Hearthwarden

Hearthwarden (3 CP)

REQUIRES:
    Empowerment: Arturian
    Medium Weapon (Axe, Blunt, or Spear) OR Archery
    Knowledge: Natural (Novice)
    Knowledge: Otherworld (Novice);
    Light Armor OR Faith Armor
    Blessings of the Faithful
    Heroic Endurance, Heroic Recovery, OR Heroic Healing (any 1)
Arturian is a nature deity focused on farmers, foresters, and the communities that exist outside the major cities of Brittanis. He is by far the most common god among the commoners and smallfolk, and his primary concerns are the welfare of those who live away from “civilized” lands. He is the god of frontiersmen and ranchers and many rangers, explorers and wilderness scouts pay homage to the Old Father as well. He is a god of strong, sturdy walls and tight-knit communities; Arturian has a fierce protector aspect that comes to the fore when those communities are threatened by evil, and that is why the hearthwarden was first created. These brave folk stand at the edge of the torchlight, keeping vigil against the creatures of the dark who would harm those inside their walls. Priests of Arturian are often intermixed with those of the primal paths, for the two overlaps greatly both in geography and outlook. Priest/druids and ranger/hearthwardens are not uncommon. Where natural hazards abound, spellcasters are more common; in monster-infested territory as well as the frontier areas, most settlements feel safer with at least one hearthwarden as a resident. Clergy of the Old Father lead far more by deed than by sermon, and many are found toiling along with their flock in the fields gathering, planting, or sowing as the season dictates. What many don’t see, however, is the shield, axe and longbow within easy grasp should danger threaten. The priesthood of Arturian is old—so old, in fact, that it is believed that he is the first god the mortals learned to worship after the Breaking. The longer-lived races have kept his faith’s traditions over thousands of years, and it is believed that his faith is relatively unchanged back to that time. The druids and priests have been able to keep their faith strong through wars, cataclysms, invasion and occupation, and now the chaos that has come since the Tiberian Empire’s retreat from Brittanis. The hearthwardens trace their heritage all the way back to the oldest teachings of Arturian, when men first stepped forward to protect their families, farms, and ranches from the darkness beyond the firelight. Priests of the Old Father, even the hearthwardens, appear as any other villager the vast majority of the time, and all have some other skill they contribute to the community. They help with barn-raisings; some serve as midwives or foresters; their day is spent just like any other member of the village, except they take the time at dawn and dusk to say a blessing and offer some kind of small sacrifice (usually grain, meat, or other product produced by the village)—in the morning for the potential of a new day and in the evening for a safe night till the sun rises again. Wandering clergy of Arturian are extremely rare, for his faith is largely concerned with community life. When they do go abroad, it’s almost always a young Hearthwarden in search of a community that does not enjoy Arturian’s protection yet—usually on the frontier or in an area being re-settled. Also, especially in their earlier years of service to the Old Father, priests will be encouraged to spend a month or so wandering from village to village in a kind of clergy exchange so the priests responsible for an entire region will be more knowledgeable of the resources, dangers and other communities in an area. This also helps to satisfy the youthful wanderlust that can grip the young. Old Father is canny, though—many intermarriages between nearby villages and inter-mingling of communities result from these“walkabouts.” Most churches of Arturian have only a couple of priests (and even then only in especially large villages that border on being large enough for Aureus to take an interest in them), so a rigid hierarchy is unnecessary. Age is considered a mark of wisdom, and time in service to the Old Father doubly so. The oldest priests of Arturian often spend their time going from village to village, tutoring the younger priests for a season and then moving on to the next village down the road. This is referred to as The Last Walk, and honored elders who set out upon it are usually given great feasts and celebrations, for their home village knows they will never see the priest again. Given his tastes for simplicity, there are no official garments for a priest of Arturian. Usually a mantle of green cloth, leather, or fur serves as priestly raiment. In times of danger, hearthwardens often have their armor adorned in these kinds of ways so they are in their official capacity as well as protected from harm. Wooden or leather holy symbols are by far the most common, often tooled or worked in beautiful designs. Hearthwardens serve an imminently practical god—he is not a crusader, nor an adventurer. Arturian has no plans to seek evil out in its lair; he is a god who desires his people to live in peace, unafraid of being eaten by monsters or slain by brigands. He is a stern, protective patriarch and his spirit is as hard as the wood the walls of his communities are made of—and he expects his servants, hearthwardens most especially, to be just as unyielding in their dedication to the defense of the community. He believes it is man’s duty to aid his fellow man, and that all do better when each does better. He encourages strong family bonds, no matter how quaint the customs may seem, and believes that a man tied to the land by family will fight harder and work harder for it. A priest of the Old Father will always use his gifts for the betterment of the entire community, for his blessings give him an advantage. For example, a forester priest would use his magic and god-given skills to bring back more wood than just he alone needed, to better serve his community and help those in need of the heat and light of a fire. Hearthwardens are no different; their skills are specialized towards keeping the community safe, and they care not which member or all they protect—they do what they are good at, and use what the Old Father has blessed them with. As the closest thing to a “holy warrior” in the Clergy of Arturian, it makes sense that the majority of the hearthwarden’s skills are focused on battle. However, it should be noted that some of their skills are powered by the sacrifice of the hearthwarden’s own health to fuel an ability—giving of their own health and wellbeing in order to safeguard those they protect. Skills with the Sacrifice keyword indicate that the Vitality spent on this skill cannot be healed in any way until the character has rested for 5 minutes.

Free Skill

When you unlock this header, you gain the Wrath of the Old Father skill for free. The 0 CP version counts as the first purchase.

Wrath of the Old Father (0, 3, 3, CP; 1 Stamina; Battle, Rest)

A Hearthwarden cannot be everywhere danger threatens at once. Your magic gives an ally the edge they may need to hold the foe till you can arrive. Touch a target and call, “Grant Melee Attack: 3 Damage by Faith,” 2nd Purchase: “Double Grant Melee Attack: 3 Damage by Faith,” 3rd Puchase: “Triple Grant Melee Attack: 3 Damage by Faith,”

Hearthwarden Skills

Buckler (3 CP)

This skill allows you to use a buckler. You cannot use a larger shield with this skill.

Circle of Steel (3 CP, 1 Stamina)

You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Faith.”

Medium Armor (5 CP)

Requires Light Armor. You may wear Medium Armor.

Shield (3 CP)

Requires Buckler.This skill allows you to use a full sized shield. You cannot throw packetdelivered effects while you have a full sized shield in your hand.

Battlefield Repair:Armor (4 CP)

Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time.

Battlefield Repair: Weaponry (4, 4 CP)

Repair your own weapon or shield in three minutes of Activity with no forge. 2nd Purchase: 1 minute of activity.

Weapon Control (3, 3, 3 CP, 2 Stamina, Battle)

You have spent a lot of time handling weapons. You can call, “Resist by Faith,” to negate one Disarm effect. 2nd Purchase: You can usethis skill to Resist Destroy effects against weapons as well. 3rd Purchase: Usable 2/battle

Pillar of the Community (3, 3, 3, 3 CP)

Your maximum Vitality increased permanently by 1.

Cleansing Prayer (2, 2, 2, 2 CP; 1 Vitality; Sacrifice)

You channel the magic of the Old Father through you, using a bit of your own life force to cure the afflictions of those you guard. Choose one category from Mental, Physical, or Metabolic. Touch a target and call, “Grant Defense: Purge [Category] by Faith,” 2nd Purchase: Choose another category from the list. 3rd Purchase: “Cure [Category] by Faith.” 4th Purchase: You can use all 3 categories.

Guardian’s Blessing (4, 4, 4, 4 CP; 2 Stamina; Battle, Burst, Spell)

Requires 3 skills from this header. Your prayer to the Old Father is answered in power. You grow strong, smiting enemies and standing fast in the face of your foes. Your ability to attack may be reduced, but your staying power is unmatched. When you finish the incantation, plant your right foot and call, “Imbue by Faith” and you get 2 Protection Points. Note: This skill has the Burst keyword. Make sure you know what that means. Each time you are struck by an attack with a called Damage effect (“3 Damage by Fire”, “5 Damage”, “4 Damage and Stun by Poison”, etc), call out “Imbue by Faith!” and gain another 2 Protection Points. These points stack, but they expire when you rest for any reason. Since this is a Grant effect, if you are the target of any other Grant: Protection effect, the second Grant supersedes the Grant from this skill, even if the benefit is lower. You can never have more than one Guardian’s Blessing active at a time. Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable Trait, regain Vitality for any reason, use an attack skill, are the target of another Grant: Protection effect, or refresh any skill or attribute by resting or activity time. It also ends if you break the restrictions of the Burst keyword. 2nd Purchase: You can be the target of Heal effects without ending the skill. 3rd Purchase: You gain 3 Protection points per attack that strikes you. 4th Purchase: You can use other Otherworld Called melee attacks without ending this skill.

Hallowed Ground (3, 3, 3, 3 CP, 2 Stamina; Battle, Spell)

Your magic pushes the enemy out of key areas, clearing space for defenders to take the fight to them. Make a melee or packet attack for, “Short Repel by Faith” 2nd Purchase: “Repel by Faith” 3rd Purchase: usable 2/battle 4th Purchase: “Double Repel by Faith”

Valiant Strike (3, 3, 3, 3 CP; 1 Stamina & X Vitality; Battle, Sacrifice, Spell)

The magic of Arturian rewards those who are willing to risk themselves for others. Your sacrifice of spirit increases the power of a strike greatly. Make a melee or missile attack for, “X Damage by Faith,” where X is 1 + twice the number of Vitality you sacrificed to power this skill. For example, if you sacrifice 2 Vitality to power this skill, you would call “5 Damage by Faith, ”because 2 x 2 = 4, +1 = 5 Damage. 2nd Purchase: 2 Damage + twice the sacrificed Vitality 3rd Purchase: usable 2/battle 4th Purchase: no Stamina cost

Strike of Hope (3, 3, 3, 3 CP; 2 Stamina; Battle)

Your successful strike on an enemy grants you the power to protect an ally. You make a melee or missile attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, choose 1 target and call, “By your name, [name], Grant Defense: Protection 2 by Faith” 2nd Purchase: “3 Damage by Faith” 3rd Purchase: usable 2/battle 4th Purchase: “By your name, [name], Grant Defense: Protection [Tier+1] by Faith”

Hearthwarden’s Counter (2, 2, 2, 2 CP; 1 Stamina;Rest, Battle)

Requires Cleansing Prayer 3. When you cleanse an affliction from your ally, you store that magic away and use it to strike back against the enemy. When you use Cleansing Prayer, you can spend 1 additional Stamina to call, “Imbue by Hearthwarden’s Counter” and gain a melee or missile attack for, “Waste 2 Vitality by Faith” 2nd Purchase: usable 2/battle 3rd Purchase: “Waste 3 Vitality by Faith,” 4th Purchase: “Waste 3 Vitality and Weakness by Faith”

Sacrificial Ward (3, 3, 3, 3 CP, 1 Stamina & 1 Vitality; Battle, Rest, Sacrifice, Spell)

You utter a brief prayer and channel some of your life energy into a protective shield to guard an ally. Touch a target and call, “Grant Defense: Shield Weapon by Faith” 2nd Purchase: “Double Grant Defense: Shield Weapon by Faith” 3rd Purchase: replace “Shield” with “Resist” 4th Purchase: replace “Weapon” with “Damage”

Bolt of Reprisal (3, 3, 3, 3 CP; 2 Stamina; Battle)

Some of the enemies of Arturian’s people use magic of their own. You have learned how to negate that magic and transform it into magic of your own. When you are struck with an effect that has an Elemental trait or the Magic trait, you can call, “Resist by Faith” and then immediately make an attack for, “By My Gesture, 2 Damage by Light.” This attack MUST be made against the same enemy whose attack you Resisted. 2nd Purchase: usable 2/battle 3rd Purchase: “By My Gesture, 3 Damage by Light” 4th Purchase: you can use this skill on any effect with an Elemental Trait or an effect that has the Malediction, Darkness, Infernal, Corruption, Hex, or Magic traits.

Restoration (4, 4, 4, 4, 4 CP; 1 Vitality; Day, Spell, Sacrifice, Other)

Requires Hands of the Father and 4 other skills from this header. You channel your own life energy into a refreshing burst of energy for your allies. Touch a target and call, “Refresh 3 Stamina by Faith.” 2nd Purchase: Usable 1/watch 3rd Purchase: You can use this skill by touch or by packet. 4th Purchase: You can use this skill by touch, packet, or “By your name, [name], Refresh [Tier] Stamina by Faith,” 5th Purchase: “By My Voice to Hero, Refresh [Tier +1] Stamina by Faith” Using the skill in this manner costs 2 Vitality.

Hands of the Father (3, 3, 3, 3 CP; X Vitality; Watch, Spell, Sacrifice)

Requires 4 skills from this header. The hands of the hearthwarden represent those of Arturian on Aerys; as the Old Father can be a stern and fierce guardian, so also he can be a gentle healer. You touch an ally, sacrifice X Vitality and then call, “Heal Y and Short Slow by Faith,” where Y is equal to X+2. For example, if you Sacrifice 3 Vitality, you would call, "Heal 5 by Faith." 2nd Purchase: Y is equal to X +3 3rd Purchase: usable 2/watch 4th Purchase: “Heal Y by Faith”

Healing Word (3, 3, 3, 3, 3 CP; 2 Stamina; Battle,Spell)

You call out to an ally, mending wounds and healing them with Arturian’s mighty power. You call, “By your name, [name], Heal 2 and Short Slow by Faith” 2nd Purchase: “…Heal 3…” 3rd Purchase: You can use this three times per Battle. 4th Purchase: “By your name, [name], Heal 3 by Faith” 5th Purchase: ““By your name, [name], Heal [Tier+2] by Faith”,

Binding Strike (3, 3, 3 CP; 2 Stamina; Battle, Watch)

At your command, the plants and grass hinder an enemy’s movement. You gain 2 melee attacks for “2 Damage and Short Slow by Faith” 2nd Purchase: “2 Damage and Slow by Faith.” 3rd Purchase: “[Tier+1] Damage and Slow by Faith,”