Mita “Buckles” the Cultist

Core Details

  • Race: Human
  • Background: Busker
  • Sex: Female
  • Age: 17
  • Class: Cultist
  • Level: 1
  • XP:
  • Party Bonds: Rescued from sure death by Groo, Dorgan, Leafsong, and Tejon

Attributes (SCORE | MOD | GS | TF)

  • Strength: ` 13 +1 6 20 `
  • Dexterity: ` 11 0 5 16 `
  • Constitution: ` 12 0 6 19 `
  • Intelligence: ` 7 -1 3 11 `
  • Perception: ` 11 0 5 16 `
  • Willpower: ` 15 +2 7 20 `
  • Charisma: ` 12 0 6 19 `
  • Initiative: ` 9 NA 4 14 `
  • Luck: ` 11 NA 5 16 `

Combat & Key Stats

  • HP: 14
  • AC: 13
  • Rescue: 11
  • DDM: 1
  • Favour: Y
  • Death Save: 12
  • Rerolls: 2
  • Attack Bonus: Melee [ +1 ] Ranged [ +0 ]

Skills

  • Athletics
  • Apothecary
  • Persuasion
  • Divine Lore
  • Deception
  • Stealth

Abilities

  • Blessings:
    • Abjure the Unnatural - Conjure a protective field that keeps supernatural creatures at bay
    • Pierce the Veil - Identify magic, veil echoes, and illusions
    • Elemental Ward - Gain immunity to one kind of element or supernatural attack form
    • None Shall Pass - Magically seal a door, window, box, etc
  • Sacred Lore - You have a detailed knowledge of religions. You may roll against Will rather than Int on checks relating to Divine Lore, holy or unholy, including deities, undead, and demons.

Equipment & Gear

  • Coin:
  • Favour:

Worn

  • Chain shirt (+3 AC)
  • Holy symbol

Pouch

  • Tinderbox
  • (Item 2)

Battle Gear

  1. Heavy mace
  2. 4. 5. 6. 7. 8. 9. 10.

Pack Gear

  1. Bedroll
  2. Rations (5 days)
  3. Drum
  4. Torches (5) 5. 6. 7. 8. 9. 10.

Injuries & Notes

  • Worships Argona
  • Illiterate

Weapons

WEAPON 1: [Name] RNG: [ ] HIT: [ ] DMG: [ ] NAT 19: [ ] CRIT: [ ] PROPERTIES: [ ]
WEAPON 2: [Name] RNG: [ ] HIT: [ ] DMG: [ ] NAT 19: [ ] CRIT: [ ] PROPERTIES: [ ]
WEAPON 3: [Name] RNG: [ ] HIT: [ ] DMG: [ ] NAT 19: [ ] CRIT: [ ] PROPERTIES: [ ]
WEAPON 4: [Name] RNG: [ ] HIT: [ ] DMG: [ ] NAT 19: [ ] CRIT: [ ] PROPERTIES: [ ]

Argona (the Starmaiden)

Argona is the goddess of health, wealth, happiness, and hope. In addition, she is venerated as a fierce protector of families, especially children, elderly and other vulnerable. She is usually depicted as a beautiful, raven haired woman with stars for eyes and a comet like tail in lieu of legs.

  • Related Activities: Weddings, births, carousing, trade deals, healing and illness recovery, defending kith and kin. Her feast day is Thanksgiving.
  • Common Phrases:
    • Argona protects
    • Starmaiden keep you
    • Health and happiness
  • Icons
    • A star or stars
    • Shield with a star motif.

Tenets

  • Foster hope.
  • Aid the sick and injured.
  • Fight for those who cannot fight for themselves.
  • Embrace toil and prosper.
  • Celebrate good works.

Patron Benefits

  • You may roll against Will on Apothecary checks.
  • Add the following to Spell like Blessings: Elemental Ward, None Shall Pass.

Favour

To gain Favour, you must take action promoting, enacting or adhering to one or more tenets. The GM determines whether a tenet is met and Favour bestowed. You either have Favour or not. Acting contrary to a tenet generally strips the cultist of Favour if they have it (GM’s call, or a Luck (Cha) save may be called for). Consistently breaking tenets not only strips favour, but may impose penalties on invoking blessings, or prevent any blessings until/if the cultist atones (GM’s call).

If labouring under a Divine Rebuke (p.96) that requires Atonement to absolve, the cultist cannot gain Favour until their atonement is complete. Because cultists rely on Favour to invoke blessings reliably and without fear of Divine Rebuke, it is recommended that GMs give PCs the benefit of the doubt when deciding whether a tenet is satisfied. At the GM’s option however, repeatedly using the same tenet to garner Favour may become increasingly difficult over the course of an adventure.

Invoke a Blessing

To invoke a Blessing:

  • The Cultist must speak clearly, and have line of sight to the target.
  • If the Cultist has Favour, they may spend it to automatically invoke the blessing. If a spell like effect is involved, make a Will (Divine Lore) check instead of Int (Arcane Lore) to determine the spell result. Treat a failure as an ordinary success instead.
  • If the Cultist does not spend Favour, a Will (Divine Lore*) check is required and treated like a spell casting check. If a DDM effect (p.92) triggers, roll on the Divine Rebuke table instead of the DDM table.