty hermitage, full of damp and with rotting thatch. Despite their best efforts to patch the place up and make it liveable, a it was washed away in a flood, leaving the two homeless. Bernd took to the life of an itinerant preacher well for one who had spent most of his life within the confines of a monastery, and became known for his inspirational preaching and generally pleasant demeanour. Unfortunately, the road was not so kind to Justus, who died one particularly cold winter after catching pneumonia.
  
On his deathbed, Justus requested that Bernd travel to the Capital of the Empire, to the Great Cathedral City of the High Priestess, in order to complete his initiation as a priest of Light and a member of the Order of the Setting Sun. His teachers there found him to be earnest, knowledgeable about the scriptures and eager to learn, but felt that his understanding of church dogma was out of date. The teachings of St Malchus had fallen out of favour with the church hierarchy and, whilst he was able to complete his religious training, Bernd remained faithful to what he had learned from Brother Justus and the other monks. This did him few favours with the bishops, and instead of being placed in a parish church, as would be expected for someone of his grade and wisdom, he was given his staff of office and given a mission to teach the faithful of the Elfinwald*.
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On his deathbed, Justus requested that Bernd travel to the Capital of the Empire, to the Great Cathedral City of the High Priestess, in order to complete his initiation as a priest of Light and a member of the Order of the Setting Sun. His teachers there found him to be earnest, knowledgeable about the scriptures and eager to learn, but felt that his understanding of church dogma was out of date. The teachings of St Malchus had fallen out of favour with the church hierarchy and, whilst he was able to complete his religious training, Bernd remained faithful to what he had learned from Brother Justus and the other monks. This did him few favours with the bishops, and instead of being placed in a parish church, as would be expected for someone of his grade and wisdom, he was given his staff of office and given a mission to teach the faithful of the Great Forest*.
  
 
His wanderings through the forest have often brought him in contact with the followers of the High Druid. He has a mixed relationship with these, seeing them as part of his mission field and often finding himself sharing a bothy with one or more of them. However, he feels that their dedication to the natural order and the survival of the fittest is often at odds with his desire to be a friend to the poor and weak.  
 
His wanderings through the forest have often brought him in contact with the followers of the High Druid. He has a mixed relationship with these, seeing them as part of his mission field and often finding himself sharing a bothy with one or more of them. However, he feels that their dedication to the natural order and the survival of the fittest is often at odds with his desire to be a friend to the poor and weak.  
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== Stats ==
 
== Stats ==
  
'''S''' 15
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S15
  
'''D''' 10
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D10
  
'''C''' 15
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C15
  
'''I''' 10
+
I10
  
'''W''' 17
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W17
  
'''Ch''' 13
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Ch13
 
 
 
 
'''Derived Stats'''
 
 
 
'''HP:''' 3x(7+2)= 27 -8 -8=11
 
 
 
'''Recoveries:''' 8
 
 
 
'''Recovery amount:''' 1D8+2
 
 
 
'''Initiative:''' +1
 
 
 
'''AC:''' 14+1+2= 17
 
 
 
'''PD:''' 11+1+2= 14
 
 
 
'''MD:''' 11+1+!= 13
 
  
 
==Domains==
 
==Domains==
  
'''Sun''' - Every attack you make deals holy damage in addition to other types, if you wish. This typically deals triple damage to undead on a crit.  
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Sun or Anti-Undead - Every attack you make deals holy damage in addition to other types, if you wish. This typically deals triple damage to undead on a crit.  
  
 
Invocation - If you used a daily spells this battle, roll a d6. If you roll less of equal to the escalation die, refresh that spell after the battle.
 
Invocation - If you used a daily spells this battle, roll a d6. If you roll less of equal to the escalation die, refresh that spell after the battle.
  
  
'''Protection''' - When you use a spell which has a multiple ally option, add one more target.  
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Protection or Community - When you use a spell which has a multiple ally option, add one more target.
  
Invocation - Crits to you and your allies deal normal damage in this battle.
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Invocation - Crits to you and your allies deal normal damage in this battle.
  
  
  
'''Knowledge''' - +4 background points for use on a knowledge/lore style background.
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Knowledge - +4 background points for use on a knowledge/lore style background.
  
Invocation - Used in the first round of battle, Roll a d6 to gain a glimpse of the future. At any point after the escalation die hits that number, you can choose one enemy attack and it automatically misses when you warn them.
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Invocation - Used in the first round of battle, Roll a d6 to gain a glimpse of the future. At any point after the escalation die hits that number, you can choose one enemy attack and it automatically misses when you warn them.
  
 
==Spells==
 
==Spells==
  
'''Turn Undead''' (Ranged, Daily) - 1d3 nearby undead that are level 4 or lower are targeted. Wis + Cha + Level vs. MD, the better the roll the stronger the effect. Hit - dazed until your next turn - Hit by 4 - 1d10 x level holy damage and dazed - Hit by 8 - Holy damage equal to half the target's maximum HP, and dazed till save ends - Hit by 12 or Natural 20 - Target is destroyed.
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Turn Undead (Ranged, Daily) - 1d3 nearby undead that are level 4 or lower are targeted. Wis + Cha + Level vs. MD, the better the roll the stronger the effect. Hit - dazed until your next turn - Hit by 4 - 1d10 x level holy damage and dazed - Hit by 8 - Holy damage equal to half the target's maximum HP, and dazed till save ends - Hit by 12 or Natural 20 - Target is destroyed.
 
 
 
 
'''Righteous Spirits'''(Ranged, Once per Battle) - 3d6 + Wis holy damage to a nearby enemy and a nearby ally with the lowest HP, gains +4 AC until the end of your next turn, Wis + Level vs. MD to hit, on a miss a nearby ally gains +2 to AC until the end of your next turn.
 
 
 
  
'''Shield of Faith''' (Ranged, Daily, Quick Action) - Cast for power, One neaby ally gains a +2 bonus to AC for this battle. Cast for broad effect, three nearby allies gain +1 to AC for this battle.
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Righteous Spirits (Ranged, Once per Battle) - 3d6 + Wis holy damage to a nearby enemy and a nearby ally with the lowest HP, gains +4 AC until the end of your next turn, Wis + Level vs. MD to hit, on a miss a nearby ally gains +2 to AC until the end of your next turn.
  
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Shield of Faith (Ranged, Daily, Quick Action) - Cast for power, One neaby ally gains a +2 bonus to AC for this battle. Cast for broad effect, three nearby allies gain +1 to AC for this battle.
  
'''Bless''' (Ranged, Daily, Quick Action) - Cast for power, 1 ally gains +3 attack bonus for this battle, +2 if the caster. Cast for broad effect, three nearby allies gain +1 attack bonus for this battle.
 
  
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Bless (Ranged, Daily, Quick Action) - Cast for power, 1 ally gains +3 attack bonus for this battle, +2 if the caster. Cast for broad effect, three nearby allies gain +1 attack bonus for this battle.
  
'''Healing''': Allows yourself or an ally to spend a recovery.
 
  
  
 
==Feats==
 
==Feats==
'''Sun domain'''- +2 damage to undead
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Sun domain
  
'''Reach tricks'''- interesting things to do with reach weapons
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Reach tricks
  
 
==Background==
 
==Background==
Grew up in a monastery in the +4
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Grew up in a monastery +4
  
 
Infirmarian's apprentice +4
 
Infirmarian's apprentice +4
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==equipment==
 
==equipment==
Copper-shod quarter staff (1d8)
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Copper-shod quarter staff
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Well-made but undecorated chain
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Friar's habit
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Holy symbol
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Sling and bullets
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Pocket of prayer stones
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Travelling kit
  
Well-made but undecorated chain
 
  
Friar's habit
 
  
Holy symbol
 
  
Sling and bullets
 
  
Pocket of prayer stones
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*Needs changing to a location for this world

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