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Post by Latronis on Nov 17, 2009 7:06:11 GMT -5
Clerics must worship a deity, the choice of deity grants them an intrinsic bonus, a specific type of magic they can cast spontaneously and access to 3 of the the deities 5 domains(which along with the Divine(universal) domain determines the cleric's spell list) much like a 1st edition cleric's sphere access to spells.
The cleric chooses a primary domain which adds an extra skill to the clerics skill list and determines the cleric's divine empowerments.
At 2nd level a cleric also chooses 2 other domains that his chosen deity grants access too as lesser devotions. The cleric adds these spells to his spell list and receives the bonus skill but does not receive any of the associated divine empowerments.
Favoured Souls do not get access to the deities granted power, receive no skills nor divine empowerments but choose spells when they learn a new one from either the Divine(Universal) or any of the Deities domains.
Southern Continent:-
Elven Pantheon:
Central Continent:-
The Old God's:
Eastern Continent:-
The Eastern Pantheon:
Dwarven Specific:
The Northern Pantheon:
Dwarven Specific:
Monstrous Deities:
Non-Deity Divinities:
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Post by Latronis on Nov 17, 2009 23:34:03 GMT -5
Breakdown of a Domain:
Domain Skill: This skill is added to the Cleric Skill set for the character if they have this domain as the primary domain, or a lesser Devotion.
Divine Empowerments Tier1: Clerics with this domain as the primary domain choose one of these at first level.
Divine Empowerments Tier2: Clerics with this domain as the primary domain choose one of these at cleric level 5. They must meet any secondary prerequisites.
Divine Empowerments Tier3: Clerics with this domain as the primary domain choose one of these at cleric level 10. They must meet any secondary prerequisites.
Divine Empowerments Tier4: Clerics with this domain as the primary domain choose one of these at cleric level 15. They must meet any secondary prerequisites.
Divine Empowerments Tier5: Clerics with this domain as the primary domain choose one of these at cleric level 20. They must meet any secondary prerequisites.
Domain Spells: lv1 spell1, spell2, spell3, spell4 lv2 spell1, spell2, spell3, spell4 lv3 spell1, spell2, spell3, spell4 lv4 spell1, spell2, spell3, spell4 lv5 spell1, spell2, spell3 lv6 spell1, spell2, spell3 lv7 spell1, spell2, spell3 lv8 spell1, spell2 lv9 spell1, spell2
NEW FEATS
Greater Devotion [General]
Prerequisite Any Tier 3 Divine Empowerment
Benefit When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once.
Normal Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain.
Special A favoured soul may qualify for this feat as if he was a cleric of the same level.
Extra Empowerment [General]
Prerequisite Any Divine Empowerment.
Benefit When you take this feat, you can choose any Divine Empowerment from your primary domain(or chosen devotion if you have the Greater Devotion feat) which you meet the prerequisites for; and gain the benefits of that Divine Empowerment. You can not take a divine empowerment if a cleric of your level could not take it from levelling up and you must still meet any secondary requirement of that empowerment.
You can take this feat multiple times, each time it applies to a new divine empowerment a cleric of your level could have.
Normal Without this feat, a character can normally only gain divine empowerments from cleric levels that grant divine empowerments.
Special A favoured soul may qualify for this feat by having the Greater Devotion feat.
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Post by Latronis on Nov 18, 2009 23:41:57 GMT -5
The Divine Domain also known as the Universal domain is a special domain without divine empowerments that contains the most generic and class defining spells. All clerics automatically know all spells of the divine domain, and all favoured souls may choose known spells from the divine domain.
It's associated skill is Knowledge(Religion) so all clerics automatically add Knowledge(Religion) to the priest skill set(resulting in a +1 synergy see: skill sets for more details.)
All Level 0 spells (Orisons) are considered part of the Divine domain. But see the individual classes for specifics on how the classes use them.
Bless Water: Now an Orison(no longer lv1 spell) When making holy water it becomes aligned to your deity affecting outsiders of on opposed alignment.(As Bless Water\Curse Water)
Domain Spells(All Clerics know these spells, Favoured Souls may choose any of these when they can learn a new spell of the appropiate level):
Level 1: Align Weapon, Cure Light Wounds, Inflict Light Wounds, Summon Monster I.
Level 2: Consecrate, Cure Moderate Wounds, Inflict Moderate Wounds, Summon Monster II.
Level 3: Cure Serious Wounds, Inflict Serious Wounds, Summon Monster III, Undetectable Alignment.
Level 4: Commune, Cure Critical Wounds, Inflict Critical Wounds, Summon Monster IIII.
Level 5: Atonement, Hallow, Raise Dead, Summon Monster V.
Level 6: Forbiddance, Harm, Heal, Summon Monster VI.
Level 7: Quest, Resurrection, Summon Monster VII,
Level 8: Refuge, Summon Monster VIII.
Level 9: Miracle, Summon Monster VIIII.
Align Weapon notes: Matching deity alignment only. Become a lv1 spell.
Consecrate notes: Consecrated to deities alignment. See Consecrate\Desecrate
Hallow notes: Hallowed to deity and based on deities alignment. See Hallow\Unhallow etc.
Quest notes: has become a lv7 spell.
Refuge notes: moved up to a lv8 spell, your 'abode' must be consecrated or hallowed to your deity at the time of casting.
Summon Monster X notes: Clerics can only cast these spells as a spell matching his deities alignment, or if they have the Alignment or Elemental domains added to their spell list.
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Post by Latronis on Nov 18, 2009 23:43:19 GMT -5
The Cleric is less combat-orientated than the PHB Cleric. Though they do gain an inherent power from their deity and divine empowerments from their primary domain. A Clerics spell list is determined by the Divine Domain plus their Chosen Domain and Devotions. Clerics receive at first level a number of orisons equal to their presence modifier useable at will. Clerics can use spell completion triggers of magic items only if the spell is on the Divine domain spell list or any of their chosen deities domains spell lists. Otherwise they must make an appropiate Use Device check. Clerics start with the Priest Skill set, and have the domain skills of the Divine Domain, Their Primary Domain and Lesser Devotions added to their class skills list. Clerics gain skill points at 2+int per level with quadruple this amount at lv1. Clerics are only proficient with Basic Weapons and their deities favoured weapon. They are not proficient with any armours or shields. Clerics gain prowess at the slowest rate, though they receive a discount on Weapon Styles appropiate for their deities favoured weapon. Table: The Cleric | Base | Fortitude | Reflex | Will | | | | | Spells | per | Day | | | | Level | Attack Bonus | Save | Save | Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 1 | +0 | +0 | +0 | +2 | Aura, Orisons, Intrinsic Power, Domain, Tier1 Empowerment | 2 | - | - | - | - | - | - | - | - | 2 | +1 | +0 | +0 | +3 | Devotions | 3 | - | - | - | - | - | - | - | - | 3 | +1 | +1 | +1 | +3 | | 3 | 2 | - | - | - | - | - | - | - | 4 | +2 | +1 | +1 | +4 | | 4 | 3 | - | - | - | - | - | - | - | 5 | +2 | +1 | +1 | +4 | Divine Empowerment Tier2 | 4 | 3 | 2 | - | - | - | - | - | - | 6 | +3 | +2 | +2 | +5 | | 4 | 4 | 3 | - | - | - | - | - | - | 7 | +3 | +2 | +2 | +5 | | 5 | 4 | 3 | 2 | - | - | - | - | - | 8 | +4 | +2 | +2 | +6 | | 5 | 4 | 4 | 3 | - | - | - | - | - | 9 | +4 | +3 | +3 | +6 | | 5 | 5 | 4 | 3 | 2 | - | - | - | - | 10 | +5 | +3 | +3 | +7 | Divine Empowerment Tier3 | 5 | 5 | 4 | 4 | 3 | - | - | - | - | 11 | +5 | +3 | +3 | +7 | | 6 | 5 | 5 | 4 | 3 | 2 | - | - | - | 12 | +6/+1 | +4 | +4 | +8 | | 6 | 5 | 5 | 4 | 4 | 3 | - | - | - | 13 | +6/+1 | +4 | +4 | +8 | | 6 | 6 | 5 | 5 | 4 | 3 | 2 | - | - | 14 | +7/+2 | +4 | +4 | +9 | | 6 | 6 | 5 | 5 | 4 | 4 | 3 | - | - | 15 | +7/+2 | +5 | +5 | +9 | Divine Empowerment Tier4 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | - | 16 | +8/+3 | +5 | +5 | +10 | | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | - | 17 | +8/+3 | +5 | +5 | +10 | | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 18 | +9/+4 | +6 | +6 | +11 | | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 19 | +9/+4 | +6 | +6 | +11 | | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 20 | +10/+5 | +6 | +6 | +12 | Divine Empowerment Tier5 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Alignment: By Deity( See Aura) Hitdice: d6 Prowess: By Class BAB. Discounted Weapon Style for Deity's Favored Weapon. Clerics are proficient with Basic Weapons and their deity's favored weapon only, Clerics are not proficient with any armor or shields. Skills: Clerics start with the Priest and Proselytizer skill sets. In addition clerics receive bonus skills from their chosen domain and devotions(See the individual domains for details). Clerics receive 2+int skill points per level with quadruple this amount at first level. Priest Skill SetConcentration, Heal, Knowledge (Religion), Spellcraft Proselytizer Skill SetBluff, Diplomacy, Knowledge (Religion), Perform (Oratory) Aura(Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Orisons: A cleric knows a number of 0th level cleric spells (orisons) equal to their cleric level. These spells are usable at-will. Intrinsic Power: A cleric receives a special gift from his deity, usually a spell-like or supernatural ability. The specfic power granted to a deities clerics are given under the individual deities descriptions. Any [Divine] feats use the cleric's Intrinsic Power as fuel for activation. Domain: A cleric chooses one of his deities domains as his primary focus. The choice of domain defines the clerics spell list and grants the cleric an additional class skill. In addition at 1st, 5th, 10th, 15th and 20th level the cleric chooses divine empowerments from his primary domain. Divine Empowerments: At 1st, 5th, 10th, 15th and 20th levels the cleric chooses one of the Divine Empowerments of appropiate tier from his primary domain. The Divine Empowerments of each tier are listed in the Individual Domain descriptions. Devotions: At 2nd level the cleric chooses 2 other of his deities domains as lesser devotions to his god. You receive the associated domain skill of your devotions as class skills and the domain spell lists of your devotions form the rest of your spell list. Orisons: A cleric knows a number of 0th level cleric spells (orisons) equal to their cleric level. These spells are usable at-will. Spellcasting: A cleric casts divine spells, which are drawn from the divine domain, primary domain and lesser devotion spell lists. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Presence modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Intelligence score. The cleric's selection of spells is relatively limited: they only know the spells associated with the universal spells, their domain and with their devotions. At DM discretion domain and devotion choices may be restricted to 3 (instead of all 5 of the deities domains) by church and region so that the various cults of the deity have slightly different views and focus. With this rule clerics of a specific church all have the same spell lists, though the cleric pc should still be allowed to choose which of the 3 domains becomes his primary domain and the sets the others as devotions.
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Post by Latronis on Nov 18, 2009 23:44:34 GMT -5
Favoured Souls suffer from Cleric "Sorcerer Syndrome", they have a smaller spell list than clerics though it is still derived from the Divine domain + the chosen deities domains. A favoured Soul can use spell completion triggers of magic items only if the spell is one the favoured soul can cast. Otherwise they must make an appropiate Use Device check. Favoured Souls may add their Class level to Use Device checks to activate a divine magic item. They have a higher BAB and HD than clerics. They gain prowess at a medium rate though still receive a discount for weapon styles appropiate to the deities favoured weapon. Favoured Souls start with Basic and Simple Weapon profeciencies plus they are automatically proficient with their deities favoured weapon. They start with proficiency with light armour and small shields. Favoured Souls have 4+Int for skill points with quadruple this amount at first level. Favoured Souls start with the Priest Skill Set plus one other skill set of the Favoured Souls choice. Favoured Souls add the Domain skills of the Divine Domain and the domain skills of their Deities domains as class skills. Also Known as 'Deities Name' Skill set. A favoured Soul aware of the source of his power may take the Greater Devotion feat from 10th level to gain divine empowerments from one of his deities domains, but at a slower rate than that of a cleric. Table: The Favored SoulClass | Base | Fortitude | Reflex | Will | | Level | Attack Bonus | Save | Save | Save | Special | 1 | +0 | +2 | +2 | +2 | Aura, Orisons, Energy Blessing | 2 | +1 | +3 | +3 | +3 | Chosen Warrior | 3 | +2 | +3 | +3 | +3 | | 4 | +3 | +4 | +4 | +4 | Chosen Warrior | 5 | +3 | +4 | +4 | +4 | Energy Blessing | 6 | +4 | +5 | +5 | +5 | Chosen Warrior | 7 | +5 | +5 | +5 | +5 | | 8 | +6/+1 | +6 | +6 | +6 | Minor Transformation | 9 | +6/+1 | +6 | +6 | +6 | | 10 | +7/+2 | +7 | +7 | +7 | Energy Blessing | 11 | +8/+3 | +7 | +7 | +7 | Chosen Warrior | 12 | +9/+4 | +8 | +8 | +8 | | 13 | +9/+4 | +8 | +8 | +8 | Chosen Warrior | 14 | +10/+5 | +9 | +9 | +9 | | 15 | +11/+6/+1 | +9 | +9 | +9 | Energy Blessing | 16 | +12/+7/+2 | +10 | +10 | +10 | Chosen Warrior | 17 | +12/+7/+2 | +10 | +10 | +10 | | 18 | +13/+8/+3 | +11 | +11 | +11 | Transformation | 19 | +14/+9/+4 | +11 | +11 | +11 | | 20 | +15/+10/+5 | +12 | +12 | +12 | Champion Elect |
Table:Favored Soul SpellcastingClass | | | | Spells | | Known | | | | | | | | Spells | per | Day | | | | Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 1 | 3 | - | - | - | - | - | - | - | - | | 3 | - | - | - | - | - | - | - | - | 2 | 3 | - | - | - | - | - | - | - | - | | 4 | - | - | - | - | - | - | - | - | 3 | 4 | - | - | - | - | - | - | - | - | | 5 | - | - | - | - | - | - | - | - | 4 | 4 | 3 | - | - | - | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 5 | 5 | 3 | - | - | - | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 6 | 5 | 4 | 3 | - | - | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 7 | 6 | 4 | 3 | - | - | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 8 | 6 | 5 | 4 | 3 | - | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 9 | 6 | 5 | 4 | 3 | - | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 10 | 6 | 6 | 5 | 4 | 3 | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 11 | 6 | 6 | 5 | 4 | 3 | - | - | - | - | | 6 | - | - | - | - | - | - | - | - | 12 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - | | 6 | - | - | - | - | - | - | - | - | 13 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | - | | 6 | - | - | - | - | - | - | - | - | 14 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | | 6 | - | - | - | - | - | - | - | - | 15 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | - | | 6 | - | - | - | - | - | - | - | - | 16 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | | 6 | - | - | - | - | - | - | - | - | 17 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | - | | 6 | - | - | - | - | - | - | - | - | 18 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | | 6 | - | - | - | - | - | - | - | - | 19 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | | 6 | - | - | - | - | - | - | - | - | 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | | 6 | - | - | - | - | - | - | - | - |
Alignment: By Deity(See Aura) Hitdice: d8 Prowess: By Class BAB. Discounted Weapon Styles for Deity's Favored Weapon. Favored Souls start with Basic and Simple Weapon proficiency and are automatically proficient with their deity's favored weapon. Favored Souls are proficient with light armor and small shields. Skills: Favored Souls start with two skill sets of your choice. In addition Favored Souls receive the skill set related to their deity aswell. This skill set is the Domain skill of the Divine domain plus the domain skills of your deities domains. Favored Souls receive 4+int skill points per level with quadruple this amount at first level. Aura(Ex) A Favored Soul of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Orisons: A Favored Soul knows a number of 0th level cleric spells (orisons) equal to their Presence modifer. These spells are usable at-will. Chosen Warrior:As a Favored Soul gains power he's skill with his deity's favored weapon increases aswell. At 2nd level the Favored Soul receives the Weapon Focus feat with his deities's favored weapon. At 4th level the Favored Soul receives the Power Critical feat with his deities favored weapon. At 6th level the Favored Soul receives the Weapon Specialization feat with his deities favored weapon. At 11th level the Favored Soul receives the Improved Critical feat with his deities favored weapon. At 13th level the Favored Soul receives the Greater Weapon Focus feat with his deities favored weapon. And at 16th level the Favored Soul receives the Greater Weapon Specialization feat with his deities favored weapon. Transformation: As the Favored Soul learns to draw ever more divine power he slowly transform into an avatar of his deity gaining more and more resemblance to his deity and powers beyond that of most mortals. At 10th level the Favored Soul gains an alternative method of transportation. Travel Mode: Climb, Burrow, Swim, Fly speed by Deity\Domain. Sensual Acuity Increase: Lowlight Vision\Darkvision\Scent\Blindsight by Alignment Energy Resistance: By Choice Damage Reduction: Silver\Cold Iron\Magic by Alignment Magic Resistance: Set, based on character level. Natural Armor: Set Poison\Disease Resistance\Immunity Outsider Type: Set, Subtype by Alignment. Smite Alignment: By Alignment.
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Post by Latronis on Nov 19, 2009 8:21:23 GMT -5
Creation Death Destruction Fate Knowledge Life
Magic Might Protection
Renewal Retribution Travel Trickery Undeath War
Alignment Domains
Chaos Evil Good Law
Elemental Domains
Air(Air) Earth(Earth) Fire(Fire) Radiance(Light) Sonic(Sound) Storm(Electricity) Water(Water) Cold(Water) Weather(All)
Animal Darkness Plant
Unique Domains
Abyssal Celestial Infernal Inquisition Mind Rune Sacrifice Tyranny
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Post by Latronis on Nov 20, 2009 2:14:30 GMT -5
[glow=red,2,300]CREATION DOMAIN[/glow] Domain Skill: Craft Divine Empowerments Tier1: Clerics with Creation as the primary domain may choose one of the following abilities at first level i) Scribe Scrolls as a bonus feat. ii) Skill Focus(Craft) as a bonus feat. iii) Experienced Crafter: When making Craft checks, roll one additional time and take the better result. iiii) Artificer: When crafting items, you may use scrolls or wands for spells needed, instead of knowing the spell. In addition you may substitute your cleric level(plus your presence modifier) for Use Device checks to cast spells from a scroll or wand as part of the crafting process. v) Artisan Bonus: The cleric gains a +2 bonus on Use Device checks to activate an item with a spell completion trigger. If the cleric created the item he may substitute his cleric level(plus his presence modifier) for the Use Device check(with the +2 bonus from this ability). vi) Creator: you cast Conjuration(creation) spells at +1 caster level(this can only be taken once) Divine Empowerments Tier2: At 5th level Clerics with Creation as the primary domain choose one one of the following abilities (They must still meet any secondary requirements)i) Any Creation Tier1 Ability. ii) Brew Potion as a bonus feat. iii) Craft Magic Arms And Armor as a bonus feat. iiii) Craft Wand as a bonus feat. v) Craft Wondrous Item as a bonus feat. vi) Craft Homunculus(See below) Divine Empowerments Tier3: Clerics with Creation as the primary Domain choose one of these abilities at cleric level 10 (They must meet any secondary prerequisites).i) Any 2 Creation Tier1 Abilities. ii) Any Creation Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) Craft Rod as a bonus feat. v) Skill Mastery: you can take 10 when making a Spellcraft or Use Device check in relation to items you created, even if stress and distractions would normally prevent you from doing so. vi) Greater Creator: Requires Creator. You cast conjuration(creation) spells at +2 caster level. (this replaces the bonus from creator. This ability can only be taken once)Divine Empowerments Tier4: Clerics with Creation as the primary Domain choose one of these abilities at cleric level 15 (They must meet any secondary prerequisites).i) Any 2 Creation Tier1 Abilities. ii) Any 2 Creation Tier2 Abilities. iii) Any Creation Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) Craft Staff as a bonus feat. vi) Forge Ring as a bonus feat. Divine Empowerments Tier5: Clerics with Creation as the primary Domain choose one of these abilities at cleric level 20 (They must meet any secondary prerequisites).i) Any 3 Creation Tier1 Abilities. ii) Any 2 Creation Tier2 Abilities. iii) Any 2 Creation Tier3 Abilities. iiii) Any Creation Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Master Creator: Requires Greater Creator. You cast conjuration(creation) spells at +4 caster level. (this replaces the bonuses from creator and greater creator. This ability can only be taken once)Domain Spells: lv1 Animate Rope, Floating Disk, Mount, Produce Flame. lv2 Make Whole, Minor Image, Spellforge, Wood Shape. lv3 Create Food and Water, Spiritual Weapon, Stone Shape, Tiny Hut. lv4 Greater Spellforge, Minor Creation, Phantom Steed, Secure Shelter. lv5 Fabricate, Major Creation, Wall of Thorns. lv6 Blade Barrier, Fantastic Machine, Wall of Stone. lv7 Forcecage, Permanent Image, Spellwright. lv8 Maze, Wall of Iron. lv9 Greater Fantastic Machine, True Creation. Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Craft Homunculus(Ex) you can create a homunculus as if you had the Craft Construct feat. You must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and you must pay all the usual gold and XP costs. You can also upgrade an existing homunculus that you own, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. If you give your homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual(Including the bonus hitpoints for being a small construct). Your homunculus can have as many Hit Dice as its master. No matter how many Hit Dice it has, a homunculus never grows larger than Small. Greater Devotion [General] Prerequisite
Any Tier 3 Divine Empowerment Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. Special
A favoured soul may qualify for this feat as if he was a cleric of the same level.
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Post by Latronis on Nov 20, 2009 2:28:22 GMT -5
DEATH DOMAIN Domain Skill: Autohypnosis. Divine Empowerments Tier1: Clerics with Death as the primary domain may choose one of the following abilities at first level i) Spell Focus(Necromancy) as a bonus feat. ii) Reaper's Caress(See Below) iii) Last Rites( See below) iiii) Any spell you cast with the [Death] descriptor that kills a creature triggers Death Divine Empowerments as if you had the Reaper's Caress ability. v) Your caster level for spells with the [Death] descriptor increases by 1( you may only take this ability once). vi) Increase the die size for your spells that deal negative damage by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals hit point damage in d12s, Increase the damage dealt by 1 point per die. If you have the Reaper's Gaze ability this ability increases the damage per caster level by 2. This ability can only be taken once. Divine Empowerments Tier2: At 5th level Clerics with Death as the primary domain choose one one of the following abilities( They must still meet any secondary requirements) i) Any Death Tier1 Ability. ii) Death Power( See below) iii) Anytime a creature fails it's save againest your Reaper's Caress Ability you gain Magic Resistance of 11 + character level for a number of rounds equal to the target's constitution modifier. iiii) Anytime a creature fails it's save againest your Reaper's Caress Ability you gain your presence modifier as a morale bonus to hit and damage rolls for a number of rounds equal to the target's constitution modifier. v) Anytime a creature fails it's save against your Reaper's Caress ability you gain temporary hit points equal to it's constitution that dissappear after 1 hour or until you would next trigger your Reaper's Caress. vi) Anytime a creature fails it's save against your Reaper's Caress ability you may add your presence modifier as a morale bonus to one physical ability of your choice for a number of rounds equal to the target's constitution modifier. Divine Empowerments Tier3: Clerics with Death as the primary Domain choose one of these abilities at cleric level 10( They must meet any secondary prerequisites). i) Any 2 Death Tier1 Abilities. ii) Any Death Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) Greater Death Power: Requires Death Power. ( See below) v) Your Reaper's Caress ability becomes usable at 30' range, requiring a ranged touch attack. vi) Anytime a creature fails it's save against your Reaper's Caress ability it's corpse detonates in an explosion of negative energy. Any creature caught within the 20' blast gain 1 negative level per point of the target's constitution modifier unless they make a fortitude save (use your Reaper's Caress save DC) If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level. Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from this ability don’t last long enough to do so. Divine Empowerments Tier4: Clerics with Death as the primary Domain choose one of these abilities at cleric level 15( They must meet any secondary prerequisites). i) Any 2 Death Tier1 Abilities. ii) Any 2 Death Tier2 Abilities. iii) Any Death Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) Reaper's Presence. Requires Reaper's Caress( See below) vi) Your caster level for spells with the [Death] descriptor increases by an additional 1( you may only take this ability once). Divine Empowerments Tier5: Clerics with Death as the primary Domain choose one of these abilities at cleric level 20( They must meet any secondary prerequisites). i) Any 3 Death Tier1 Abilities. ii) Any 2 Death Tier2 Abilities. iii) Any 2 Death Tier3 Abilities. iiii) Any Death Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Reaper's Gaze. Requires Reaper's Presence ( See below) Domain Spells: lv1 Bane, Chill of the Grave, Deathwatch, Doom. lv2 Death Armor, Death Knell, Gentle Repose, Wave of Grief. lv3 Clutch of the Reaper, Contagion, Crushing Despair, Speak with Dead. lv4 Consumptive Field, Death Ward, Enervation, Phantasmal Killer. lv5 Arise, Death Throes, Slay Living. lv6 Circle of Death, Finger of Death, Withering Palm. lv7 Avasculate, Disintigrate, Mortify(Greater Consumptive Field). lv8 Avascular Mass, Horrid Wilting. lv9 Soul Bind, Wail of the Banshee. Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Last Rites(Ex) Any target of your Reaper's Caress ability or spells you cast with the [Death] descriptor that are willing (voluntarily forego a saving throw) Are treated as having twice the normal consitution for effects relating to your Reaper's Caress ability. The creature in question must be truly willing, magical or mundane coercion does not apply. Death Power(Ex) Anytime a creature fails it's save against your Reaper's Caress ability you gain a +1 morale bonus to caster level and save DC's of any spells you cast for a number of rounds equal to the target's constitution modifier. Greater Death Power(Ex) Anytime a creature fails it's save against your Reaper's Caress ability you gain a +2 morale bonus to caster level and save DC's of any spells you cast for a number of rounds equal to the target's constitution modifier( this ability replaces the bonuses of Death Power). Reaper's Caress(Su) As a standard action, you may touch a dying creature. They must make a Fortitude save (DC 10 + 1/2 your cleric level + your Presence modifier) or be slain instantly. Reaper's Presence(Su) Your Reaper's Caress ability becomes a 30' aura. Creatures within its effects who are dying must successfully save each round or be slain. You may suppress or reactivate this ability as a swift action. Reaper's Gaze(Su) You can channel your Reaper's Presence into a potent attack as if you had a Gaze Attack. Creatures struck by this horrific attack are dealt 10 points of damage per caster level. If the creature successfully saves, Reaper's Gaze deals half this amount. Any creature reduced to 0 hit points by this attack is instantly slain and has it's remains consumed utterly. (but not its equipment and possessions) The only way to restore life to a creature slain in this fashion is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. This attack follows all the normal rules for characters actively using a gaze as an attack but gives no other benefits of a Gaze Attack. Whatever the result of the attack the Cleric's Reaper's Presence is considered suppressed and cannot be reactivated for 1d4+1 rounds. Greater Devotion [General] PrerequisiteAny Tier 3 Divine Empowerment BenefitWhen you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. NormalWithout this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. SpecialA favoured soul may qualify for this feat as if he was a cleric of the same level.
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Post by Latronis on Nov 20, 2009 12:16:57 GMT -5
[glow=red,2,300]DESTRUCTION DOMAIN[/glow] Domain Skill: Disable Device Divine Empowerments Tier1: Clerics with Destruction as the primary domain may choose one of the following abilities at first level i) Weapon Focus with your deities favoured weapon as a bonus feat. ii) Destructive Edge( See below) iii) Smite( See below) iiii) You receive a +4 Insight bonus to rolls to confirm a critical hit with your chosen deities favoured weapon. v) Glorious Destruction( See below) vi) Destroy Resistance( See below) Divine Empowerments Tier2: At 5th level Clerics with Destruction as the primary domain choose one one of the following abilities( They must still meet any secondary requirements) i) Any Destruction Tier1 Ability. ii) Divine Smite. Requires Smite( See below) iii) You can use your Smite attack as a ranged touch attack with a 30' range( Requires Smite). iiii) Ignore Hardness( See below) v) Weapon Specialization with your deities favoured weapon as a bonus feat. vi) Ignore Defenses( See below) Divine Empowerments Tier3: Clerics with Destruction as the primary Domain choose one of these abilities at cleric level 10( They must meet any secondary prerequisites). i) Any 2 Destruction Tier1 Abilities. ii) Any Destruction Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) Increase your ranged Smite Attack to 60'. v) Improved Critical with your deities favoured weapon as a bonus feat. vi) Unstoppable Devastation. Requires Glorious Destruction, Smite or Destructive Edge( See below) Divine Empowerments Tier4: Clerics with Destruction as the primary Domain choose one of these abilities at cleric level 15( They must meet any secondary prerequisites). i) Any 2 Destruction Tier1 Abilities. ii) Any 2 Destruction Tier2 Abilities. iii) Any Destruction Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) Destructive Smite. Requires Smite, Requires Destructive Edge( See below) vi) Destroyer. Requires Divine Smite( See below) Divine Empowerments Tier5: Clerics with Destruction as the primary Domain choose one of these abilities at cleric level 20( They must meet any secondary prerequisites). i) Any 3 Destruction Tier1 Abilities. ii) Any 2 Destruction Tier2 Abilities. iii) Any 2 Destruction Tier3 Abilities. iiii) Any Destruction Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Your smite attacks only deal half damage but can be used at will. Domain Spells: lv1 Critical Strike, spell2, spell3, spell4lv2 Battering Ram, Body Blades, Shatter, Wracking Touch. lv3 Crumble, Fell the Greatest Foe, Glyph of Warding, Wounding Whispers. lv4 Castigate, spell2, Negative Energy Aura, Wrack. lv5 Barghest’s Feast, Bolt of Glory, Mass Inflict Light Wounds. lv6 Blade Barrier, Greater Glyph of Warding, Mass Inflict Moderate Wounds. lv7 Destruction, Mass Inflict Serious Wounds, spell3lv8 Earthquake, Mass Inflict Critical Wounds. lv9 Implosion, Sphere of Ultimate Destruction. Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Destructive Edge(Ex) Whenever you cast a cleric spell that deals hit point damage, You add half of (your presence modifier multiplied by your caster level) to the damage dealt. Smite(Sp) You gain the Smite spell-like ability. Once per day per point of presence modifier(Minimum once per day) you may make a melee touch attack with a +4 insight bonus to your attack roll as a standard action. The attack deals 1d4 holy damage per caster level. An opponent can make a will save at a DC of 10+ 1/2 your caster level + your presence modifier to take only half damage. As a spell-like ability magic resistance applies to this ability. Destroy Resistance(Ex) Whenever you use a Smite attack or cast a cleric spell that deals hit point damage you may add your presence modifier to any caster level checks to overcome magic resistance. This can only be taken once, but it stacks with other abilities that grant an increase to caster level checks to overcome magic resistance such as Spell Penetration. Glorious Destruction(Ex) Increase the die size for your Smite spell-like ability or cleric spells(but not both) you cast that deal hit point damage by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals hit point damage in d12s, increase the damage dealt by 1 point per die. This ability does not effect the bonus damage of any Divine Smite attacks. This ability can be taken multiple times it's effects stack. Divine Smite(Su) You can use smite attempts to enhance normal attacks made with your deities favoured weapon. You receive the normal +4 insight bonus to attack rolls and deal bonus damage equal to your caster level. The bonus damage is the same type that the weapon used for the Divine Smite deals. Divine Smite has no saving throw and ignores magic resistance. Unstoppable Devastation(Ex) Increase the Save DC of your smite attacks and of cleric spells you cast that deal hitpoint damage by 2. Ignore Hardness(Ex) The extra damage from your smite attacks and destructive edge abilities now ignore the hardness of items. Ignore Defenses(Ex) Spells you cast that deal hitpoint damage now deal half the damage as holy damage and the other half as normal for the spell. Destroyer(Ex) While using your smite attacks you can now critically hit foes normally immune to criticals. Destructive Smite(Ex) You may now add your destructive edge ability to any smite attacks you make. Greater Devotion [General] Prerequisite
Any Tier 3 Divine Empowerment Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. Special
A favoured soul may qualify for this feat as if he was a cleric of the same level.
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Post by Latronis on Nov 21, 2009 6:47:38 GMT -5
[glow=red,2,300]FATE DOMAIN[/glow] Domain Skill: Divine Empowerments Tier1: Clerics with Fate as the primary domain may choose one of the following abilities at first level i) ii) iii) iiii) v) vi) Divine Empowerments Tier2: At 5th level Clerics with Fate as the primary domain choose one one of the following abilities (They must still meet any secondary requirements)i) Any Fate Tier1 Ability. ii) iii) iiii) v) vi) Divine Empowerments Tier3: Clerics with Fate as the primary Domain choose one of these abilities at cleric level 10 (They must meet any secondary prerequisites).i) Any 2 Fate Tier1 Abilities. ii) Any Fate Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) Contingency( See below) v) vi) Divine Empowerments Tier4: Clerics with Fate as the primary Domain choose one of these abilities at cleric level 15 (They must meet any secondary prerequisites).i) Any 2 Fate Tier1 Abilities. ii) Any 2 Fate Tier2 Abilities. iii) Any Fate Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) vi) Divine Empowerments Tier5: Clerics with Fate as the primary Domain choose one of these abilities at cleric level 20 (They must meet any secondary prerequisites).i) Any 3 Fate Tier1 Abilities. ii) Any 2 Fate Tier2 Abilities. iii) Any 2 Fate Tier3 Abilities. iiii) Any Fate Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Domain Spells: lv1 Faith Healing, Omen of Peril, Sign, True Strike. lv2 Augury, Curse of Ill Fortune, Curse of Impending Blades, Divine Interdiction. lv3 Bestow Curse, Mass Curse of Impending Blades, Remove Curse, Unluck. lv4 Break Enchantment, Contingent Energy Resistance, Cursed Blade, Divination. lv5 Mark of Justice, Mass Curse of Ill Fortune, Stalwart Pact. lv6 Find the Path, Hide the Path, Zealot Pact. lv7 Fortunate Fate, Renewal Pact, Vision. lv8 Death Pact, Greater Bestow Curse. lv9 Foresight, Unbinding. Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Greater Devotion [General] Prerequisite
Any Tier 3 Divine Empowerment Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. Special
A favoured soul may qualify for this feat as if he was a cleric of the same level. Faith Healing (Su) A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot). (lesser effect for other and opposing alignments? feat maybe?)
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Post by Latronis on Nov 25, 2009 8:58:56 GMT -5
[glow=red,2,300]KNOWLEDGE DOMAIN[/glow] Domain Skill: Knowledge (All skills, taken individually) Divine Empowerments Tier1: Clerics with Knowledge as the primary domain may choose one of the following abilities at first level i) Cogitative Thaumaturgia( See below) ii) Adaptive Learning( See below) iii) Lore Mastery( See below) iiii) Lore( See below) v) Diviner. You cast Divination spells at +1 caster level( This ability can only be taken once) vi) Lore Secret( See below) Divine Empowerments Tier2: Clerics with Knowledge as the primary Domain choose one of these abilities at cleric level 5 (They must meet any secondary prerequisites).i) Any Knowledge Tier1 Ability. ii) Skill Mastery( See below) iii) Greater Lore( See below) iiii) Master Diviner. Requires Diviner. You cast Divination spells at +2 caster level( This ability replaces the bonuses of Diviner) v) Lore Secret( See below) vi) Dark Knowledge:Tactics, Puissance( See below) Divine Empowerments Tier3: Clerics with Knowledge as the primary Domain choose one of these abilities at cleric level 10 (They must meet any secondary prerequisites).i) Any 2 Knowledge Tier1 Abilities. ii) Any Knowledge Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) True Lore( See below). v) Lore Secret( See below) vi) Dark Knowledge:Foe, Dread Secret( See below) Divine Empowerments Tier4: Clerics with Knowledge as the primary Domain choose one of these abilities at cleric level 15 (They must meet any secondary prerequisites).i) Any 2 Knowledge Tier1 Abilities. ii) Any 2 Knowledge Tier2 Abilities. iii) Any Knowledge Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) Lore Secret( See below) vi) Dark Knowledge:Foreknowledge, Dark Secret( See below) Divine Empowerments Tier5: Clerics with Knowledge as the primary Domain choose one of these abilities at cleric level 20 (They must meet any secondary prerequisites).i) Any 3 Knowledge Tier1 Abilities. ii) Any 2 Knowledge Tier2 Abilities. iii) Any 2 Knowledge Tier3 Abilities. iiii) Any Knowledge Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Darkest Lore. Requires Any Dark Knowledge( See below) Domain Spells: ( coming soon) lv1 spell1, spell2, spell3, spell4 lv2 spell1, spell2, spell3, spell4 lv3 spell1, spell2, spell3, spell4 lv4 spell1, spell2, spell3, spell4 lv5 spell1, spell2, spell3 lv6 spell1, spell2, spell3 lv7 spell1, spell2, spell3 lv8 spell1, spell2 lv9 spell1, spell2 Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Cogitative Thaumaturgia(Ex) To prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. This replaces the charisma requirement normally used by clerics. Save DCs are still based on charisma like normal, and intelligence still determines bonus spells per day. This ability can only be taken at first level. Adaptive Learning(Ex) You gain an additional skill set. Choose one skill set you do not currently possess: skills it grants are now considered class skills for the cleric and for all future classes. This ability can only be taken once. Lore(Ex) You may make a special knowledge check with a bonus equal to your cleric level + your Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A cleric may not take 10 or take 20 on this check; this sort of knowledge is essentially random. DC | Type of Knowledge | 10 | Common, known by at least a substantial minority of the local population. | 20 | Uncommon but available, known by only a few people legends. | 25 | Obscure, known by few, hard to come by. | 30 | Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. |
Skill Mastery(Ex) Choose a skill you have as a class skill. You gain skill mastery with that skill. When making a skill check with this skill, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting an additional skill for it to apply to each time. Lore Mastery(Ex) The Cleric gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. You may take this ability multiple times. It's effects do not stack. Each time you take the ability, it applies to a new knowledge skill of your choice. Greater Lore(Ex) The Cleric gains the ability to understand magic items, as with the identify spell. True Lore(Ex) Once per day per point of intelligence modifier the Cleric can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. Lore Secret(Ex) See www.d20srd.org/srd/prestigeClasses/loremaster.htmDark Knowledge(Ex) Once per day per point of Intelligence Modifier, the Cleric can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. A Cleric chooses new dark knowledge abilities as his divine empowerments increase. Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. The DC of the check is 15. Most of the Cleric’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature. The Cleric’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the cleric must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. The Cleric may if he desires substitute a Lore check, if he has the lore ability, instead of any given knowledge check. Tactics: The Cleric knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. If the Cleric succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the Cleric succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. Puissance: The Cleric can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the Cleric gain a +1 bonus on saving throws against the affected creature’s abilities. If the Cleric succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the Cleric succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Foe: The Cleric can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the Cleric succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the Cleric succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. Dread Secret: By speaking aloud a dread secret of the target creature, a Cleric can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the Cleric succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the Cleric succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the Cleric can choose to daze the target for 2 rounds instead of stunning it). Foreknowledge: A Cleric can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the Cleric gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the Cleric succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the Cleric succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Dark Secret: The Cleric has learnt the secrets of his foes defenses and can share that knowledge with his allies, Allies within 30 feet of the Cleric gain a +1 bonus to all caster level checks made to overcome magic resistance of the affected creatures. If the Cleric succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the Cleric succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Darkest Lore(Ex) The Cleric can now use any of his Dark Knowledge applications at will. In addition, if the Cleric succeeds on any knowledge check for Dark Knowledge by 30 or more he may grant a bonus equal to his intelligence modifier instead of the +3 bonus. If the Cleric succeeds on any knowledge check by 30 or more for a dread secret it affects all creatures of the appropriate type within 30' of the target creature. Greater Devotion [General] Prerequisite
Any Tier 3 Divine Empowerment Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. Special
A favored soul may qualify for this feat as if he was a cleric of the same level.
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Post by Latronis on Nov 26, 2009 10:52:22 GMT -5
[glow=red,2,300]LIFE DOMAIN[/glow] Domain Skill: Heal Divine Empowerments Tier1: Clerics with Life as the primary domain may choose one of the following abilities at first level i) You gain Negative Resistance equal to your caster level. ii) Healer: You cast spells with the [Healing] descriptor at +1 caster level( This ability can only be taken once). iii) You receive Great Fortitude as a bonus feat. iiii) Diligent Healer: Add your cleric level to any heal checks you make. v) You receive Diehard as a bonus feat. vi) Life Burst( See below) Divine Empowerments Tier2: At 5th level Clerics with Life as the primary domain choose one one of the following abilities (They must still meet any secondary requirements)i) Any Life Tier1 Ability. ii) Improved Healing( See below) iii) Healing Burst. Requires Life Burst( See below) iiii) Turning Burst. Requires Life Burst(See below) v) Inspiring Healer( See below) vi) Recall Life( See Below) Divine Empowerments Tier3: Clerics with Life as the primary Domain choose one of these abilities at cleric level 10 (They must meet any secondary prerequisites).i) Any 2 Life Tier1 Abilities. ii) Any Life Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) Master Healer: You cast spells with the [Healing] descriptor at +2 caster level( This ability replaces the bonuses of healer and can only be taken once). v) Restorative Burst. Requires Healing Burst( See below) vi) Deny Death( See Below) Divine Empowerments Tier4: Clerics with Life as the primary Domain choose one of these abilities at cleric level 15 (They must meet any secondary prerequisites).i) Any 2 Life Tier1 Abilities. ii) Any 2 Life Tier2 Abilities. iii) Any Life Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) Greater Healing. Requires Improved Healing( See below) vi) Return from Death. Requires Recall Life( See below) Divine Empowerments Tier5: Clerics with Life as the primary Domain choose one of these abilities at cleric level 20 (They must meet any secondary prerequisites).i) Any 3 Life Tier1 Abilities. ii) Any 2 Life Tier2 Abilities. iii) Any 2 Life Tier3 Abilities. iiii) Any Life Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Repel Death. Requires Deny Death( See below) Domain Spells1st: Deathwatch, Delay Poison\Disease, Lesser Vigor, Status. 2nd: Aid, Lesser Restoration, Remove Paralysis, Vigor. 3rd: Mass Lesser Vigor, Neutralize Poison, Remove Blindness/Deafness, Remove Disease. 4th: Death Ward, Delay Death, Greater Vigor, Restoration. 5th: Awaken, Greater Status, Mass Cure Light Wounds. 6th: Mass Cure Moderate Wounds, Undeath to Death, Vigorous Circle. 7th: Greater Restoration, Mass Cure Serious Wounds, Regenerate. 8th: Awaken Construct, Mass Cure Critical Wounds. 9th: Mass Heal, True Resurrection. Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Inspiring Healer(Ex) Your timely efforts at keeping your allies from death's door inspire them to ever greater heights. Whenever you cast a [Healing] spell on an ally that restores lost hitpoints you may also apply one of the following bonuses: -If a [Healing] spell cast on an ally that restores lost hitpoints has leftover healing once the ally has been healed to maximum they gain any leftover healing as temporary hitpoints for a number of rounds equal to your presence modifier. -The creature gains the benefit of a sanctuary spell(as cast by a cleric of your caster level) for a number of rounds equal to your presence modifier. -The creature gains a +1 Morale bonus on saving throws for a number of rounds equal to your presence modifier. -The creature gains a +1 Morale bonus to attack and damage rolls for a number of rounds equal to your presence modifier. -The creature gains a +2 Morale bonus on any skill checks it makes for a number of rounds equal to your presence modifier. -The creature receive a 10' Morale bonus to it's land speed for a number of rounds equal to your presence modifier.This ability only functions for [Healing] spells that actually restore lost hitpoints. If a creature already has maximum hit points at the time you cast any [Healing] spells this ability has no effect. Life Burst(Sp) A number of times per day equal to your Presence modifier, you may emit a pulse of positive energy that is particularly harmful to undead. This pulse deals 1d6 points of positive energy damage per caster level to all undead creatures within 30'. This ability offers a Fortitude save (DC 10 + 1/2 your cleric level + your Presence modifier) for half damage. Undead receive any turn resistance they may have as a bonus to the saving throw againest this ability. Healing Burst(Ex) Your Life Burst ability now also heals any living creatures in it's area of effect. Turning Burst(Ex) Undead who fail the fortitude save againest your Life Burst become panicked for one minute. Even though undead are generally immune to fear effects, they are still affected by this power. Undead with more hitdice than your caster level are only shaken by this ability. Restorative Burst(Ex) Your Healing Burst heals the following afflictions: Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Sickened, Stunned, and Poisoned. For each affliction healed your healing burst cumulatively heals for one less die for that creature. Improved Healing(Ex) Increase the die size for spells with the [Healing] descriptor by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already heals damage in d12s, increase the healing by 1 point per die. You may instead increase the die size of your Life Burst ability by one step. This ability can be taken twice, it applies to spells you cast only once, and to your Life Burst ability only once. Greater Healing(Ex) Increase the die size for spells with the [Healing] descriptor by one additional step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already heals damage in d12s, increase the healing by 1 point per die. You may instead opt to increase the die size of your Life Burst ability by an additional one step. This ability can be taken twice, it applies to spells you cast only once, and to your Life Burst ability only once. Recall Life(Su) You may touch an ally who died due to a [Death] effect and raise them back to their feet. As a standard action, touch any ally who died within a number of rounds equal to your Wisdom modifier who perished due to a [Death] effect. That ally regains consciousness and are no longer dead. They have a number of Hit Points equal to their previous total or equal to 10% per point of Presence modifier you have, whichever is less. This ability will not function on those on whom a raise dead spell would not function. Return from Death(Su) Your Recall Life now functions on any ally who has died, not just those slain by [Death] effects. Deny Death(Su) You gain the ability to harmlessly deflect spells with the [Death] descriptor.. If you are targeted by a spell with the [Death] descriptor, resolve its effects as if you were under the effect of a spell deflection spell. This ability can be suppressed or reactivated as a free action but can not deflect more levels than your caster level + twice your presence modifier in a day. Repel Death(Su) Your deny death ability now reflects spells with the [Death] descriptor back upon the caster. Whenever you are targeted by a spell with the [Death] descriptor, resolve it's effects as if you were under the effect of a greater spell turning spell. This ability cannot be used if you are caught flat-footed, if you are unconscious or dead. Greater Devotion [General] Prerequisite
Any Tier 3 Divine Empowerment Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment yo may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. Special
A favored soul may qualify for this feat as if he was a cleric of the same level.
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Post by Latronis on Nov 27, 2009 7:16:58 GMT -5
[glow=red,2,300]MIGHT DOMAIN[/glow] Domain Skill: Athletics Divine Empowerments Tier1: Clerics with Might as the primary domain may choose one of the following abilities at first level i) ii) iii) iiii) v) vi) Divine Empowerments Tier2: At 5th level Clerics with Might as the primary domain choose one one of the following abilities (They must still meet any secondary requirements)i) Any Might Tier1 Ability. ii) iii) iiii) v) vi) Divine Empowerments Tier3: Clerics with Might as the primary Domain choose one of these abilities at cleric level 10 (They must meet any secondary prerequisites).i) Any 2 Might Tier1 Abilities. ii) Any Might Tier2 Ability. iii) Greater Devotion as a bonus feat. iiii) v) vi) Divine Empowerments Tier4: Clerics with Might as the primary Domain choose one of these abilities at cleric level 15 (They must meet any secondary prerequisites).i) Any 2 Might Tier1 Abilities. ii) Any 2 Might Tier2 Abilities. iii) Any Might Tier3 Ability. iiii) Greater Devotion as a bonus feat. v) vi) Divine Empowerments Tier5: Clerics with Might as the primary Domain choose one of these abilities at cleric level 20 (They must meet any secondary prerequisites).i) Any 3 Might Tier1 Abilities. ii) Any 2 Might Tier2 Abilities. iii) Any 2 Might Tier3 Abilities. iiii) Any Might Tier4 Ability. v) Greater Devotion as a bonus feat. vi) Domain Spells: ( coming soon) lv1 spell1, spell2, spell3, spell4 lv2 spell1, spell2, spell3, spell4 lv3 spell1, spell2, spell3, spell4 lv4 spell1, spell2, spell3, spell4 lv5 spell1, spell2, spell3 lv6 spell1, spell2, spell3 lv7 spell1, spell2, spell3 lv8 spell1, spell2 lv9 spell1, spell2 Domain Invocations( See The Covenent): Least . Lesser . Greater . Dark . Greater Devotion [General] Prerequisite
Any Tier 3 Divine Empowerment Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment you may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once. Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain. Special
A favoured soul may qualify for this feat as if he was a cleric of the same level.
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Post by Latronis on Nov 27, 2009 23:14:10 GMT -5
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Post by Latronis on Jan 12, 2013 7:21:05 GMT -5
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