Weavers

Devoted followers of the goddesses

Weavers are pious and devout religious leaders who live in holy communities or who travel about the Mavros system looking to spread the message of their goddess. Weavers follow one of the two particular goddesses (Archos and Telos) and usually have a specific demi-god to whom they pray and who, on rare occasion, they meet during their travels. Weavers are adept at devotional magic through the manipulation of the quantum field by praying to their goddess for intercession. Some use this ability to foresee, others to heal, and yet others to harm.

From varying levels Weavers gain abilities and bonuses that they can use throughout their journeys ...

Class Bonuses

From Level Title Description
1 PRAYER BEADS Through ritual chanting and deep meditation using their prayers beads as a divine focus, weavers are able to petition their goddess and, as a result, cause quantum magic effects.

Class Abilities

From Level Title Description
1 DIVINE FORESIGHT The weaver may pray for foresight once per their weaver level per day. The answer given will indicate whether a planned action is likely to be good or bad for the weaver.
2 DIVINE KNOWLEDGE A weaver may pray for knowledge about an item or place once per their weaver level per day. The answer given will be objectively factual and will not contain any opinions or notions of good or evil.
3 DIVINE INSIGHT A weaver may pray for insight once per their weaver level per day. The answer given will indicate whether another person is being truthful or lying. If the person in question is unaware that what they said is not true, this will still be percieved as truth by the weaver.
4 DIVINE UNDERSTANDING A weaver may pray for understanding about a task or activity once per their weaver level per day. For 10 minutes they will have an uncanny knowledge of how to perform that task or how to complete the given activity.
5 DIVINE POSESSION A weaver may pray once per day that they complete a single task. Immediately they become possessed by their goddess and complete the task without requiring any ability checks. Once complete, they have no memory of how they did it or what transpired during the execution of the task. Tasks must be for a single action or goal and cannot involve multiple named steps.

Quantum Magic

All weavers can perform small acts of divine manipulation of the quantum field by invoking the name of their goddess. These low-level quantum changes ripple up to cause a macroscopic effect as described below. Each weaver may learn the rituals to cause three of these effects. Once the three effects have been chosen and learnt, they cannot be changed nor can any more be learnt by that weaver. Each effect can be caused any number of times in a day but require one action for the ritual to be performed.

Effect Range Description
Calm Touch By touching your hand against a character or creature that is under its effect, the Fear effect is ended immediately.
Cleanse Touch By touching your hand against a character or creature that has been poisoned, you may dispel the poison, ending its effect.
Fear Touch By touching your hand against a character or creature, they become terrified and must use their movement every round to move away from you. The effect ends after 1 minute or if dispelled with Calm.
Heal Touch By touching your hand against a character or creature, they restore 1d4 lost hit points.
Hold Self By invoking the name of your goddess, you are immune to any attempt to push you or knock you to the ground. You may still move, attack and take damage however you can not be forced from your position by other characters or creatures.
Light 25 m A bright light is emitted from an object your are carrying and illuminates a circle up to 25 m around you as if the area were lit by daylight.
Message 100 m You telepathically transmit a message of no more than 15 words to an ally within range. The recipient hears the message as if you had spoken it next to them however no sound is heard by any bystander.
Poison Touch By touching your hand against an item of food or drink, you may cause it to become poisonous to any who consume it. Casting this effect against an enemy, they must succeed on a DC 15 Constitution Check or become Poisoned. Once poisoned by this effect, a creature takes 1d6 damage every minute until they are healed or they die.
Purify Touch By touching your hand against an item of food or drink that was poisoned, you may cause it to become poison free to any who consume it.
Shout 200 m Your eyes begin to glow as your voice increases in volume so that you may be heard up to 200 m away through any other noise or commotion.