Attack Dice | 1 |
---|---|
Defend Dice | 2 |
Body Points | 6 |
Mind Points | 4 |
Feat of Strength | 9 |
Feat of Dexterity | 14 |
Starting Armor | NONE |
Starting Weapons | Staff |
Prayer: You are a clergyman. You may raise up a prayer to aid you. You must declare which prayer you are raising and roll 2D6. If the target number for the prayer is reached or exceeded, your prayer is granted. If not, the prayer is raised in vain.
Serenity: Your harmless appearance and peaceful nature make you a less likely target for even your enemies. Monsters (except undead, who are the enemy of the clergyman) will not attack you unless a) You attack them first, b) you are the only one in the room, or c) you are standing in the path to other characters they do want to attack.
Healing Rites: You have the ability to heal wounds. Twice per game you may heal up to 10 Body Points of damage. You may spend all 10 points on one character, or you may spread the points out among several characters. Doing this consumes your entire turn--you may not move, attack, defend, or perform any other action as you perform this rite. If you do, the rite is disrupted and the spell is lost.
Attack Dice | 3 |
---|---|
Defend Dice | 2 |
Body Points | 6 |
Mind Points | 5 |
Feat of Strength | 16 |
Feat of Dexterity | 11 |
Starting Armor | NONE |
Starting Weapons | Mace |
Unwavering Faith: You are driven by the faith of the righteous when confronting the minions of Darkness. This means that if a character in the room is undead, you attack it FIRST. Roll 1 extra combat die when attacking undead.
Prayer: You are a clergyman. You may raise a prayer to aid you. You must first declare which prayer you are raising and roll 1D6. If the target number for the prayer is reached or exceeded, your prayer is granted. If not, the prayer is raised in vain.
The paladin may not use bladed weapons.
Healing Rites: You have the ability to heal wounds. Once per game you may heal up to 8 Body Points of damage. You may spend all 8 points on one character, or you may spread the points out among several characters.. Doing this consumes your entire turn--you may not move, attack, defend, or perform any other action as you perform this rite. If you do, the rite is disrupted and the spell is lost.
Attack Dice | 1 |
---|---|
Defend Dice | 2 |
Body Points | 4 |
Mind Points | 6 |
Feat of Strength | 7 |
Feat of Dexterity | 7 |
Starting Armor | NONE |
Starting Weapons | Staff |
Prayer: You are a clergyman. You may raise a prayer to aid you. You must first declare which prayer you are raising and roll 3D6. If the target number for the prayer is reached or exceeded, your prayer is granted. If not, the prayer is raised in vain.
Divine Aura: You are surrounded by the light of Narafa, which protects from the forces of Darkness. If you are attacked by any Undead, you roll two extra combat die in defense.
Healing Rites: You have the ability to heal wounds. Three times per game you may heal up to 12 Body Points of damage. You may spend all 12 points on one character, or you may spread the points out among several characters. Doing this consumes your entire turn--you may not move, attack, defend, or perform any other action as you perform this rite. If you do, the rite is disrupted and the spell is lost.
Attack Dice | 1 |
---|---|
Defend Dice | 2 |
Body Points | 4 |
Mind Points | 6 |
Feat of Strength | 7 |
Feat of Dexterity | 7 |
Starting Armor | NONE |
Starting Weapons | Ash Staff |
Misc. | Chalice |
Chant and Invocations: The Shaman may use chants and invocations to summon help from the gods they serve. Each chant or invocation may be used once per game.
Psychological Immunity: The Shaman is ever at peace, in unity with his or her environment. As such they are immune to all harmful psychological magic. This immunity includes: Cacophonous Song, Power Song: Pain, ShatterSong, Fear, Sleep, Cloud of Chaos, Command, Confuse, Warp, Evil Eye, Mists of Despair, Enslavement, Bean Sidhe's Scream, Flitting Shadows, Eerie Song, Tinkling Laugh, and Kunfuse 'Em!
*(1) I have changed the prayer system to a 3D6 system instead of a 2D6 system, which is what Mr. Frazer had. I'll go more into detail on that on the Paladin. I have also identified the church the Monk, Paladin, and Priest serves as the church of the High God, the Deity of Light, Narafa. Also, I have removed the Healing prayer and worked the ability straight into the character profile.
*(2) This character was a slight derivation of Mr. Frazer's "Crusader", because I wanted a Paladin Character. The "Unwavering Faith" came from the "Crusader", but "prayer" was my idea. I have extended the 2 dice system of Mr. Frazer's "Clergymen" to a three dice system so that it includes the Paladin. See the prayers for further clarification. Ditto on Narafa. Also, I have removed the Healing prayer and worked the ability straight into the character profile.
*(3) I changed the Prayer system, from a 2D6 to a 3D6, and ditto on Narafa (see Monk). Also, I have removed the Healing prayer and worked the ability straight into the character profile.
*(4) This character, and the Chants and Invocations that go with this character were created by Joe Murray. You can reach him
Here. I have heavily revamped the character to suit my own uses, but I'm sure that if you e-mail him, he'd be happy to share the original with you!
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