Azkal's Clerics


ALIGNMENT: deity: LN/E; clerics: LN, LE; flock: any bu TN
NWP: Bonus - Blind Fighting, Fire-Building
Recommended - Animal Training, Armorer, Battle Sense, Bowyer/Fletcher, Charioteering, Healing, Riding, Strategy/Tactics,
DUTIES: Guidance, Missions
WEAPONS: (Must specialize in one) Bows, Crossbows, Dagger, Flail, Knife, Lance, Mace, Morning Star, Sword (Any), Warhammer
ARMOR: Any and all
OTHER LIMITS: Must follow all orders and the rules of war.
SPHERES of
INFLUENCE:
Major - All, Combat, Elemental Fire, Healing, War
Minor - Protection, Weather
POWERS: +2 save vs. fire; Receive warrior NWP at cost; Incite berserk rage; Inspire fear 2/day as 4th lvl wz spell (8th level)
SYMBOL: Crossed swords on flames
COLORS: Red and Black

Clerics of Azkal have six (6) CHARPs remaining to either spend on additional clerical abilities or to have carry over to the next step of the character creation process.