Reniel

From RPGnet
Revision as of 15:01, 4 August 2024 by Chronicler (talk | contribs) (Created page with "{| {{table}} border="0" cellpadding="6" width="800" |- | ---- <font face="times new roman" color="#8b0000" size="5">'''RENIEL THE CLERIC'''</font> ---- |- | [[File:Reniel.jpg]...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

RENIEL THE CLERIC



LOOK


● Aasimar
● Young but Serious
● Eyes of a Celestial Blue Hue
● Quicksilver Tattoos (glow when casting)
● Lean Build

BACKGROUND


Templar of Indara
● You are a champion of Indara Lawgiver. When you defeat an agent of chaos, gain Favor if you don’t already have it.
● When you Have What You Need, you can produce items of exceptional workmanship, the finest examples of their craft.
● When you invoke your divine authority, treat a 6- to Parley as a 7-9.

DRIVE


Orthodoxy
● Cause trouble (for yourself or others) by adhering strictly to doctrine.

STATS


STR +1 DEX +0 CON +0
INT -1 WIS +2 CHA +1
Damage: 1d6
Armor: 2
HP: 18

STARTING MOVES


Granted Spells
Your connection to the gods grants you access to these spells. Start with 5 prepared (your choice).
● Cure Wounds (Touch someone; they regain 5 HP and heal any problematic wounds.)
● Holy Weapon (The weapon you hold is magic until you drop it; gain advantage on damage rolls and disadvantage to Cast a Spell.)
● Light (Conjure a magical light. It follows you around until you dismiss it or cast this again.)
● Sanctuary (Walk a perimeter; until you leave it, you and all within are shielded from scrying or the eyes of spirits, and know when anyone enters the area with hostile intent.)
● Speak with Dead (Touch a corpse; it’s shade arrives and answers 3 questions honestly.)
When you spend an hour or so in communion with your god:
● Remove any penalties to Cast a Spell.
● Lose any spells you have prepared.
● Prepare up to 5 of your spells.
Cast a Spell (○○○○○ penalty)
When you cast a spell that you have prepared, roll +WIS: on a 10+, you cast it successfully; on a 7-9, you cast it but pick 1:
● Your divine power weakens; take a -1 penalty (cumulative) to Cast a Spell.
● Lose the spell after it is cast.
● If you have Favor, lose it.
● Draw unwanted attention or put yourself in a spot; the GM will say how.
Divine Favor (◆ favor)
You start play with Favor. When you expend your Favor to call on your god for guidance, they show you their will through signs & portents. You and your allies gain advantage on the next move you each make to act on your god’s will.

GEAR


Undefined (◇◇◇◇◇)
Defined
● Leather Cuirass (1 armor) (◆)
● Shield (+1 armor, +1 Readiness when you roll Defend 7+) (◆◆)
● Short Sword (◆)
● Supplies (○○○ uses) (◆)
Small Items
● Dagger
● Holy Symbol
● Purse of Coins