Reniel
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RENIEL THE CLERIC |
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LOOK |
| ● Aasimar |
| ● Young but Serious |
| ● Eyes of a Celestial Blue Hue |
| ● Quicksilver Tattoos (glow when casting) |
| ● Lean Build |
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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. |
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DRIVE |
| Orthodoxy |
| ● Cause trouble (for yourself or others) by adhering strictly to doctrine. |
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STATS |
| STR +1 DEX +0 CON +0 |
| INT -1 WIS +2 CHA +1 |
| Damage: 1d6 |
| Armor: 2 |
| HP: 18 |
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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. |
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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 |
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