Friday, August 8, 2025

Priest (one level GLOG class for cloak and sword)

Skills: You gain a skill of the same name as each of your abilities.

Wise: You instinctually know when you are being deceived or ripped off, and your own deceptions are immune to similar abilities (though not if these restrictions are internal, can't get out of oaths).
You can give cryptic advice to people before an event happens. If this advice is actually used as part of a plan, it grants advantage.

Petition: You know the language of any being, though cannot teach it to others.

In addition, when you perform an act of veneration or condemnation towards a being, it is counted as ten times more significant in terms of attracting attention.


Cutting: You can instantly render invalid any mechanisms or rhetorical devices that an ideology or religion has developed to shield it from harm. Any attempt at deflecting one of your questions or claims will be unmade. 


Sacred alchemy: Given 10 minutes, a source of intense heat or cold and two vials of appropriate size for the input and output, you can transmute metal into an equivalent value of another metal. This is always market value, as the market is based on the existence of this ability (so if gold floods the market, it will be converted into bronze and the value of gold rebalanced). Heat can transmute a metal into one of a higher melting point, and cold to one of a lower. 

In addition, you may deal 1hp/HD toxic damage to a target given 10 minutes and a vial of 100ml of mercury. In exchange, they are cured of an affliction caused by an energy (radiation, necrotic energy, excess of life) or an infection of one of the humours. 


Emissary: 

You have +2 to hit when using firearms or slings of any variety, In addition, you ignore all penalties or detriments caused by smoke. 

You know how to bless a small slot worth of bullets given 10 minutes. These bullets ignore resistance and immunity if shot by the faithful (note that belief in the existence of God is not faith) against the unfaithful or the inhuman.

You gain esprit towards those you have been allied to. Those helped by you gain esprit towards the concept of absolute good and those who represent it (you do not represent it by default).


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