Playthings of Mad Gods

GLOG Class: Rabbi

(Huge shoutout to renegadetla (aka Renjamin) for proofreading this and making sure I don't actually make some something stereotypical. This class comes from a place of appreaciation of various Hasidic tales that I have read as a child).

You see that man over there, talking with the barkeep? Yes, that is our Rabbi, Nethanel. He is the wisest man in the city - you don't believe me? Then you probably won't believe me if I tell you about the time he saved our people from the flood by making us build boats out of barrels sawed in half. Or how he has memorized twenty books in a single day. Or about how he has revealed all the crimes of the previous mayor. Still, if you'll live here long enough, you will believe.

Rabbi:

G_dly Spellcasting: After your long studies of the Talmud, you learn to call upon G_d's power to work various miracles He has given. Your miracle dice are (d8-1). They are expensed on 0 and 6, and if you roll all 0 or 6 then G_d decides not to grant you His favour, having you rely only on your wits instead. He does the same if you commit acts that are against His Law (this includes uncleanliness and uncovering your head in public). You regain your miracle dice after spending 7 hours studying Torah and praying.

The Chosen Folk: You are known as a Rabbi and are qualified to do any of the mundane rituals. The Jews will also treat you with respect and will provide you with gifts of food and shelter (you also gain a +2 bonus to all reaction rolls with Jews).

Salomon's Wisdom: You always say that it is G_d who is wise not you, but let's face it - you're one quick bastard. Each time you offer someone counsel, you may order them to do something strange before (or during) their next endeavour - it grants them a +1 bonus to their rolls (if applicable) and another +3 bonus if you actually gave it based on hidden information.

The Wisest of Rabbis: The word of your wisdom spreads and it spreads fast. Soon, you find folks traveling miles to hear your counsel. Everyday you are approached by a Jew asking for your help - most often they require simple counsel, but sometimes more is needed. If you provide them their needed help, they will gladly help you in return.

Miracle List:

  1. Ritual Cleaning

R: 60 ft T: any creature or item within range D: instantaneous

  1. Treat Disease

R: 30 ft T: any creature with a disease D:[sum] days or permanent

  1. Learn intent

R: Hearing and voice T: Anyone the Rabbi can talk to D: Instantaneous

  1. Understand Written Word

R: Touch and sight T: Written Word D: Instantaneous

  1. Create weather

R: Sight T: As far as the rabbi can see D: until the next dawn

  1. Hide from sight

R: Touch T: Any creature D: [sum] minutes

  1. G_d be willing

R: The same plane T: A person whose true name you know D: until used up or the person blessed commits a sin

  1. Reveal sin

R: 120 ft T: a sinner D: [sum days]

  1. Create Golem

R: Touch T: A man made out of clay D: permanent until dispelled

  1. Cast out the spirits

R: touch T: a person or object possesed/harrassed by a spirit D: instantaneous/permanent

  1. Call up angels

R: 10 ft T: a point D: 7 rounds

  1. Ishim (like a perfect man, 2 HD and a miracle)
  2. Cherubim (has a fiery sword (d10), 3 HD and four heads).
  3. Seraph (six wings, words that strike fear into anything impure, 5 HD)
  4. Ophanim (rings within rings covered in eyes. Deals 1 point of holy damage to anything impure upon which its light falls. Can focus it to deal 2d10 damage. 7 HD.
  1. G_d's True Name

R: voice T: everything in its range D: instantaneous

#Class #GLOG