You were once a being of greater power, and possessed magic beyond what mortals imagine. You were prayed to for guidance and miracles, or had worshippers among many peoples. Then you Fell – you angered a powerful deity, touched a corrupted artifact, or underestimated a group of mortals. You may have even willingly set aside your infernal or divine powers. You are now reduced to a mere mortal, vulnerable and stripped of your once mighty powers to live alongside the creatures you love or despise.
- Skill Proficiencies: Religion, and one of your choice.
- Tool Proficiencies: One of your choice.
- Languages: One of your choice.
- Equipment: One mundane item that held significance to your former power, a set of traveling clothes, and a belt pouch containing 10gp worth of mixed coins.
Occult Connection. You have a residual connection to your former power. This can be a divine domain, a particular plane of existence, or an infernal ability. Work with the GM to flesh out what you can accomplish with this connection.
Protection of the Faithful. You have little problem convincing those that worshipped you that they are the deity they serve. You can achieve this by showing extensive and personal knowledge of the stories, artifacts, and symbols associated with yourself. You also know the names of your clerics, and a brief summary of their lives before you anointed them.
After convincing someone of your true identity, you gain their protection from hostile members of other faiths that seek to harm you, as long as you are within the city or town where the place of worship is located. They will resort to violence as a means of protecting you. If you ask them to, they will cover your tracks or delay your pursuers. They will not attack more powerful foes or otherwise get into a situation that is more than they feel they can handle.
Suggested Characteristics
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