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

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

Post by Felicity Clover »

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
Posts: 61
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Re: Felicity "Fliss" Clover, Halfling Cleric (Savage Realms)

Post by Felicity Clover »

Character Name: Felicity “Fliss” Clover
Rank: Seasoned
Race: Halfling
Attributes: Agility d6, Smarts d6, Spirit d10+1 (Max d12+1), Strength d6, Vigor d8
Pace: 5 (Run d4); Parry: 8 (Cover -2); Toughness: 8 (2)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10+1
    • +2 Healing
  • Fighting d6
  • Gambling d4
  • Healing d6+2
  • Language (Celestial) d6
  • Language (Common) d6
  • Language (Elven) d6
  • Language (Halfling) d8
  • Notice d6
  • Occult d6
  • Persuasion d6
  • Stealth d6

Hindrances
  • Vow (Minor): Swore an oath to serve the church of Tymora.
  • Loyal (Minor)
  • Impulsive (Major)

Edges
  • Luck: Draw one additional Benny per session.
  • Arcane Background (Miracles) 3 powers
  • Healer: +2 to all Healing rolls
  • New Powers: Environmental Protection, Relief

Powers
No Power Points: Subtract half the listed Power Point cost (round up) from skill roll to activate the ability. Powers may be maintained as desired at a −1 penalty to all further arcane skill rolls.
  • Sacred Flame (Bolt)
    • Cost: 1
    • Range: Smarts x 2
    • Trappings: Radiant holy energy
    • 2d6 damage/3d6 Raise
    • Armor Piercing (+1 to +3): Each PP grants AP 2.
    • Damage (+1): 3d6/4d6
    • Heavy Weapon (+2)
    • Range (+1/+2): Double/Triple the range
  • Alter Luck (Boost/Lower Trait)
    • Cost: 2
    • Range: Smarts
    • Duration: 10 (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)
    • Range (+1/+2): Double/Triple the range
    • Strong (+1): Lower Trait only. Spirit roll to shake off the effect is at -2.
  • Protection from Energy (Environmental Protection)
    • Cost: 2
    • Range: Smarts
    • Duration: 2 hours
    • Trappings: Prayer
    • Allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. It fails quickly (1d4 rounds) in the presence of super-intense conditions. Environmental protection reduces damage from like sources by 4 (6 with a raise).
    • Additional Recipients (+1)
    • Hurry (+1): Pace increases by 2
    • Range (+1/+2): Double or triple range.
  • Cure Wounds (Healing)
    • Cost: 3
    • Range: Touch
    • Trappings: Laying on hands and praying
    • Remove 1 Wound, 2 on a Raise. Must be within the Golden Hour.
    • Greater Healing (+10): Restore any wound, even more than an hour old.
    • Crippling Injuries (+20): 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.

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)
  • Medium shield (+2 Parry, -2 Cover)(8 lbs)
  • Rapier (Str+d4, Parry +1)(2 lbs)
  • Sling (Thrown Str+d4, Range 4/8/16)(1 lb)
    • 20 stones (1 lb)
  • Dagger (Thrown Str+d4, Range 3/6/12)(1 lb)
  • Backpack (2 lb)
  • Bag of Holding (Patron)(1 lb)(7/50 lb)
    • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
    • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
    • Capacity: 50 lbs.
    • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
    • Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
      • A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
    • First aid kit (3 uses)(1 lb)
    • Rations (5 meals)(5 lbs)
    • Flint and Steel (1 lb)
  • Silver 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.

Encumbrance: 38/40

Money: 2 gp

Contacts

Advances
  • Initial Advances: (From Hindrances): Arcane Background (Miracles), Healer
  • Novice 1 Advance: Spirit d10
  • Novice 2 Advance: Faith d10, Fighting d6
  • Novice 3 Advance: New Powers: Environmental Protection, Relief
  • Seasoned 1 Advance: Concentration
  • Seasoned 2 Advance: Vigor d8
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Felicity Clover on Mon Jan 04, 2021 6:26 am, edited 7 times in total.
Technospawn
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Joined: Thu Mar 12, 2020 9:28 pm

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
User avatar
Felicity Clover
Posts: 61
Joined: Thu Apr 23, 2020 1:02 am

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.
Technospawn
Diamond Patron
Diamond Patron
Posts: 222
Joined: Thu Mar 12, 2020 9:28 pm

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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