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Miner (1.0)



The Miners of Shiandria are the backbone of civilization, unyielding laborers who carve wealth, stone, and survival from the bones of the earth. Whether working the deep caverns beneath the Dwarven mountains or extracting precious ores in frontier settlements, Miners are known for their resilience, practicality, and an uncanny intuition regarding the dangers of the underground world. Their blend of craft, toughness, and demolition expertise makes them invaluable allies both above and below the surface.


Cultures Allowed: Although certain cultures naturally excel at subterranean excavation, all cultures across Shiandria have access to the Miner class.


Playing the Miner: As a Miner, you embody the grit and determination of those who work closest to the heart of the world. You are a skilled laborer, a hardy survivor, and a vital asset to any party traveling through rough terrain, ancient ruins, dark caves, or steep mountain passes. This class is an ideal fit for players who enjoy rugged, blue-collar roleplay, supportive exploration features, and a grounded, physical style of combat.

Abilities

Armor Allowed: Light (Level 1) armor.


Weapons Allowed: Dagger, Knife, Stick, Club, One-handed Hammer, Two-handed Hammer, One-handed Pickaxe, Two-handed Pickaxe, Dual One-handed Hammers/Pickaxes (available at 4th level), Pole Hammer, and Poleaxe.


Level 1

  • Hammer Toss: You are highly adept at throwing your hammers in a tight spot. Up to 6 times per day (6x/day), you may throw any approved one-handed hammer to deal 3 points of damage (this does not stack with the dwarven ability to throw hammers). Due to safety regulations regarding foam weaponry, pickaxes are strictly forbidden from being thrown. This ability can be renewed by a Smith.

  • Heavy Swing: Your labor-hardened muscles deliver devastating blows. You gain a permanent +1 damage bonus to all hammers and pickaxes, applying to both melee strikes and thrown hammer attacks.

  • Miner’s Hat: A miner is never truly ready for the deep without their trusted headgear. While physically wearing your mining hat during gameplay, the extra protection and mental comfort grant you a permanent +1 bonus to your maximum HP. If you remove your hat for any reason, you immediately lose this bonus until it is placed back on your head. This feature is always active when equipped.


Level 2

  • Rockfall: You strike a solid stone surface or the ground with your hammer or pickaxe to create a deadly spray of flying debris. Upon activation, you unleash the shattered stone by throwing brown spell packets at your enemies. You may simultaneously throw as many individual brown packets as you can physically fit inside your mining helmet at the moment of activation. Each packet that hits a target deals 1 point of HP damage, which is reduced by APR and can be blocked by shields. You must loudly call out "Rockfall" for the volley. Usable three times per day (3x day). This ability can be renewed by spending downtime harvesting stone at a designated mining location, and all uses are automatically reset at dawn.

  • Trailblazer: (Lumberjack Cross-Class Shared Utility) You are accustomed to clearing physical obstructions to forge a path. (Refer to the master ruleset for specific deployment guidelines).


Level 3

  • Cultural Ability


Level 4

  • Dual Wielding: You may now dual-wield one-handed hammers, one-handed pickaxes, or a combination of both. You retain the ability to throw your one-handed hammers. This fighting style is always active and does not need to be renewed, though throwing a hammer still consumes your daily Hammer Toss uses.

  • Earth Sense: By placing a hand on the ground, a wall, or a stone surface, you can sense the presence of raw ore, treasure, or dense mineral deposits within 20 real-world feet. This feature does not detect living creatures or magical signatures. Ask a local Loremaster for the location of any found items. Usable 3 times per day (3x/day) and automatically resets at dawn.


Level 5

  • Tunnel Worker: Years of navigating shifting earth allow you to squeeze through narrow, claustrophobic paths with ease, allowing you to freely enter physical terrain designated by a Loremaster as "tight but traversable." Furthermore, you can dig completely beneath field fortifications and structural obstructions, such as a Farmer's Hedgerow, with the exception of river and ocean obstacles. To execute this, approach the barrier, call out "Tunnel!", and count to 30 out loud. Once the count is complete, place both hands above your head to signify your out-of-game status and walk directly to your exit point. While traveling, you cannot be targeted, attacked, or affected by any abilities. Drop your hands to re-emerge. Usable three times per day (3x day) and can be renewed.

  • Mining Mastery: You can automatically identify various ores, minerals, and stones used in crafting or quest objectives, and you may freely ask Loremasters for mechanical clarification when examining a physical sample. Additionally, if an active gameplay area is designated as geologically "unstable," a Loremaster or Guard will quietly warn you of the structural risk before entry. Lastly, your intimate knowledge of metallurgy grants you a 50% Gold Piece (GP) discount when purchasing in-game items constructed primarily of ore, gems, or metal from standard merchants.


Level 6

  • Cultural Ability


Level 7

  • Mining Expert: You earn the prestigious title of Mining Expert. Due to your labors between events, you receive an additional 10 GP at the check-in of each event.

  • Hardened Frame: Your arduous labor permanently increases your resilience. You gain a permanent +1 HP to your maximum health pool.


Level 8

  • Spotlight: You use your headlamp or lantern to perfectly illuminate a vulnerability on a foe or expose a hazard. Point directly at a target and call out "Spotlight!". For the next 10 seconds, you must keep your attention and light source fixed squarely on that target. The very next melee or spell attack launched by a party member against that spotlighted target deals an additional +1 damage. This bonus applies only to that single next attack; if it fails, misses, or is blocked, the bonus is lost. Usable six times per day (6x day) and can be renewed.

  • Detonation Shield: You know how to survive a blast because you have stood too close to mining explosions more than once. When hit by a magical area-of-effect blast, fireball, or something similar, you can call out "Brace!" to instantly reduce the incoming damage by half (rounded down). Usable three times per day (3x/day) and can be renewed.


Level 9

  • Cultural Ability


Level 10

  • Master Delver: You achieve the ultimate rank of Master Delver. At the start of each event, you receive 20 GP for your labors between events (replacing the Level 7 income). Additionally, your permanent damage bonus with hammers and pickaxes increases to +2 damage.

  • Demolition Charge: You deploy a devastating mining explosion. To arm the charge, you must physically place a small circular marker (such as a felt circle or rubber mat) on the ground and place a Fireball (red) spell packet directly over it. This charge follows the standard rules of a Fireball spell, offering two deployment options: The very next target to step on or within one pace of the marker triggers the explosion. Remote Detonation: You may manually detonate the charge from any spot on the current encounter or battlefield at any time by clearly calling out "Detonation!". Whether triggered automatically or remotely, the charge deals 4 points of damage to the closest target, and you must loudly call out "Fireball — 4 damage!". (Out-of-game note: This ability cannot be used to invent firearms or cannons). Usable three times per day (3x day) and can be renewed by a Smith.

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