Beyond the Wall- New Character Playbook- The Pious Priest (Mage)

Here’s another brand new character playbook for Beyond the Wall.

PDF Version- The Pious Priest

The Pious Priest

Pious Priest 1

You have always had a deeper connection with the occult and the ethereal world than most.  You swear that the dead have spoken to you in your dreams or you’ve seen spirits move just in your peripheral vision, only to vanish when you attempt to get a better glimpse.  Eventually you heard the greater calling of a particular god, and you answered.  Now you are blessed with spells to aid you in His/Her mission.


You are highly intelligent and motivated.  Your Intelligence and Charisma both start at 10 and all other attributes start at 8.


1d12 What did your parents do in the village?  What did you learn from them? Gain
1 They were the town drunks.  “You can only depend on yourself.” +2 Str, +2 Int, +1 Con
2 Your father was an outcast, rightfully or not +2 Int, +1 Wis, +1 ConSkill: Survival
3 Your parents were fishermen and you grew up by the river. +2 Dex, +1 Str, +1 WisSkill: Fishing
4 Your mom was an oddball and said she could read the future in the stars. +2 Wis, +1 Int, +1 ChrSkill: Astronomy
5 Your family worked a small farm outside the village. +2 Con, +1 Wis, + 1 ChaSkill: Farming
6 You spent much time in the mountains foraging for food and supplies. +2 Con, +1 Dex, +Wis, +1 Str
7 Your parents own the local inn.  You grew up meeting travelers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
8 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 ChaSkill: Smithing
9 Your father or other kept the old stories.  Your head is filled with them. +2 Int, +1 Cha, +1 WisSkill: Folklore
10 Your mother is the local constabulary.  She is fair and well respected. +2 Str, +1 Wis, +1 ConSkill: Investigation
11 You went on journeys into the woods with your father to gather herbs and berries. +2 Wis, +1 Con, +1 DexSkill: Herbalism
12 Your father was a local merchant.  You learned to name yoru price and charm your customers. +2 Cha, +1 Int, +1 DexSkill: 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


1d8 The other player characters were your best friends.  Who else in the village befriended you? Gain
1 The village elder taught you patience and calculation. +2 Wis, +1 Int
2 The local blacksmith took you in and kept you out of trouble. +2 Str, +1 Cha
3 You spent time with the hunters tracking game +2 Con, +1 Wis
4 You are set to marry the daughter of the local priest. +2 Cha, +1 Int
5 You’ve taken a local orphan girl under your wing.  Many in the village whisper she has magical powers. +2 Int, +1 Dex
6 You broke someone’s heart, or maybe they broke yours. +2 Wis, +1 Con
7 You spent most of your time alone in the wilderness. +1 Str, +1 Int,+1 Wis
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis


You have found a patron deity and now preach sermon far and wide to any of those whom will listen.  You become a level 1 mage.  You have the class abilities Sense Magic, Spell Casting, Successful Cantrip*, Magical Reserve*, and Counter Spell* (*wrathofzombie houserule- see below).  You also gain the skill Religious Lore.

1d6 The deity reached out to you.  How? Gain
1 Through strange signs that appeared in your hearth fire. +3 WisSkill: Gossip
2 A passing priest brought the message of the deity and converted you to the faith. +3 ChrSkill: Persuasion
3 You had a vision of sitting in the court of the deity. +3 IntSkill: Musical Instrument of your choice
4 You fell in combat doing battle with goblins, but miraculously survived.  You saw your deity revive you. +3 StrSkill: Alertness
5 You’ve had several disturbing dreams of bad events to come and that with your devotion, your deity could prevent it. +3 ConSkill: Religious Lore
6 Your family has always been pious to this particular deity. +3 ChrSkill: Etiquette


1d8 Which deity were you drawn to? Gain
1 God/dess of the Sun.  You learn the following magics: the spell Flash of Brilliance, the ritual Circle of Protection, and the cantrip Mage Light. +2 ConSpells to left
2 God/dess of Healing.  You learn the following magics: the spell Healing Touch, the ritual Circle of Protection, and the cantrip Second Sight. +2 WisSpells to left
3 God/dess of War.  You learn the following magics: the spell Word of Courage, the ritual Staff of Might, and the cantrip Hexing. +2 StrSpells to left
4 God/dess of Death.  You learn the following magics: the spell Reanimation, the ritual Mage Armor, and the cantrip Hexing. +2 ConSpells to left
5 God/dess of Shadow.  You learn the following magics: the spell Conjure Darkness, the ritual Gather Mists, and the cantrip Glamour Weaving. +2 DexSpells to left
6 God/dess of Nature.  You learn the following magics: the spell Entangle, the ritual Good Berry, and the cantrip Druid’s Touch. +2 WisSpells to left
7 God/dess of Travel and Adventure.  You learn the following magics: the spell Swift Step, the ritual Wanderer’s Luck (Btw: Further Afield)- if don’t own take Witch’s Watchman, and the cantrip Mage Light. +2 IntSpells to left
8 God/dess of Trickery.  You learn the following magics: the spell False Friend, the ritual Bind Familiar, and the cantrip Conjure Sound. +2 ChaSpells to left


1d6 What are some challenges that you’ve encountered since you became a priest?  The player on your right was present. Gain
1 A troubled spirit of a village that passed on began haunting you.  The player to your right was with you when you banished the spirit, gaining +1 Chr. +2 IntSpell: Abjuration
2 You saved the daughter of a local farmer from a nightmare that lurked in the woods.  The player on your right was there to see the might of your deity, gaining +1 Wis. +2 WisSpell: Sanctuary of Peace
3 A local lord came and demanded high taxes of your town.  You were able to persuade him to leave.  The player on your right was there to aid you, gaining +1 Str. +2 ChrSpell: Commanding Word
4 Several bodies of loved ones rose from their graves and wandered into the village.  The player on your right was there and helped you combat these horrors, gaining +1 Str. +2 StrSpell: Banish Undead
5 Your neighbor’s house was ablaze.  You selflessly ran into the house to save their son.  The player on your right ventured into the flames with you, gaining +1 Con. +2 ConSpell: Brave the Flames
6 You lost track of time in the old graveyard and when the sun set undead rose from their graves.  You barricaded yourself in the ruins of the old church.  The player to your right was there with you the whole night, gaining +1 Wis. +2 IntSpell: Evade the Dead


1d6 A priestess passed through your village.  She presented you with a gift.  What was it? Gain
1 The holy symbol of your deity. +2 Wis, an expertly crafted holy symbol made of gold
2 A beautiful ceremonial dagger and a vial of acid. +2 Int, silver dagger, vial of acid (1d6 damage)
3 A beautiful handheld silver mirror. +2 ChrSmall silver mirror
4 A very mysterious tome +2 Int, Spell: Forgetful Mind
5 Her trusted staff. +2 Str, a wizard staff.
6 A strange book with a cover made of horse hair. +2 Dex, Ritual: Steed of the Sorcerer

 Pious Priest 2

Class Abilities

Hit Dice: d6

Initiative Bonus: +0

Armor: Mages may not wear any armor.


The Mage

Successful Cantrip– The mage can burn a Fortune Point to cast a cantrip successfully (no rolling needed).

Magical Reserve– Once per day a mage can burn a Fortune Point to regain a spell that they have already cast.  This will work even if the mage has expended all magical power (IE- failing a cantrip roll).

Counter Spell– A mage is able to counteract a spell of another caster by sacrificing the energies of one of their spells per day.  This cancels the energies of both spell-effects.  This cannot be used on cantrips or rituals.


For the rest of the mage stats and abilities consult Beyond the Wall, pg 12.

Author: wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

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