You have a special connection with the divine and because of it, you are granted power to smite Evil. As with Clerics, you are burning with Holy Might which you use to protect the weak and bring justice to the downtrodden. You are unsurpassed in spiritual warfare.
Attributes: ST 13 [30]; DX 13 [60]; IQ 14 [80]; HT 13 [30].
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 14 [0]; Per 14 [0]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 7 [0].
Advantages: Born War Leader 1 [5]; Combat Reflexes [15]; Divine Favor 6 [25]; Higher Purpose (Slay Demons or Slay Undead) [5]; Luck [15]; and Shtick (Foes slain personally can’t rise as undead) [1]. • One 15-point Motivational Lens. • 40 points in learned prayers and other Holy Might traits, put leftovers into the following advantages. • Another 20 points in ST [10/level], DX [20/level], IQ [20/level], HT [10/level], HP [2/level], Will [5/level], Allies [varies], Animal Empathy [5], Autotrance [1], Born War Leader [5/level], Charisma [5/level], Clerical Investment [5], Common Sense [10], Destiny [5 to 15], Divine Favor [varies], Enhanced Block 1 [5], Enhanced Parry 1 (One Melee Weapon skill) [5], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Languages [2-6/language], Penetrating Voice [1], Resistant [varies], Sensitive [5] or Empathy [15], Serendipity [15/level], Weapon Bond [1], Weapon Master (one weapon) [20]; or replace Luck [15] with Extraordinary
Luck [30] for 15 points.
Disadvantages: -30 points chosen from among Charitable [-15*], Code of Honor (Law-Abiding) [-5] or Honesty [-10*], Compulsive Generosity [-5*], Pacifism (Cannot Harm Innocents) [-10], Selfless [-5*], Sense of Duty (Good entities or Coreligionists) [-10], Truthfulness [-5*], Vow (Chastity or Faithfulness) [-5], Vow (Help those in need who ask) [-10], Vow (Religious Fidelity) [-5]; put the leftovers into the following disadvantages. • Another -20 points chosen from among Appearance (Unattractive or Ugly) [-4 or -8], Code of Honor (Gentlemen’s) or (Chivalry) [-10 or -15], Disturbing Voice [-10], Duty (Religious Order) [-5 to -20], Enemies [varies], Fanaticism (pick one suitable) [-15], Flashbacks [-5 or -10], Gluttony [-5*], Intolerance (“Evil” religions) or (All other religions) [-5 or -10], Overconfidence [-5*], or Sense of Duty (Team/Nation) [-5 to -10].
Primary Skills: Esoteric Medicine (Holy) (H) Per-1 [2]-13; Exorcism (H) Will [4]-14; Occultism (A) IQ [2]-14, Riding (Horse) (A) DX+1 [4]-14. • One of Crossbow (E) DX+2 [4]-15 or Bow (A) DX+1 [4]-14. • 8 points spent on Monster Knowledge. • One of these melee skills packages:
1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+3 [12]-16, and Shield (E) DX+3 [8]-16.
2. Flail (H) DX+2 [12]-15 and Shield (E) DX+3 [8]-16.
3. One of Polearm, Spear, or Two-Handed Sword, all (A) DX+5 [20]-18.
Secondary Skills: Armoury (Body Armor) (A) IQ [2]-14; Armoury (Melee Weapons) (A) IQ [2]-14; Brawling (E) DX+1 [2]-14; Connoisseur (Weapons) (A) IQ [2]-14; Forced Entry (E) DX [1]-13; Hiking (A) HT-1 [1]-12; Holdout (A) IQ-1 [1]-13; Innate Attack (any) (E) DX+2 [4]-15; Leadership (A) IQ [1]-14†; Throwing (A) DX [2]-13; Wrestling (A) DX+1 [4]-14; First Aid and Gesture, both (E) IQ [1]-14; Strategy and Tactics, both (H) IQ [2]-14†; Climbing and Stealth, both (A) DX-1 [1]-12; Physiology (monster type) and Psychology (same monster type), both (H) IQ [4]-14; and Intimidation (A) Will-1 [1]-13. • Two of Axe/Mace, Broadsword, Saber, Shortsword, Spear, Staff, or Whip, all (A) DX+1 [4]-14 and Flail (H) DX [4]-13. • One of Carousing (E) HT [1]-13, Diplomacy (H) IQ-2 [1]-12, Fast-Talk (A) IQ-1 [1]-13, or Interrogation (A) IQ-1 [1]-13. • One of Savoir-Faire (any) (E) IQ [1]-14 or Streetwise (A) IQ-1 [1]-13. • One of Observation (A) Per-1 [1]-13, Scrounging (E) Per [1]-14, or Search (A) Per-1 [1]-13. • Two of Counterfeiting (H) IQ-2 [1]-12, Dancing (A) DX-1 [1]-12, Gambling (A) IQ-1 [1]-13, Musical Instrument (any) (H) IQ-2 [1]-12, Panhandling (E) IQ [1]-14, Performance (A) IQ-1 [1]-13, Pickpocket (A) DX-1 [1]-12, Poetry (A) IQ-1 [1]-13, Public Speaking (A) IQ-1 [1]-13, Singing (E) HT [1]-13, or Urban Survival (A) Per-1 [1]-13. • One of Current Affairs (any) (E) IQ [1]-14 or Propaganda (A) IQ-1 [1]-13.
Background Skills: Diagnosis (H) IQ-2 [1]-12; Knife (E) DX [1]-13; Meditation (H) Will-2 [1]-12; Religious Ritual (A) IQ-1 [1]-13; Research (A) IQ-1 [1]-13; Surgery (VH) IQ-2 [2]-12; Theology (H) IQ-2 [1]-12; • Five of Body Language (A) Per-1 [1]-13, Detect Lies (H) Per-2 [1]-12, Fast-Draw (any) (E) DX [1]-13, Heraldry (A) IQ-1 [1]-13, Intimidation (A) Will-1 [1]-13, Lance (A) DX-1 [1]-12, Pharmacy (Herbal) (H) IQ-2 [1]-12, Teaching (A) IQ-1 [1]-13, Writing (A) IQ-1 [1]-13.
* Multiplied for self-control number; see p. B120.
† Includes +1 for Born War Leader
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