Chaplain
As representatives of the Church, these chaplains are usually attached to military units and provide religious guidance, a trustworthy presence, and a bastion of the faith. Most have the ability to work holy magic and use it for protection, healing, and bringing light to the darkness. While not considered knights, chaplains are granted the right to carry a longblade, but not the associated shortblade.
Class Benefits
Aspect Bonus: +1 [IP]
Combat Value Bonus: +1 <ID>
Starting Skills: Discipline, First Aid, Knowledge: Church, Notice [IP], Persuasion, Any one other skill
Starting Proficiencies: Light Armor, Medium Armor, Simple Melee, Martial Melee, Any one other proficiency
Starting Money: $100.00
Sample Starting Equipment: Medium Armor, Longblade, Sturdy Clothing, Traveling Pack, $14.15 left
Talents
Rank 1: Basic Spellcasting (Chaplain)
- You choose six spells. These must be Light spells or Neutral spells.
- You start with a mana pool consisting of 3 Light Mana.
Rank 2: Increased Power 1 (Chaplain)
- You gain +1 Light Mana in your mana pool.
- You gain +1 mana of any type in your mana pool.
- You learn one spell of any type you could theoretically cast.
Rank 3: Increased Power 2 (Chaplain)
- You may subtract one phase from the time it takes to perform the Cast a Spell action if you are casting a spell that uses at least one of your light mana.
- You gain +1 Light Mana in your mana pool.
- You learn one spell of any type you could theoretically cast.
Rank 4: Increased Power 3 (Chaplain)
- You gain +1 Light Mana in your mana pool.
- You gain +1 mana of any type in your mana pool.
- You learn one spell of any type you could theoretically cast.
Rank 5: Representative of the Divine
- You may discard a card from your Hand of Fate when casting a spell. If you do so, you may choose any Light Magic spell to cast, not just those you have learned. You still pay all mana costs as normal.