Blessings - marriages, last rites, turn water holy, etc.
Detect Aura - moral auras.
Miracles - choose one spell per level from following: aid, cleanse, dispel, heal, protection, repel. Cast as spellcaster of same level, requires holy symbol.
Smite – choose one weapon favored by deity, may use cleric score instead of warrior score to determine weapon score.
Leader:
Battle Commander - used prior to initiative, select any following effect, doesn’t count as an action:
[**]Tactics (allies get +1 INIT)
[**]Assault (find weakness)
[**]Inspire (+5 to hit and damage to adjacent allies)
[**]Guardian - take damage for adjacent ally, no skill check needed.
Leader - attract willing followers for missions.
Warlord - choose an effect, lasts until turn ends, counts as action:
[**]Rallying Cry - +10 to hit and damage to you and chosen allies if give up -20 to all resistance checks.
[**]Courageous Word - +20 to LOG or WIL resistance check against dark powers, magic, fear, etc.
[**]Tactical Strike – you or ally make 2 attacks against foe you outnumber 2:1 in melee. Chose which attack to keep. Foe knocked prone in addition to normal damage.
Scout:
Animal Handling - befriend, calm, agitate, or train normal animals.
Navigation - determine which way is north, find location on unknown maps, decipher directions or maps, create maps, etc.
Survival - craft objects from nature, find shelter, build fires, identify drinkable water and edible food, identify and disarm natural traps/hazards.
Tracking - detect tracks, learn info from them, trailblazing.
Thief:
Deception - lie, forge, disguise, impersonate, etc.
Security Systems - identify or disarm traps, pick locks, perform mechanical repairs, etc. Requires thieves’ tools.
Sleight of Hand - pick pockets, palm objects, etc.
Stealth - remain unseen and unheard. If attack from stealth +5 per thief level to hit and damage.
Warrior:
Marksman - projected weapons such as bows, crossbows, slings, etc.
Melee Weapons - use of swords, clubs, daggers, maces, etc.
Thrown Weapons - hurled knives, spears, etc.
Unarmed Combat - punch, kick, etc.
Spells:
Heal (2D/Cleric level of healing per day [2D], single or group)
Descriptors:
Positive/Helpful: Puts those placed in his charge above his own life.
Negative/Hindering: Bigoted: believes elves are the superior race
Moral Code:
Somewhat Kind
Totally Focused
Very Selfish
Somewhat Deceitful
Totally Brave
Equipment:
1 Longsword 2d+1
1 Longbow 2d+3(w/20 arrows)
2 extra quiver (20 arrows)
1 Quarterstaff 1d+3
1 Dagger 1d
1 Chainmail (DR5)
1 Thieves tools (hidden in leather greaves on fore arms)
1 whistle
1 Riding Horse (w/saddle bag, tack and harness)
1 Alchemists kit
1 Grappling hook
1 large sack
1 Survival kit which includes the following:
1 backpack
1 candle
10 days rations
6 torches
1 bedroll
1 flint and steel
1 rope, 50'
1 waterskin
1 steel mirror
1 flask of oil
Belt Pouch1
24 caltrops
1 iron spike
Belt Pouch2
24 caltrops
1 iron spike
Special
10 never miss/single use arrows
6 +1 arrows
notes:
current: 779 gp
arrows: 70 arrows
arrows: 10 never miss/single use arrows
arrows: 6 +1 arrows