Valeria Hawthorn
Mar 11, 2014 20:23:17 GMT
Post by lorelee on Mar 11, 2014 20:23:17 GMT
Basic Information
Age: Early twenties
Class: Cleric
Race: Human
Alignment: Unknown
Look: Kind Eyes, Strange Hair, Flowing Robes, Thin Body
Statistics
HP: 20/20
Damage: d6
Armor: 2
Level: 1
XP: 3
Strength: 9
Dexterity: 8 (-1)
Constitution: 12
Intelligence: 15 (+1)
Wisdom: 16 (+2)
Charisma: 13 (+1)
Equipment
Holy Symbol: A skull pendant, with an ankh on the skull's forehead. (0 weight)
Healing Herbs (1) (1 weight)
Staff (close, two-handed, 1 weight)
Scale Mail (3 weight)
Sack of Coins (2) (0 weight)
Load: 5/10
Deity
Name: Xiver
Domain: Death
Precept: Offering
Starting Moves
Human
Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.
Contact Spirits Level 1 Summoning
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.
~ On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
~ On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
~ Lose any spells already granted to you.
~ Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
~ Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
~ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
~ On a 7–9, the spell is cast, but choose one:
~ You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
~ Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
~ After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Advanced Moves
None Yet
Bonds
Luthor has insulted my deity; I do not trust them.
_______________ is a good and faithful person; I trust them implicitly.
_______________ is in constant danger, I will keep them safe.
I am working on converting Norman to my faith.
Personality
Background
Valeria was born in the bustling city of Fel Valley, the bastard child of a prostitute. The woman who birthed her vanished soon after, leaving Valeria in the care of the Church of the Twilight Grove.