Rosepriest

Back to Encyclopedia

*“This world is filled with pain… Why do I fight against it? I wonder? Do I take it as a challenge? Is it simply what I'm destined to do? Or is my lack of reason the truth and I just haven’t considered it until now? Well… I suppose it doesn’t matter in the end. There are people that depend on me, that is reason enough for the short term. “Mister priest!” They call to me. They wish for me to drive the pain away for a while. Truly it’s pointless in the long run, none can drive away pain, I can only do so much as delay it, pain will always arrive in the end. It is the nature of this world… yet i still fight against it, it is my duty i suppose”*

Starting equipment: Evergreen staff, Very light armor, Wyldstone x2, 2 boxes of rations (C quality), Prayer book, Medical supplies.

Starting health: +4

Starting stat bonuses: +1 Intelligence, +1 Charisma

Skilled at using: Wands, Staffs

**Rosepriest skills**

**LVL1**

**NATURE’S MAGIC**

A Rosepriest draws power not from the storms themselves, but instead takes from the magical forces of nature and the goddess Amalia, Every 24 hours you may plead to the creatures of nature to offer you their blessings and power, each time you do roll a d10 and gain the corresponding number of magic reserves, the minimum for your magic reserves is always 3. These magic reserves do not regenerate.

**LESSER REJUVENATE**

At LVL1 you learn the simple spell Lesser Rejuvenate from the school of Vitomancy.

**LVL2**

**GROVES**

Opposed to popular belief, the Rosepriests of Amalia are no monolith of agreement betwixt each other. Much like any religious organizations the Rospriests have had a few schisms in their day that has split the faith of the nature goddess into multiple groves, each believing to be truer then the others. At LVL 2 you will assume affiliation with one of these Groves, do be aware that this will have an impact on how other Rosepriests view you.

**GROVES OF PURITY**

The groves of purity value tradition and pure heartedness over all other things, they are protectors of nature that would sooner die than let their forests be corrupted by the monsters of the world. As they seek no pleasures or earthly personal belongings, the Rosepriests of this grove have sworn an eternal vow of chastity, the breaking of which is met with harsh punishments and excommunications.

LVL2:Cleansing touch

*(Passive)*

Your hands are always clean and have a gentle healing property, touching any creature with a Corruption of -1 or lower deals xd4 damage, the x being the creatures level of corruption.

**GROVES OF SURVIVAL**

As nature gives it also takes, this is the unquestionable belief of all Rosepriests. However none follow this rule more vehemently then the groves of survival. The groves of survival build no temples, for the forest is their temple. they do not take donations, for nature will donate to them through trials and dangers. They are the guardians of the most wild and untamed forests of the world, for only they can brave and live in its dangers. Death is part of the cycle of life, and the groves of survival see their own deaths as simply a part of nature, it is for this reason that they wash frequently, so that they may be clean meals for the beings of nature upon their death.

LVL2:Wyld heart

*(Passive)*

The forest is your home and your proving ground, whilst in a forest you gain +2 to all of your stats, this ignores the 20 stat cap.

**GROVES OF CHARITY**

Whilst a balance between cruelty and generosity will always sit as the main commandment of the Rosepriests, the grove of charity views all mortal life beyond the forests as a part of nature and seeks to protect it. The groves of charity also acknowledge that as the civilized world is a part of nature, and civilized living is much safer, the balance between cruelty and generosity has drifted naturally and should be accepted as interference would go against nature. As such generosity should take priority over cruelty in such places. It is as such that the groves of charity are the most popular among the people, for they build their temples in towns as well, and express a great amount of generosity to the people of those towns. Growing fruit, helping the harvests and healing the sick.

LVL2: Favoured by the people

*(Passive)*

As long as you keep helping people, they shall help you back. The GM must keep a record of all the people you’ve “helped out”, for every 5 people you’ve helped out you gain 1 purity, you also gain an extra magic reserve for every 10 people you’ve helped out during your adventure. During a climactic event the GM may allow you to roll a d100 to see if any of the people you’ve helped through your journey comes to assist you as long as it makes logical sense.

**LVL3**

**THE POWERS OF NATURE**

You gain access to 3 spells from the tier 1 School of Vitomancy list

**LVL4**

*Groves of Purity*

LVL4: Aura of the impure

*(Passive)*

The impurity of others is quite clear to you, it manifests itself almost like an aura around those that have sinned and sullied their physical and mental selves. If you spend 1 minute in or out of combat around a creature, you gain knowledge of these following things:

Their current level of Corruption if below 0

Their level of Purity compared to yours if not below 0

One wild ability of theirs if below -4

*Groves of Survival*

LVL4: Survival instincts

*(Passive)*

Whenever your health is below half your maximum health, you gain advantage on all Strength or Agility DC’s.

*Groves of Charity*

LVL4: Priestly discount

*(Passive)*

Your position as a beloved Priest/Priestess of the people has impact with many shopkeepers throughout the land, whenever you enter a shop or an establishment that sells things you may roll to reduce the price of all items in that establishment by 1d20 percent, the shopkeeper must roll a DC18 Charisma roll, on a success you do not get this discount.

**LVL5**

**DESTINED FAMILIAR**

You receive a gift from nature, a companion ordained by the spirits of the forest, a creature destined to meet you and become your familiar. The Familiar may be one from this list or any other animal that might fit your character better. Your familiar cannot die whilst you are still alive as your spirits are one and the same, but can be downed during combat.

**Fox**

The fox is the holy animal of Amalia, an elegant and noble animal that is prized by all Rosepriests regardless of their personal interpretations of Amalia’s word. A Rosepriest with a Fox familiar is considered the recipient of a great honor and is both a target of jealousy and awe from their peers

Health: 10+ Player Level

Stats: Str=10, Con=10, Int=14, Cha=12, Agi=14, Mox=16

HB: 10

Movement: 7

Tags: Beast,Quadruped, Charm Resistant, Burn Resistant

**Deer**

Proud and most holy, the Deer is most certainly a worthy companion for a servant of Amalia

Health: 12+Player Level

Stats: Str=12, Con=12, Int=10, Cha=12, Agi=16, Mox=14

HB: 10

Movement: 12

Tags: Beast,Quadruped

(The Deer familiar can be mounted, increasing the Players movement speed to 10 spaces)

**Sparrow**

As much as Altex would like to claim he owns the heavens, the sky above is nonetheless in reality an extension of Amalia’s wide domain, and the flying creatures of her design her air patrol, watching over all that she claims and further. Any bird would be a most fitting companion for a Rosepriest, but the Sparrow is the most common.

Health: 8+Player Level

Stats: Str=8, Con=8, Int=16, Cha=12, Agi=16, Mox=16

HB: 6

Movement: 10

Tags: Beast,Flying