Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

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Savage High Fantasy
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Felicity Clover
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Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

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Background Hooks [dice:1q7bcnik]66042:0[/dice:1q7bcnik]

I am lost.
I have sworn an oath to serve a lord / church / guild.
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Felicity Clover
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Felicity Clover »

Character Name: Felicity “Fliss” Clover
Rank: Veteran
Race: Halfling
Attributes: Agility d8 (Max d12+1), Smarts d6, Spirit d12+1, Strength d6, Vigor d8
Pace: 5 (Run d4); Parry: 7; Toughness: 7 (2)
Languages: Common, Halfling, Elven, Celestial
Skills:
  • Athletics d6 (Max d12+1)
  • Common Knowledge d4
  • Faith d12+1
    • Healer: Free reroll
  • Fighting d6
  • Gambling d6
  • Healing d6
    • Healer: Free reroll
  • Notice d6 (Max d12+1)
  • Occult d6
  • Persuasion d8
  • Stealth d6

Hindrances
  • Vow (Major): If the cleric violates their deity's trust (GM's call) the cleric subtracts 2 from Faith rolls for a week. Truly sacrilegious acts might rob her of her powers entirely until she atones in some way.
  • Loyal (Minor)
  • Impulsive (Major)
  • Heroic (Major)
  • Size -1

Edges
  • Class: Cleric (Luck)(Tymora)
    • Channel Energy: Clerics can cast the healing power at a Range of Spirit rather than Touch. Their healing power also has the Additional Recipients Power Modifier, allowing them to heal nearby allies at the cost of one extra Power Point each.
  • Luck: Draw one additional Benny per session.
  • Arcane Background (Miracles)
  • Healer: Free reroll when healing, natural or magical
  • Destroy Undead: As an action, the cleric spends 2 Power Points to channel positive energy in a Medium Blast Template centered on herself. Every undead creature within the template must make a Spirit roll or take a Wound (this may be Soaked as usual).
  • Channeling: When the character gets a raise on her arcane skill roll (or roll to activate or use an arcane device), she reduces its Power Point cost by 1. This can take it to 0.
  • Favored Powers: The cleric has great familiarity with some of her core powers and can cast them quickly and easily. As a limited free action she may ignore up to two points of any penalties (Multi-Action, Wounds, Fatigue, etc.) when casting healing, sanctuary, or smite. This Edge doesn’t give her those powers—they must be taken separately.

Powers
  • Alter Luck (Boost/Lower Trait)
    • Cost: 2
    • Range: Smarts
    • Duration: 5 (boost)
    • Trappings: Alter the target’s luck, making them more or less likely to succeed or fail.
    • Boost: Increase die type by 1, Raise by 2
    • Lower: Lower die type by 1, Raise by 2. Spirit roll as free action at end of turn to shake it off. Success improves by 1 die type, Raise removes the effect.
    • Additional Recipients (+1 per target)
    • Fatigue (+2): Suffer Fatigue if affected by the power. Cannot cause incapacitation
    • Range (+1/+2): Double/Triple the range
    • Strong (+1): Lower Trait only. Spirit roll to shake off the effect is at -2.
    • Glow/Shroud (+1): Glow creates soft light (caster’s choice of color) in a Small Blast Template centered on the target. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
  • Cure Wounds (Healing)
    • Cost: 3
    • Range: Spirit
    • Trappings: Prayer
    • Remove 1 Wound, 2 on a Raise. Must be within the Golden Hour.
    • Additional Recipients: +1 per person.
    • Range (+1/+2): Double/Triple the range
    • Mass Healing (+2/+3): MBT/LBT
    • Greater Healing (+10): Restore any wound, even more than an hour old.
    • Crippling Injuries (+15): Heal a permanent Crippling Injury. This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
    • Neutralize Poison or Disease (+1)
  • Lesser Restoration (Relief)
    • Cost: 1
    • Range: Smarts
    • Trappings: Prayer
    • Removes one Fatigue level, or two with a raise. Can also remove Shaken status, and removes Stunned status with a raise.
    • Additional Recipients (+1)
    • Hurry (+1): Pace +2 until end of target’s next turn.
  • Sanctuary
    • Cost: 2
    • Range: Touch
    • Duration: 5
    • Trappings: Prayer
    • Any evil creature attempting a damaging attack that targets or affects the recipient must make a Spirit roll (at −2 if cast with a raise). If the roll fails, the creature loses that action. If anyone under the effects of sanctuary attempts to harm a living being (evil or otherwise), he loses the benefit of sanctuary instantly.
    • Area of Effect (+2/+3): MBT/LBT
    • Strong (+1): Spirit rolls made at -2 (-4 Raise)
    • Hurry (+1): Pace increases by 2
    • Range (+1/+2): Double or triple range.
  • Smite
    • Cost: 2
    • Range: Smarts
    • Duration: 5
    • Trappings: Radiant holy energy
    • +2 damage/+4 Raise
    • Additional Recipients (+1): Per person
    • Greater Smite (+2): +4/+6 Raise, Heavy Weapon
    • Adaptable Caster (+1): Change the trapping
    • Armor Piercing (+1 to +3): Each PP grants AP 2.
    • Fatigue (+2): Suffer Fatigue if affected by the power. Cannot cause incapacitation
    • Range (+1/+2): Double/Triple the range

Background

Age: 22

Felicity was born into a relatively large family of halflings in a frontier town of Cormyr. When she was young, her parents were captured and enslaved by orcs out of the Stonelands, and the children were sent to the capital of Suzail to be raised by their father’s sister and her husband. They were wealthy, a politician and artist, living in the palace and working for the royal family.

Felicity didn’t have a lot of friends. She was sometimes seen as different or strange. She became an acolyte after hearing an impassioned sermon by the High Priest of Tymora that moved her to serve the faith. She showed astounding promise and ability, and became a cleric because she realized that Tymora was working through her, even though she didn’t know why she was chosen to serve.

Felicity finished her training and served as a priestess in the Temple of Tymora. One day she was loaned out to a party of adventurers who needed a healer as they went to clear out a cult of Beshaba. As they were wrapping up and looting the bodies, Felicity found a portal. Curious as to where it led, she impulsively jumped through.

The trip was quite the experience, like when she’d eaten those purple mushrooms her brother gave her to try once. When she emerged from the portal, she came out in a forest somewhere, naked as the day she was born, no armor, no weapons, no clothes. She was discovered by a local woodsman and was surprised to find that she was clear across Faerun in the northern High Forest, neary Silverymoon. Clothed and fed by the woman, Felicity made her way to Silverymoon and the Temple of Tymora there.

Siblings
  • Alton, older brother (NG, bureaucrat, friendly, alive and well)
  • Andry, older sister (N, priest, hostile, alive and well)
  • Bree, older sister (NG, guild member, friendly, alive and well)
  • Cade, younger brother (N, sailor, friendly, alive and well)
  • Callie, younger sister (N, adventurer/warlock, friendly, alive and quite successful)

Gear
  • Thick leather jacket, leggings, and cap (+2 Armor)(16 lbs)
  • Light shield (+1 Parry)(4 lbs)
  • Cold Iron Rapier (Str+d4, Parry +1)(2 lbs)
  • Sling (Thrown Str+d4, Range 4/8/16)(1 lb)
    • 20 stones (1 lb)
  • Silver Dagger (Thrown Str+d4, Range 3/6/12)(1 lb)
  • Dagger of Venom
    • Elemental (poison)
    • Damaging (+1 damage)
    • Keen (+2 AP)
  • Holy Water (Thrown 3/6/12, 2d4 damage+2d4-2 damage next turn)
  • Bag of Holding (1 lb)(Patron Item)
    • Capacity: 500 lbs.
    • Contains
      • Adventurer’s kit (10 lb)
        • Backpack
        • Bedroll
        • Candle
        • Chalk
        • Extra clothing
        • Flint and steel
        • Grappling hook
        • Bullseye lantern
        • Small mirror
        • Hemp rope
        • Oil
        • Shovel
        • Soap
        • Torches x3
        • Waterskin
        • Whetstone
        • 1 week rations
      • Healer’s kit (1 lb)
      • Traveler’s clothing (5 lb)
  • Silver Holy Symbol of Tymora
    • +1 Faith, +1 Spirit

Encumbrance: 36/40

Money: 33.80 gp

Contacts

Advances
  • Initial Advances: (From Hindrances): Healer, Spirit d8
  • Free Class: Cleric (Luck): AB Miracles
  • Novice 1 Advance: Spirit d12
  • Novice 2 Advance: Faith d12, Gambling d6
  • Novice 3 Advance: New Powers: Relief, Smite
  • Seasoned 4 Advance: Destroy Undead
  • Seasoned 5 Advance: Vigor d8
  • Seasoned 6 Advance: Persuasion d8, Stealth d6
  • Seasoned 7 Advance: Channeling
  • Veteran 8 Advance: Favored Powers
  • Veteran 9 Advance: Agility d8
  • Veteran 10 Advance:
  • Veteran 11 Advance:
  • Heroic 12 Advance:
  • Heroic 13 Advance:
  • Heroic 14 Advance:
  • Heroic 15 Advance:
  • Legendary 16 Advance:
  • Legendary 17 Advance:
  • Legendary 18 Advance:
  • Legendary 19 Advance:
Last edited by Felicity Clover on Tue Jan 18, 2022 2:41 am, edited 17 times in total.
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Technospawn
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Technospawn »

Approved
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Felicity Clover
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Felicity Clover »

Patron Item: Bag of Holding

Signature Item: Holy Symbol of Tymora (+1 Faith, +1 Spirit)

Felicity's only real friend growing up was Charity, a human girl that grew up in the same frontier town as Fliss. When Felicity's parents were taken by orcs and she was sent to be raised by her relatives in Suzail, Charity eventually followed, and the two girls -- now blossoming into young womanhood -- met again. Charity was working in a gambling house and involved in a thieving gang on the side, and Fliss was serving in the royal household. The two girls grew closer than expected, and Fliss started sneaking out to spend time with Charity, until Fliss joined the Church of Tymora. At her initiation, Charity gave Felicity a medallion, a silver holy symbol of Tymora. They shared a kiss. At its blessing, Tymora gave the medallion a special blessing. It was the only item Felicity wore that survived her travel through the portal to the Silver Marches.
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Technospawn »

Approved.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Felicity Clover
Posts: 101
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Felicity Clover »

Q1 2021 Advance: Persuasion d8, Intimidation d4
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Felicity Clover
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Felicity Clover »

Q42021: Favored Powers
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Felicity Clover
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Felicity Clover »

Christmas Advance: Agility d8
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