
Aldwynn the Battle Priest
Background
You’ve served the church most of your life. You’ve kept away from the politics and power-brokering so many of your brethren seem to be drawn to now that the church is gaining influence. Instead, you’ve chosen to minister to the poor and helpless whenever the opportunity presents itself. This has made you popular with both your flock and the other priests, as your lack of ambition means you’re no threat to them.
Sadly, it didn’t make you popular with the bandits who waylaid you on one of your trips to an outlying village distribute alms. They ignored your pleas and laughed when you explained the money you carried was sent to help the poor and infirm.
Heaven, however, did not ignore your pleas. A brilliant light blinded the ruffians, and a few raps from your trusty staff convinced them the error of their ways. You’ve since discovered you can lay on hands, curing wounds and disease, just like the saints of old.
You’ve been reluctant to bring these abilities to the attention of the bishop, as calling such attention to your blessings feels self-aggrandizing and prideful. Still, you know you’ve been given these gifts for a reason, so you travel the countryside protecting those you can and healing those you can’t.
Description
Transgressions: Aldwynn is held to a high standard by the forces that grant him his powers. Committing a minor sin (lying, drunkenness) gives him a –2 to his Faith rolls for a week. Major sins (refusing aid to those in dire need, theft) strip him of his powers and his ability to rebuke evil (see below) for a week. Mortal sins (denying his faith, murder) cause him to lose all his powers until he completes some great task to atone.
Rebuke Evil: As an action, Aldwynn can call upon his faith to temporarily weaken supernaturally evil creatures. This costs 1 Power Point and has a range equal to his Spirit. All affected beings in that range must make an opposed Spirit roll against him. Those who fail are Distracted or Vulnerable, Aldwynn’s choice. If he gets a raise on the roll, they are both.
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Faith d8, Fighting d6, Language (English) d8, Language (Gaelic) d6, Language (Latin) d8, Language (Norse) d6, Notice d6, Occult d6, Persuasion d8, Research d6, Stealth d4
Pace: 5; Running Die: d4; Parry: 5; Toughness: 6; Size: Normal (1)
Hindrances: Heroic, Obese, Poverty, Vow (major, To the Church)
Edges: Arcane Background (Miracles), Command, Command (modified), Embolden, Natural Leader, Power Points, Rally
Weapons: Unarmed (Range Melee, Damage Str), Staff (Range Melee, Damage Str+d4, Reach 1, +1 Parry)
Gear: Cross, Tinderbox
Languages: English (native, d8), Latin (d8), Gaelic (d6), Norse (d6)
Current Wealth: $240
Arcane Background: Miracles (SWADE)
- Power Points: 15
- Powers: Deflection (Savage Worlds: Adventure Edition p157-158), Healing (Savage Worlds: Adventure Edition p162), Smite (Savage Worlds: Adventure Edition p168)
Advances
Novice Advances- Raise Skills: Common Knowledge/Occult
- Raise Skills: Persuasion/Occult
- Edge: Power Points
- Edge: Embolden
- Edge: Rally
Books In Use: Savage Worlds: Adventure Edition, Fantasy Add-On - Bards and Minstrels, Fantasy Add-On - Fighters and Slayers, Fantasy Add-On - Tomes & Prayers, Fantasy Add-On - Wizards & Mystics
Setting Rules: Multiple Languages
Validity: Character appears valid and optimal
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