Arcos Krijates Character in Rhelm Again | World Anvil
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Arcos Krijates

Divine Domains

Artifice

This is the Word of crafters, builders, and devisers of wondrous creations. Some Godbound express their affinity through a particular form of crafting, such as blacksmithing or shipbuilding, while others are patrons of a broader range of creative labor. Even focused artisans can use their powers generally, however. Miracles of Artifice involve the creation, command, repair, or destruction of physical objects. Heroes with the Artifice Word can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any "foodstuffs" are inedible, it functions and lasts as well as a normal object of its type and usual substance. The hero’s crafting efforts for a day count as 100 laborers per character level when an estimate is needed.  

Lesser Gifts

  Faultless Repair Action   You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can be made like new each round, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuffs. If repairing magical or enchanted things, Effort is Committed for the scene with each use of the gift.   Command the Wheels Action   Commit Effort. You can seize control of any visible vehicle, mechanism, door, or other object with moving parts up to the size of a small ship. If the item was created by you, there is no size limit on what can be controlled. While the Effort remains committed, the object will function exactly as if it were being manipulated, driven or piloted by you. Each new directive requires an action, and worthy foes can save versus Spirit to negate the gift for items they’re using.   Hammerhand On Turn   Commit Effort. Every weapon or unarmed attack you use rolls at least a 1d10 damage die and is treated as a magic weapon. Against artificial constructs or inanimate things, this damage roll is read straight.   Mark the Maker Action   With an action’s careful inspection, you understand the purpose and operation of any crafted object, magical or mundane. You also gain a brief vision of each person who substantially helped in its creation, and a short description of what they contributed to it.   Ten Thousand Tools Constant   Your natural gifts of creation are augmented. Instead of requiring a full round to create a portable mundane object, you may do so as an On Turn action, as part of whatever action you take. This object may be a permanent creation or allowed to disappear afterwards at your discretion. Your daily labor on projects is worth 1,000 laborers per level. This gift is of no use to a Godbound who has not bound this Word.   Transmuter Action   Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of material per hero level from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take a 1d6 damage die for every two character levels of the hero, rounded up. If the substance being created is rare or precious, Effort must be committed for the day. Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth Word for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos.  

Greater Gifts

  The Maker’s Eyes Action   As an action, you may instantly perceive the area around any object you’ve created as if you were there, seeing and hearing all around you. If you Commit Effort for the scene, you may take one action with the object as if you were present to manipulate it. If you choose a specific location to focus on, you see through the nearest valid object.   Perpetual Perfection Constant   Everything you make is flawless and impervious to normal decay and use. Only intentional efforts at destruction have any chance of ruining them. The weapons and armor you create count as magical items, ones capable of harming supernatural foes and granting a +1 to hit and damage rolls for mortal wielders. You and other Godbound are too mighty to benefit from this hit and damage bonus.   Reverence of Steel Constant   Any clothing or armor you make for yourself gives you an AC of 3 with no saving throw penalties. When you make a suit specifically for another, any saving throw penalties are one class lighter; none for medium armor, and only one saving throw penalized for heavy armor. As an Instant action, Commit Effort for the scene to negate one hit you receive from a manufactured or crafted weapon.  

Might

The primal power of strength is embodied in the Word of Might. Many martial Godbound are strong, but a Godbound of Might excels them all in raw physical strength, and can perform miracles of lifting, throwing, or breaking things with their bare hands. They also have the power to bless their allies with similar graces of strength, though usually for specific actions or challenges rather than as a standing bonus to their abilities. A Godbound of the Word of Might is tremendously powerful, gaining a Strength score of 19 and a +4 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.  

Lesser Gifts

  Descent of the Mountain Action   The Godbound can hurl any object they can lift to any point in sight. If used as an attack, they must make a normal hit roll modified by Strength. Very large or heavy objects make clumsy weapons and suffer a -4 to hit, but inflict 1d12 damage to those in the area they land on, modified by Strength.   Falling Meteor Strike Action   With a moment's concentration, the Godbound can smash any single non-magical object of less than ten feet in diameter. If the object is larger than that, a ten-foot high, wide, and deep hole is punched into it. If the object is magically durable or resilient, the Godbound must Commit Effort for the scene to smash it. The focus required for this blow makes it useless against mobile enemies, but if the Godbound strikes an immobile or helpless target with this gift they suffer four points of damage for every level of the Godbound.   Fists of Black Iron Constant   The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons.   Shoulders Wide as the World On Turn   Commit Effort. The Godbound can pick up any object no larger than a warship and carry it at their normal movement rate. The gift allows the object to hold together and the Godbound to avoid sinking into the earth, but the object is too unwieldy to use for violent ends.   Stronger Than You Constant   Whenever the Godbound is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the Godbound always wins. If two Godbound with this gift struggle, the test is resolved normally. As an action, the Godbound can confer the benefits of this gift on an ally for one contest or action.   Surge of Strength Instant   Commit Effort for the scene to maximize any single damage roll modified by Strength. Such is your aura of tremendous might that you can apply this benefit to an ally within sight if you wish.  

Greater Gifts

  Leap the Moon On Turn   Commit Effort. The Godbound can leap tremendous distances, ignoring all fall damage and able to jump to any point within sight in lieu of their movement action for the round. They can fight flying enemies by using their move action to leap up before striking their target. They cannot leap more than ten total miles of distance per hour, however.   Loosening God's Teeth Action   Commit Effort for the day and make a single armed or unarmed attack. If the blow hits, the damage roll is read straight. This damage roll cannot be maximized by other gifts or abilities. Even on a miss, the concussion of the blow does injury as a normal-damage hit.   Thews of the Gods Constant   The Godbound is always able to pick up anything smaller than a large building and punch through, smash, or break loose any non-magical substance as a free part of their movement or other actions. This might is quickly deployed, but not finely-controlled enough to help damage rolls or other attacks.  

Metal

The word of steel and gold, mining and metallurgy. Gifts of Metal affect pure or mostly-pure metals, alloys and their ores, but not earth or stone in the general sense, nor substances with minor metallic impurities, such as blood. Miracles of the Word chiefly encompass command of metal in its elemental or alloyed forms, but also extend to dominion over mining, smelting and smithing, and other pursuits closely bound to human use of metal. Heroes with the Word of Metal may set either their Strength or Constitution scores to 16, depending on whether they emphasise the might of the hammer or the firmness of the anvil. If the chosen score is already 16 or higher, they may set it to 18 instead. they have total control of any single metal object they touch: heating, cooling or reshaping it to their desire as an action.  

Lesser Gifts

  Edict of Rust Action   All chosen metal objects within a 10 x 10 x 10 foot area per hero level are consumed by rust and crumble into useless scrap. This can affect mundane arms and armor worn by people, and can create openings in solid metal big enough to pass through.   Silver Tongue On Turn   Commit Effort. You can communicate with worked metal, seeing and perceiving everything it has witnessed at a certain time of your choice, so long as it is after the metal was first worked. Metal has no thought as humans recognise it, but it can perfectly relay all the sounds and sights that took place in its presence. You must specify a particular time to focus on, however.   Striking the Anvil Instant   Commit Effort. You cannot be harmed by mundane metal weapons or projectiles for as long as the effort remains committed. Optionally, you may commit Effort to scene end when struck by a metal weapon for that weapon to shatter, negating the attack, destroying the weapon and dealing your fray die in damage to the attacker as shrapnel. This gift has no effect on artifacts, however.   Lodestone Chain of Command On Turn   Your innate ability to manipulate metal is augmented. Instead of requiring a full round to control an object's shape or temperature, you may do so as an On Turn action as part of whatever action you take, and you may affect any object in sight instead of requiring touch to do so. Optionally, commit Effort to seize control of up to a full room of metal objects at once and manipulate them magnetically, moving them according to your desires as an action. You may wield these objects as a 1d10 magic weapon with a 200 foot range, striking foes with forcefully flung projectiles.   Sublime Surveyance Constant   You can intuitively sense the presence and shape of all metal objects around you, within a radius of 100 feet per character level. This ability is precise enough to discern the exact position and composition of metallic objects in range, and sensitive enough to detect subterranean minerals and ores.   True Steel Instant   Commit Effort to the end of the scene. Your current or next attack with a metal weapon or projectile is guided by divine precision and pierces the surest of defenses, dealing maximum damage and hitting on anything but a natural roll of 1.  

Greater Gifts

  Master of the Adamant Forge Constant   You gain an invulnerable defense against heat, fire and smoke. Weapons, armour and tools you create from metal are of flawless quality and impervious to normal decay and use. Weapons you create count as magical items, ones capable of harming supernatural foes and granting a +1 to hit and damage rolls for mortal wielders. You and other Godbound are too mighty to benefit from this hit and damage bonus, however.   Open the Celestial Furnace (Smite) Action   Commit Effort for the day. Choose a point within sight; all chosen targets within 50 feet of it are blasted by a superheated cascade of molten metal and slag for 1d8 points of heat damage per level of the Godbound. At your discretion, the molten metal can remain in place as hazardous terrain until you dispel it or until it cools (which takes around a day). Enemies who remain in this area or pass through it take 1 point of damage each round they are in the area of effect.   Direct the Dutiful Steel Action   Each round, create, modify or destroy a solid metal structure up to a 20 x 20 x 20 foot size within your normal line of sight. The structure can be elaborate, to the limits of your own creative skills. You can create pure or alloyed metal, including iron, steel, and gold, as part of this process. Creatures or mechanisms made of metal within the area may be completely controlled, with worthy foes allowed a Spirit save to resist.
Divine Classification
Proto-god
Children

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