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legacy:characters:background:templar

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legacy:characters:background:templar [2025/06/10 04:27] tailkinkerlegacy:characters:background:templar [2025/09/02 13:26] (current) tailkinker
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 Your power is a delicate balance between might and mercy. You are at your most dangerous when standing in defense of your beliefs, but you also wield healing and support when those in your charge need it most. Whether on the battlefield or in the halls of justice, you are more than just a sword in hand---you are a beacon for your cause, and your unwavering resolve makes you a force to be reckoned with. Your power is a delicate balance between might and mercy. You are at your most dangerous when standing in defense of your beliefs, but you also wield healing and support when those in your charge need it most. Whether on the battlefield or in the halls of justice, you are more than just a sword in hand---you are a beacon for your cause, and your unwavering resolve makes you a force to be reckoned with.
-===== Attributes ===== 
- 
-When you select this background, add seven points to your Charisma score and five points to your Sttrength score. 
-In addition, you may distribute eight points among any of your other attribute scores.  No single attribute may receive more than four points. 
  
 ===== Features ===== ===== Features =====
  
-**Stamina**:  A Templar begins play with 30 stamina, plus an amount equal to your Strength bonus.+**Stamina**:  A Templar begins play with 15 stamina, plus an amount equal to your Strength bonus.
  
 **Recovery Dice**:  When you select Templar as your background, you gain two ten-sided dice (2d10) as Recovery dice.  This is in addition to any Recovery dice you gained due to your ancestry. **Recovery Dice**:  When you select Templar as your background, you gain two ten-sided dice (2d10) as Recovery dice.  This is in addition to any Recovery dice you gained due to your ancestry.
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 ===== Skills ===== ===== Skills =====
  
-Place one training rank in the [[legacy:skills:Lore]] skill, with the Religion specialty.  Choose one of the following skills:  [[legacy:skills:Blades]], [[legacy:skills:blunt|Blunt Weapons]], [[legacy:skills:Polearms]], [[legacy:skills:unarmed|Unarmed Combat]], [[legacy:skills:unbalanced|Unbalanced Weapons]].  Place one training rank in the chosen skill.  In addition, choose any two additional skills from the following list:  [[legacy:skills:Crafting]], [[legacy:skills:Diplomacy]], [[legacy:skills:Insight]], [[legacy:skills:Medicine]], [[legacy:skills:Perception]], [[legacy:skills:Society]] or from the list of combat skills above.+Place one training rank in the [[legacy:skills:Lore]] skill, with the Religion specialty.  Choose two of the following skills:  [[legacy:skills:Blades]], [[legacy:skills:blunt|Blunt Weapons]], [[legacy:skills:Polearms]], [[legacy:skills:unarmed|Unarmed Combat]], [[legacy:skills:unbalanced|Unbalanced Weapons]].  Place one training rank in the chosen skill.  In addition, choose any two additional skills from the following list:  [[legacy:skills:Crafting]], [[legacy:skills:Diplomacy]], [[legacy:skills:Insight]], [[legacy:skills:Medicine]], [[legacy:skills:Perception]], [[legacy:skills:Society]] or from the list of combat skills above.
 Place one training rank in each of the selected skills. Place one training rank in each of the selected skills.
  
 ===== Deity ===== ===== Deity =====
  
-You must choose one deity as your patron.  Each deity will list four Divinities of magic to which they grant access. +You must choose one deity as your patron.  Each deity will list four Doctrines of magic to which they grant access.
- +
-===== Magic ===== +
- +
-You gain access to the Discipline of Divine Magic.  From this Discipline, you gain access to the Divinities of Community, Healing and Protection, as well as your choice of //one// Divinity from among those offered by your deity. +
- +
-Place one training rank in Divine Spellcasting.  Your spellcasting attribute is Charisma. +
- +
-You automatically know //all// Power 1 spells from //all// Divinities to which you have access.  In addition, you may select one Power 2 spell from among the Divinities to which you have access, and add it to your list of spells known. +
- +
-==== Mana ==== +
- +
-Like all spellcasters, you fuel your spells with **mana**.  The maximum amount of mana that you can have is equal to the number of training ranks you have in Divine Spellcasting, plus an amount equal to half your level (rounded //down//).  You recover mana equal to half your level when you complete a short rest. +
- +
-If you have a spellcasting class, use its mana rules in place of these. +
  
 ===== Traits ===== ===== Traits =====
  
 +You begin play with the trait, [[legacy:traits:Divine Magic]].
 Choose one of the following traits, and add it to your character.  In addition, Choose one of the following traits, and add it to your character.  In addition,
-the following traits are available to your character as Basic traits, regardless of their base class. +the following traits are available to your character as Apprentice-tier traits.
  
 +  * [[legacy:traits:smite|Smite]]
  
-The following traits are available to your character as Expert traits, regardless of their base class.+The following traits are available to your character as Journeyman-tier traits, available starting at level five.
  
  
legacy/characters/background/templar.1749529638.txt.gz · Last modified: by tailkinker