Szabolcs Kresznik
Szabolcs Kresznik
Sheet
AC 0 · HP 23 · normalArmor
Weapons
Languages
Features
31 featuresAlways on
- Hack and Slash
When When you attack an enemy in melee
When you attack an enemy in melee, roll +STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may do +1d6 damage but expose yourself to the enemy's attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.
- Volley
When When you take aim and shoot at an enemy at range
When you take aim and shoot at an enemy at range, roll +DEX. On a 10+, you have a clear shot and deal your damage. On a 7-9, choose one: you move to get the shot, placing yourself in danger; you take what you can get, dealing -1d6 damage; or you have to take several shots, reducing your ammo by one.
- Defy Danger
When When you act despite an imminent threat
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the appropriate ability. On a 10+, you do what you set out to do and avoid the danger. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location
When you stand in defense of a person, item, or location, roll +CON. On a 10+, hold 3. On a 7-9, hold 1. While defending, when you or the thing you defend is attacked, spend hold to choose one: redirect the attack to yourself; halve the attack's effect or damage; open the attacker to an ally, giving that ally +1 forward against the attacker; or deal damage to the attacker equal to your level.
- Spout Lore
When When you consult your accumulated knowledge about something
When you consult your accumulated knowledge about something, roll +INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting. The GM may ask you how you know the information.
- Discern Realities
When When you closely study a person, situation, or location
When you closely study a person, situation, or location, roll +WIS. On a 10+, ask the GM three questions from the list. On a 7-9, ask one. Take +1 forward when acting on the answers: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true position of my enemy?
- Parley
When When you have leverage on a GM character and manipulate them
When you have leverage on a GM character and manipulate them, roll +CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first assure them you will do what they ask. On a 7-9, they will do it, but need some concrete assurance of your promise, right now.
- Deity
When When you establish or invoke your religious service
You serve and worship a deity or power whose domain includes at least one of these: Healing and Restoration, Blood and Gore, Civilization, Knowledge and Hidden Things, or the Sun. Choose a name, symbol, and favored form of sacrifice for your deity. Your deity grants you access to its domains and spells.
- Divine Guidance
When When you petition your deity for guidance
When you petition your deity according to its precepts, you are granted some useful knowledge or boon related to your deity's domain. The GM will tell you what.
- Cast a Spell
When When you cast a cleric spell granted by your deity
When you cast a cleric spell granted by your deity, roll +WIS. On a 10+, the spell is successfully cast and your deity does not revoke it. On a 7-9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot; the casting distances you from your deity, take -1 ongoing to cast spells until you commune; or after it is cast, the spell is revoked. Note that maintaining spells with ongoing effects may sometimes cause a -1 ongoing to cast another spell.
- Commune
When When you spend uninterrupted time in communion with your deity
When you spend uninterrupted time in communion with your deity, you lose any spells already granted to you and are granted new spells of your choice whose total levels do not exceed your level+1, and none of the new spells may be of a higher level than your own. You may also choose to prepare all rotes.
- Turn Undead
When When you hold your holy symbol aloft and call on your deity
When you hold your holy symbol aloft and call on your deity, a nearby undead creature of lower level than you is turned away. On a 7+, it flees and cannot approach you while you continue to brandish your holy symbol. On a 10+, it also takes -1 ongoing to its actions until it leaves your presence. Aggressive undead may instead be forced to cower or flee, at the GM's discretion.
- Blessed Healer
When When you heal someone
When you heal someone, you take +1 forward to your next roll to cast a spell.
- Empower
When When you commune
When you commune, you may choose to prepare any spell from the cleric spell list, not just spells granted by your deity's domains.
- Divine Intervention
When When you pray for divine intervention
When you pray for divine intervention, describe the help you seek and roll +WIS. On a 10+, your deity intervenes directly. On a 7-9, your deity answers, but demands a significant sacrifice, vow, or service. On a miss, your deity's intervention is terrible, indirect, or absent, at the GM's discretion.
- Greater Resolution
When When you cast a spell of 1st level or higher and roll a 10+
When you cast a spell of 1st level or higher, on a 10+ you may choose one additional benefit: the spell is not revoked, you do not draw unwelcome attention, or you gain +1 forward to your next move.
- Penitent Warrior
When When you deal damage with a weapon
When you deal damage with a weapon, you may deal +1d6 damage. If you do, your deity notices the violence and may demand an act of penitence or service.
- Voice of Authority
When When you speak with authority grounded in your deity's law
When you speak with authority grounded in your deity's law, take +1 forward to Parley, Defend, or Discern Realities with those who recognize your authority.
- Healing Hands
When When you heal an ally
When you heal an ally, they recover 1d8 additional hit points, and you may remove one minor physical debility caused by the injury.
- Guided Benediction
When When you successfully cast a spell that targets an ally
When you successfully cast a spell that targets an ally, you may also give that ally +1 forward or allow them to immediately ask the GM one question about their situation.
- Martyr's Resolve
When When you take damage while defending another
When you take damage while defending another, reduce the damage by your level before applying armor.
- Exorcist's Authority
When When you Turn Undead and roll a 10+
When you Turn Undead, on a 10+ you may choose to destroy one of the affected undead instead of driving it away.
- Sacred Insight
When When you Discern Realities about a place sacred to your deity
When you Discern Realities about a place sacred to your deity, ask one additional question, even on a 7-9.
- Stand Between
When When an ally within reach would be reduced to 0 hit points
When an ally within reach would be reduced to 0 hit points, you may take the consequence in their place and remain standing with 1 hit point.
- Law's Shelter
When When you act openly to uphold a just law or protect the helpless
When you act openly to uphold a just law or protect the helpless, gain +1 forward. If your action places you in immediate danger, also hold 1, which may be spent to reduce incoming damage by your level.
- Rite of Refuge
When When you bless food, water, or a place of rest
When you take a moment to bless food, water, or a place of rest, those who partake or rest there gain +1 forward to their next Defy Danger against fear, disease, or supernatural influence.
- Covenant of Companions
When When you share a meaningful religious rite with a companion
When you share a meaningful religious rite with a companion, ask them what burden they are carrying. If they answer honestly, both of you take +1 forward when acting to protect one another.
- Human Cleric Tradition
When When you draw on the inherited traditions of human faith
Humans may choose one cleric starting move as an additional move. Szabolcs has chosen Commune, representing the disciplined human tradition of preserving faith through practice and memory.
- AdaptableHumanhuman faiths and traditions are varied, allowing Szabolcs to draw strength from inherited communal practice.
- ResourcefulHumanonce per session, the GM may reveal a useful mundane human connection, custom, or piece of local knowledge Szabolcs can plausibly possess.
- DeterminedHumanwhen protecting another human or a community of ordinary people, Szabolcs gains +1 forward to Defy Danger.
Spells
7 spellsSpellcasting. Szabolcs Kresznik casts with Wisdom ( to hit with spell attacks).
1st level: , , ,
3rd level: ,
5th level:
Gear
7 itemsWeapons
- Mace1 load. A stout mace with a square head, suitable for ritual and combat.
Armor
- Chainmail3 load. Worn beneath the vestments. Counts as 1 armor and is clumsy for Szabolcs because his STR is below 13.
- Shield2 load. A broad iron-bound shield bearing the temple's balanced scales. Grants +1 armor when held.
Gear
- Holy Symbol1 load. A bronze sun-disc engraved with the first law of the temple, used as a divine focus.
- Adventuring Gear5 load total. Adventuring supplies including flint and steel, candles, chalk, bandages, cord, a waterskin, and preserved food.
- Temple Codex2 load. A heavy prayer book containing laws, burial rites, healing liturgies, and blank pages for new commandments.
- Clerical Vestments1 load. A carefully folded spare vestment and clean linen wraps.
Appearance
A human cleric with a weathered, square-built frame, steady grey-brown eyes, and dark hair gone iron at the temples. He wears practical chainmail beneath a patched white-and-ochre vestment, keeps his beard closely trimmed, and moves with a deliberate, slightly forward-leaning gait, as if always approaching a difficult truth. His hands are meticulously clean, his boots carefully maintained, and a small bronze sun-disc hangs at his throat.
Mannerisms
He pauses before answering difficult questions, touching the bronze sun-disc with two fingers. When listening to an argument, he silently counts the speakers on his knuckles. He straightens crooked objects without noticing.
Personality
Patient, observant, and quietly intense. Szabolcs speaks to frightened people with remarkable gentleness, but to bullies and oathbreakers with the cold precision of a magistrate reading a sentence. He genuinely believes people can change, provided someone is willing to hold them accountable long enough for change to become a habit.
Ideals
Devotion
Bonds
____ once saved my life when my faith faltered, and I will repay that debt even if they never ask. I believe ____ is capable of becoming better than their worst decision, and I will not let them surrender that possibility. The whole company has become my charge, though I suspect they would object to being called a congregation.
Flaws
Szabolcs mistakes firmness for moral clarity. He can become rigid when frightened, treating compromise as corruption and asking others to endure burdens he would never willingly place on himself. He also has a deep, private fear that without rules and ritual he is merely an ordinary, tired man pretending to be holy.
Quirks
Background
Szabolcs Kresznik was born in a river town where the law was respected only when someone strong enough to enforce it stood nearby. His mother kept the records of the civic shrine, and his father repaired ferry chains. As a boy, Szabolcs learned that order was not the same as kindness, and that kindness without order often left the vulnerable at the mercy of whoever shouted loudest. He entered the temple after exposing a magistrate who had been falsifying grain tallies during a winter shortage. His faith grew through years of service rather than visions. He buried plague victims, negotiated truces between feuding villages, and once held a bridge against a revenant host until every refugee had crossed. The gods did not make him fearless. They made him unwilling to abandon a duty once he had accepted it. At the age of forty-seven, Szabolcs now travels with adventurers because he believes sacred law must be carried into the wild places where no court, priesthood, or army can reach. He has come to regard ____ and the others as a difficult congregation, one he intends to protect, correct, and, if necessary, drag bodily away from foolish martyrdom.
“His mother kept the records of the civic shrine, and his father repaired ferry chains.”
- Background
- Sharp eyes, cropped iron-dark hair, plain vestments, chainmail beneath a patched religious tabard.
Connections
Species
Human
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