Cleric
3+Int
Skills, d8 HD, +1 to all Defenses, mid BAB
Class Skills: Devotion, Knowledge (any), Perception,
Persuasion, Treat Injury
Starting Feats: WP (Simple, Melee Martial), AP (light, medium), Divine Gift
Bonus Feats: AP (heavy), Extra Second Wind, Improved Disarm,
Improved Defenses, Improved Damage Threshold, Lucky, Marital Arts I, Melee
Defense, Power Attack, Quick Draw, Shake it Off, Skill Focus, Skill Training,
Throw, Trip, Weapon Focus,
Talent
Trees
War Priest
Hope
As a standard action you can inspire all allies
within line of sight that can see, hear and understand you, granting them
a +1 morale bonus on attack rolls and a
+1 morale bonus on skill checks for the rest of the encounter or until you're
unconscious or dead. Once inspired your allies don't need to remain within line
of sight to gain the benefit. You can't inspire confidence in yourself.
Trust
Prereq:
Hope
You can give up your move action to give
one ally within your line of sight an extra move action on his next turn.
Faith
Prereq:
Trust, Hope
You can give up your standard action to
give one ally within you line of sight a standard action on his next turn.
Coordinate
Prereq:
Teamwork
Your allies gain +1 to all defenses as long as
they remain within 6 squares of another ally.
Teamwork
Allies within you line of sight grant an
additional +2 bonus when they use the Aid Another action.
Band of
Brothers
Prereq: Coordinate, Teamwork
Allies within your line of sight may use an ally's
Action points as long as that ally is within 6 squares and is willing to give
one.
Bolster
Prereq:
Hope
As a swift action you grant all allies with line
of sight to you a +5 bonus versus fear effects. Any ongoing Fear affects are
negated if their checks do not exceed the character's new Will Defense. This
bonus lasts until the beginning of your next turn.
Zealous
Prereq:
Hope, Fearless
All allies within 6 squares that exceed a target's
DT move the target an additional -1 CT.
Healer
Reach
Spell
You may take a -2 on your Devotion check to change
any Spells with a range of "You or adjacent ally" to "You or an
ally within 6 squares".
Extended
Reach
Prereq:
Reach Spell
As Reach Spell, except that you may take an
additional -1 on the check to extend the range by 1 square. You can take this
penalty as many times as you want, gaining an additional 1 square range each
time.
Expert
Healer
Treat your level as 2 higher when using the Heal
spell.
Practiced
Healer
Prereq:
Expert Healer
You may take a -5 on your Devotion check when
using the Heal or Revive Spells. If you successfully make the minimum DC for
the spell to have effect it is not expended.
Ministration
Prereq:
Expert Healer
You may use the Heal spell outside of combat without
expending it. Each casting takes 10 minutes and you automatically take a 10 on
the Devotion check to cast the spell.
Lifesight
You know the current HP and position on the CT of
all allies within line of sight.
Status
Prereq:
Lifesight
You know the current HP and position on the
CT of allies and creatures of your level or lower within line of sight.
Anatomical
Knowledge
Prereq:
Lifesight, Status
Whenever you score a critical hit you move
the enemy -1 CT, even if you don't exceed their DT. If you do exceed their DT
on a critical hit they move an -1 additional CT.
Seer
Intuition
You can use your Devotion check in place of your
Initiative modifier when making Initiative checks. You are considered trained
in the initiative skill and if you are allowed to reroll your Initiative you
may reroll this Devotion check.
Augury
You may spend an action point to ask your deity if
a considered action will have good, bad or indifferent results in the immediate
future.
Psychometry
Prereq:
Intuition, Augury
You may spend an action point to read the past of
an item you are touching. You may read up to 5 years back per character level.
You know the owners of the item, their professions and the general appearance
of the area in which they lived. This information can be as clear or as cryptic
as the GM desires.
Discern
Lies
Prereq:
You gain a +5 divine bonus on your Perception
checks to Sense Deception
Zone of
Truth
Prereq:
Discern Lies
When you successfully use the Perception skill to
Sense Deception there is an automatic, public manifestation that designates
that the target is lying. This might cause the target's voice to rise or fall
to extreme levels, or cast some color of light on them or wreath them in
obvious, but harmless, silver flame. This effect lasts until the end of the
encounter.
Divination
Prereq:
Augury
Spend an action point. You ask your deity for a
piece of advice regarding a specific goal, question or event. The resulting
advice may be as clear or as cryptic as the GM wishes.
Commune
Prereq: Augury, Divination
Spend an action point. You may ask your Deity a number of yes or no questions equal to
your character level. "Unclear" is a legitimate answer.
Danger
Sense
Prereq: Intuition
If you are surprised, during the surprise
round you may take one swift or move action as a reaction during an enemy's
turn.
Nature's Servant
Animal
Bond
Prereq:
Wild Empathy
You may create a bond with an animal you have
influenced to Friendly using the Wild Empathy talent. For one hour you may use
that animals senses as you own, with no distance limit. During this time you
may take only move and swift actions.
Chosen
Terrain
Choose one terrain type (forest, desert,
mountains, wetlands, plains, tundra). While in your chosen terrain you gain a
+5 divine bonus to all Survival checks and a +2 divine bonus to all Initiative
and Perception checks.
Devout
Elementalist
You may treat all types of (elemental) spells as
Divine spells. For example you can choose Ray (Fire) with the Temple Training
feat and use your Devotion skill to cast it.
Entangle
Once per encounter you may place 4 squares of
difficult terrain on the map. The squares must all be within 6 squares of you
and must all contain some sort of plant or fungal life.
Characters leaving these squares must make
a DC 10 Str check or have their speed reduced to 2 squares for the rest of the
turn.
Scent
Prereq:
Wild Empathy, Animal Bond
You ignore concealment and cover when
making Perception checks to notice opponents within 10 squares and take no
penalty from poor visibility when tracking.
Verdant Allies
Prereq:
Entangle
The squares of difficult terrain you place
with your Entangle talent are considered allies for the purposes of flanking.
Trackless
Step
Prereq:
Chosen Terrain
While in your chosen terrain you leave no
trace of your passing. Any attempts to track you with the Survival skill suffer
a -10 penalty in addition to another other factors.
Wild
Empathy
Animals will not flee from you or attack you
without training or provocation. You may speak to animals and influence them
using the Persuasion skill.
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