Athelstan's Clerics


ALIGNMENT: deity: CE; clerics: CE; flock: any evil
NWP: Bonus - Astrology, Iron Will, Torture
Recommended - Disguise, Fire-Building, Forgery, Gaming, Herbalism, Intimidation, Religion, Riding, Oratory, Ventriloquism
DUTIES: Missions, Omen Reading
WEAPONS: Scourge (bonus), Blowgun, Chain, Dagger, Flail, Knife, Morning Star, Short Sword, Whip
ARMOR: Any
OTHER LIMITS: Secrecy; Other restrictions vary with sect
SPHERES of
INFLUENCE:
Major - All, Chaos, Charm, Healing, Summoning, Sun
Minor - Combat, Divination, Protection, Weather
POWERS: Charm/Fascinate (as 3rd lvl WZ spell, Suggestion); Take rogue NWP at cost; Do not Feel Pain; Cause Pain (5th) (as Loviatar - see Faiths & Avatars); Greater Malison (3/day 8th lvl) (4th lvl WZ); Prophecy (15th)
SYMBOL: Broken or cracked wheel of fortune
COLORS: Red and/or Dark Green; High ranking priests will add black, silver and gold accents

Clerics of Athelstan have seven (7) CHARPs remaining to either spend on additional clerical abilities or to have carry over to the next step of the character creation process.