====== Builder Priest ====== {{gdraw>1NZGUbIOBIoIXIHigE0mbfMzemlOkNiC3EVt-bxwel5o width=800 title="Priest Skills" center}} {{gdraw>1uGThuvZ5TWYpVlGVyqCT0bNctFWjIvsIi7uaIo_7u2s width=800 title="Builder Priest Skills" center}} ===== Core Skills ===== {{section>priest#core_skills&noheader}} ===== Builder Specific Skills ===== ==== Divine Aura ==== The allies of the priest gain a minor benefit due to their devotion. In addition, your faith allows you to invoke any one level 1 Miracle you know once per adventure even when not under the Gaze of the Gods. Your allies’ armour is hardened and fortified by your presence. Your party’s armour can be repaired up to one higher than its usual maximum for each rank of this skill you possess. ==== Divine Majesty ==== The priests aura further improves, granting the following effects in addition to the existing ones, and allowing them to invoke a miracle of up to level 4 once per adventure while not under the Gaze of the Gods. Each member of the party can call RENEW 3 on themselves once per encounter at any time they're conscious. ==== Mace/Hammer skills ==== See [[:Fighter]] for skill descriptions. ==== Crafter 1 ==== The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy. ==== Crafter 2 ==== As crafter one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields, and superior armour. In addition, the character can craft a single standard item between each adventure. ==== Crafter 3 ==== As crafter one, but can repair master crafted equipment, and can field repair master-crafted armour, superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures. ==== Master Crafter ==== As crafter one, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted, two superior or four standard items between each adventure. Finally, the character can contribute to the creation of artifacts. Mastercrafted items you have created will give you full benefits of a master crafter item when you are using them (including both the ability to wield it and the buffs it would give if you had the skill), this benefit is not gain when using master crafted items produced by someone else or when someone else is using your master crafted items. ==== Builder ==== You know how to build most common types of building. When purchasing [[:equipment_and_wealth#resources]] you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. ==== Engineer ==== You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing. When purchasing [[:equipment_and_wealth#resources]] you pay only 50% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 50% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. ==== Divine Inspiration ==== This skill may be used once per an adventure. The priest focusses their mind on a practical problem. After a short period of meditation, the design of a solution will come to them. For example, if the problem is needing a way to break through a city's walls, the solution may be a device for under-mining the walls, a balista, or even suction powered climbing gear depending on the exact situation and crafting capabilities of the priest / combat and crafting capabilities of the party in question. ===== Miracles ===== ==== Level 1 ==== === Rework === 10 sec: You may RENEW 3 the suit of armour a target is wearing. THis may not take it above its normal maximum hits. === Concussive strike === 20 sec: You may call MASS ZERO STRIKEDOWN the next time you connect with a melee weapon blow. This cannot be arced and does **not** affect you. Alternatively, used against a stationary object this can function as a SHATTER. ==== Level 2 ==== === Make === 10 sec: During the period that you are chanting, you are capable of completing 60 seconds of work. If you a conducting less than 60 seconds of work, it will still take 10 seconds to complete. === Cumbersome Tools === 15 sec: You call the armour and tools of a target to turn against them. Call ENTANGLE [limb]. === Reinforce === 5 sec: You may reinforce a persons tools or armour. With a 5 second chant you may provide a target with two resists against a single call that you specify. For example, if providing a resist against strikedown, tell them "You gain 2 resists to strikedown". You may not use this miracle for a second time against a target until they have used their resist (or until the encounter has ended when the resist is lost). === Builder's Gaze === 5 sec: You gain a single insight into the workings of an item or mechanism (the level of insight is at GM discretion but should amount to something "useful"). If you are maintaining this miracle over an extended period of time, you may interact with anything around you as well as its creator would have been able to. ==== Level 3 ==== === Reconstruction === 20 sec: The priest may call MASS PARTY RENEW THREE. Larger constructions may be repaired either far more rapidly or from far worse damage than Remake (i.e. knitting back together a bridge over a chasm that has fallen in). === Armourskin === 15 sec: You lay your hands upon a wounded ally, the ally gains all their lost hits back as armour hits for the encounter. If they are on zero hits when you cast this miracle then they will not need body hits for the rest of the encounter (though they will still fall unconscious if they run out of armour hits). Renews function on these armour hits as usual. At the end of the encounter their armour hits will disappear, if they have no body hits left then they will immediately start bleeding out. === Divine Forging === 15 sec: You may point at a weapon or shield in your sight and reforge it with the power of the builder, that item will provide ALL the benefits of a master-crafted item for the duration of the encounter (including both the ability to wield it and the buffs it would give if you had the skill). === Bulwark === 30 sec: As long as the priest is wearing armour that has remaining hits, they become invulnerable to all damage for ten seconds. ==== Level 4 ==== === A Poor Workman === 10 seconds: For the next ten seconds, the target's armour (including natural armour) and weapons cease to function on their behalf. All damage to the target is dealt as THROUGH damage. If the target is fighting with crafted weapons, they can only call SINGLE and may make no effect calls. You can only use this on a target ONCE per encounter. Call YOUR ARMS BETRAY YOU. You must explain these additional rules at the beginning of any adventure in which you play. === Creation === 10 sec: You and those you are supporting may carry out 5 minutes of work during the 10 seconds you are using this miracle. If conducting less than 5 minutes work, it will still require the full 10 seconds to complete. You may use very inappropriate materials to carry out this work while using this miracle and still expect to succeed. For example, a Priest could use a gaze of the gods and this miracle to allow themselves and 4 other party members to construct a reasonably solid set of fortifications in only a few hours, using only glacial ice. === Imprison === 30 sec: You may imprison a single target. Call ENTANGLE ALL LIMBS. The exact nature of the imprisonment varies, but usually involves large blocks of earth rising to surround the target or catches the arms and legs of a target between rocks. Please explain the exact effect you use to the monsters at the beginning of each adventure you play on. STRENGTHENED individuals or particularly strong monsters may instead take a REND from this effect. ==== Level 5 ==== === Steelskin === 30 sec: The priest or target ally has their skin transmuted into living metal. For the rest of the encounter, all damage against that target is reduced to a single if it would be higher. Alternatively, you may use this ability to retire. The caster creates a single item or construction (up to small city sized in magnitude), infusing themselves into it. The item/construction will have properties significantly above and beyond the norm. If a stationary structure is made, the area around it becomes stabilised. === Reforged Steel === 20 sec: The priest can call MASS RENEW FULL PARTY. In addition, the party regain all expended weapon calls. The sheer power this uses causes the gaze of the gods to abate.