Half Ogre Militant Priest
Cost Ability
15 Half Ogre
95 Militant Priest
10 Resolute: +5 EGO
5 Brutish: +5 STR

125

Total Cost of Template

Race Package Deal
Half Ogre
Half Ogres are often, but not always, rapeget from a Human woman and a Ogre raider. Half Ogres typically favor one parentage over the other, but generally benefit from the brutish strength and durability of their Ogrish heritage. Their life spans are typically very long compared to those of normal humans.
Half Ogres in many cultures suffer discrimination, but are somewhat accepted in other cultures. Further, some Half Ogres are raised by one parent or the other, and some rare few have experience in both environments. Due to their high degree of variation from one another, each Half Ogre should be personalized as befits their background outside of their Package Deal.
GM Permission is typically required to play a Half Ogre.
Cost Ability
10 Ogrish: +10 STR
10 Durable: +5 CON
10 Tough: +5 BODY
5 Intimidating: +5 PRE
5 Infravision: Infrared Perception
6 Thick Skinned: Damage Resistance up to 6 PD/6 ED
6 Heavy: Knockback Resistance -3
2 Ogrish Resilience: Lack of Weakness (-2), Normal Defense
2 Ogrish Resilience: Lack of Weakness (-2), Resistant Defense
5 Reach: Stretching 1"
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
2 Longevity: 300 years
Value Disadvantages
-20 Normal Characteristic Maxima
-20 Distinctive Feature: Half-Ogre (Concealable w/ Magic, Noticed, Often Extreme Reaction)
-5 Physical Limitation: 400-600 lbs, 7 to 9ft tall
-5 Dim: -5 INT
-3 Ugly: -6 COM
+15 Total Cost of Package

Package Deals
Militant Priest
Devoted to a Patron of a martial bent, the Militant Priest is a glowing beacon of unassailability. A talented fighter in their own right, the Militant is often an active adventurer, prefering to press his deities cause by taking it to those in need of smiting. Though not as powerful in the weilding of Divine Magic as some, the Militant makes up for it with what seems like a graced existance. Blows turn from their skin, Spells fizzle around them, and they can shake off many effects which lay others low.
Militants are fun to play because they have a well rounded selection of abilities and are action oriented, allowing them to take part in combat heavy adventures.
Cost Ability
55 Devoted Package
20 War Domain Package
20 Destruction Domain Package
11 Battle-wise: AF: Light, Medium, Heavy, Shield; Penalty Skill Levels: +2 to Offset DEX and DCV Penalties of Armor
106 Total Cost of Abilities
Value Disadvantages
0 None

+106

Total Cost of Package

Basic Package Deals
Devoted
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Prepared Model
The Devoted aren't usually the most cerebral of people; in some cases they hail from the backwoods and can barely even read, but they don't need booksmarts to know how they feel about their chosen Patron. The Devoted puts all of their energy and vigor into forwarding the interests of their religion and spreading the word to those who need to hear it. More erudite or cereberal Priests might look askance at them, but nonetheless the Devoted's Patron often seems to favor them with Divine protection.
A Devoted can be fun to play for players that like holy-roller "biblos-thumping" type characters, out to spread the word of their faith and take on any challenges that arise in the process.
Cost Ability
18 Prepared VPP  (15 Pool)
5 Power Skill: Faith (EGO) +1
1 Literacy w/ Native Language
10 Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
3 Unshakeable: Mental Defense +5; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Activation 15-  (-1/4)
3 Unassailable: Power Defense +5; Only Usable While In Good Standing With Faith (can't be removed; -1/4); Activation 15-  (-1/4)
10 Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points); Only When Serving The God's Purposes (-1/2)
1 Reputation: Blessed by their Patron; within their religion, 11-
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*19 Higher Spell Level Pool: +15 Pool
6 Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
10 Resolute: +5 EGO
20 Willfull: +10 EGO
5 Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
2 WF: Priest Group (Mace, Hammer, Morning Star)
-5 Social Limitation: Religion at Odds with Governement  (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
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Errata Edit
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Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Spell List
Record Count: