Poro

Poro are priests who revere the dead and draw upon the experience of their dead ancestors to guide them through life. They usually serve a village as advisor but any poro merely honor their own distinguished ancestry.

Role

Poro are by far the weakest of the priests. They have great stores of wisdom and lore, however, which their ancestors have bequeathed them and as such are highly respected for their advice and knowledge.

Distinctive Appearance

None

Special Benefits

The poro start out by rolling percentile dice for their Intelligence, Wisdom, and Charisma scores in a manner similar to fighters with 18 strength. This number is added to the scores and every level thereafter a further 2d10 are rolled and added to these percentile scores. When the percentile scores reach or exceed 100, a point is added to the ability and the excess is applied to the new ability score. For example: a character has a 15/96 wisdom. He gains a level and rolls 2d10. The result is 14 points. The new score for wisdom is 16/10 (96 +4 for 100 to 16, then the remainder of 14 which is 10 added to the 16 for 16/10). These abilities may be increased to a maximum of 19 each through this method.

The poro has a chance of knowing the lore about a person, place, or thing when encountered. The average of the poro’s Intelligence, Wisdom, and Charisma is checked against the roll of a d20. If the roll is less than the average, then the poro knows the properties, history, and identity of the object, thing, or person. The poro must study the subject closely for one full turn before this can be achieved.

The poro receives six starting non-weapon proficiency slots at first level, and gains one additional slot for every two levels gained thereafter in addition to his standard level increases (1 NWP per level).

Special Hindrances

The poro may wear no armor and may not carry a shield.

The poro must meditate for two hours each day in addition to what he needs to pray for spells and rest. This meditation must be performed at the same time each day and if not performed, he acts as if one level lower in all respects until the meditation is performed. This loss is cumulative, so that if three nights of meditation are missed, the character acts at three levels below his level until he meditates; two levels lower until he meditates a second time; and one level lower until he can meditate a third time.

Class

Priest

Attribute Requirements

None

Barred Beliefs

All except Watchwardens.

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

History (Ancient), History (Local)

Recommended Non-Weapon Proficiencies

Religion, Spellcraft

Equipment

None

Wealth Options

None

Homeland Terrain

None

Economic System

None