TEXT: Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d12
  What did your parents do in the village? What did you learn from them?
  Gain
  1
  You are an orphan. Things were hard for you. 
  +2 Wis, +2 Con,  +1 Int
  2
  Your father was an outcast, rightfully or not.
  +2 Int, +1 Wis, +1 Con, 
  Skill: Survival
  3
  Your parents were fishermen and you grew up by the river.
  +2 Dex, +1 Str, +1 Wis, 
  Skill:  Fishing
  4
  Your family worked a small farm outside the village.
  +2 Con, +1 Wis, +1 Cha, 
  Skill: Farming
  5
  Your father was the local smith and taught you both hammer and bellows. 
  +2 Str, +1 Dex, +1 Cha, 
  Skill: Smithing
  6
  You led the sheep out onto the mountain like your father before you. 
  +2 Con, +1 Dex, 
  +1 Wis, +1 Str
  7
  Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. 
  +2 Cha, +1 Int, 
  +1 Dex, +1 Wis
  8
  You worked the loom, cutting and twisting as the Fates.
  +2 Dex, +1 Int, +1 Cha, 
  Skill: Weaving
  9
  Your father or mother kept the old stories. Your head is filled with them. 
  +2 Int, +1 Cha, +1 Wis, 
  Skill: Folklore
  10
  Your father was a watchman, stern but fair with child and stranger alike.
  +2 Str, +1 Cha, +1 Con, 
  Skill: Athletics
  11
   You went on journeys into the woods to gather herbs and berries.
  +2 Wis, +1 Con, +1 Dex, 
  Skill: Herbalism
  12
  Your father was a local merchant. You learned to name your price and charm your customers.
  +2 Cha, +1 Int, +1 Dex, 
  Skill: Haggling
  1d8
  How did you distinguish yourself as a child?
  Gain
  1
  Children often fight, but you never lost.
  +2 Str, +1 Wis
  2
  There wasn’t a game you couldn’t win. 
  +2 Dex, +1 Int
  3
  You were the toughest kid around. 
  +2 Con, +1 Cha
  4
  No secret escaped you. 
  +2 Int, +1 Dex
  5
  Your empathy made you a sought after confidant. 
  +2 Wis, +1 Con
  6
  You never met someone who didn’t like you. 
  +2 Cha, +1 Str
  7
  You solved everyone else’s problems, and never mentioned your own.
  +1 Str, +1 Con, +1 Cha
  8
  Everyone has something to teach, and you learned a little from them all.
  +1 Dex, +1 Int, +1 Wis
  The Devout Acolyte Playbook
  While your childhood was that of an ordinary villager, something miraculous happened when you came of age. After a 
  dramatic event, you felt the call of the old gods, and now worship them openly, as your ancestors did. One of these ancient 
  deities shows you particular favor, and you now do his work amongst your people.
  You are wise beyond your years. Your Wisdom begins at 12, and all of your other ability scores begin at 8.
  What was your childhood like?
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d8
  The other player characters were your best friends. Who else in the village 
  befriended you while you were growing up?
  Gain
  1
  Laboring with the blacksmith took your mind off your troubles.
  +2 Str, +1 Cha
  2
  The fishermen took a liking to you and you swapped stories with them.
  +2 Dex, +1 Wis.
  3
  You went camping with the hunters. 
  +2 Con, +1 Int
  4
  The village elders taught you the ancient game of chess.
  +2 Int, +1 Dex
  5
  You are about to marry into the Miller’s family.
  +2 Wis, +1 Str
  6
  You broke someone’s heart, or maybe they broke yours.
  +2 Cha, +1 Con
  7
  The old widow needed help around the house.
  +1 Str, +1 Int, +1 Cha
  8
  The grizzled mercenary who settled in town taught you a thing or two. 
  +1 Dex, +1 Con, +1 Wis
  You felt the gods’ power and it changed your life. You become a level 1 Mage. You gain the class abilities Sense Magic 
  and Spell Casting, the skill Religious Lore, and the cantrip Blessing. The tables below will tell you your other spells. 
  What else happened to you as you began your life of service?
  1d6
  When you came of age, you began to hear the gods. What first caused them to 
  speak to you?
  Gain
  1
  You found an abandoned sanctuary deep in the woods, guided by the hand of one of the gods. 
  Within, you found an ancient record of the old gods.
  +2 Int, +1 Dex,
  Skill: Ancient History
  2
  Some disastrous event befell the village, and the gods showed you how to aid your people when 
  they needed you most.
  +2 Str, +1 Cha,
  Skill: Socialize
  3
  When a mysterious disease struck down many in the village, a god came to you in a dream and 
  showed you how to heal the sick.
  +2 Con, +1 Int,
  Skill: Healing
  4
  A band of templars came from the south and demanded succor from the villagers. Filled with 
  the spirit of the old gods, you sat with them all night, debating religion and converting several.
  +2 Cha, +1 Str,
  Skill: Religious Lore
  5
  The miller’s daughter was badly injured in an accident. Heeding the voice of a god, you tended 
  her back to health when all others thought it a lost cause.
  +2 Wis, +1 Con,
  Skill: Healing
  6
  One of the gods spoke to you and told you that the old witch held great knowledge of the an-
  cient ways, and so you spent time learning from her.
  +2 Dex, +1 Wis,
  Skill: Herbalism
  1d6
  What is the gods’ task for you?
  Gain
  1
  To cleanse the lands of the forces of darkness. You are blessed with the following magics: 
  the spell Banish Undead, the ritual Circle of Protection, and the cantrip Second Sight.
  +2 Int
  spells to left
  2
  To aid the sick and wounded. You are blessed with the following magics: 
  the spell Healing Touch, the ritual Goodberry, and the cantrip Mage Light.
  +2 Wis
  spells to left
  3
  To wander the old paths, protecting nature. You are blessed with the following magics: 
  the spell Pass without Trace, the ritual Staff of Might, and the cantrip Druid’s Touch.
  +2 Wis
  spells to left
  4
  To be a leader of men. You are blessed with the following magics: 
  the spell Word of Courage, the ritual Wizard’s Mark, and the cantrip Hexing.
  +2 Cha
  spells to left
  5
  To walk with the beasts and to learn from them. You are blessed with the following magics: 
  the spell Healing Touch, the ritual Bind Familiar, and the cantrip Beast Ken.
  +2 Wis
  spells to left
  6
  To travel the lands, doing the gods’ work. You are blessed with the following magics: 
  the spell Obscurement, the ritual Mage Armor, and the cantrip Hexing.
  +2 Int
  spells to left
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  1d6
  When you were most in need, the gods aided you. When were you most 
  desperate? The player to your right was there with you.
  Gain
  1
  When one of the other children was bullying those smaller and weaker than himself, you 
  commanded him to stop and the gods gave power to your voice. The friend to your right 
  helped you protect the other children, and gains +1 Wis.
  +2 Wis
  Spell: Commanding Word
  2
  You were beset by brigands, but the gods made a great light and they ran from your presence. 
  The friend to your right protected you while you called upon your gods, and gains +1 Cha.
  +2 Cha
  Spell: Flash of Brilliance
  3
  You wandered, unwittingly, into an ancient burial mound. As the ancient kings began to rise, 
  you asked the gods for help, and crept past them unnoticed. The friend to your right helped 
  you find your way out, and gains +1 Dex.
  +2 Dex
  Spell: Evade the Dead
  4
  A drunkard from another village was harassing your people at last autumn’s festival. You made 
  him tremble at the gods’ power. The friend to your right stood with you when you confronted 
  the troublemaker, and gains +1 Cha.
  +2 Cha
  Spell: Petrifying Gaze
  5
  A thing from beyond the veil was drawn by the old gods’ power and tried to slay you at night, 
  but the gods protected you. The friend to your right burst into your home with light and fel-
  lowship, finally banishing the shadow, and gains +1 Con.
  +2 Con
  Spell: Mystical Shield
  6
  A strange, small man with knotted skin was attacking those who came near the old mine. You 
  confronted the creature, holding it at bay while your friend struck it with iron and sent it run-
  ning. The friend to your right drove off the creature, and gains +1 Int.
  +2 Int,
  Spell: Mystical Shield
  1d6
  Which of the old gods is particularly fond of you?
  Gain
  1
  A god of secrets, inspiration, and hidden things.
  +2 Int, 
  a heavy cloak
  2
  A god of new beginnings, fire, and cleansing.
  +2 Con, holy incense,
  a bronze brazier
  3
  A goddess of healing, suffering, and light.
  +2 Wis,
  healing herbs
  4
  A goddess of order, war, and conquest.
  +2 Cha, 
  a broad-bladed sword
  5
  A goddess of oaths, pride, and the hearth.
  +2 Str, 
  a silver spoon
  6
  A god of agriculture, death, and the underworld.
  +2 Int,
  a pouch of iron coins
  1. Record your name, class, and level.
  2. Record your ability scores. In the space beside each, re-
  cord your ability score bonus using the chart on the back 
  of this booklet.
  3. Jot down your skills, class abilities, and starting equip-
  ment, as well as any other pieces of gear you may want to 
  buy. The Devout Acolyte begins with the following equip-
  ment: a knife, simple clothing, an ancient holy symbol, a 
  stout walking staff, and 4d6 silvers.
  4. Pick an alignment. Your character may be Lawful, Cha-
  otic, or Neutral. If you can’t decide, simply choose to be 
  Neutral; most people are.
  5. Your Base Attack Bonus comes from your class. As a 
  level 1 mage, you have a BAB of +0.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 0 for being a mage.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 3.
  9. Your hit points are 6 plus your Constitution bonus.
  10. Fill in your saving throws using the chart on the back 
  of this booklet.
  11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
  ons you think you might use. Your to hit bonus for a melee 
  weapon is your BAB plus your Strength bonus, while you 
  use your Dexterity bonus instead for any missile weapons. 
  Your Strength bonus also adds to the damage of any melee 
  weapon.
  Fill out Your Sheet!
  
  Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
  Ability Score
  Bonus
  1
  -4
  2-3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18-19
  +3
  Reference
  Level
  Experience
  Base 
  Attack 
  Bonus
  Poison 
  Save
  Breath 
  Weapon 
  Save
  Polymorph 
  Save
  Spell 
  Save
  Magic Item 
  Save
  1
  0
  +0
  14
  15
  13
  12
  11
  2
  2,500
  +1
  14
  15
  13
  12
  11
  3
  5,000
  +1
  14
  15
  13
  12
  11
  4
  10,000
  +2
  14
  15
  13
  12
  11
  5
  20,000
  +2
  14
  15
  13
  12
  11
  6
  40,000
  +3
  13
  13
  11
  10
  9
  7
  80,000
  +3
  13
  13
  11
  10
  9
  8
  150,000
  +4
  13
  13
  11
  10
  9
  9
  300,000
  +4
  13
  13
  11
  10
  9
  10
  450,000
  +5
  13
  13
  11
  10
  9
  Making Tests
  Ability Score Checks: Roll a d20 and compare the re-
  sult to your score in the relevant ability. If the number on 
  the die is equal to your score or lower, you succeed. If it is 
  higher, then you fail. 
  Saving Throws: Roll a d20. If the result is equal to the 
  saving throw number or higher, the roll was a success. 
  Combat Rolls: Roll a d20 and add the relevant attack 
  bonus. Compare the result to the enemy’s armor class. If 
  the number equals that armor class or exceeds it, the at-
  tack was successful. Otherwise, the attack missed.
  Class Abilities
  Hit Dice: d6
  Initiative Bonus: +0
  Armor: Mages may not wear any armor.
  Spell Casting: Mages may harness the power of mag-
  ic in three different ways: cantrips, spells, and rituals. 
  Your Playbook has given you your starting magics. 
  Sense Magic: Being naturally sensitive to the world 
  of magic, Mages may determine if a person, place, or 
  thing is magical. Doing so requires concentration and 
  a few minutes, so mages cannot tell if something is 
  magical simply by being in its presence, and people 
  tend to notice if a mage is staring at them intently 
  and ignoring his food during a meal. The GM may 
  rule that, when in the presence of particularly intense 
  sorcery, the mage notices such immediately.
  Fortune Points
  A character may spend a Fortune Point in the follow-
  ing ways:
  Help a Friend: Normally, a character may only help a 
  friend with an ability score check if he has a relevant 
  skill. By spending a Fortune Point, a character may 
  lend a helping hand and thereby give his compatriot 
  a +2 to his score for a single roll, even without having 
  an appropriate skill for the task at hand.
  Second Chance: A character may spend a Fortune 
  Point to get a reroll on any failed roll during the 
  course of play, such as an ability score check, saving 
  throw, or to hit roll.
  Cheat Death: A dying character may spend a Fortune 
  Point to stabilize at 0 hit points and not continue tak-
  ing damage every round.
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Playbooks/Beyond the Wall Cityfolk/Beyond the Wall Devout Acolyte.pdf