Kurvis Nurpico

Bernum's page

58 posts. Alias of Daniel Stewart.


Classes/Levels

Human Cleric: 1|HP: 9|AC [14]|MOV:12|SAVE:15

About Bernum

STR: 14 (+1), INT: 08, WIS: 14 (+1), CON: 13 (+1), DEX: 11, CHA: 11 Wil: 15 (+2), Luk: 11

Skills: General Lore, Apothecary, Detection, Gather Information, Insight, Persuasion

Armor: Light, Medium Armour and shields.
Weapons: Bludgeoning weapons only.

Age: 25. HP: 9, AC:14 , SAV: 15, Move: 12, XP Bonus: +5%

Combat: Heavy Mace (1d8) - +1 to hit/+1 Damage, +1 damage if used two-handed, on a natural 19 to hit roll, you knock your target prone, or backwards up to 10 ft.

Equipment: Breastplate and Shield, Heavy Mace, backpack, bedroll, lantern and oil, waterskin, 1-week iron rations, 3 vials of holy water, Wooden Holy Symbol, a special relic from church, 2gp

Blessings (1st Level)
As an agent of the gods, cultists may petition their patron for aid in the form of supernatural blessings and miracles.
At 1st level, the cultist knows a number of blessings equal to his Will modifier. Each level thereafter the cultist learns one additional blessing, and if desired, may substitute one known blessing for another. You begin an adventure with one use of this ability per level. You may regain expended uses by taking short or long rests (p.85).
Invoking a blessing follows the same rules as spell casting (p.87), except as noted below:
i. If the cultist has Favour, they may spend it to automatically invoke the blessing.
ii. If the cultist does not spend Favour, a Will check is required. The cultist’s Reroll Pool is available for this check.
iii. If successful, the blessing works as intended. If failed, the cultist’s action is wasted and they suffer a Divine Rebuke (p.31).
iv. Blessings add to a character’s Dark & Dangerous Magic tally (they draw attention from the Veil), but do not trigger a DDM check.

All cultists may choose to learn the following blessings:
Blessed Weapon: One weapon the cultist touches counts as magical for 1d6 x 10 minutes (no action).
Holy Smite: As part of a melee attack, instead of rolling damage, you cause maximum weapon damage plus your level. The attack counts as magical. This ability may not be used more than once per round.
Lay on Hands: The cultist may spend an action to heal a touched target 1d4 hp per cultist level, plus the cultist’s Will modifier. If the target has zero hp, the wounds mend slowly over 1d3 minutes (the target does not regain hit points or consciousness until the 1d3 minutes passes).
Mend Injury: as Solace of Argona. This ability may not be used more times than half the cultist’s level (round up) per adventure.
Purge Affliction: As Purge the Accursed. This ability may not be used more times than half the cultist’s level (round up) per adventure.
Sense Abomination: The cultist may spend an action to detect Undead, Demons and Aberrations (including their direction) within 120 ft for 2d6 rounds.
Spell-like Blessing: Each time you choose this ability, gain a blessing that mimics one of the following spell effects: Pierce the Veil, Lucent Emanation, Sever Arcarnum or Cleansing Charm.
Turning: The cultist may spend an action to brandish their holy symbol to turn 1d8 + level Undead, Demons or Aberrations within 60 ft. If a target’s HD are less than half the cultist’s level they are automatically destroyed. Targets with HD equal to or lower than the cultist’s level gain a Luck save to resist fleeing for 1d6 x 10 minutes. Targets with more HD than the cultist are unaffected.
Watched Over: The cultist and all PC allies within 20 ft gain +1 AC as long as the cultist is above zero hp. Once known, this blessing is always active, and does not require expending a blessing use.

Sacred Lore (1st level)
Cultists gain advantage on all checks relating to religious lore, holy and profane, including deities, undead and demons.

Background:

Bernum was born to a minor noble family as the second son. As such his place in the inheritance of his father's land was secured to his older brother and he, as the second born, was to join the priesthood. While growing up, he was always reminded that he would not be inheriting the manor, and that he was destined to become a priest...stuck in some small chapel with no chance of glory or fame. This did not sit well with the young Bernum, and he fought against this fate. It was not until his 16th birthday that he devised a way to honour his family's wishes, and still allow himself an exciting life as a warrior. It was in the spring when his father hosted a number of members of a clerical fighting order at the manor. These mighty warriors of the gods impressed the young man greatly, and he got into many conversations with the warrior-brothers about their order and what it would take to become one of their number. It was agreed by the Prior of the Warrior-monks and his father to send Bernum off to train, not only in the religious pursuits of a priest but also the fighting prowess of a trained warrior.
So it was in his 16th year, Bernum travelled to the temple-fortress of the Holy Order of the Checkered Shield and he started his training as a warrior-priest. After 7 gruelling years, Bernum has finally met the minimum requirements to be allowed to travel as a cleric-errant and bring the word of his god to the heathen masses, by word or sword!