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Builder Priest

Core Skills

Class Feature - Miracles and the Gaze of the Gods, Soul Pact

Through bringing the gaze of their gods upon themselves, priests can invoke miraculous powers that can both turn the tide of a battle or achieve great wonders outside one. In order to invoke miracles a priest requires some amount of divine attention. Four times per adventure, priests can gain the Gaze of their god, allowing them to work any number of miracles in an encounter. In addition to this, ranks of the divine favour skill allow priests to work a limited number of specific miracles in every encounter. In both cases, invoking material requires a certain duration of religious roleplaying (chanting, praying etc.) before the effect occurs. This does not hinder the priest in any way save the distraction of trying to chant while fighting.

You may buy any number of miracles at each level on the tree, but each costs a skill point. You must have at least one Miracle from a level before you buy a miracle from the next.

Additionally, you get the first level of Divine Aura for free.

Soul Pact

As of Oblitus Mundi, all priests and those with Divine Favour need to be blessed by either their god or a priest who has been blessed by their god in order to bind their soul to that source of power. This is a free feature of being a Priest or having a Divine Favour and metaphysically ties your soul to another being. You should note who has blessed you with this pact. Without this pact, you will be unable to use miracles of your god.

If you acquire multiple Soul Pacts for some reason, please note this to the LARPO who will provide you with additional effects.

Light Armour Swiftness

+1 dodge while in light armour.

Light Armour Training

Gain the listed amount of extra hits while in light armour.

Tough

Gain two extra body hits.

Blessed Regeneration

Once per adventure, when you fall over through falling to 0 body hits, you may stand up ten seconds later on full body hits as your god re-invigorates you.

Holy Fervour

Whenever you are reduced to 0 body hits, you may continue fighting for 5 seconds before falling unconscious. Ignore any additional damage you take during this time (effect calls still affect you).

Divine Favour

When you purchase this skill, you also gain any one Miracle skill you could purchase of this skill’s level or lower. In addition to being able to use that miracle while channeling the power of your god, you may always use it ONCE per encounter. You still need to perform the appropriate amount of religious roleplay.

Intercession

Once per adventure, you may use any one miracle you know of level four of lower without preparation time.

Improved Divine Aura

Double the effect of your Divine Aura. In addition, you may invoke a miracle of up to level 2 once per adventure while not under the Gaze of the Gods. This is on top of the Level 1 miracle your initial aura granted you.

Touch of Divinity

You are infused with some of the power of your god. When acting in support of your god’s purview, people and things around you will be affected by this - a Tender priest who works a field will get slightly better results than a lay person, and soldiers will snap off salutes all the more smartly when a leader priest calls them to attention. Once per adventure you can attempt to channel slightly more of this power to achieve a minor boon within your god’s purview, such as a warrior priest blessing a weapon to strike true against a terrible beast, or a builder priest marshalling a team to put up a fortification in hours. This should have a mechanical effect at GM discretion, roughly on the level of granting the effects of a blessed weapon to 2-3 members of the party for an encounter. However, if your god does not approve of the miracle you attempt to call in, it is likely to fail.

You can also sense the flow of divine power, and by concentrating on someone will be able to tell if they are a priest. If you encounter someone with Personal Power, or who is a god, you will be able to tell without concentration.

Miracle

Once per an adventure, with 15 seconds role play, you can pull down a great chunk of your god’s power to achieve something potent within their purview once per adventure. As long as the miracle falls within your god’s purview, it will come to pass, even if your god does not approve of the precise decision taken - though this can have consequences down the line.

This miracle has the following limits: it may not permanently alter the flux and the miracle cannot affect peoples knowledge or beliefs. The miracle will usually be more impressive/far-reaching with more worshippers of the god present. You may tell the GM what you are intending, but the exact effects will be determined by the GM.

Congregation

You have a congregation to which you regularly preach. Tithes and donations provide you with an additional 9R between adventures. In terms of mechanic, this congregation is a small resource, but does not count towards the total number of resources you may have. You may choose to invest money in your congregation to upgrade it, at which point it does count towards your total number of resources. You should use the table below for upgrading your congregation. Upgrading you congregation follows the usual upgrade rules. Upgrading the congregation does not cost any skill points.

Name Level Type Cost Rules
Small Congregation1NANATithes and donations provide you with an additional 9R between adventures.
Medium Congregation3NA136RTithes and donations provide you with an additional 18R between adventures. Once per adventure, you can call on your congregation to achieve a small appropriate task off-screen, such as tailing a suspect or distracting a unit of guards.
Small Church4NA320RTithes and donations provide you with an additional 27R between adventures. You have a reasonable standing in your church and some sway over your congregation. You can call on them once per adventure to achieve reasonable off-screen tasks (searching for a piece of information, staging a protest or riot). You have the resources to bless items, weapons, and armour as per the Holy Crusader “Blessed Weapon” skill (one per adventure).
Large Church5NA520RTithes and donations provide you with an additional 36R between adventures. You have a good standing in your church and great sway over your congregation. You can call on them once per adventure to achieve reasonable off-screen tasks (searching for a piece of information, staging a protest or riot). You have the resources to bless items, weapons, and armour as per the Holy Crusader “Blessed Weapon” skill (one per adventure). If you have the church backing skill it now extends to Superior Weapons. Additionaly: You may hold a special extended ceremony to lay a permanent blessing upon an individual who fights for your church as a champion, this is a BIG DEAL, and is likely to end badly for you if your champion ever violates the strictures of the church or does something which the Church seniors disagree with. This is the same ceremony conducted on Level 4 Holy Crusaders, although the exact effects are likely to be different.

Church Backing

Your church views you as a valuable priest and member, and will provide you with any standard equipment you request (within reason). This also provides additional benefits in situations where the church’s influence could be useful.

Hierarch

You are one of the leaders of your church. This provides major influence within the city, and other effects at GM discretion.

2017/08/02 07:55

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.

Craftsman 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.

Craftsman 2

As Craftsman 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.

Craftsman 3

As craftsman 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 Craftsman

As craftsman 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.

Builder

You know how to build most common types of building. Mostly a between adventures thing.

Engineer

You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing.

Craftsman’s Eye

Thanks to the blessings of the Builder, the character can discern how to construct or make something by observing it for a short while, including roughly how much material they would need.

Divine Inspiration

If a character desires to construct something, plans for how to create it will flood into their head over the course of around a day. The idea will consume the character's thoughts for some time, so this ability can only be used ONCE per adventure. Please note - this can only be used to devise creations of approximately the correct tech level for the game (i.e. no pistols/lasers).

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.

Level 2

Remake

10 sec: The priest may instantly repair a shattered item. Over longer periods of time, this can be used to repair larger partially damaged structures (i.e. shoring up a cracked fortress wall.

Construct

30 sec: The priest may create an item the he understands the construction of from appropriate raw materials. Equipment will be of standard quality only.

Transmutation

20 sec: The priest may transform large quantity of any common construction material into another common construction material. For example, a huge boulder could be turned into a pile of timber planks.

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, renews heal these, at the end of the encounter their additional armour hits are converted back to body hits .

Level 3

Reconstruction

20 sec: The priest may call MASS PARTY RENEW TWO. 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).

Transformation

60 sec: The priest transforms any mundane, solid object into another mundane, solid object he understands the workings of. For example, he could turn a rock into a sword. Only common or lower quality items can be created this way.

Proliferation:

120 sec: The priest produces a huge quantity of a raw construction material.

Divine Forging

15 sec: You may point at a weapon or shield in your sight and reforge it with the power of the builder, making it mastercrafted for the duration of this encounter.

Level 4

Fortification

20 sec:The priest may RENEW 6 a suit of armour. This may take it up to six above its normal maximum hits. If it does, any extra hits depart at the end of the encounter. This can also be used to improve larger constructions. This requires touching the armour/item in question for a few seconds.

Bulwark

30 sec: As long as the priest is wearing armour that has remaining hits, they become invulnerable to all damage for ten seconds.

Creation

60 sec: The priest can create common quality items out of nothing. Alternatively, they can create a single superior item from appropriate raw materials.

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.

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.

Supreme Creation

120 sec: 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.

builder_priest.1387905239.txt.gz · Last modified: 2015/05/14 21:08 (external edit)