Playthings of Mad Gods

GLOG Class: Noble of Stone

Noble of Stone:

Fast and steady: Your kinship with the earth makes you an architect better than anyone could hope to be. When you touch the mud you feel bricks that can be made from it. When you look at a piece of land, you see all the unbuilt buildings you could put there. You have the supernatural power to make them true.
Whenever you set out to build a building gain a BD (Building Dice) for every 10 Unskilled workers or 5 Skilled workers. You may gain more from supernaturally enchanced workers. They are d4/6/8/10 (depending on the template you are at) you roll each week of building to secure raw resources, make them into what you need and put them in place. In order to build a building of certain size you need a certain amount of points:

Double it if you are using unusual materials. Double again if working in dangerous conditions. Double once more if you are digging underground. As long as you are not sabotaged, there will be no major accidents nor setbacks in the building.

Earth in your Blood: Maybe one of your ancestors was an earth elemental or maybe one came to love you. It may just also be that you stole their power with wit and trickery. Regardless of that, the name of this ability isn't figurative - there is dust in your blood and it hardens both your body and soul. When you cough it covers your hand. When you bleed, there are gold flecks in your coagulated blood. Add your templates in this class as a bonus to all saves, you also count as an earth elemental for all magical effects that affect them. Any building in which construction's you have been involved becomes inhabited by minor helpful spirits of the earth. Some may want to kill you after seeing the gold in your body - it is only around 50 GP when combined, but people have been killed for less.

Bring it down: If you can build it, so you can bring it down. You can analyze any building for a minute/turn/hour (depends on if its size is of a house/fort/castle's) in order to find its weak points. If you are given uninhibited access to it for a minute/turn/hour (as above) you can bring the whole thing down.

Trapper's Sense: Most traps are just single minor threats, like a pit or a hidden blade. Yours are something different - they are built into what you build, making any unprepared intruder into mincemeat. For each trap you add to a building add 3 points to the required total, including the doubling for various things that might slow down your works. Talk with your GM about what exactly these traps might be, but you will be able to make even the strangest ones work. Check out Grimtooth's traps for examples of what you might build. The weirder the better.

Superb Architecture: You can't improve upon perfection, but you are not yet perfect. You learn with each building you made, and by now you have learned a few tricks. When building a building choose one:

Hidden Passages: Every building is a network of passages, nooks and crannies. You know each building you make intimately, helped by the spirits that inhabit it. You can go from any point of a building you made to another point within it in a minute (does not include roads, but you will never take a wrong turn on a road you built).

The Tower of Babel: By now, your buildings are works of art that will remain for millenia. Each new one only pushes what can be done further. You set your eyes upon what Great Works you might attempt, and a drop of golden fluid falls from your eyes.
Using the previously described building rules you can create even grander things. Buildings you build have no upper limit on their size or height, held together by mighty and patient stone elementals forcing the stone itself to hold them up. You could build a tower to the sky, and the only thing that stops you from doing that is the wrath of the gods.

Walking Castle: Alternatively, you can also make your buildings walk. Quadruple the points required to build one, and you can put it on thousands of tiny legs, each one a tiny spirit of the earth that swore fealty to you. They will only accept commands from you. They move at the speed of a slowly walking person(around 3 km/h), but never tire. Alternatively, if it is underground it can instead burrow at the speed of 1 km/h. There are few things that can stop a moving castle.

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