Priest of Lugh
Preist of Lugh (1.0)
The Priests of Lugh are the chosen representatives of the Shining One, embodying his domains of artistry, leadership, innovation, and battle prowess. These individuals are renowned for their versatility, blending creativity with martial skill and wisdom. Whether leading armies to victory, inspiring communities with their craftsmanship, or uncovering innovative solutions to complex problems, Priests of Lugh are pillars of their society.Playing the Priest of Lugh
As followers of the god of all crafts and sovereign leadership, Priests of Lugh serve as artisans, strategists, and spiritual guides. They are often sought after to mediate disputes, oversee large projects, or bring morale to their people. A Priest of Lugh is equally at home on the battlefield as they are in the workshop or the sacred temple. The Priest of Lugh class offers a dynamic experience, allowing players to take on multiple roles in their unit or party. Whether fighting in a shield wall, leading a warband to victory, or serving as a spiritual guide, these priests embody the versatility and brilliance of their divine patron. They are ideal for players who enjoy combining creativity, strategy, and martial prowess in their roleplay.Stats
Armor Allowed: Level 1Weapons Allowed: Dagger, Knife, Stick, Club, Shortsword, Longsword, Long Spear, Short Spear, Short Spear and Shield, Longsword and Shield, Shortsword and Shield.
Abilities
Level 1
Play Instrument: You may carry,and play a musical instrument as part of your character's equipment.Divine Scroll Training: You can use Divine scrolls
Round Shield Use: You can use medium and large round shields.
Spear Mastery: Emulating the skill of Lugh the Priest of Lugh gains master of the short spear (and only the short spear). With a short spear you do an additional +1 damage. This ability is always on.
Level 2
Inspiration: Your performance with your musical instrument can inspire others to great deeds. After two minutes of performing, each member of your party who witnesses it can use all their renewable abilities one extra time. Inspire does not work on Bards or other Priests of Lugh. This lasts until the end of the next encounter, battle, or duel, or until sunrise or sunset (whichever occurs first). Inspire can be used three times per day (3x/day) and can be renewed.Additional Favored Weapon: You may now choose a weapon other than a spear that you receive a bonus with, reflecting a personal connection to Lugh's mastery of many skills. If this is a weapon that you cannot currently use then you gain proficiency in it. If it is a weapon that you can use then you gain a +1 to damage bonus.
Level 3
Cultural AbilityLevel 4
Battle Chant: Lead a chant or song that bolsters the attack power and endurance of nearby allies during combat. While singing, chanting, or playing your instrument, other members of your party become immune to fear attacks and gain a +1 bonus to HP. This ability can be used once per encounter, duel, or battle and ends immediately if you die. It can be used up to three times per day (3x day) and can be renewed.Level 5
Strong Self: You cannot be changed into anything else forcefully, either through scroll, ability, or spell. This is always on.Craft Expertise: Reflecting Lugh's association with craftsmanship, you can now repair broken weapons and armor. This can be done in the field without equipment and can be performed three times per day (3x day) but cannot be renewed. Resets at dawn. Weapons are completely healed with one use of this ability. For armor one (1) point of APR is repaired per use of the ability.
Level 6
Cultural AbilityLevel 7
Seer of the Shining Path: You gain the rank and title of Seer of the Shining Path. At the start of each event gain 15 GP from funds gathered from your local villages and towns that you visit.Animal Form (Horse): You may take the shape of a horse. While in this form, you gain +2 to your current HP. You cannot use weapons or use scrolls, but you can still cast spells and use abilities (that do not involve scrolls). You can cross river obstacles (but not barriers such as the Farmer’s boundary line). You may carry one additional player across a river obstacle with them as a rider. Any player designated as your rider receives a +1 damage bonus on weapon attacks but must stay within arms reach of you. When you return to your normal form, your HP reverts to its previous value; however, any damage you take while in animal form remains and vice versa. This ability can be used an unlimited number of times per day.
Level 8
Craftsman’s Blessing: You invoke Lugh’s mastery of the arts to enhance an ally’s weapon or armor. Designate one weapon or piece of armor belonging to an ally. Weapons deal +1 damage, or armor has its APR increased by +1. This increase lasts until the end of the encounter, duel, or battle. This ability can be used three times per day (3x day) and cannot be renewed. Resets at dawn. The Dwarven cultural armor bonus is not affected by this ability. For example, if you use this ability to give a Dwarven player a +1 to their APR, it does not result in a bonus of +2; the bonus remains at +1.Strategic Insight: Gain insight into an opponent’s weaknesses, allowing the priest and their allies to exploit them for an advantage in battle. You can designate an ally who receives the gift of insight, granting them the special ability Piercing on their next weapon attack. This effect lasts for one attack and is expended once the attack lands. If the attack misses, the effect persists until a successful hit. This ability can be used three times per day (3x/day) and cannot be renewed until it resets at dawn.
Level 9
Cultural AbilityLevel 10
Spearbearer of Victory: You gain the rank and title of Spearbearer of Victory. At the start of each event gain 30 GP from funds gathered from local villages and towns that you visit.Radiant Leader: All members of your party now gain a bonus of +1 to HP, +1 on weapons and spell damage, and can use their abilities one (1) extra time per day. This is always on and does not need to be renewed.
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