Divine Favor: The Cleric

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Divine Favor ClerictheBy Stefen Styrsky

Divine Favor ClerictheCreditsDesigner: Stefen StyrskyAdditional Design: Wolfgang BaurCover Artist: Christophe SwalGraphic Design & Layout: Timothy K. WickhamEditor: Miranda HornerPublisher: Wolfgang Baur 2011 Open Design LLC. All rights reserved.Open Design and Divine Favor are trademarks of Open Design, LLC Pathfinder is a registered trademark of Paizo Publishing, LLC, and the PathfinderRoleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the PathfinderRoleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.www.koboldquarterly.comThe feats in the “New Feats” section and the spells in the “New Spells” section are open content. All other material — including commentary,descriptions, proper names, characters, story elements, designer’s notes, setting material, flavor text, and society information — is product identity.Table of Contents.3 INTRODUCTIONSpells, Channel Energy, Combat & Feats, and Multiclassing4 NEW DOMAINSAlchemy, Apocalypse, and Prophecy6 NEW SUBDOMAINSBooks, Entropy, Exorcism, Gambling, Horoscope, Lies, Potion, Transmutation, Truth, and Weapons9 NEW CLERIC ARCHETYPESAscetic, Charismatic, Enthusiast, Exorcist, Flagellant, Theosophist, Vatic, Weapon-Sworn, Wonder Worker16 VARIANT CHANNELING17 NEW SPELLS

Divine Favor:ClericThe Divine Favor series expands the optionsavailable to sacred player characters (PCs).Each entry presents alternative class abilitiesfor divine classes: cleric, druid, paladin,inquisitor, and oracle. A player can use thesealternative abilities to customize a PC beyondwhat is presented in the rules. Additionally,each PDF also discusses how best to utilize aclass’s strengths and tactics.Examining the ClericThe cleric is the backbone of any adventuringparty. Although a few groups might considerthe paladin, wizard, or rogue optional, fewpeople venture forth without a cleric. Asidefrom healing other party members, the clericis expected to ward off undead and act as abackup wizard and backup fighter. This placesa burden on the character that few othersface. The following suggestions help a clericfulfill these roles but also allow him to act assomething other than a second-rank character.SpellsIt might seem obvious that a cleric shouldact as a combat medic, healing barbariansand fighters as they weather attacks. In termsof overall effectiveness, though, this is mostoften not the case. A cleric better serves theparty if he can use his spells to defeat enemiesmore quickly. This means the party loses fewerhit points overall because foes are dead ordisabled sooner than otherwise. A 3rd-levelcleric stepping into combat to heal the partyfighter can’t make up for the damage an orcwith a greataxe will cause the fighter in thenext round. It’s better if the cleric enhancesthe fighter with bull’s strength or hits the orcwith cause fear. At higher levels, attackingprovides an even greater benefit. The damagea cleric can wreak with blade barrier, flame strike,or searing light means he should hit opponentswith offensive spells instead of waiting to healwounded allies.Channel EnergyChannel energy makes prepared healingspells even more redundant than the abilityto spontaneously cast such spells. This freesmore spell slots for important offensive spells.Though channel energy heals less damagethan a healing spell, it targets several creaturesat once and can be used at range. Most3

importantly, it does not provoke an attack ofopportunity and so is safe for use in melee oramid a swarm of undead.Combat and FeatsThe cleric possesses a single benefit most othercharacters do not: the ability to wear heavyarmor and cast spells without a chance offailure. The best thing a cleric can do is outfithimself with the heaviest armor possible. It willkeep him safe while spellcasting and allow himto back up a party’s melee combatants.A cleric should strongly consider takingCombat Casting. It allows him to stay closeto foes to make melee attacks if necessary,but it also allows him to cast spells in combat.Many powerful cleric spells, such as finger ofdeath, are touch spells. This means the clericwill most likely be near combat when readyingsuch spells. Combat Casting makes sure thespells are cast successfully. Extra Channelingis another essential feat. Since it’s assumeda cleric operates close to melee, QuickenSpell allows the cleric to cast offensive magicwithout provoking an attack of opportunity.Another feat to consider is AugmentSummoning. Having it is like getting bull’sstrength and bear’s endurance for free. A clericwith Augment Summoning who summons amonster and then casts bull’s strength on thesummoned creature can conjure some trulypowerful allies.New DomainsSpells marked with an * are new to thissupplement.AlchemyGranted Powers: You are the master oftransmutation, potions, and elixirs. You receiveBrew Potion as a bonus feat.Bomb Thrower (Su): As a standard action,you can manifest an acid bomb in your hand,targeting any foe within 30 ft. of you as aranged touch attack. The acid bomb deals 1d4acid damage 1 point for every 2 cleric levelsyou possess. Creatures adjacent to the targettake 1 acid damage 1 point for every 4 clericlevels you possess. Treat this ability as an acidflask that can be thrown as a splash weapon.You may do this a number of times per dayequal to 3 your Wisdom modifier.Mutagenic Potency (Su): At 8th level, you canenhance the strength of any active mutagenwithin 30 ft. of you. Each bonus the mutagenconfers increases by 2. You may do this fora number of rounds equal to 1/2 your clericlevel.Domain Spells: 1st—polypurpose panacea,2nd—fox’s cunning, 3rd—eruptive pustules, 4th—poison, 5th—monstrous physique III, 6th—stoneto flesh, 7th—greater age resistance, 8th—iron body,9th—transmute blood to acidMulticlassingThe best choices for cleric multiclassing arepaladin and inquisitor. The cleric’s main abilityscores (Wisdom and Charisma) are useful forboth of those classes. As well, paladin andinquisitor possess the ability to wear armorand cast spells without chance of failure.Inquisitor also preserves level advancement forthe cleric’s domain powers.4

Potion Subdomain ReplacementPower: The potable transference replaces themutagenic potency power of the Alchemydomain.Potion Replacement Domain Spells:1st—crafter’s fortune, 2nd—alchemical allocation,3rd—amplify elixirTransmutation Subdomain ReplacementPower: The transmuter’s touch replaces themutagenic potency power of the Alchemydomain.Transmutation Replacement DomainSpells: 1st—youthful appearance, 5th—polymorphApocalypseGranted Powers: You herald the end ofindividuals, societies, nations, and the world.Glimpse of Doom (Su): As a melee touchattack, you can force a creature to witness itseventual fate. It takes a penalty to attack rolls,skill checks, ability checks, and saving throwsequal to 1/2 your cleric level (minimum 1)for 1 round. You can use this ability a numberof times per day equal to 3 your Wisdommodifier. This is a mind-affecting fear effect.Catastrophe Replacement DomainSpells: 2nd—gust of wind, 3rd—call lightning,7th—control weatherEntropy Subdomain ReplacementPower: The aura of dissolution powerreplaces the glimpse of doom power of theApocalypse domain.Entropy Replacement Domain Spells:1st—wind down*, 2nd—darkness, 6th—antilifeshellProphecyGranted Powers: You see the future, forgood or ill.Forewarned (Su): Your knowledge of thefuture allows you to anticipate danger. Yougain a 1 bonus to Perception checks and a 1dodge bonus to AC. Theses bonuses increaseby 2 at 8th level and every 3 levels thereafter.Future Sight (Su): At 8th level, once eachday you may declare that an action you havejust taken did not happen. You may then takea different action. You can do this after theresults of your action are known. The mixingof future and present is disorienting. You areshaken for 1d4 rounds after you use this ability.This does not stack with other fear effects, butnothing can remove this condition.Harbinger of Doom (Sp): As a standard actionyou may target one creature within 30 ft. ofyou with sudden death. This acts as finger ofDomain Spells: 1st—deathwatch, 2nd—doom. You may do this once per day at 8th level.At 15th level, you may use this ability twice per augury, 3rd—locate object, 4th—divination, 5th—commune, 6th—find the path, 7th—prying eyes,day.8th—moment of prescience, 9th—foresightDomain Spells: 1st—doom, 2nd—death knell,Fate Subdomain Replacement Power:3rd—bestow curse, 4th—poison, 5th—insect plague,The tugging strands power replaces the future6th—harm, 7th—destruction, 8th—earthquake,sight power of the Prophecy domain.9th—storm of vengeanceCatastrophe Subdomain ReplacementPower: The deadly weather power replacesthe harbinger of doom power of the Apocalypsedomain.5Fate Replacement Domain Spells: 3rd—borrow fortune

Horoscope Subdomain ReplacementPower: The cast horoscope power replacesthe future sight power of the Prophecydomain.Horoscope Replacement Domain Spells:1st—true strike, 6th—legend loreNew SubdomainsThe following new subdomains can provideyou with some interesting alternatives for yourcleric character.Books SubdomainAssociated Domain: RuneReplacement Power: The followingreplaces the spell rune power of the Runedomain.Spellbook (Ex): At 8th level, you gain astandard spellbook. You may copy into thisspellbook any spell you can read from ascroll. Each day you may prepare a numberof spells from this book equal to 1/4 yourcleric level, but only one spell per levelof spells you can cast. These spells are inaddition to your normal allotment of preparedspells and domain spells. You cannot giveup a spell prepared from your spellbook tospontaneously cast a different spell.Replacement Domain Spells: 1st—readingaid*, 3rd—illusory script, 6th—manipulate symbol*Entropy SubdomainAssociated Domain: ApocalypseReplacement Power: The followingreplaces the herald of doom power of theApocalypse domain.Aura of Dissolution (Su): At 8th level, youcan emit a 30-foot aura of entropy and decayfor a number of rounds equal to your clericlevel. While in this aura, bleed effects cannotbe stopped, creatures take a –10 penalty tostabilization saving throws, and healing spellsmust succeed on a caster level check to beeffective.Replacement Domains Spells: 1st—winddown*, 2nd—darkness, 6th—antilife shell6

Exorcism SubdomainAssociated Domain: Good, ProtectionReplacement Power: The followingreplaces the holy lance power of the Gooddomain or the aura of protection of theProtection domain.Cast Out (Su): As a swift action, you cansacrifice a use of your channel energy toincrease the saving throw DC of an abjurationspell you cast against an evil outsider. Thesaving throw DC increases by 1 for every2d6 of your channel energy ability.Replacement Domain Spells: 2nd—spearof purity (UM), 6th—banishment, 9th—miracleGambling SubdomainAssociated Domain: LuckReplacement Power: The followingreplaces the bit of luck power of the Luckdomain.Go for it All (Su): As you roll a d20, call outa number between 2 and 12, then roll 2d6. Ifyou roll this number on the d6s, you add thatamount as a bonus to the d20 roll. If any othernumber comes up, you subtract one-half thatnumber (minimum 1) from the d20 roll. Youmay use this ability a number of times per dayequal to 3 your Wisdom modifier.Replacement Domain Spells: 2nd—fortune’sfrown*, 3rd—lucky break*, 6th—lucky totem*Horoscope SubdomainAssociated Domain: ProphecyReplacement Power: The followingreplaces the future sight power of theProphecy domain.Cast Horoscope (Su): Once per day at 8th level,you may tell another creature about its future,granting it one of the following: a 2 insightbonus to Initiative checks; a 2 dodge bonusto AC; 2 insight bonus to Reflex savingthrows; or a 2 insight bonus to one skill. Thisbonus lasts for 24 hours. You may use thisability twice per day at 15th level.Replacement Domain Spells: 1st—truestrike, 6th—legend loreLies SubdomainAssociated Domain: TrickeryReplacement Power: The followingreplaces the copycat power of the Trickerydomain.Lasting Illusion (Su): Illusion spells you castextend their duration by 50%. This stacks withthe Extend Spell feat.Replacement Domain Spells: 1st—innocence (APG), 2nd—misdirection, 4th—hallucinatory terrain, 8th—shadow conjuration7

Potion SubdomainAssociated Domain: AlchemyReplacement Power: The followingreplaces the mutagenic potency power of theAlchemy domain.Potable Transference (Su): Once per day at8th level, you may drink a potion to gain itsbenefits and then touch another creature asa swift action. That creature also gains thepotion’s benefits as if had drunk the potion.You may do this twice per day at 15th level.Replacement Domain Spells: 1st—crafter’s fortune, 2nd—alchemical allocation, 3rd—amplify elixirTransmutation SubdomainAssociated Domain: AlchemyReplacement Power: The followingreplaces the mutagenic potency power of theAlchemy subdomain.Transmuter’s Touch (Su): Once per day at 8thlevel, you can touch a creature as a standardaction to grant it an enhancement bonusto one physical skill (Strength, Dexterity, orConstitution) equal to your Wisdom modifier.This effect lasts for a number of rounds equalto 1/2 your cleric level. You may do this twiceper day at 15th level.an Intimidate or Sense Motive check, you canroll twice and take the higher result. Using thisability is a free action. You can use this abilityonce per day at 8th level, plus one additionaltime per day for every 2 levels beyond 8th.Replacement Domain Spells: 1st—interrogation (UM), 3rd—tongues, 4th—discern lies,7th—greater scryingWeapons SubdomainAssociated Domain: WarReplacement Power: The followingreplaces the battle rage power of the Wardomain.Weapon Expert (Ex): Choose one weapongroup from the weapons groups listed onpage 56 of the Pathfinder Roleplaying Game CoreRulebook. One of the weapons in the groupmust be your deity’s favored weapon. You gainproficiency with all the weapons listed in thegroup. Whenever you use your deity’s favoredweapon, you can, as a swift action, imbueit with special properties as per the versatileweapon spell for 1 round. This is a spell-likeability. You may do this a number of times perday equal to 3 your Wisdom modifier.Replacement Domain Spells: 1st—magicweapon, 3rd—greater magic weapon, 4th—keen edgeReplacement Domain Spells: 1st—youthfulappearance, 5th—polymorphTruth SubdomainAssociated Domain: KnowledgeReplacement Power: The followingreplaces the remote viewing power of theKnowledge domain.Interrogator (Su): At 8th level, when you make8

New ClericArchetypesYou can use the following cleric archetypes tocustomize your character concept with somerules-based elements.AsceticThe ascetic believes faith and devotion arebest expressed through denial of bodily needs.Ascetics temper their flesh and their wills withphysical deprivation and rituals meant to inurethem to pain and gain complete control oftheir physical form. The extreme testing oftenbreaks lesser creatures, but those who endureit can achieve a level of physical resiliency andperfection that is almost supernatural.Weapon and Armor Proficiency: Anascetic is proficient with the club, dagger,handaxe, javelin, quarterstaff, shortspear,short sword, sling, spear, and temple sword.An ascetic is not proficient with any type ofarmor or shields.Class Skills: Acrobatics (Dex), Climb (Str),Diplomacy (Cha), Heal (Wis), Knowledge(all) (Int), Linguistics (Int), Perception (Wis),Profession (Wis), Sense Motive (Wis), Stealth(Dex), Survival (Wis), Swim (Str)Skill Ranks per Level: 6 Int modifierBonus Feats: The ascetic gains Toughnessas a bonus feat at 1st level. At every even level,she may select a bonus feat from the followinglist: Acrobatics, Agile Maneuvers, Alertness,Athletic, Blind-Fight, Combat Casting, CombatExpertise, Combat Reflexes, Dodge, DefensiveCombat Training, Diehard, Endurance, Fleet,Great Fortitude, Improved Initiative, IronWill, Lightning Reflexes, Lunge, NimbleMoves, Run, Self-Sufficient, Skill Focus, andToughness. She must meet the prerequisitesfor these feats.9Bodily Manipulation (Sp): An ascetic doesnot gain the ability to spontaneously cast cureor inflict spells by sacrificing prepared spells.However, she can spontaneously cast thefollowing spells by sacrificing a prepared spellof the noted level or above. As an additionallimitation, only the ascetic can be the target ofthese spells.1st level—endure elements2nd level—bear’s endurance3rd level—haste4th level—stoneskin5th level—polymorph6th level—transformation7th level—ethereal jaunt8th level—iron body9th level—astral projectionMind is Body (Ex): The ascetic can grant atotal number of enhancement bonuses to anyof her physical abilities (Strength, Dexterity, orConstitution) equal to her Wisdom modifier.She may divide the bonuses in any waybetween these three ability scores. She canchange the distribution of these bonuses whenshe prepares spells.Wise Defense: When unarmored, anascetic adds her Wisdom bonus (if any) toher AC and her CMD. These bonuses applyto AC even against touch attacks or when theascetic is flat-footed. She loses these bonuseswhen she is immobilized or helpless, when shewears any armor, or when she carries a shield.

CharismaticA charismatic exerts a supernatural influenceon others merely through the sound of hisvoice. He can exhort allies to great feats ofcourage and daring, and bolster the weak ofheart and hand. Most charismatics travel theland, preaching their faith and urging othersto convert. A few charismatics lead crusadesagainst unbelievers. Others attempt to use theirpowers of persuasion to urge congregations todo good.Inspiring Word (Sp): The charismaticreceives the inspiring word power of theNobility domain even if he does not choosethat domain. A charismatic with the Nobilitydomain can use inspiring word an additional2 times per day and gains a 4 bonus to hisleadership score at 8th level.Spontaneous Casting: A charismatic doesnot gain the ability to spontaneously cast cureor inflict spells by sacrificing prepared spells.However, a charismatic can spontaneously castthe following spells by sacrificing a preparedspell of the noted level or above.1st level—bless2nd level—aid3rd level—prayer4th level—sending5th level—atonement6th level—heroes’ feast7th level—mass hold person8th level—mass charm monster9th level—mass hold monsterLeadership (Ex): At 7th level, acharismatic gains Leadership as a bonus featEnthusiastEnthusiast means one filled with the god. Anenthusiast displays an immense fervor for herfaith and her deity. She is often so consumedwith the spirit that she loses all sense ofherself. The enthusiast can fly into a holy rage,disdaining fear and injury.Weapon and Armor Proficiency: Anenthusiast is proficient with all simple weaponsand the weapon of her deity, but not with anyarmor or shields.AC Bonus (Ex): When unarmored, anenthusiast adds her Charisma bonus (if any)to her AC and her CMD. These bonuses applyto AC even against touch attacks or whenthe enthusiast is flat-footed. She loses thesebonuses when she is immobilized or helpless,when she wears any armor, or when shecarries a shield.10

General Devotion: The enthusiast worshipsa god or concept in a generalized way and isoften outside the mainstream of a faith. Assuch, she can select only one domain and shegains only the domain’s powers. She does notgain domain spells.the enthusiast’s flesh: champion, ghost touch,heavy fortification, invulnerability, light fortification,moderate fortification, spell resistance (13, 15, 17,or 19). Adding these properties consumes anamount of bonus equal to the property’s cost(see Table 15–4 of the Pathfinder RoleplayingGame Core Rulebook). In addition, the bonusesSpellcasting: The enthusiast does notcan be consumed at the listed amount to addpossess the focus to study spellcasting. Asany of the following armor properties: energysuch she does not gain the ability to castresistance for 3 bonus, improved energy resistancedomain spells or cleric spells. She does notfor 5 bonus, or righteous for 4 bonus. Thesehave a caster level and cannot use spell triggerbonuses do not function if the enthusiastor spell completion magic items.wears any type of armor. At least a 1 bonusmust be kept as an enhancement bonus beforeHoly Fervor (Su): The enthusiast’s extremeany other properties can be added to thedevotion allows her to enter combat withoutenthusiast. The bonus and properties grantedfear. She may go into a holy fervor a numberby a deity’s energy are determined when anof rounds per day equal to 4 her Charismaenthusiast channels the energy and cannotmodifier. She adds 2 rounds to this durationbe changed until the energy is channeledfor every cleric level attained after 1st. While inagain. The energy imparts no bonuses ifa holy fervor, the enthusiast gains a 4 divinethe enthusiast falls unconscious or dies, butbonus to Strength, Constitution, and Charisma,it resumes giving bonuses if the enthusiastand a 2 morale bonus to Will saving throws.recovers before the duration runs out. AnIn addition, for the duration of the fervor,enthusiast can use this ability once per day atthe enthusiast’s base attack bonus is equal to5th level, and one additional time per day forher cleric level, also modifying her CMB andevery 4 levels beyond 5th, to a total of fourCMD. At 11th level, the bonus to Strength,times per day at 17th level.Constitution, and Charisma increases to 6,and the bonus to Will saving throws increasesto 3. At 20th level, the ability bonusesincrease to 8 and the morale bonus to Willsaving throws increases to 4.Divine Defense (Su): At 5th level, theenthusiast trusts in the power of her beliefsto keep her safe. As a standard action, anenthusiast can enhance her flesh by channelingthe power of her god. This lasts for 1 minuteper cleric level. When channeled, the divineenergy causes the enthusiast to shed light likea torch. At 5th level, the energy grants herskin a 1 enhancement bonus. For every 3levels beyond 5th, the enthusiast gains another 1 enhancement bonus, to a maximum of 6 at 20th level. These bonuses can be usedto add any of the following properties to11

ExorcistPossession is a real threat. Devils and demonsconstantly tear at weak creatures, hoping tofind a body to inhabit and a spirit to exploit.Exorcists war against outsiders who wouldclaim what is not their own.Focused Domain: An exorcist focuses oncombating evil outsiders and their influenceon mortals. As such, he gains either the Goodor Protection domain. He must also select theExorcism subdomain if it is available.Abjurant Caster: An exorcist does notgain the ability to spontaneously cast cureor inflict spells by sacrificing prepared spells.However, an exorcist can spontaneously castthe following spells by sacrificing a preparedspell of the noted level or above:1st level—protection from evil2nd level—shield other3rd level—remove curse4th level—dismissal5th level—dispel evil6th level—banishment7th level—repulsion (evil creatures only)8th level—holy aura9th level—dimensional lockDemon Hunter (Sp): The exorcist candetect evil at-will as a spell-like ability but only todetect the presence of evil outsiders.Hallowed Beacon (Su): At 5th level, theexorcist gains Alignment Channel against eviloutsiders as a bonus feat.FlagellantA flagellant believes pain and suffering leadto the realization of the divine. A commonmethod of flagellation is to whip a leatherstrap across her shoulders while praying. Otherflagellants scour their limbs with blades. Theirwounds proclaim their devotion, and the selfinflicted agony focuses their belief.Weapon and Armor Proficiencies:Flagellants are proficient with light armor andshields and with the following weapons: club,dagger, heavy mace, light mace, quarterstaff,spiked chain, sling, and whip.Skill Ranks per Level: 4 Int modifierMortified Spellcasting (Ex): A flagellantpowers spellcasting through her own blood.As a swift action, she may inflict 1 damageon herself per level of a spell she wants toincrease in power. If she does so, she can casta spell in the same round as if she is 1 levelhigher or she can increase the spell’s savingthrow DC by 1 without increasing its castingtime. This stacks with the Heighten Spell andSpell Focus feats. She cannot use temporaryhit points to power spells in this way.Inured to Pain (Ex): At 2nd level, theflagellant becomes accustomed to physicalpain. She gains Diehard as a bonus feat.12

Deadened Flesh (Ex): At 7th level, theflagellant becomes so used to physical injurythat she gains DR 1/—. At 10th level, andevery 3 cleric levels thereafter (13th, 16th,and 19th level), this damage reduction risesby 1 point. This damage reduction does notnegate self-inflicted damage from mortifiedspellcasting or greater mortified spellcasting.Greater Mortified Spellcasting (Ex): At11th level, the flagellant can spend 2 damageper spell level of a spell she wants to increasein power, raising her caster level by 2 orthe saving throw DC by 2. This stacks withthe Heighten Spell and Spell Focus feat. Shecannot use temporary hit points to powerspells in this way.TheosophistThe theosophist believes that formal study andlearning leads to wisdom and knowledge ofthe divine. He approaches his faith as a studentrather than a devotee. As such, the theosophistgains an intellectual understanding of hisreligion. This allows him a more nuanced viewof divine powers.Slow Base Attack Bonus: Theosophistsdevote their time to study and introspection.As such, they are not capable combatants. Atheosophist uses a d6 for Hit Dice and has aslow base attack bonus progression. His basesaving throws remain those of a normal cleric.Weapon and Armor Proficiencies: Thetheosophist is proficient with the club, dagger,heavy mace, light mace, quarterstaff, and sling,but not with any type of armor or shield.Domains: The theosophist’s intense studygrants him access to three domains, two ofwhich must be domains his deity possesses.The third can be any domain available to thecharacter. He gains access to all three domainpowers and domain spells.13Class Skills: Appraise (Int), Diplomacy(Cha), Heal (Wis), Knowledge (all) (Int),Linguistics (Int), Profession (Wis), SenseMotive (Wis), Spellcraft (Int)Skill Ranks per Level: 4 Int modifierScholar (Ex): The theosophist gains a 2bonus to Knowledge (religion), Linguistics,and Spellcraft checks.Versatile Channeling (Ex): Thetheosophist’s study allows him to utilize divineenergy more effectively. At 1st level, he mustchoose to channel either positive or negativeenergy for his channel energy class ability.However, at 3rd level, he gains the VersatileChanneler feat no matter the alignment ofhis deity. He does not need to meet the feat’sprerequisites.Studied Spellcasting (Ex): Thetheosophist’s study of magic allows him torecall spells even if he has not prepared them.At 8th level, the theosophist can choose onedomain. He may lose any prepared spell that isnot an orison or a domain spell so that he canspontaneously cast any domain spell of thechosen domain of the same level or lower.

VaticWeapon-SwornThe vatic sees the future and distant places.Unlike oracles or seers, the vatic’s glimpses arenot random, uncontrolled revelations of thefuture but focused visions brought about byprayer and devotion.The weapon-sworn cleric believes devotioncomes through the study and use of hisdeity’s favored weapon. This does notnecessarily include violence, since manyweapon-sworn achieve a meditative claritythrough martial exercises. A few weaponsworn, especially those of evil deities, finddogmatic expression in the expert cut and theperfect kill. These weapon-sworn live to fight,especially by participating in duels againstother weapon experts.Domains: The vatic must select theProphecy domain. She does not gain access toa second domain.Spells: The vatic gains access to divinationspells far in excess of other clerics. She adds allsorcerer/wizard divination spells to her spell listand can cast these spells as divine spells.Divination’s Master (Su): The vatic canlose a prepared spell to spontaneously cast anydivination spell. The sacrificed prepared spellmust be equal to or greater in level than the oneshe spontaneously casts. She retains the abilityto spontaneously cast heal or inflict spells.Weapon and Armor Proficiency: Aweapon-sworn cleric is proficient only in hisdeity’s favored weapon as well as light armor,medium armor, and shields (except towershields).Single-Minded: The weapon-sworn clericdevotes his time to the study of his deity’sweapon. He may select one domain. However,the weapon-sworn does not gain domain spellsor spellcasting abilities, does not have a casterlevel, and cannot use spell trigger or spellcompletion magic items.Favored Weapon (Ex): The skill withwhich a weapon-sworn wields his deity’sfavored weapon makes him deadly in its use.When wielding his deity’s favored weapon, theweapon-sworn uses his cleric level as his baseattack bonus. This also applies to his CMBand CMD when making or defending againstcombat maneuvers involving the weapon (suchas disarm or sunder).Martial Expert (Ex): The weapon-swornstudies the ways of combat. He gains bonuscombat feats as a fighter equal to his cleric level.He may take any combat feat with fighter as aprerequisite as long as he is high enough leveland meets the feat’s other prerequisites. Forpurposes of BAB, use the weapon-sworn’scleric level as his BAB. The weapon-sworn canuse only feats that apply to the use of a weapon,such as Improved Critical or Blinding Critical,when wielding his deity’s weapon.14

Divine Weapon Training (Ex): Starting at5th level, as a standard action, a weapon-sworncan focus divine energy into his deity’s weaponfor 1 minute per cleric level. This grantsthe weapon a 1 enhancement bonus. Forevery 3 cleri

3 Divine Favor: Cleric The Divine Favor series expands the options available to sacred player characters (PCs). Each entry presents alternative class abilities for divine classes: cleric, druid, paladin, inquisitor, and oracle. A player can use these alternative abilities to customize

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RM0008 Contents Doc ID 13902 Rev 9 3/995 4.3.1 Slowing down system clocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57