| Full Name |
Obed Marsh |
| Race |
Deep One Hybrid; XP 9; HP 11/24 |
| Classes/Levels |
Cleric of Father Dagon/Lvl 2 |
| Strength |
12 |
| Dexterity |
9 |
| Constitution |
16 |
| Intelligence |
13 |
| Wisdom |
16 |
| Charisma |
8 |
About Obed Marsh
M Deep One Hybrid Cleric Lvl 1 XP0
Presenting Obed Marsh, Cleric of Father Dagon whom the deep ones worship.
His appearance reveals that he is not completely human. His skin has a pale grayish color, like a fish that has been out of the water for too long. He has pitch black eyes with no eye lids, just membranes that cover them in bright sunlight. His teeth are small and pointed and seem to be too many for a normal mouth. The fingers of his hands and toes on his feet are webbed and seem to be slowly fusing together. He wears tattered robes with a cowl pulled over his head which normally conceal the fact that his ears have receded into his skull leaving just the ear holes remaining. He speaks with a low rasping voice and coughs frequently with a wet gurgling sound. Sometimes it seems as if he is breathing from slits that open and close in his neck. On the outside of his robes hangs a golden oddly shaped polygonal symbol that draws in the eye as it seems to have impossible angles. The shape of the symbol causes a primal fear in most who see it.
Drive - awaken the sleeper.
Obed believes that every sacrifice that he makes to Father Dagon tears another small rip in the tapestry between this world and the sleeping world. Enough of the tapestry has been torn that Obed can call on the powers of Father Dagon to work what the Landlings would call magic. Obed knows there is no such thing as magic in this world just the ability to reach through the void to the other side. Once enough sacrifices are made by Obed and his brothers, the veil will be torn away, the sleeping world will awake, and this world remade into a world covered by water with no Landlings anywhere. Then the deep ones will be powerful and Father Dagon will be the only God left. Until the great day happens, Obed will work with the pirates of this crew as they are willing to look the other way when prisoners disappear in exchange for his healing abilities.
Bonds
Everett knows a dark secret about Obed. He's the only one of the crew that has seen the creatures that come forth in the night to feed when Obed makes a sacrifice but he still provides the sacrifices.
Obed is working on converting Squart to the worship of Father Dagon. He has to move slowly as Squart may have loyalty to the crew of pirates that accepted him. The fact that all the Landlings will die (including the crew) once the great day comes is a secret that Obed is not ready to share yet.
Sebastian will unwittingly provide Obed with sacrifices.
Stats:
Strength - 12 (0)
Dexterity - 9 (0)
Constitution - 16 (+2)
Intelligence - 13 (+1)
Wisdom - 16 (+2)
Charisma - 8 (-1)
Damage: d6
Armor: 1 (Chainmail)
HP: 23/23
Race: Deep One Hybrid - can breath underwater
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 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
✴ 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.
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.
Gear:
Gear
Your load is 10+Str. You carry dungeon rations (5 uses, 1 weight) and some symbol of the divine, describe it (0 weight).
Choose your defenses:
Chainmail (1 armor, 1 weight)
Choose your armament:
Staff (close, two-handed, 1 weight) and bandages (0 weight)
Choose one:
Healing potion (0 weight)