Name: "Cleric 17" is the first thing he remembers being called.
Alias/Nickname: Harn
Appearance: Wild and poor looking, due to the fact that the monks live in poverty, as is the will of Xerin. He lived the life of a beggar, donating all that he earned to Xerin and being given what She willed him to have.
Age: Unknown. His oldest memories are only 6 years old, though sometimes he has flashes of ones that seem to be older than that.
Race: Second Lived
Personality: He is devoted to his goddess, and never missed an opportunity to spread her word. That said, he is a bit of a loner, preferring study to interaction with others. If he has a conversation with you, it is usually about religion or some aspect of magic.
He has become fascinated with the magic which brought him back from death, so he studies magics related to that, including healing and necromancy. He has no skill in necromancy, just a theoretical understanding of it.
Biography/history: He awoke in the middle of a room in which the walls were covered in runes. They greeted him as Cleric 17 and told him that the goddess Xerin had returned him to the mortal world so that he could carry out Her will and spread her ways to the non-believers.
While she had given others there specific abilities, he had not yet earned the privilege. He was taught to draw on magic in the area by one of the other clerics, though he found that his gift was in enchanting potions, not casting spells directly.
One night, Xerin came to him in his dreams and told him that he must travel the world, sharing her ways with a world which didn't know her. He left for the first place he could get a ticket to, Angel's Landing. When he arrived there she came to him again, ordering him to live and work in the city, to become a trusted member of the community until she called on him again. He believes that joining the Knights of Star is the best way to accomplish this.
Reason for recruitment: It is the will of Xerin to spread her ways to the world. He saves most of the money he earns in hopes of building a temple to Her in the city.
Strength of Will: Potent
Magic: Wild: Enchantment focuses effects into objects, usually potions.
Fire potion: A flammable liquid, usually distilled alcohol, though sometime oils, LNG, or petrochemicals, he is able to increase the amount of heat released when it burns, making the flame hotter. Explodes when it comes into contact with air.
Ice potion: Usually a milliliter of liquid nitrogen in a miniature dewer flask, he fuses Cold into it to make its effects spread faster and further upon exposure to a target.
Healing potions and salves: Simple amplification of their effects.
Acid: Sulfuric or Nitric acid, both of which can be created easily with a bit of electricity, they react with their target much faster.
Poisons: Effects last longer than normal. He rarely uses these.
Enchanted arrows: If the energy is available in the area he can add fire, ice, or lightning effects to his arrows. They are far weaker than the potion effects.
Plague: He touches a person, and they appear to be healed, but instead become a carrier. Their symptoms disappear, but they continue to spread the disease. Xerin gives him this power the first time he sees someone suffering because of illness.
God relations: Xerin, goddess of the afterlife, the reincarnator. His first memories are of being in her temple and being told that she had returned him to the land of the living. He now serves as her priest, telling the world of her greatness.
Tech: Nanites (a part of his blood, they maintain his systems. He can also add them to potions to enhance their effects.)
Effects on potions:
Fire: Makes it combust faster, increasing the explosive force.
Cold: Makes it shed heat after impact, making its effects last longer.
Healing: Those that treat wounds have nutrients brought to the cells that are dividing, those that fight disease or toxins have their disease or toxin attacked directly by nanites.
Acid: Recreates the acid after it reacts with something. The more diluted the acid, the less effective the nanites, so the effect wears off in time.
Poisons: The nanites attack the immune system, giving them more time to work.
Possessions/items/property: High-weight bow, titanium arrows, flame arrows (potion in the tip is enchanted with fire and enhanced with nanites), Frost arrows (same, but with cold), Titanium reinforced leather armor, basic foods, healing potions and salves, vials of enchanted acid and poisons, amulet of Xerin (a simple bronze amulet, a combination of the symbols for birth, life, and the afterlife)
Skills: Chemistry, Medicine, Archery, Enchantment (bestowing magical effects on items, in this case potions)
Misc: Despite having no knowledge of his past life, he is certain that he was a horrible person, as he sometimes wishes to do unspeakably horrible things to others. His devotion prevents him from giving into his desires.