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(LE Rules: Non-Canon)

File:Nazarite.jpg

(From the Light Ed.)

Playing the Nazarite:

The Nazirite is consecrated unto the LORD God and are set apart to be an instrument of the LORD. A Nazirite has a strict code that they must follow to retain their status of consecration. Nazirites are commonly called 'wild men' or hermits as they often exist on the fringes of society, not wanting much to do with the ways of the world. This does not mean that the Nazirite is ill-mannered or primitive, in fact, they are often well educated and quite intelligent. The Nazirite's affinity for seclusion often makes them a beacon for God's message. Their proximity to God's voice allows them to temporarily raise one AR to 8 plus 50% (round down) of their natural AR for 2d4 hours. Example: Samuel chooses to raise his SPEED. Sam's natural SPD AR is 5, during his time of enhancement Sam's SPD is 10= 8 + (5*.5) rounding down 2.5 to 2. Only one AR can be affected at a time for that time period. The Nazirite also gains any bonuses for the enhanced AR for same time period.

Advantages:

The Nazirite's affinity for seclusion often makes them a beacon for God's message. Their proximity to God's voice allows them to temporarily raise one AR to 8 plus 50% (round down) of their natural AR for 2d4 hours. Example: Samuel chooses to raise his SPEED. Sam's natural SPD AR is 5, during his time of enhancement Sam's SPD is 10= 8 + (5*.5) rounding down 2.5 to 2. Only one AR can be affected at a time for that time period. The Nazirite also gains any bonuses for the enhanced AR for same time period.

Limitations:

The Nazirite must not cut their hair, consume fermented drink or fruit of the vine, or be in the presence of a dead body. For as long as they can maintain these restrictions, then the Nazirite gains bonuses to their abilities. When a Nazirite breaks their vow either by will or by force, they must undergo a spiritual cleansing whereby they must shave their head and pray for 3d4 days at the nearest monastery or church. The Nazirite cannot and will not use deadly force on another human being or tolerate the use of deadly force in their presence.

Armor Restrictions

The Nazirite prefers natural garments and will not own anything manufactured solely for self defense purposes.

  • Robes, linen, furs and rough leather

Weapon Restrictions

The Nazirite will only use natural weapons or those expressly designed for purposes.

  • Clubs, Staves and Knives only

Creating the Nazarite

Attribute Requirements:

  • Patience: 7
  • Intellect: 5

Life and Faith:

  • Life: 2d6GE +STR +END +WIS
  • Faith: 2d4GE +PAT

Gifts:

Talents/Crafts:

Choose four (4) Talents and three (3) Crafts at Level 1.

(You may select Skills from the following list or Weapon Skills from the list below.)

Weapon Skills:

(You may select a Weapon Skill from the following list in place of selecting a Talent or Craft.)

Initial Equipment:

  • Staff (1d12 Damage)
  • Light Robe (AP: Chest; DEF: +1)
  • Sandals (AP: Feet; DEF: N/A)
  • Pouch of 2d6 Gold, 1d6 Silver
  • Sleeping blanket
  • Small pack
  • Medium candle
  • 2d6 Food Rations

Progressing the Nazarite:

Life and Faith: Add the following to the 's Life and Faith upon reaching each new level.

  • Life: Life: +1d6 (GE) (GE),
  • Faith: Faith: +1d6 (GE)

*(GE) = Grace Effect

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