====== Priest ====== The Priest has dedicated their lives to the service of a divine power, but rather than wielding their faith in battle, they channel it through spells, healing, and guidance. These priests are scholars and mystics, who have spent years in cloisters or temples, studying sacred texts, prayer rituals, and divine magic. Unlike the war priests or templars who take up arms in the name of their god, these priests are more likely to be found delving into ancient scriptures or mediating on the mysteries of the divine. Their spiritual connection is expressed not through physical might, but through the mastery of magic that heals, protects, and enlightens. {{ :legacy:characters:background:priest.jpg?400|}}Though they may be less likely to engage in combat, these priests are still adventurers. They wander the world not out of a desire for fame or fortune, but to spread the teachings of their faith, provide healing to the wounded, and aid those in need with their magical abilities. Whether seeking out lost relics, uncovering ancient divine secrets, or assisting communities in peril, their purpose remains the same: to act as the conduit of divine will and to ensure that the sacred light illuminates the darkest of paths. In many ways, their journeys are deeply personal, as they strive to understand the true nature of their faith and the divine forces they serve. In combat, these priests are formidable in their own right. They use their spells to support their allies, turning the tide of battle with divine blessings, healing, and protection. Their magic can banish evil, bolster courage, and ward off darkness, offering invaluable support to any party. While they are not warriors, their wisdom and divine power often make them the backbone of a group, providing the strength that comes from the divine rather than from steel. They are a beacon of hope in difficult times, wielding the power of their faith to bolster the spirits and bodies of those around them. Despite their more passive approach to conflict, these priests are far from weak. They may not seek the frontlines, but their journey is one of discovery and service. Their commitment to the divine guides them through the chaos of the world, offering them the insight and power needed to overcome obstacles. In an adventuring party, the priest's role is clear: they bring balance, wisdom, and healing, ensuring that the light of the divine is never far from those who need it most. ===== Features ===== **Stamina**: A Priest begins play with 12 stamina, plus an amount equal to your Charisma bonus. The aura of sanctity that you project tends to cause foes to shy away from causing you harm. **Recovery Dice**: When you select Priest as your background, you gain two eight-sided dice (2d8) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry. **Defences**: Add two training ranks to your Will defence. ===== Skills ===== Place one training ranks in the Lore skill, with the Religion specialty. In addition, choose any three additional skills from the following list: Diplomacy, Insight, Intimidation, Medicine, Perception, Performance, Society, or any one combat skill. Place one training rank in each of the selected skills. ===== Deity ===== You must choose one deity as your patron. Each deity will list four Doctrines of magic to which they grant access. ===== Traits ===== You gain the trait, [[legacy:traits:Divine Magic]] and the trait, [[legacy:traits:First Doctrine]]. Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Apprentice-tier traits. * [[legacy:traits:adapted_magic|Adapted Magic]] * [[legacy:traits:blessing_of_energy|Blessing of Energy]] * [[legacy:traits:moment_of_clarity|Moment of Clarity]] * [[legacy:traits:Second Doctrine]] * [[legacy:traits:speaking_in_tongues|Speaking In Tongues]] * [[legacy:traits:unarmed_training|Unarmed Training]] The following traits are available to your character as Journeyman-tier traits. * [[legacy:traits:silver_tongue|Silver Tongue]] * [[legacy:traits:Third Doctrine]] The following trait is available to your character as a Master-tier trait. * [[legacy:traits:Final Doctrine]] ===== Starting Equipment ===== You begin play with the following equipment: * 100 silver coins.