Crafts
This god represents the crafting and creation of all sorts of non-metal goods:
Wooden art objects, furniture, textiles, clothing, leather goods, glassware,
porcelain ware, and so forth. He may also be the god of engineering and
stonemasonry.
This god's priests try to support and aid young craftsmen, to encourage the
exchange of ideas and techniques between different cities and different guilds,
and to improve the state of sophistication of all crafts and related arts.
Lesser gods of this attribute would be gods of specific craftsman arts. One
might be the God of Woodworking; one might be the God of Leatherworking.
Gods of crafts are equally likely to be male or female.
The priests of this god are on good terms with the priests of Arts, Community,
Culture, Divinity of Mankind, Light, Literature/Poetry, Metalwork,
Music/Dance, Race (Dwarven), Race (Elven), Sun, and Trade.
Alignment: The deity is good; at the DM's discretion, he may be chaotic good, neutral
good, or lawful good, but tends to be neutral good. Regardless of his alignment,
his priests may be of any good alignment. The flock may be of any neutral or
good alignment.
Minimum Ability Scores: Wisdom 10, Dexterity 12. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Any one from this list # Carpentry,
Cobbling, Engineering, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry,
Weaving, Appraising, Gem Cutting, Bowyer/Fletcher. Nonweapon Proficiencies
Recommended:Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon
Proficiency Group Crossovers: Priest, General, Rogue.
Duties of the Priest: Guidance, Marriage. Education: Teaching of craftsmanship to the flock;
promotion of all sorts of craftsmanship in the community and society. Must
participate in semiannual events where crafts are displayed and promoted (before the
throne or in market). Investigation: These priests are keen on history and seek to
re-discover lost craftsman techniques and arts; this often leads them into old
ruins and lost cities on expeditions of discovery. Vigilance against any enemy,
ruler or private enterprise who seeks to suppress learning, especially of
craftsman learning. (However, these priests encourage competitive thinking between
guilds, or between the craftsmen of different cities; though this results in
hard feelings sometimes, it does advance the state of craftsmanship.)
Weapon and Armor Restrictions: Weapons Permitted: Bows (all), club, crossbow, quarterstaff, sling, staff
sling. Armor Permitted: All non-metal armor, all shields. Oriental Campaigns: Also
bo stick, daikyu, nunchaku. All together, these constitute Medium combat
abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Creation, Divination, Healing. Minor Access to Combat,
Elemental, Guardian, Plant, Protection, Sun. This priesthood has one too few
major accesses, and two extra minor accesses; we'll consider it balanced.
Powers: Analysis (as per the Designing Faiths chapter) of workmanship quality in crafted
goods. The priest will be able to tell whether a crafted good is of poor, average or
superior quality. This gives him a +2 to his Appraising proficiency check if
he has that nonweapon proficiency, but does not give him the ability to rate
crafted goods as to their gold piece value of he does not have that nonweapon
proficiency. Detect Secret Doors (same as Elf ability: Success on roll of 1 on 1d6 when passing within 10',
1-2 on 1d6 to find secret doors and 1-3 on 1d6 to find concealed portals when
actively searching; elven priests of this order have success on a roll of 1-2 when
passing within 10', 1-3 to find secret doors and 1-4 to find concealed portals
when actively searching).
Followers and Strongholds: The followers are received at 7th level, and consist of three third-level
priests and six first-level priests of the same order, one third-level fighter and
two second-level fighters to act as guards, and twenty Normal Men and Women,
each with a craft-related Nonweapon Proficiency. The priest may take the
following on adventures: Three priests, only one of whom may be third-level); plus two
fighters, and four Normal Men and Women of his choice. The priesthood will pay
for half of the cost of stronghold construction at 7th level. The stronghold
must provide workshops for its craftsmen, including the Normal Men and Women.
Possible Symbols: Loom, Pottery Wheel, Drop-Spindle, Needle.
Notes: The weapons chosen for this priesthood were chosen because they are weapons
that can be made by craftsmen instead of smiths, especially by woodcraftsmen.
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