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<blockquote data-quote="Staffan" data-source="post: 1226504" data-attributes="member: 907"><p><strong>Clerics of Water</strong></p><p></p><p><strong>Weapons allowed: </strong>Since water is associated with living things, so must their weaponry be. Water clerics may only use weapons made out of the remains of living beings, which usually means wood or bone. </p><p></p><p><strong>Ignore Water (Su): </strong>The cleric can breathe under water, can move freely in or under water, and is immune to water-based attacks.</p><p></p><p><strong>Gate Water (Su): </strong>The cleric can gate in one cubic foot (approximately 7.5 gallons) of pure water within 50 ft. The water may be spread out (e.g. to fill several waterskins), but the cleric must be able to see each location. The water does not arrive under pressure and can't be used to attack anyone, unless the target is vulnerable to the water itself (which may be the case with certain fire-based creatures). If so, the cleric must succeed in a ranged touch attack in order to hit.</p><p></p><p><strong>Minor granted powers:</strong> At the appropriate levels, a cleric of water gets to choose between these powers:</p><p></p><p><strong>Quench Thirst (Su): </strong>The cleric can chew on almost anything and extract moisture. Mud, plant matter, even sand or rock will yield up to one third of the character's daily water requirement.</p><p></p><p><strong>Healing draught (Su): </strong>After carrying around a full waterskin on his person for at least an hour, the cleric can bless the water inside with healing powers. Anyone taking a sip of this is healed for 1d3 hp, and light bleeding is cured. The blessing is enough for ten sips, but no one person can be affected by the healing draught more than once in any 24-hour period. The cleric can only bless one waterskin at a time, and only one per day.</p><p></p><p><strong>Protection from Water (Su): </strong>The cleric gets a +2 bonus on saves versus water-based attacks.</p><p></p><p><strong>Body of Water (Su): </strong>The cleric's body constantly filters out impurities and toxins through his sweat. This gives a +4 bonus to saves versus poisons and diseases. The cleric must be at least 5th level in order to choose this power.</p><p></p><p><strong>Spark of life (Su): </strong>In order to take this power, the cleric must be at least 7th level and have taken the healing draught power earlier. Once per day, the cleric may use his healing draught to restore a dying (-1 to -9 hp) character to consciousness with one hp.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1226504, member: 907"] [b]Clerics of Water[/b] [b]Weapons allowed: [/b]Since water is associated with living things, so must their weaponry be. Water clerics may only use weapons made out of the remains of living beings, which usually means wood or bone. [b]Ignore Water (Su): [/b]The cleric can breathe under water, can move freely in or under water, and is immune to water-based attacks. [b]Gate Water (Su): [/b]The cleric can gate in one cubic foot (approximately 7.5 gallons) of pure water within 50 ft. The water may be spread out (e.g. to fill several waterskins), but the cleric must be able to see each location. The water does not arrive under pressure and can't be used to attack anyone, unless the target is vulnerable to the water itself (which may be the case with certain fire-based creatures). If so, the cleric must succeed in a ranged touch attack in order to hit. [b]Minor granted powers:[/b] At the appropriate levels, a cleric of water gets to choose between these powers: [b]Quench Thirst (Su): [/b]The cleric can chew on almost anything and extract moisture. Mud, plant matter, even sand or rock will yield up to one third of the character's daily water requirement. [b]Healing draught (Su): [/b]After carrying around a full waterskin on his person for at least an hour, the cleric can bless the water inside with healing powers. Anyone taking a sip of this is healed for 1d3 hp, and light bleeding is cured. The blessing is enough for ten sips, but no one person can be affected by the healing draught more than once in any 24-hour period. The cleric can only bless one waterskin at a time, and only one per day. [b]Protection from Water (Su): [/b]The cleric gets a +2 bonus on saves versus water-based attacks. [b]Body of Water (Su): [/b]The cleric's body constantly filters out impurities and toxins through his sweat. This gives a +4 bonus to saves versus poisons and diseases. The cleric must be at least 5th level in order to choose this power. [b]Spark of life (Su): [/b]In order to take this power, the cleric must be at least 7th level and have taken the healing draught power earlier. Once per day, the cleric may use his healing draught to restore a dying (-1 to -9 hp) character to consciousness with one hp. [/QUOTE]
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