Playbook: Devout Acolyte

While your childhood was that of an ordinary villager, something miraculous happened when you came of age. After a dramatic event, you felt the call of the gods, and now serve one as a prophet, as your ancestors did. One of these deities shows you particular favor, and you now do his work amongst your people.

Prerequisites: Favored class must grant the ability to cast Divine spells.
Starting Stats: You are wise beyond your years. Your Wisdom begins at 12, and all of your other ability scores begin at 8.
Initial Equipment: Cleric’s Vestments, a Brass Knife, a Club, an old wooden holy symbol, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int, Blessed Orphan trait
2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Dex, +1 Con, Reformed Bandit trait
3 Your parents were fishermen and you grew up on the water. +2 Dex, +1 Str, +1 Wis, +1 Cha, Friend of the River Fiends trait
4 Your family worked a small farm outside the village. +2 Con, +2 Cha, +1 Wis, Sun Orchid Harvester trait
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Guardian of the Forge trait
6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Wild Domesticator trait
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis, Adventurous Imbiber trait
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Accident Resistant trait
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis, Planar Historian trait
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Temple Guard trait
11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +2 Con, +1 Dex, Eyes of the Wild trait
12 Your father was a local merchant. You learned to name your price and charm your customers. +3 Cha, +1 Int, +1 Dex, Dealmaker trait

Add one location to the village (typically your family’s home or place of business).

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Divine Warrior trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Agent of Chance trait
3 You were the toughest kid around. +2 Con, +1 Cha, Sacred Smasher trait
4 No secret escaped you. +2 Int, +1 Dex, Truth’s Agent trait
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Unswaying Love trait
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Alluring trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Principled trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Child of the Temple trait
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, an Iron Holy Symbol and a Cold Iron Heavy Mace.
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, Fishing Tackle and a Poncho.
3 You went camping with the hunters. +2 Con, +1 Int, a Compass and a Medium Tent.
4 The colonial governor taught you etiquette and the law. +2 Int, +1 Dex, a Book of Letters.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a pair of Sanctified Rings (nor yet used), and a house under construction.
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a lock of hair (functions as per the Bestow Token feat).
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, a Nice Scarf and a Warm Coat.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, an Alchemical Silver Light Martial Weapon (your choice).

Add an NPC to the village.

What else happened to you as you began your life of service?

d6 When you came of age, you began to hear the gods. What first caused them to speak to you? Gain
1 You found an abandoned sanctuary deep in the woods, guided by the hand of one of the gods. Within, you found an ancient record of the old gods. +2 Int, +1 Dex, Pantheist trait
2 You were born with the mark of your god. When a disastrous event befell the village, and the gods showed you how to aid your people when they needed you most. +2 Str, 1 Cha, Birthmark trait
3 When a mysterious disease struck down many in the village, a god came to you in a dream and showed you how to heal the sick. +2 Con, +1 Int, Touch of the Gods trait
4 A band of templars came from London and demanded succor from the villagers. Filled with the spirit of the old gods, you sat with them all night, debating religion and converting several. +2 Cha, +1 Str, Crusader Road Acolyte trait
5 The miller’s daughter was badly injured in an accident. Heeding the voice of a god, you tended her back to health when all others thought it a lost cause. +2 Wis, +1 Con, Blessed Touch trait
6 One of the gods spoke to you and told you that the old witch held great knowledge of the ancient ways, and so you spent time learning from her. +2 Dex, +1 Wis, Devotee of the Green trait
d6 What is the gods’ task for you? Gain
1 To cleanse the lands of the forces of Dormin. +2 Int, Steadfast Slayer feat.
2 To aid the sick and wounded. +2 Wis, Medical Expert feat.
3 To wander the old paths, protecting nature. +2 Wis, Greenfaith Acolyte feat.
4 To be a leader of men. +2 Cha, Holy Inspiration feat.
5 To walk with the beasts and to learn from them. +2 Wis, Nature Soul feat.
6 To travel the land, doing the gods’ work. +2 Int, Motived March feat.

Add a location to the village (typically the local Catholic church, a small shrine to your god, or some other holy site).

d6 When you were most in need, the gods aided you. When were you most desperate? The player to your right was there with you. Gain
1 When one of the other children was bullying those smaller and weaker than himself, you commanded him to stop and the gods gave power to your voice. The friend to your right helped you protect the other children. +2 Wis, You and the friend to your right both gain the Scarred Legion feat.
2 You were beset by brigands, but the gods made a great light and they ran from your presence. The friend to your right protected you while you called upon your gods, and gains +1 Cha. +2 Cha, You and the friend to your right both gain the Shielded Caster feat.
3 You wandered, unwittingly, into an ancient burial mound. As the ancient kings began to rise, you asked the gods for help, and crept past them unnoticed. The friend to your right helped you find your way out. +2 Dex, You and the friend to your right both gain the Stealth Synergy feat.
4 A drunkard from another village was harassing your people at last autumn’s festival. You made him tremble at the gods’ power. The friend to your right stood with you when you confronted the troublemaker. +2 Cha, You and the friend to your right both gain the Spirit of the Corps feat.
5 A thing from beyond the veil was drawn by the old gods’ power and tried to slay you at night, but the gods protected you. The friend to your right burst into your home with light and fellowship, finally banishing the shadow. +2 Con, You and the friend to your right both gain the Cooperative Channeling feat.
6 A strange, small man with knotted skin was attacking those who came near the old mine. You confronted the creature, holding it at bay while your friend struck it with iron and sent it running. The friend to your right drove off the creature. +2 Int, You and the friend to your right both gain the Suppress Regeneration feat.
d6 Which of the old gods is particularly fond of you? Gain
1 A god of secrets, inspiration, or hidden things. +2 Int, a Teaching Staff.
2 A god of new beginnings, fire, or cleansing. +2 Con, an Everburning Torch.
3 A god of healing, suffering, or light. +2 Wis, 2 Scrolls of Cure Light Wounds.
4 A god of order, war, or conquest. +2 Cha, an Iron Eye.
5 A god of oaths, pride, or the hearth. +2 Str, a Just Scale.
6 A god of agriculture, death, or the underworld. +2 Int, a Winged Fetish.

Add an NPC to the village.

Playbook: Devout Acolyte

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