Seraphine d'Autriche
Jul 31, 2014 0:06:02 GMT
Post by lorelee on Jul 31, 2014 0:06:02 GMT
Name: Seraphine d'Autriche
Class: Paladin
Race: Human
Alignment: Good - Endanger yourself to protect someone weaker than you.
Look: Kind Eyes, Styled Hair, Fancy Holy Symbol
Background: A knight of the Church of Diurnos, from Seaguard. She has left home at the command of Diurnos. She knows not why her god has called her out into the world, but obeys dutifully.
Intelligence: 13 (+1)
Strength: 16 (+2)
Constitution: 15 (+1)
Dexterity: 8 (-1)
Wisdom: 12 (0)
Charisma: 9 (0)
Level: 1
Base damage: d10
HP: 25
Load: 14
XP: 0
Armor: 3
Inventory:
Dungeon Rations (5 uses) 1
Adventuring Gear 1
Scale Armor (2 armor) 2
Holy Symbol 0
Long Sword (1 damage, close) 1
Shield (1 armor) 2
Moves:
Human
When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.
Lay on Hands
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.
Armored
You ignore the clumsy tag on armor you wear.
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one:
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
Then choose up to two boons:
The GM will then tell you what vow or vows is required of you to maintain your blessing:
Class: Paladin
Race: Human
Alignment: Good - Endanger yourself to protect someone weaker than you.
Look: Kind Eyes, Styled Hair, Fancy Holy Symbol
Background: A knight of the Church of Diurnos, from Seaguard. She has left home at the command of Diurnos. She knows not why her god has called her out into the world, but obeys dutifully.
Intelligence: 13 (+1)
Strength: 16 (+2)
Constitution: 15 (+1)
Dexterity: 8 (-1)
Wisdom: 12 (0)
Charisma: 9 (0)
Level: 1
Base damage: d10
HP: 25
Load: 14
XP: 0
Armor: 3
Inventory:
Dungeon Rations (5 uses) 1
Adventuring Gear 1
Scale Armor (2 armor) 2
Holy Symbol 0
Long Sword (1 damage, close) 1
Shield (1 armor) 2
Moves:
Human
When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.
Lay on Hands
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.
Armored
You ignore the clumsy tag on armor you wear.
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one:
- Do what you say.
- [Back away cautiously, then flee./li]
[li][Attack you./li]
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
- Slay _______, a great blight on the land
- Defend _______ from the iniquities that beset them
- Discover the truth of _______
Then choose up to two boons:
- An unwavering sense of direction to _______.
- Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
- A mark of divine authority
- Senses that pierce lies
- A voice that transcends language.
- A freedom from hunger, thirst, and sleep.
The GM will then tell you what vow or vows is required of you to maintain your blessing:
- Honor (forbidden: cowardly tactics and tricks)
- Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
- Piety (required: observance of daily holy services)
- Valor (forbidden: suffering an evil creature to live)
- Truth (forbidden: lies)
- Hospitality (required: comfort to those in need, no matter who they are)