Complete DivineClasses |
Class | Description |
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Favored Soul | Spontaneous divine spellcaster who gets bonuses with he deity's favored weapon. |
Shugenja | A divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. |
Spirit Shaman | By bargaining with spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. |
General Feats | Prerequisite | Benefit |
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Arcane Disciple | Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity?s alignment | Add spells from a domain to your class list |
Augment Healing | Heal 4 ranks | Healing spells do +2 per spell level |
Domain Focus | Access to relevant domain | +1 caster levels for one domain |
Empower Turning | Ability to turn or rebuke undead | Can turn more undead |
Improved Smiting | Cha 13, smite ability | Your smite gains an alignment for overcoming DR and +1d6 damage |
Practiced Spellcaster | Spellcraft 4 ranks | Your caster level is +4 but not above your HD |
Quicken Turning | Ability to turn or rebuke undead | Can turn undead as a free action |
Spell Focus (Chaos, Evil, Good, Law) | Relevant alignment | +1 bonus on save DCs for spells with alignment descriptor |
Spontaneous Healer | Knowledge (religion) 4 ranks, nonevil | Swap out your spells for cure spells on your list |
Spontaneous Summoner | Knowledge (nature) 4 ranks, partly neutral alignment | Swap out your spells for summon nature?s ally |
Spontaneous Wounder | Knowledge (religion) 4 ranks, nongood | Swap out your spells for inflict spells on your list |
Divine Feats | Prerequisite | Benefit |
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Disciple of the Sun | Ability to turn or rebuke undead, good alignment | Spend an extra turn attempt to destroy undead instead of turning them |
Divine Metamagic | Ability to turn or rebuke undead | Spend turn/rebuke attempts to enhance spells with a metamagic feat |
Divine Spell Power | Ability to turn or rebuke undead | Spend turn/rebuke attempts to increase your caster level |
Glorious Weapons | Ability to turn or rebuke undead | Allies? weapons gain an alignment for overcoming DR |
Domain Spontaneity | Ability to turn or rebuke undead | Spend turn/rebuke attempt to spontaneously cast a domain spell |
Elemental Smiting | Ability to turn/rebuke elementals | Spend turn/rebuke attempt to smite an elemental |
Elemental Healing | Ability to turn/rebuke elementals | Spend turn/rebuke attempt to heal nearby elementals |
Profane Boost | Ability to turn/rebuke undead | Nearby inflict spells are maximized for 1 round |
Sacred Boost | Ability to turn/rebuke undead | Nearby cure spells are maximized for 1 round |
Sacred Healing | Heal 8 ranks, ability to turn/ rebuke undead | Allies gain fast healing 3 for a short time |
True Believer | Worship one deity, alignment within one step of deity?s | Gain a +3 bonus on one save each day |
Item Creation Feats | Prerequisite | Benefit |
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Sanctify Relic | Any other item creation feat, caster level 7th | Make magic items with a divine connection |
Metamagic Feats | Prerequisite | Benefit |
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Consecrate Spell | Any good alignment | Spell gains the good descriptor |
Corrupt Spell | Any evil alignment | Spell gains the evil descriptor |
Rapid Spell | ? | Decrease casting time of some spells |
Reach Spell | ? | Touch spell becomes a ray with 30-ft. range |
Transdimensional Spell | ? | Affect incorporeal, ethereal and shadow creatures |
Wild Feats | Prerequisite | Benefit |
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Boar?s Ferocity | Ability to use wild shape | Fight while at negative hit points |
Cheetah?s Speed | Ability to use wild shape | Speed becomes 50 ft. for 1 hour |
Eagle?s Wings | Ability to use wild shape | Grow wings for 1 hour |
Elephant?s Hide | Ability to wild shape into Large creature | Gain +7 natural armor bonus for 10 minutes |
Extra Wild Shape | Ability to use wild shape | Gain two additional wild shape uses per day |
Fast Wild Shape | Ability to use wild shape | Wild shape as a move equivalent action |
Grizzly?s Claws | Ability to use wild shape | Gain claws for 1 hour |
Lion?s Pounce | Ability to use wild shape | Make a full attack on a charge |
Oaken Resilience | Ability to use wild shape | Become like a tree and gain plants immunities |
Serpent?s Venom | Ability to use wild shape | Gain a poisonous bite attack for 1 minute |
Swim like a Fish | Ability to use wild shape | Swim underwater for 1 hour |
Wolverine?s Rage | Ability to use wild shape | Enter a rage for 5 rounds |
BARD SPELLS2ND LEVELWave of Grief: Cone imposes ?3 penalty on attacks, checks, and saves. 5TH LEVELBlink, Improved: As blink, but safer and with more control. 6TH LEVELBestow Curse, Greater: As bestow curse, but more severe penalties. BLACKGUARD SPELLS1ST LEVELDivine Sacrifice: You sacrifice hit points to deal extra damage. Golden Barding: Your mount gets force armor. Resurgence: You grant subject a second chance at a saving throw. Traveler?s Mount: Creature moves faster but can?t attack. 2ND LEVELBlessed Aim: +2 bonus for allies? ranged attacks. Curse of Ill Fortune: Target suffers ?3 penalty on attacks, checks, and saves. Wave of Grief: Cone imposes ?3 penalty on attacks, checks, and saves. Zeal: You move through foes to attack the enemy you want. 3RD LEVELResurgence, Mass: As resurgence, but multiple targets. 4TH LEVELImplacable Pursuer: You know where prey is, as long as it?s moving Revenance: Restores dead creature to life for 1 min./level. Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. Weapon of the Deity: Your weapon gains enhancement bonus and special ability. Winged Mount: Your mount grows wings and flies at speed of 60 ft. CLERIC SPELLS1ST LEVELNimbus of Light: Sunlight illuminates you until released as an attack for 1d8 +1/level damage. Omen of Peril: You know how dangerous the future will be. Resurgence: You grant subject a second chance at a saving throw. Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). 2ND LEVELBrambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10). Curse of Ill Fortune: Target suffers ?3 penalty on attacks, checks, and saves. Deific Vengeance: God?s punishment deals 1d6 damage/two caster levels (max 5d6). Wave of Grief: Cone imposes ?3 penalty on attacks, checks, and saves. 3RD LEVELBlessed Aim: +2 bonus for allies? ranged attacks. Briar Web: Area entangles creatures and thorns deal 2d6 damage. Chain of Eyes: You send magical sensor to infiltrate an area. Flame of Faith: Gives weapon the flaming burst quality. Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. Telepathic Bond, Lesser: As Rary?s telepathic bond, but you and one other creature. Vigor: As lesser vigor, but 2 hp/round (max 25 rounds). Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds). Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. Wrack: Renders creature helpless with pain. 4TH LEVELBeast Claws: Your hands become slashing natural weapons. Castigate: Verbal rebuke deafens all who hear and damages those whose alignment differs from yours. Doomtide: Black mist obscures sight, dazes those inside. Energy Vortex: Burst of energy centered on you damages nearby creatures. Recitation: Your allies get bonus on attacks and saves, and your foes get penalties. Resurgence, Mass: As resurgence, but multiple targets. Revenance: Restores dead creature to life for 1 min./level. Weapon of the Deity: Your weapon gains enhancement bonus and special ability. Weather Eye: You accurate predict weather up to one week ahead. 5TH LEVELDance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons. Divine Agility: You improve creature?s Reflex saves, Dexterity, and maneuverability in combat. Dragon Breath: You choose a dragon type and mimic its breath weapon. Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower. Subvert Planar Essence: Reduces target?s DR and SR. Vigor, Greater: As lesser vigor, but 4 hp/round. 6TH LEVELCometfall: Comet falls atop foes, damaging them and knocking them prone. Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds). Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish. Zealot Pact: You automatically gain combat bonuses when you attack someone of opposite alignment. 7TH LEVELBestow Curse, Greater: As bestow curse, but more severe penalties. Renewal Pact: Creature is automatically healed if adverse condition affects it. Righteous Wrath of the Faithful: Your allies get bonuses, especially if they worship your deity. Slime Wave: Creates a 15-ft. spread of green slime. Spell Resistance, Mass: As spell resistance, but multiple targets. 8TH LEVELBrain Spider: Listen to thoughts of up to eight other creatures. Death Pact: Deity brings you back from the dead automatically. Stormrage: You can fly and fire lightning from your eyes. 9TH LEVELVisage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish. DOMAINSCELERITY DOMAINGranted Powers: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load. Domain Spells
COLD DOMAINGranted Powers: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability Cold Domain Spells
COMMUNITY DOMAINGranted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks. Community Domain Spells
COMPETITION DOMAINGranted Powers: You relish the chance to prove yourself against your foes. As an extraordinary ability, you gain a +1 bonus on all opposed checks you make. Competition Domain Spells
CREATION DOMAINGranted Power: Cast conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)Creation Domain Spells
DOMINATION DOMAINGranted Powers: You gain the Spell Focus (Enchantment) feat. Domination Domain Spells
DREAM DOMAINGranted Powers: Because you have long delved into dreams and nightmares, you are immune to fear effects. Dream Domain Spells
FORCE DOMAINGranted Powers: By manipulating cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability. Force Domain Spells
GLORY DOMAINGranted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll. Glory Domain Spells
INQUISITION DOMAINGranted Powers: Gain a +4 bonus on all dispel checks. Domain Spells
LIBERATION DOMAINGranted Power: If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.Liberation Domain Spells
MADNESS DOMAINGranted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled. Madness Domain Spells
MIND DOMAINGranted Powers: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Domain Spells
MYSTICISM DOMAINNeutral, Lawful Neutral, and Chaotic Neutral deities would never have this domain. Granted Powers: Once per day, you may use a free action to channel your deity’s power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round Domain Spells* Choose one spell of those given, based on your alignment, that is always your domain spell for this level.
ORACLE DOMAINGranted Powers: You cast divination spells at +2 caster levels. Domain Spells
PACT DOMAINGranted Powers: Add Appraise, Intimidate, and Sense Motive to your list of cleric class skills. Domain Spells
PESTILENCE DOMAINGranted Powers: Immunity to the effects of all diseases, though clerics with this power can still carry infectious diseases. Domain Spells
* May only be used to create mummies. PURIFICATION DOMAINGranted Powers: You cast abjuration spells at +1 caster level. Domain Spells
WEATHER DOMAINGranted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger. Weather Domain Spells
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DRUID SPELLS0 LEVELNaturewatch: As deathwatch, but on animals and plants. 1ST LEVELBeget Bogun: You create a Tiny nature servant. Camouflage: Grants +10 bonus on Hide checks. Hawkeye: You gain +5 on spot checks and fire ranged weapons better. Omen of Peril: You know how dangerous the future will be. Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies. Traveler?s Mount: Creature moves faster but can?t attack. Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). Wood Wose: Nature spirit does simple tasks for you. 2ND LEVELBody of the Sun: Your body emanates fire, dealing 1d4+1 damage. Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10). Briar Web: Area entangles creatures and thorns deal 2d6 damage. Cloudburst: Hampers vision and ranged attacks, puts out normal fires. Creeping Cold: Creature feels chill that increases with each round. Decomposition: Wounds deal 1 extra point of damage each round. Scent: Grants the scent special ability. 3RD LEVELBeast Claws: Your hands become slashing natural weapons. Embrace the Wild: You gain senses and skills of chosen animal. Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage. Infestation of Maggots: Touch attack deals 1d4 Con per round. Nature?s Favor: Target animal gains an attack and damage bonus of +1/two levels. Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. Standing Wave: Magically propels boat or swimming creature. Vigor: As lesser vigor , but 2 hp/round (max 25 rounds). Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds). Weather Eye: You accurate predict weather up to one week ahead. 4TH LEVELBottle of Smoke: Uncorking bottle creates fast horse made of smoke. Camouflage, Mass: As camouflage, but multiple targets. Chain of Eyes: You send magical sensor to infiltrate an area. Energy Vortex: Burst of energy centered on you damages nearby creatures. Forestfold: You gain +20 on Hide and Move Silently checks as long as you don?t move away. Infestation of Maggots: Maggotlike creatures deal 1d4 Con damage every round. Languor: Ray slows target and diminishes its Strength. Murderous Mist: Steam deals 2d6 damage, blinds creatures. 5TH LEVELBinding Winds: Air prevents target from moving, hinders ranged attacks. Phantom Stag: Magic stag appears for 1 hour/level. Poison Thorns: You grow thorns that poison your attackers. Quill Blast: You fling quills in spread, dealing 1d6 damage and imposing penalties. Rejuvenation Cocoon: Energy cocoon shields creature, then heals it. Vigor, Greater: As lesser vigor, but 4 hp/round. 6TH LEVELAnger of the Noonday Sun: Blinds creatures within 10 ft. Cometfall: Comet falls atop foes, damaging them and knocking them prone. Contagious Touch: You infect one creature per round with chosen disease. Crumble: You erode building or other structure. Enveloping Cocoon: Entraps target creature and denies save for attached spell. Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon. Miasma: Gas fills creature?s mouth, suffocating it. Phantasmal Disorientation: Fools creature?s sense of direction, making movement difficult. Tidal Surge: Wave of water deals 1d8/two levels damage and bull rushes. Tortoise Shell: Creature gains +6 natural armor, +1/three caster levels above 11th. Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds). 7TH LEVELBrilliant Aura: Allies? weapons become brilliant energy, ignoring armor. Cloudwalkers: Targets can walk on clouds, flying at high altitudes. Creeping Cold, Greater: As creeping cold, but longer duration and more damage. Poison Vines: Vines grow and poison creatures stuck within them. Slime Wave: Creates a 15-ft. spread of green slime. Storm Tower: Swirling clouds absorb electricity and magic missiles and prevent ranged attacks. 8TH LEVELAwaken, Mass: As awaken, but multiple creatures. Phantom Wolf: Incorporeal wolf fights for you. Stormrage: You can fly and fire lightning from your eyes. Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame. 9TH LEVELNature?s Avatar: Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level. Phantom Bear: Incorporeal bear fights for you. Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command. Unyielding Roots: Creature grows roots that keep it stationary and heal it every round. Whirlwind, Greater: As whirlwind, but larger and more destructive. PALADIN SPELLS1ST LEVELDivine Sacrifice: You sacrifice hit points to deal extra damage. Golden Barding: Your mount gets force armor. Resurgence: You grant subject a second chance at a saving throw. Traveler?s Mount: Creature moves faster but can?t attack. 2ND LEVELBlessed Aim: +2 bonus for allies? ranged attacks. Zeal: You move through foes to attack the enemy you want. 3RD LEVELBlessing of Bahamut: You gain damage reduction 10/magic. Resurgence, Mass: As resurgence, but multiple targets. 4TH LEVELRevenance: Restores dead creature to life for 1 min./level. Sacred Haven: Creature gains AC bonus, and you can monitor and heal it magically. Spiritual Chariot: Creates ghostly chariot behind your mount. Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. Weapon of the Deity: Your weapon gains enhancement bonus and special ability. Winged Mount: Your mount grows wings and flies at speed of 60 ft. RANGER SPELLS1ST LEVELCamouflage: Grants +10 bonus on Hide checks. Hawkeye: You gain +5 on spot checks and fire ranged weapons better. Naturewatch: As deathwatch, but on animals and plants. Traveler?s Mount: Creature moves faster but can?t attack. 2ND LEVELBriar Web: Area entangles creatures and thorns deal 2d6 damage. Nature?s Favor: Target animal gains an attack and damage bonus of +1/two levels. Scent: Grants the scent special ability. 3RD LEVELBottle of Smoke: Uncorking bottle creates fast horse made of smoke. Detect Favored Enemy: You know if favored enemies are within 60 ft. Embrace the Wild: You gain senses and skills of chosen animal. Forestfold: You gain +20 on Hide and Move Silently checks as long as you don?t move away. Mark of the Hunter: Rune on creature makes it easier to track and attack. Phantasmal Decoy: Creates illusory enemy for foe to chase. 4TH LEVELBane Bow: Weapon becomes +5 bane against favored enemy. Camouflage, Mass: As camouflage, but multiple targets. Implacable Pursuer: You know where prey is, as long as it?s moving. SHUGENJA SPELLS2ND LEVELFireFlame Blade: Touch attack deals 1d8+2/two levels damage. 3RD LEVELFireFire Wings: Your arms become flaming wings; you can fly or burn things. 4TH LEVELAirHallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). 5TH LEVELFireEnergy Vortex (Fire Only): Burst of energy centered on you damages nearby creatures. Dragon Breath (Red or Gold Only): You choose a dragon type and mimic its breath weapon. 6TH LEVELFireFire Seeds: Acorns and berries become grenades and bombs. Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon. Anger of the Noonday Sun: Blinds creatures within 10 ft. WaterMaster of the Rolling River: Wave of water deals 1d8/two levels damage and bull rushes. 7TH LEVELWaterCreeping Cold, Greater: As creeping cold, but longer duration and more damage. 8TH LEVELSORCERER/WIZARD SPELLS2ND LEVELBody of the Sun: Your body emanates fire, dealing 1d4+1 damage. Scent: Grants the scent special ability. 3RD LEVELTelepathic Bond, Lesser: As Rary?s telepathic bond, but you and one other creature. 4TH LEVELWrack: Renders creature helpless with pain. 5TH LEVELDragon Breath: You choose a dragon type and mimic its breath weapon. Blink, Improved: As blink, but safer and with more control. 6TH LEVELFires of Purity: Target bursts into magical flame, becoming a dangerous weapon. Probe Thoughts: You sift through thoughts, learning the answer to one question/round. Subvert Planar Essence: Reduces target?s DR and SR. 8TH LEVELBestow Curse, Greater: As bestow curse, but more severe penalties. 9TH LEVELUnbinding: Frees everyone in range from spells that constrain or bind. |