Meskellian
Cleric
Cleric Competencies
Your character starts with the following competencies:
Violence: Intimidation and a simple weapon of your choice
Trickery: Deception or persuasion
Curiosity: Religion
Trade: A divination of your choice
Languages: A common language of your choice
Cleric Traits
Your character starts with the following traits:
Resilience. Your Grit, Reflex, and Will increase by 1.
Intervention. At any time (does not cost any kind of action), you may call on your deity to intervene. They will only do this once per Eminence die you are above d4. This intervention can take the form of their immediate appearance and/or teleporting you to a safe location of their choosing.
Leadership. You gain a follower. This follower has d4 Eminence, d6, d4, d4, and d4 as their aptitude array, one archetype, may not choose a class, all equipment necessary for use of their competencies, no money, and 0 xp. If you gain this trait through the course of play rather than starting with it, the referee should work the follower in as soon as possible (no more than two sessions should pass).
Deity. You are a loyal follower of one of the few remaining Deities. Choose one. You can use any of the abilities of your chosen deity by paying its gold cost.
Cleric Abilities
You start with the following abilities:
SMITE
DIVINE, EVOCATION, POWER 1
You spend an hour…
ONE ON ONE
DIVINE, CONJURATION, POWER 3
You spend an hour…