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<blockquote data-quote="Westwind" data-source="post: 1538524" data-attributes="member: 3241"><p>@Nightfall</p><p></p><p>No, it's just a table at the end of the chapter giving alignment, domains, favorite weapon and divine rank for non-human deities. Annam, Blidoolpoolp, Callarduran Smoothhands, Deep Sashelas, Diirinka, Eadro, Great Mother, Grolantor, Hiatea, Hruggek, Iallanis, Ilsensine, Kaelthiere, Laduguer, Laogzed, Maglubiyet, Memnor, Merrshaulk, Panzuriel, Sekolah, Semuanya, Shekinester, Skoraeus Stonebones, Sixin, Skerrit, Stronmaus, Surtur, Thrym, and Vaprak.</p><p></p><p>Relics are all deity-specific and I don't generally play using the Greyhawk pantheon but they are generally useful. Basically, a relic is a normal magic item (generally with many powers, but recognizable) whose cost is discounted 400 x spell slot x minimum cleric level as a rule of thumb. Armor of the Fallen Leaves (+3 wild full plate that allows you to scatter to the wind in the form of leaves mimicing gaseous form) looks nice, Bow of Wintermoon (+4 composite [whatever your strength is] frost, drowbane longbow) appeals to me just because it fits a character of mine really well, Executioner's Hood (gives a bonus to coup de grace attempts) has great uses for NPCs.</p><p></p><p>Feats that strike me as notable off the bat are Augment Healing (+2 per spell level to healing rolls), Improved Smiting (overcome alignment DR +1d6 damage), Spontaneous Healer (making Druids really good), Disciple of the Sun (spend an extra turn attempt to destroy undead ala greater turning), Divine Metamagic (spend a number of turning attempts equal to the level increase of a single set metamagic feat to apply that feat to a spell--can be chosen multiple times), Elephant's Hide (+7 natural armor for 10 minutes).</p><p></p><p>@ Trainz</p><p></p><p>The Shugenja looks like the same class from Oriental Adventures, although non-Rokugan families are included in the book. Charisma is used as the primary stat instead of linking each element to a different stat, which is a loss in my book.</p><p></p><p>Favored Soul looks like the same class from the Miniatures Handbook (which I don't own, so I might miss something here). All good saves, mid-level BAB. Charisma is used to cast the spell (i.e. spells known), Wisdom sets the spell's DC. It also gains energy resistance over time (new types at levels 5,10,15), wings (level 17) and DR (10/silver or cold iron, depending on alignment) at level 20.</p><p></p><p>The Spirit Shaman uses the Druid spell list, has good Fort and Will saves and a mid-level BAB. His spells known/spells per day tables look slightly weaker than the Sorcerer (one 1st level spell known at 1st character level, can be cast twice per day). He can switch out spells known every day after an hour of quiet meditation. They also have a spirit guide, which is NOT a separate entity. It exists only in the Shaman's head. It grants the Alertness feat and can do some nifty things at higher levels. For example, at 10th level the spirit guide can maintain concentration on a spell for you, so you're free to cast other spells. At 5th level the spirit guide gives you an ability similar to slippery mind. Characteristics of different totems are given, but there is no mechanical difference.</p><p></p><p>@Erian</p><p></p><p>No point of reference since I don't own Mini-Handbook, but it looks pretty powerful.</p><p></p><p>The Evangelist is a 5-level prestige class that doesn't get spell progression but does get some pretty cool powers. At 5th level they can convert the unfaithful, which boils down to a Will save or convert for concentration+3 rounds. You can't use it on creatures with an alignment subtype but, and here's the catch, the Paladin/Blackguard/Cleric needs to atone even after the duration ends.</p><p></p><p>The domains are "normal" domains, though many are toned down from 3.0.</p></blockquote><p></p>
[QUOTE="Westwind, post: 1538524, member: 3241"] @Nightfall No, it's just a table at the end of the chapter giving alignment, domains, favorite weapon and divine rank for non-human deities. Annam, Blidoolpoolp, Callarduran Smoothhands, Deep Sashelas, Diirinka, Eadro, Great Mother, Grolantor, Hiatea, Hruggek, Iallanis, Ilsensine, Kaelthiere, Laduguer, Laogzed, Maglubiyet, Memnor, Merrshaulk, Panzuriel, Sekolah, Semuanya, Shekinester, Skoraeus Stonebones, Sixin, Skerrit, Stronmaus, Surtur, Thrym, and Vaprak. Relics are all deity-specific and I don't generally play using the Greyhawk pantheon but they are generally useful. Basically, a relic is a normal magic item (generally with many powers, but recognizable) whose cost is discounted 400 x spell slot x minimum cleric level as a rule of thumb. Armor of the Fallen Leaves (+3 wild full plate that allows you to scatter to the wind in the form of leaves mimicing gaseous form) looks nice, Bow of Wintermoon (+4 composite [whatever your strength is] frost, drowbane longbow) appeals to me just because it fits a character of mine really well, Executioner's Hood (gives a bonus to coup de grace attempts) has great uses for NPCs. Feats that strike me as notable off the bat are Augment Healing (+2 per spell level to healing rolls), Improved Smiting (overcome alignment DR +1d6 damage), Spontaneous Healer (making Druids really good), Disciple of the Sun (spend an extra turn attempt to destroy undead ala greater turning), Divine Metamagic (spend a number of turning attempts equal to the level increase of a single set metamagic feat to apply that feat to a spell--can be chosen multiple times), Elephant's Hide (+7 natural armor for 10 minutes). @ Trainz The Shugenja looks like the same class from Oriental Adventures, although non-Rokugan families are included in the book. Charisma is used as the primary stat instead of linking each element to a different stat, which is a loss in my book. Favored Soul looks like the same class from the Miniatures Handbook (which I don't own, so I might miss something here). All good saves, mid-level BAB. Charisma is used to cast the spell (i.e. spells known), Wisdom sets the spell's DC. It also gains energy resistance over time (new types at levels 5,10,15), wings (level 17) and DR (10/silver or cold iron, depending on alignment) at level 20. The Spirit Shaman uses the Druid spell list, has good Fort and Will saves and a mid-level BAB. His spells known/spells per day tables look slightly weaker than the Sorcerer (one 1st level spell known at 1st character level, can be cast twice per day). He can switch out spells known every day after an hour of quiet meditation. They also have a spirit guide, which is NOT a separate entity. It exists only in the Shaman's head. It grants the Alertness feat and can do some nifty things at higher levels. For example, at 10th level the spirit guide can maintain concentration on a spell for you, so you're free to cast other spells. At 5th level the spirit guide gives you an ability similar to slippery mind. Characteristics of different totems are given, but there is no mechanical difference. @Erian No point of reference since I don't own Mini-Handbook, but it looks pretty powerful. The Evangelist is a 5-level prestige class that doesn't get spell progression but does get some pretty cool powers. At 5th level they can convert the unfaithful, which boils down to a Will save or convert for concentration+3 rounds. You can't use it on creatures with an alignment subtype but, and here's the catch, the Paladin/Blackguard/Cleric needs to atone even after the duration ends. The domains are "normal" domains, though many are toned down from 3.0. [/QUOTE]
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