Architectural Engineer

The designers of grand cathedrals, imposing fortresses, and majestic towers, are architects. The Goths consider architecture to be the chief means of separating civilisation from barbarism. Gothic architects have produced some of the most impressive, long-lasting, and darkly beautiful structures in the world. They value this art almost as highly as they do music. Dwarven architects favour stark functionality that becomes beautiful in its understated elegance. Elven architecture blends into the environment yet retains gorgeous flourishes.

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Requirements:

Personality 9

Wits 9

Agility 8

Literacy

Mathematics journeyman

Training time: Two years



Skills
Administration I Architecture apprentice Carpentry apprentice Civil Engineering apprentice Drawing apprentice Mechanical Engineering I Runes apprentice Speed Reading Stonemasonry apprentice The Art of the Deal


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Level bonuses
III. Visual Emphasis: You can effect a certain look with your buildings. This can be a distinctive personal style, or create certain feelings: warm, imposing, big, holy, comforting, filled with light, ancient, shaped like something, wealth, secure, dangerous, or pretty much anything else.

V. Walls of Glass: Your architectural talents combined with illusioncraft can hide certain features or disguise them as something else. A thirty foot column can seem to a hundred of feet into the sky. Concealed posterns or trapdoors can be built.

VII. Statuses: Choose three from the following: Arcane, Artistic, Creative, Dedicated, High-Functioning Alcoholic, Patient, Quick Results, Reliable, Stable, Talented, Thoroughgoing, Trustworthy, Unfathomable

IX. Geomantically Stable: The buildings you both design and oversee (at least on a consulting basis) are quite sturdy and long-lasting. The building gets a daily retest on any saving throw.

XIII. Karyatid Shrugged: You are now so talented that you get to add special features to your constructions. (Don't let it go to your head; getting here involved a lot of luck.) These features can be the equivalent of Traits, mystic effects (of spells known to you or a co-conspirator), or any game mechanic you can talk your Game Master into allowing. There must be some physical aspect that relates to these special features, but this can possibly be rather vague or metaphoric (especially if combined with the Tribal Totem ritual). At this level, you can also learn the Strength of the Stolen Soul spell from a willing necromancer, geomancer, or shadow lord.


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