Reniel
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 |
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