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Old 06-03-2022, 11:13 PM   #1
Michael Thayne
 
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Join Date: May 2010
Default Cowardly cleric NPC

A common problem in RPGs with designated healing classes is that sometimes no one wants to play the healer. Several solutions to this problem exist, including issuing the party with a less-powerful sidekick who can heal. But what if instead they happen upon an NPC who's technically built to player character specs, but has disadvantage choices that make him totally unsuited for delving? I might actually use this character in conjunction with I Smell A Rat, so feedback is appreciated.
Father Pusillanimo
248-point Human Cleric
Father Pusillanimo doesn't seem to have a regular temple posting. Instead, he's the kind of guy that, as the cliche goes, you're likely to meet in an inn. He's very friendly, and he'd be very interested in joining your adventuring party... but what's that? There are rats involved? Unfortunately he has a phobia of rats. Oh, it turns out all the rats are gone, apparently killed by giant spiders? He has a phobia of spiders too. Maybe he could hang back at camp and provide healing for a half-share of the treasure?

ST 12 [20]; DX 12 [40]; IQ 14 [80]; HT 12 [20].

Advantages
Clerical Investment [5]
Energy Reserve 5 (Holy) [15]
Faith Healing [33]
Power Investiture 3 [30]

Disadvantages and Quirks
Chummy [-5]
Combat Paralysis [-15]
Cowardice (12) [-10]
Post-Combat Shakes (6) [-10]
Vow (No Edged Weapons) [-10]

Avoids combat on the grounds that “the gods abhor bloodshed”. [-1]
Hems and haws when asked for advice. [-1]
Pretends to have specific phobias to avoid admitting he’s afraid of everything. [-1]
Talks with his hands—loudly. [-1]
Willing to strike unusual deals with delvers for healing services in defiance of temple policy. [-1]

Skills
Axe/Mace-14 [8]
Diagnosis-12 [1]
Esoteric Medicine-14 [4]
Exorcism-14 [4]
First Aid-14 [1]
Gesture-14 [1]
Hidden Lore (Spirits)-13 [1]
Meditation-12 [1]
Observation-13 [1]
Occultism-13 [1]
Public Speaking-13 [1]
Religious Ritual-12 [1]
Research-13 [1]
Savoir-Faire-14 [1]
Shield-14 [4]
Surgery-12 [2]
Teaching-13 [1]
Theology-12 [1]
Throwing-13 [4]
Writing-13 [1]

Spells
Awaken, Cleansing, Great Healing, Healing Slumber, Lend Energy, Lend Vitality, Major Healing, Minor Healing, Neutralize Poison, Recover Energy, Relieve Paralysis, Restoration, Restore Hearing, Restore Sight, Restore Speech, Share Vitality, Stone to Flesh, Stop Bleeding, Stop Paralysis, and Stop Spasm.

Equipment
$2,000, 83.26 lbs. (Medium Encumbrance)
Canteen, Full. 1 quart water. $10, 3 lbs.
Clothing. $0, 2 lbs.
Coins. 13 copper. $13, 0.26 lb.
Healer’s Kit. $200, 10 lbs.
Holy Water x4. $30, 4 lbs.
Mace. 1d+5 cr (Reach 1). $50, 5 lbs.
Medium Shield. DB 2; 1d-1 cr (bash). $60, 15 lbs.
Personal Basics. $5, 1 lb.
Potion Belt. Holds holy water. $60, 1 lb.
Rations, 6 meals. $12, 3 lbs.
Light Mail Suit. $1500, 36 lbs.
Small Backpack. Holds coins, healer’s kit, personal basics, rations. $60, 3 lbs.
__________________
Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name.

Last edited by Michael Thayne; 06-06-2022 at 09:21 PM.
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