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How Many Feats, Powers, Skills at 30th Level?
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<blockquote data-quote="ren1999" data-source="post: 5901248" data-attributes="member: 85179"><p>Character Powers</p><p></p><p>Racial Traits (5 traits)</p><p>Class Features (5 features)</p><p>Powers/Feats/Skills/etc.. 5 + intelligence modifier per level-up</p><p></p><p>Sleight of Hand - rogue (Pick Pocket)</p><p>Stealth Evade - rogue</p><p>Disable Device - rogue (Open Lock)</p><p>Disguise Self - rogue</p><p>Escape Artist - rogue </p><p>Sneak Attack - rogue</p><p>Craft Poison - rogue, ranger</p><p></p><p>Nature Survival - ranger</p><p>Knowledge Plants - druid, ranger</p><p>Knowledge Animals - druid, ranger</p><p>Track Quarry - ranger</p><p>Handle Animal - ranger</p><p>Forage Food - ranger</p><p>Build Shelter - ranger</p><p>Pass No Trace - druid, ranger</p><p></p><p>Knowledge Dungeoneering - ranger and any class</p><p></p><p>Power Punch - monk</p><p></p><p>Perform Music - bard</p><p></p><p>Spot Listen (wis)</p><p>Climb Surface (int)</p><p>Swim Distance (con)</p><p>Ride Horse (int)</p><p>Sail Ship (int)</p><p>Use Rope (int)</p><p>Slow Fall (dex)</p><p>Aid Ally (int)</p><p>Bandage Ally (int)</p><p>Appraise Item (int)</p><p>Craft Poison (int)</p><p>Craft Potion (int)</p><p>Craft Wood (int)</p><p>Craft Stone (int) - Knowledge Engineering </p><p>Craft Metal (int)</p><p>Craft Leather (int)</p><p>Craft Scroll (int)</p><p>Knowledge Arcana (int) - Spellcraft, Detect Magic, Enchant Item</p><p>Knowledge Monsters (int)</p><p>Knowledge Religion (wis)</p><p>Knowledge Language (int)</p><p>Knowledge Court Behavior (wis)</p><p>Knowledge Streetwise (wis)</p><p>Knowledge History - by Adventure Campaign (int)</p><p>Bluff Others (cha)</p><p>Extend Diplomacy (cha)</p><p>Intimidate Others (cha)</p><p></p><p>Weapon Proficiency (Weapon Name)</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>Each Weapon Proficiency counts as a separate learned power.</p><p>Add +1 to attack with this weapon you are proficient with.</p><p>Add an additional +1 to this attack roll at 11th and 21st level.</p><p></p><p>Feint Attack</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>standard encounter action</p><p>The fighter tries to outwit, fake out and throw off the balance of the foe.</p><p>Roll wisdom(1d20+your wisdom modifier+1/2 your level) versus the foe's will defense(base 10+the higher of your foe's wisdom or charisma modifier+1/2 the foe's level).</p><p></p><p>Disarm Weapon</p><p>martial feat power</p><p>requires class level 3 or higher</p><p>standard encounter action</p><p>Roll the higher of your strength versus the foe's armor class or your dexterity versus the foe's reflex.</p><p>On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again.</p><p></p><p>Off-Hand Weapon</p><p>martial feat power</p><p>requires class level 4 or higher</p><p>minor at-will action</p><p>You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn.</p><p>You can use a small shield or cape with this off-hand weapon but not a heavy shield.</p><p></p><p>Windmill Attack</p><p>martial feat power</p><p>requires class level 5 or higher</p><p>standard encounter action</p><p>The fighter can attack one foe twice or 2 adjacent foes once with the primary weapon in addition to any off-hand weapon attack.</p><p></p><p>Fumble Foe</p><p>martial feat power</p><p>requires class level 6 or higher</p><p>standard encounter action</p><p>Roll wisdom versus will.</p><p>The fighter causes a foe to damage the self or another foe.</p><p>Roll the foe's damage dice instead of yours.</p><p></p><p>Armor Proficiency (Armor Name)</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>Each Armor Proficiency counts as a separate learned power.</p><p>You reduce the dexterity penalty of this armor by -1.</p><p>Reduce the dexterity penalty by an additional -1 at 11th and 21st level.</p><p></p><p>Parry Defense</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>trigger at-will action</p><p>You use your weapon to knock away your foe's attacks.</p><p>You must say you are parrying the melee attack in order for the foe to get a combat modifier penalty of -1.</p><p>The foe melee attacks you at -2 at 11th and -3 at 21st level.</p><p></p><p>Dodge Defense</p><p>martial feat power</p><p>requires class level 3 or higher</p><p>trigger encounter action</p><p>If you are hit, you shift 1 square and the foe must reroll the attack.</p><p></p><p>Close Quarters</p><p>martial feat power</p><p>requires class level 4 or higher</p><p>minor encounter action</p><p>You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses.</p><p>The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you attack.</p><p>-2 and +2 at 11th level, -3 and +3 at 21st level</p><p></p><p>Keep Distance</p><p>martial feat power</p><p>requires class level 5 or higher</p><p>minor daily action</p><p>You shift away from your foe just out of striking range.</p><p>The foe suffers a -2 combat modifier when attacking you.</p><p>-3 at 11th level, -4 at 21st level</p><p></p><p>Cape Shield</p><p>martial feat power</p><p>requires class level 6 or higher</p><p>trigger at-will action</p><p>You use your cape to shield yourself from incoming attacks.</p><p>You are unable to use this power with a shield.</p><p>Your cape alots you a +1 bonus to your armor class.</p><p>+2 at 11th level, +3 at 21st level</p><p></p><p>Precise Attack</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>standard at-will action</p><p>You attack your foe's chinks in the armor to find exposed flesh.</p><p>You use your dexterity versus reflex instead of strength versus armor class during your melee attack.</p><p></p><p>Shield Bash</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>minor encounter action</p><p>After your standard attack, you push your foe back 1 square doing 1d4+your strength modifier bludgeoning damage.</p><p>Roll strength versus armor class.</p><p>+1 square, +1d4 bludgeoning damage at 11th and 21st level</p><p></p><p>Pommel Pound</p><p>martial feat power</p><p>requirs class level 3 or higher</p><p>minor encounter action</p><p>After your standard attack, you attempt to pound your foe's head doing 1d4+your strength modifier bludgeoning damage. If you do 8-10 points damage, the foe is dazed and loses a round of action. If you do 11+ points of damage, the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage.</p><p>Roll strength versus armor class.</p><p>+1 square, +1d4 bludgeoning damage at 11th and 21st level</p><p></p><p>Punch Foe</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>minor encounter action</p><p>After your standard attack, you punch your foe doing 1d4+your strength modifier bludgeoning damage. Your foe becomes weakened and attacks at -1.</p><p>Roll strength versus armor class.</p><p>A fortitude save versus DC10+your strength modifier ends the weakened condition.</p><p>The foe is weakened and attacks at -2 at 11th and -3 at 21st level.</p><p></p><p>Kick Foe</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>minor encounter action</p><p>After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage. </p><p>Roll strength versus armor class.</p><p>Your foe is slowed and moves at speed 2.</p><p>Speed is reduced to 1 at 11th and your foe becomes immobile at 21st level.</p><p></p><p>Grab Foe</p><p>martial feat power</p><p>requires class level 3 or higher</p><p>standard at-will action</p><p>You attempt to grap, net, or entangle your foe restraining movement.</p><p>Roll dexterity versus reflex.</p><p>The foe attacks at -4 and defends at -4.</p><p>Re-roll this power every round to maintain the restraint.</p><p>The foe attacks and defends at -5 at 11th level, and -6 at 21st level.</p><p></p><p>Trip Foe</p><p>martial feat power</p><p>requires class level 4 or higher</p><p>standard at-will action</p><p>You attempt to trip your foe prone.</p><p>Roll dexterity versus reflex.</p><p>The prone foe defends against melee attacks at -4 and reflex attacks at +4.</p><p>The foe spends 1 standard action standing up.</p><p></p><p>Blind Foe</p><p>martial feat power</p><p>requires class level 5 or higher</p><p>standard at-will action</p><p>You attempt to blind your foe with a cut above the eye, or powder in the face. </p><p>Roll dexterity versus reflex.</p><p>The foe attacks at -5 and defends at -5.</p><p>The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness condition.</p><p></p><p>Foot Work</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>minor move action</p><p>You move 1 square after a successful attack.</p><p>+1 square at 11th and 21st level</p><p></p><p>Fleet Speed</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>minor move action</p><p>You increase your speed by +1.</p><p>+1 square at 11th and 21st level</p><p></p><p>Shift Foe</p><p>martial feat power</p><p>requires class level 3 or higher</p><p>minor encounter action</p><p>After a successful attack, you shift your foe 1 square.</p><p>+1 square at 11th and 21st level</p><p></p><p>Toughness Training</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>Add +2 to either your strength or constitution.</p><p>+1 at 11th and 21st level</p><p></p><p>Lightning Reflexes</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>Add +2 to either your dexterity or intelligence.</p><p>+1 at 11th and 21st level</p><p></p><p>Iron Will</p><p>martial feat power</p><p>requires class level 3 or higher</p><p>Add +2 to either your wisdom or charisma.</p><p>+1 at 11th and 21st level</p><p></p><p>Improved Initiative</p><p>martial feat power</p><p>requires class level 4 or higher</p><p>You increase your initiative by +2.</p><p>+1 initiative at 11th and 21st level</p><p></p><p>Precise Shot</p><p>martial feat power</p><p>requires class level 1 or higher</p><p>You shoot your target at +2.</p><p>+1 to ranged attacks at 11th and 21st level</p><p></p><p>Quick Draw</p><p>martial feat power</p><p>requires class level 2 or higher</p><p>You can ready a weapon as a free action.</p><p>You can switch between ranged to melee ready attacks each round.</p><p></p><p>Rapid Reload</p><p>martial feat power</p><p>requires class level 3 or higher</p><p>You shoot your target twice or shoot 2 different targets during your turn.</p><p></p><p>Force Shield</p><p>spell abjuration power</p><p>class level 1 or higher</p><p>You materialze a suit of force around yourself that gives you AC+4 Reflex+4.</p><p>AC+5 Reflex+5 at 11th and AC+6 Reflex+6 at 21st level</p><p></p><p>Endure Element</p><p>spell abjuration power</p><p>trigger encounter action</p><p>class level 2 or higher</p><p>You take damage. You reduce force, fire, lightning or cold damage by your intelligence modifier.</p><p></p><p>Dispel Magic</p><p>spell abjuration power</p><p>trigger encounter action</p><p>class level 3 or higher</p><p>You forsee a successful spell or prayer cast during combat. You negate the spell or prayer.</p><p>intelligence versus will</p><p></p><p>Deflect Magic</p><p>spell abjuration power</p><p>trigger encounter action</p><p>class level 4 or higher</p><p>You forsee a successful spell or prayer cast during combat. You send the spell or prayer back on the caster.</p><p>intelligence versus will</p><p></p><p>Dagger Wall</p><p>spell abjuration power</p><p>trigger daily action</p><p>class level 5 or higher</p><p>All melee attackers of the caster risk 1d4+weapon+4 force damage.</p><p>The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.</p><p>intelligence versus reflex</p><p>+1d4+4</p><p></p><p>Fire Wall</p><p>spell abjuration power</p><p>trigger daily action</p><p>class level 5 or higher</p><p>All melee attackers of the caster risk 1d6 + 6 ongoing fire damage.</p><p>The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.</p><p>intelligence versus reflex</p><p>The foe's fortitude save versus DC10+caster's intelligence modifier ends the ongoing damage.</p><p></p><p>Electrified Wall</p><p>spell abjuration power</p><p>trigger encounter action</p><p>class level 5 or higher</p><p>All melee attackers of the caster risk 1d8 lightning damage + stunned no actions.</p><p>The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.</p><p>intelligence versus reflex</p><p>The foe's fortitude save versus DC10+caster's intelligence modifier ends the stunned condition.</p><p></p><p>Ice Wall</p><p>spell abjuration power</p><p>trigger encounter action</p><p>class level 5 or higher</p><p>All melee attackers of the caster risk 1d10+intelligence modifier cold damage.</p><p>The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up.</p><p>intelligence versus reflex</p><p>+1d10 cold damage at 11th and 21st level</p><p></p><p>Read Magic</p><p>type: skill</p><p>requirement: any cleric or wizard type level 1</p><p>cost: free</p><p></p><p>Erase Magic</p><p>type: skill</p><p>requirement: any cleric or wizard type level 1</p><p>cost: free</p><p></p><p>Protective Ward</p><p>type: abjuration</p><p>requirement: caster level 6</p><p>action: triggered by a foe trying to open the protected object</p><p>range: touch</p><p>target: the object targets all foes trying to open the object</p><p>roll: intelligence versus reflex</p><p>effect: The object takes on the hit points, armor class, and defenses of the caster at the time of casting and is protected with spell additions listed next.</p><p>additions: if known, add Force Shield, Endure Element, Dagger Wall or Fire Wall or Electrified Wall or Ice Wall, Force Invisibility, and or Lock Unlock</p><p></p><p>Feather Fall</p><p>spell anti-gravity power</p><p>requires caster level 1</p><p>at-will, move action triggered by fall</p><p>target: self and 1 ally</p><p>range: 2 square burst</p><p>effect: The caster's fall is slowed to a harmless speed.</p><p>level-up: +1 ally, +1 square burst at 11th and 21st level</p><p></p><p>Spider Climb</p><p>type: anti-gravity</p><p>requirement: caster level 2</p><p>action: at-will, move</p><p>target: self and 1 ally</p><p>range: touch</p><p>effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb</p><p>penalties. If the spell fails Feather Fall is triggered.</p><p>level-up: action becomes at-will at 11th level, +1 ally at 11th and 21st level</p><p></p><p>Force Jump</p><p>type: anti-gravity</p><p>requirement: caster level 3</p><p>action: encounter, move, minor</p><p>target: self</p><p>effect: The caster can jump 2 squares and does an additional 1d4 leap damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. The caster can also increase the range of any spell, prayer or attack by 2 squares for the self or 1 ally.</p><p>level-up: The caster can jump +1 square, +1d4 leap damage, +1 square range at 11th and 21st level</p><p></p><p>Force Levitate</p><p>type: anti-gravity</p><p>requirement: caster level 4</p><p>action: encounter, move or standard attack</p><p>target: self or 1 ally</p><p>effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered.</p><p>roll: Levitate one foe intelligence versus will defense 2 squares up. Fall damage is 1d10 per square.</p><p>level-up: Levitate +1 square, +1 ally or foe, at 11th and 21st level</p><p></p><p>Force Fly</p><p>type: anti-gravity</p><p>requirement: caster level 5</p><p>action: daily, move</p><p>target: self</p><p>duration: encounter</p><p>effect: The caster can fly with a speed of 7-12 squares per round and is immune to melee attacks. In addition, the caster has freedom of movement and suffers no penalty when in water. The caster also becomes immune to Cause Paralysis, Force Web and Slow Foe. The caster also gets a +5 bonus to escape a grapple.</p><p>level-up: increase flying speed by +1 square per round at 11th and 21st level</p><p></p><p>Blink Shift</p><p>type: phase</p><p>requirement: caster level 6</p><p>action: daily, move, the spell is triggered by a foe attack</p><p>target: self</p><p>effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map.</p><p></p><p>Pass Wall</p><p>type: phase</p><p>requirement: caster level 7</p><p>action: daily, move or standard attack</p><p>target: self and 2 allies</p><p>effect: The caster and 2 allies can walk through 2 impassible squares on the map.</p><p>roll: 1 foe of equal or lower level than the caster's level intelligence versus will</p><p>effect: The foe's limbs become imprisoned in a wall and a blugeoning weapon is needed to free the foe or strength versus DC15 to break free. The foe is helpless and subject to an automatic maximum damage hit. level-up: +1 impassible square and +1 ally at 11th and 21st level</p><p></p><p>Teleport Portal (Maze?)</p><p>type: phase</p><p>requirement: caster level 8</p><p>action: daily, move or standard attack</p><p>target: self and 2 allies</p><p>effect: The caster and allies can teleport to any previous location of the game session. Or the caster can create a dimensional door that anyone can use to teleport to a caster specified previously known location or dimensional lock within a 2 burst area that prohibits all teleportation within the burst.</p><p>roll: 1 foe of equal or lower level than the caster's level intelligence versus will</p><p>effect: The foe is sent to an imprisoned space on the astral plane</p><p>level-up: +1 ally or foe, +1 burst, at 11th and 21st level</p><p></p><p>Stop Time</p><p>type: phase</p><p>requirement: caster level 9</p><p>Action: daily, move</p><p>target: self</p><p>duration: 1 round</p><p>effect: The caster can stop time for all but the caster. All foes have the slowed speed 2 and the restrained armor</p><p>class -2, attack -2 condition when attacking the caster.</p><p>level-up: +1 round at 11th and 21st level</p><p></p><p>Force Invisibility</p><p>type: phase</p><p>requirement: caster level 10</p><p>action: daily, move</p><p>target: self</p><p>duration: 1 round</p><p>effect: The caster becomes invisible and is totally concealed. The caster attacks at +5 while foes attack the caster at -5.</p><p></p><p>Mage Hand</p><p>type: utility</p><p>requirement: caster level 1</p><p>action: at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares situation modifier -2</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>effect: Telekinetic force slings objects at, shifts, or squeezes the foe doing 1d10 damage. The spell can also grapple a foe with or without causing damage.</p><p>non-encounter: move 100 pounds 1 square per level</p><p>non-encounter duration: DC(Concentration Skill+2) versus caster's Concentration Skill check(1d20+skill bonus)</p><p>level-up: +1 range, +1 long range, +1 foe, +1d10 damage, +100 pounds at 11th and 21st</p><p></p><p>Lock Unlock</p><p>type: utility</p><p>requirement: caster level 2</p><p>Action: once per day</p><p>target: one lock or one chest with a latch for a lock</p><p>effect: The caster gets a temporary skill bonus of Disable Device+15 to open locks. The caster can magically create</p><p>a DC25 lock.</p><p>level-up: Disable Device(Open Locks)+15 and create a DC25 lock at 11th and 21st level</p><p></p><p>Secret Chest</p><p>type: utility</p><p>requirement: caster level 3</p><p>action: once per day</p><p>target: 1 chest</p><p>duration: Permanent</p><p>effect: The caster creates a storage place of 2 cubic feet on the ethreal plane.</p><p>level-up: storage space of +1 cubic foot per additional class level</p><p></p><p>Tiny Hut</p><p>type: utility</p><p>requirement: caster level 4</p><p>action: once per extended rest</p><p>target: 1 tent</p><p>duration: one day</p><p>effect: The caster creates a roomy shelter in a small tent for 4 party members on the astral plane with a bathroom</p><p>and tub. The tent can also be protected with the additions of Protective Ward.</p><p>level-up: the space increases for +1 ally at 11th and 21st level, furniture and light is added at 11th level,</p><p>running water and a kitchen is added at 21st</p><p></p><p>Clean Mend</p><p>type: alteration</p><p>requirement: caster level 1</p><p>clean action: at-will</p><p>clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks</p><p>mend action: one attempt per day</p><p>mend target: 1 object of the caster's level or lower</p><p>mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell</p><p>again restores 1d4 hit points to the object every day.</p><p></p><p>Grow Shrink</p><p>type: alteration</p><p>requirement: caster level 2</p><p>action: encounter</p><p>duration: encounter or the number of rounds the caster determines</p><p>grow target: 1 ally and ally's equipment</p><p>grow roll: concentration skill+intelligence modifier versus DC(caster's concentration check+intelligence modifier +2)</p><p>grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of</p><p>the size. If the ally or foe is contained, roll a strength check to bust out of the containment</p><p>shrink roll: 1 ally concentration check or foe intelligence vesus will</p><p>effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the</p><p>size.</p><p>level-up: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level</p><p></p><p>Object to Object (Rusting Grasp)</p><p>type: alteration</p><p>requirement: caster level 3</p><p>action: encounter</p><p>target: 1 object</p><p>duration: 1 day</p><p>roll: intelligence versus dc10 + object level(non-magical obects have an object level of 0)</p><p>effect: The caster turns any object such as metal into another object such as mud, thus removing the armor bonus of</p><p>the foe.</p><p></p><p>Disguise Ally</p><p>type: alteration</p><p>requirement: caster level 4</p><p>action: daily</p><p>target: 1 ally</p><p>duration: 1 day or until caster negates</p><p>roll: concentration+int mod versus DC(concentration skill+int mod+2)</p><p>effect: the ally is changed according to the following;</p><p>Beast Shape - self or ally becomes a creature of equal or lower level to the caster with self or ally's hit points</p><p>level-up: +1 round at 11th and 21st level</p><p>Encourage Ally attack+3</p><p>Bark Skin ac+2</p><p>Stone Skin ac+3</p><p>Bull's Strength str+3</p><p>Bear's Endurance con+3</p><p>Cat's Grace dex+3</p><p>Fox's Cunning int+3</p><p>Owl's Wisdom wis+3</p><p>Eagle's Splendor cha+3</p><p>Hasten Ally speed+3</p><p>Dark Vision 12 squares</p><p>Water Breathing encounter duration</p><p>Black Tentacles Grapple+8, 4 square burst, 8 foes</p><p> target: 1 foe</p><p>roll: intelligence versus will</p><p>Ray Enfeeblement str-3</p><p>Feeble Mind int-3</p><p>Slow Foe speed-3</p><p></p><p>Baleful Polymorph</p><p>type: alteration</p><p>requirement: caster level 5</p><p>action: daily</p><p>target: 1 foe of the caster's level or lower</p><p>duration: 1 day</p><p>roll: intelligence versus will</p><p>effect: the foe is transformed into a harmless being</p><p>save: roll Baleful Polymorph again. If successful, the foe remains harlmess until Cure ALLy (Affliction) is cast</p><p>level-up: +1 foe at 11th and 21st level</p><p></p><p>Foe to Object</p><p>type: alteration</p><p>requirement: caster level 6</p><p>action: daily</p><p>target: 1 foe of the caster's level or lower</p><p>duration: 1 day</p><p>roll: intelligence versus will</p><p>effect: The caster turns the foe into an object, if the object is destroyed treat the foe as helpless</p><p>save: each attack on the object is an automatic hit that does maximum damage, but the caster must roll Foe to</p><p>Object again each round to maintain the alteration</p><p></p><p>Force Web</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: encounter</p><p>range: 1-6 squares, 2 square burst</p><p>long range: 7-12 squares, situation modifier -2</p><p>target: all foes within the burst</p><p>duration: encounter</p><p>effect: All foes are slowed to speed 1 and suffer ac-3, reflex-3 and attack-3 until they can escape the burst.</p><p>level-up: +1 square burst at 11th and 21st level</p><p></p><p>Enchant Weapon</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>effect: The caster's weapon does 1[w]+intelligence modifier+1d4 force damage.</p><p>level-up: +1 adjacent foe, +1d4 force damage at 11th and 21st level</p><p></p><p>Magic Missile</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>roll: intelligence versus reflex</p><p>effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe doing 1[w]+intelligence modifier+1d4 force damage.</p><p>level-up: +1 foe, +1d4 force damage at 11th and 21st level</p><p></p><p>Force Orb</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: encounter</p><p>range: 1-6 squares, 2 square burst</p><p>long range: 7-12 squares, situation modifier -2</p><p>roll: intelligence versus reflex</p><p>effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe which explode doing 1[w]+intelligence modifier+1d4 force damage.</p><p>level-up: +1 square burst, +1d4 force damage at 11th and 21st level</p><p></p><p>Pressure Blood</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: daily</p><p>range: 1-6 squares, 2 square burst</p><p>long range: 7-12 squares, situation modifier -2</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>effect: The caster directs telekinetic force to explode the foe from the inside 3d4+intelligence modifier damage</p><p>level-up: +1 square burst</p><p></p><p>Light Up</p><p>type: fire evocation</p><p>requirement: caster level 1</p><p>duration: encounter</p><p>encounter: outlines one foe in light even if invisible, foe suffers stealth-10</p><p>encounter roll: intelligence versus will</p><p>non-encounter: caster creates an adjustable radius of light for the party</p><p>level-up: the foe's stealth suffers an additional -10 at 11th and 21st level</p><p></p><p>Burning Hand</p><p>type: fire evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>target: 1 foe</p><p>range: touch</p><p>effect: The caster enchants a staff, dagger or wand with a magical fire doing 1[w]+intelligence modifier+1d6 fire</p><p>damage + ongoing 6 fire damage</p><p>roll: intelligence versus reflex</p><p>save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 adjacent foe, +1d6 fire damage at 11th and 21st level</p><p></p><p>Fire Ball</p><p>type: fire evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>target: 1 foe</p><p>range:1-6 squares</p><p>long range:7-12 squares, situation modifier -2</p><p>roll: intelligence versus reflex</p><p>effect: The caster does intelligence modifier+1d6 fire damage + ongoing 6 fire damage</p><p>save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 square, +1 foe, +1d6 fire damage, at 11th and 21st level</p><p></p><p>Explosive Rune</p><p>type: Fire Assault</p><p>requirement: caster level 1</p><p>action: encounter</p><p>effect: The caster slings a metal ball wrapped with a rune paper.</p><p>range:1-6 squares, 2 burst</p><p>long range:7-12 squares situation modifier -2</p><p>target: all foes within burst</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage.</p><p>save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 foe, +1d6 damage, at 11th and 21st level</p><p></p><p>Combust Foe</p><p>type: Fire Assault</p><p>requirement: caster level 1</p><p>action: daily</p><p>range:1-6 squares, 2 burst</p><p>long range:7-12 squares situation modifier -2</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>effect: The caster causes 3d6 + intelligence modifier + ongoing 6 fire damage.</p><p>save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 foe</p><p></p><p>Dark Rain</p><p>type: lightning evocation</p><p>requirement: caster level 1</p><p>range: 1-6 squares</p><p>long range: 7-12 squares</p><p>non-encounter effect: creates 1 day of drinkable water for 4 people, quenches 2 square burst of water</p><p>level-up: +1 portion of water for +1 ally, +1 square burst at 11th and 21st level</p><p></p><p>Shocking Grasp</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>action: at-will</p><p>Effect: the caster enchants a staff, dagger or wand with a magical lightning</p><p>Target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes weapon damage + 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn.</p><p>level-up: +1 adjacent foe, +1d8 lightning damage, at 11th and 21st level</p><p></p><p>Chain Lightning</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>Action: at-will</p><p>Effect: the caster shoots a lightning bolt from the wand, staff or dagger</p><p>Target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d8 + intelligence modifier lightning damage + stun the foe who will take 1</p><p>standard action to ready a weapon the next turn.</p><p>level-up: +1 foe, +1d8 lightning damage, at 11th and 21st level</p><p></p><p>Plasma Ball</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>Action: encounter</p><p>Effect: the caster slings an electrified metal ball</p><p>range:1-6 squares, 2 burst</p><p>long range:7-12 squares situation modifier -2</p><p>target: all foes within the burst</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d8 + intelligence modifier lightning damage + stuns the foe who will take 1</p><p>standard action to ready a weapon the next turn.</p><p>level-up: +1 burst, +1d8 lightning damage, at 11th and 21st level</p><p></p><p>Disintigrate Foe</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>action: daily</p><p>range:1-6 squares, 2 burst</p><p>long range:7-12 squares situation modifier -2</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>effect: The caster causes 3d8 lightning damage + intelligence modifier + stun.</p><p>save: victim's fortitude save bonus+con mod versus DC10 to end the stun</p><p>level-up: +1 square</p><p></p><p>Icy Floor</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>range: 1-6 squares</p><p>long range: 7-12 squares situation modifier-2</p><p>target: everyone within 2 square burst</p><p>Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round</p><p>save: reflex versus prone condition DC10</p><p>level-up: +1 square burst at 11th and 21st level</p><p></p><p>Chilly Touch</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster enchants a staff, dagger or wand with an icy aura doing 1[w]+intelligence modifier+1d10 cold damage.</p><p>level-up: +1d10 additional ice damage at 11th and 21st level</p><p></p><p>Icicle Volley</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>range: 1-6 squares</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>long range: 7-12 squares situation modifier-2</p><p>effect: The caster shoots an icy spray doing intelligence modifier+1d10 cold damage.</p><p>level-up: +1 foe, +1d10 cold damage at 11th and 21st level</p><p></p><p>Ice Storm</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>action: encounter</p><p>range: 1-6 squares, 2 square burst</p><p>long range: 7-12 squares situation modifier-2</p><p>target: all foes within the burst</p><p>roll: intelligence versus reflex</p><p>effect: The caster slings an ice ball that drops and creates a hail storm cloud doing intelligence modifier+1d10 cold damage.</p><p>level-up: +1 square burst and +1d10 cold damage at 11th and 21st level</p><p></p><p>Frost Bite</p><p>type: Cold evocation</p><p>requirement: caster level 1</p><p>action: daily</p><p>range: 1-6 squares, 2 burst</p><p>long range: 7-12 squares situation modifier -2</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>effect: The caster causes 3d10 cold damage + intelligence modifier</p><p>level-up: +1 square</p><p></p><p>Heal Ally</p><p>type: healing prayer</p><p>requirements: cleric type class 1</p><p>action: at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: self or 1 ally</p><p>encounter effect: heal 1/4th maximum hit points +1d8</p><p>non-encounter effect: mass heal party</p><p>level-up: +1 square, +1 ally, +1d8 hit points at 11th and 21st level</p><p></p><p>Vampire Touch</p><p>type: cursing prayer</p><p>requirements: cleric type class 1</p><p>action: at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: 1 foe</p><p>roll: wisdom versus will</p><p>effect: does 1d8 necrotic damage and transfers the lost hit points to the cleric type if wounded</p><p>level-up: +1 square, +1 foe, +1d8 necrotic damage at 11th and 21st level</p><p></p><p>Cure Ally</p><p>type: healing prayer</p><p>requirements: cleric type class 1</p><p>action: standard at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: self or 1 ally</p><p>roll: 1d20 + wisdom modifier(with 1/2 level) versus the Difficulty Class of the curse, disease or poison</p><p>at class level 1, diagnose and neutralize 1 curse, disease or poison</p><p>at class level 2, cure 1 curse, disease or poison</p><p>at class level 3, cure 1 curse, disease or poison and regenerate 1d8 hit points</p><p>non-encounter effect: mass cures party</p><p>level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level</p><p></p><p>Curse Foe</p><p>type: cursing prayer</p><p>requirements: cleric type class 2</p><p>action: at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: 1 foe</p><p>roll: wisdom versus will</p><p>encounter effect: curses, infects or poisons a foe. After the foe is cursed, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level)</p><p>level-up: +1 square, +1 foe at 11th and 21st level</p><p></p><p>Restore Ally</p><p>type: healing prayer</p><p>requirements: cleric type class 3</p><p>action: standard at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: self or 1 ally</p><p>encounter effect: restores bones, organs and limbs removing an affliction such as blindness, deafness, paralysis and restoring speed, defenses and attacks and regenerates +1d8 hit points</p><p>non-encounter effect: mass restore party</p><p>level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level</p><p></p><p>Afflict Foe</p><p>type: cursing prayer</p><p>requirements: cleric type class 3</p><p>action: standard at-will</p><p>roll: wisdom versus will</p><p>target: 1 foe</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>encounter effect: afflicts, blinds, deafens, or paralyses a foe. After the foe is afflicted, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level)</p><p>level-up: +1 square, +1 foe at 11th and 21st level</p><p></p><p>Regenerate Life</p><p>type: healing prayer</p><p>requirements: cleric type class 4</p><p>action: standard at-will</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: self or 1 ally</p><p>encounter effect: restores the age and level of an ally</p><p>rest effect: mass regenerate party</p><p>level-up: +1 square, +1 ally at 11th and 21st level</p><p></p><p>Raise Dead</p><p>type: healing prayer</p><p>requirements: cleric type class 4</p><p>action: standard at-will</p><p>target: 1 ally</p><p>encounter effect: restores the life of 1 ally</p><p>rest effect: mass raise party</p><p>level-up: +1 ally at 11th and 21st level</p><p></p><p>Animate Object</p><p>requirements: cleric type class 5</p><p>action: standard at-will</p><p>target: 1 object</p><p>roll: wisdom versus will</p><p>effect: 1 object comes to life with 1d8 hit points and attacks using cleric type's will doing 1d4+wisdom modifier damage</p><p>level-up: +1 object, +1d8 hit points, +1d4 damage at 11th and 21st level</p><p></p><p>Create Golem</p><p>requirements: cleric type class 6</p><p>action: standard daily</p><p>effect: a golem of the closest level to the caster is created and obey's the caster, see Bestiary or Monster Manual for details</p><p></p><p>Control Undead</p><p>requirements: cleric type class 7</p><p>action: standard daily</p><p>duration: until the undead die</p><p>effect: The cleric can raise a number of dead foes during the encounter as undead to obey every command. The cleric can choose what type of undead the foes return as the undead's Challenge Rating or Level is the same or lower than the cleric's level.</p><p></p><p>________</p><p></p><p>Know Skill</p><p>type: divination</p><p>requirements: caster level 1</p><p>action: standard daily</p><p>target: self or 1 ally</p><p>encounter effect: +3 to any 1 skill check</p><p>level-up: +1 to any 1 skill check, 1 check for an additional skill per day at 11th and 21st level</p><p></p><p>Arcane Eye</p><p>requirements: caster level 2</p><p>type: divination</p><p>action: standard daily</p><p>target: self</p><p>non-encounter effect: allows the cleric type to hear what is happening in the next encounter area according to the Dungeon Master's choice to reveal things</p><p>level-up: at 11th level, the cleric can see things in the next encounter area, at 21st level the cleric type can know the past or future of that area</p><p></p><p>Whispering Wind</p><p>requirements: caster level 3</p><p>action: standard daily</p><p>target: self and 1 ally</p><p>non-encounter effect: allows the cleric send a verbal message to an ally by way of an animal messenger, not just a familiar but any bird or mouse in the area will convey the message</p><p>level-up: at 11th level, the cleric can also send a visual message and receive a verbal and visual reply, at 21st level the cleric type do this 2 times per day and does not need an animal messenger</p><p></p><p>Know Thought (True Seeing)</p><p>requirements: caster level 4</p><p>action: standard encounter</p><p>roll: wisdom versus will</p><p>target: 1 foe</p><p>range: 1-6 squares</p><p>encounter or non-encounter effect: the foe must tell one thing of importance to the cleric type character such as a weakness, hidden treasure, or other information vital to the encounter which the D.M. is willing to tell to the party</p><p></p><p>Obscure Memory (Misdirection, Modifiy Memory, Nondetection, Nystul's Magic Aura)</p><p>requirements: caster level 5</p><p>action: standard encounter</p><p>roll: wisdom versus will</p><p>target: 1 foe</p><p>range: 1-6 squares</p><p>encounter or non-encounter effect: the foe forgets one thing that the cleric type wants forgotten</p><p>level-up: +1 foe at 11th and 21st level</p><p></p><p>________</p><p>Ghost Alarm</p><p>type: illusion</p><p>requirements: caster level 1</p><p>action: encounter</p><p>range: 4 square burst</p><p>encounter effect: an illusionary sound distracts foes, each party member gets a first round standard attack before foes can react regardless of turn order</p><p>non-encounter effect: alerts the party if anyone crosses the burst radius of the alarm illsionary sound</p><p>level-up: +1 square burst at 11th and 21st level</p><p></p><p>Dancing Light</p><p>type: illusion </p><p>requirements: caster level 2</p><p>action: standard encounter</p><p>roll: wisdom versus will</p><p>target: 1 foe</p><p>range: 1-6 squares</p><p>duration: ends after illusion is attacked</p><p>encounter effect: foe attacks an illusionary ally wasting a standard action</p><p></p><p>Mirror Image</p><p>type: illusion </p><p>requirements: caster level 3</p><p>action: standard encounter</p><p>roll: wisdom versus will</p><p>target: self</p><p>encounter effect: the caster creates an illusionary clone, the foe has a 2d10 50% chance of attacking the real cleric type, the clone image disappears after attacked.</p><p>level-up: +1 clone 33% chance to hit, at 11th, +1 clone 25% chance to hit the caster</p><p></p><p>Create Food & Water</p><p>type: illusion becoming evocation </p><p>requirements: caster level 3</p><p>non-encounter effect: the caster creates food and water for 4 people per day.</p><p>level-up: +1 portion of food for an additional ally or henchman at 11th and 21st level.</p><p></p><p>Cause Emotion</p><p>type: enchantment</p><p>requirement: cleric type level 1</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: 1 foe</p><p>roll: wisdom versus will</p><p>effect: 1 foe begins to laugh or dance wasting a standard action</p><p>save: the caster rerolls Cause Emotion each round to maintain</p><p>level-up: +1 foe, +1 ranged square, at 11th and 21st level</p><p></p><p>Turn Alignment</p><p>type: enchantment</p><p>reqirement: cleric type level 2</p><p>range: 1-6 squares, 2 square burst</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: each foe of a different alignment with a level lower than the caster's</p><p>roll: wisdom versus will</p><p>effect: foes flee from the encounter in fear</p><p>level-up: +1 ranged square, +1 square burst at 11th and 21st level</p><p></p><p>Cause Sleep</p><p>type: enchantment</p><p>reqirement: cleric type level 3</p><p>range: 1-6 squares, 2 square burst</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: each foe in the burst must roll to avoid falling asleep</p><p>roll: wisdom versus will</p><p>effect: sleeping foes wake and end the effect from an ally slap or 1 enemy's automatic maximum damage hit</p><p>level-up: +1 ranged square, +1 square burst at 11th and 21st level</p><p></p><p>Hold Foe </p><p>type: enchantment</p><p>requirement: cleric type 4</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: 1 foe</p><p>roll: wisdom versus will</p><p>effect: 1 foe is magically bound and can not move and takes automatic maximum damage</p><p>save: the caster rerolls Hold Foe each round to maintain</p><p>level-up: +1 foe, +1 ranged square, at 11th and 21st level</p><p></p><p>Charm Foe</p><p>type: enchantment</p><p>requirement: cleric type level 5</p><p>range: 1-6 squares</p><p>long range: 7-12 squares, situation modifier-2</p><p>target: 1 foe</p><p>roll: wisdom versus will</p><p>effect: 1 foe will obey any command including attacking the self or an ally</p><p>save: the caster rerolls Charm Foe each round to maintain</p><p>level-up: +1 foe, +1 ranged square, at 11th and 21st level</p><p></p><p>Summon Being</p><p>type: enchantment, conjuration</p><p>requirement: caster level 6</p><p>action: standard encounter</p><p>duration: encounter</p><p>target: a number of beings equal to or lower to the caster's level</p><p>roll: intelligence versus DC(caster's int mod+2)</p><p>effect: the beings are teleported to the encounter to fight to the death for the caster</p><p>_________</p><p></p><p>Bless Ally</p><p>type: healing</p><p>requirement: cleric type class 1</p><p>effect: alot bonuses equal to cleric type's level to attack, ac, abilities, speed, etc</p><p>level-up +1 round at 11th and 21st level</p><p></p><p>Become Immortal</p><p>type: divine healing</p><p>requirement: any class level 31</p><p></p><p>Possess Minion</p><p>type: divine enchantment</p><p>requirement: any class level 32</p><p></p><p>Resurrect Self</p><p>type: divine healing</p><p>requirement: any class level 33</p><p></p><p>Charm Masses</p><p>type: divine enchantment</p><p>requirement: any class level 34</p><p></p><p>Summon Immortal</p><p>type: divine enchantment, conjuration</p><p>requirement: any class level 35</p></blockquote><p></p>
[QUOTE="ren1999, post: 5901248, member: 85179"] Character Powers Racial Traits (5 traits) Class Features (5 features) Powers/Feats/Skills/etc.. 5 + intelligence modifier per level-up Sleight of Hand - rogue (Pick Pocket) Stealth Evade - rogue Disable Device - rogue (Open Lock) Disguise Self - rogue Escape Artist - rogue Sneak Attack - rogue Craft Poison - rogue, ranger Nature Survival - ranger Knowledge Plants - druid, ranger Knowledge Animals - druid, ranger Track Quarry - ranger Handle Animal - ranger Forage Food - ranger Build Shelter - ranger Pass No Trace - druid, ranger Knowledge Dungeoneering - ranger and any class Power Punch - monk Perform Music - bard Spot Listen (wis) Climb Surface (int) Swim Distance (con) Ride Horse (int) Sail Ship (int) Use Rope (int) Slow Fall (dex) Aid Ally (int) Bandage Ally (int) Appraise Item (int) Craft Poison (int) Craft Potion (int) Craft Wood (int) Craft Stone (int) - Knowledge Engineering Craft Metal (int) Craft Leather (int) Craft Scroll (int) Knowledge Arcana (int) - Spellcraft, Detect Magic, Enchant Item Knowledge Monsters (int) Knowledge Religion (wis) Knowledge Language (int) Knowledge Court Behavior (wis) Knowledge Streetwise (wis) Knowledge History - by Adventure Campaign (int) Bluff Others (cha) Extend Diplomacy (cha) Intimidate Others (cha) Weapon Proficiency (Weapon Name) martial feat power requires class level 1 or higher Each Weapon Proficiency counts as a separate learned power. Add +1 to attack with this weapon you are proficient with. Add an additional +1 to this attack roll at 11th and 21st level. Feint Attack martial feat power requires class level 2 or higher standard encounter action The fighter tries to outwit, fake out and throw off the balance of the foe. Roll wisdom(1d20+your wisdom modifier+1/2 your level) versus the foe's will defense(base 10+the higher of your foe's wisdom or charisma modifier+1/2 the foe's level). Disarm Weapon martial feat power requires class level 3 or higher standard encounter action Roll the higher of your strength versus the foe's armor class or your dexterity versus the foe's reflex. On a hit, the foe must waste the next turn using a standard action to ready the foe's weapon again. Off-Hand Weapon martial feat power requires class level 4 or higher minor at-will action You can use a smaller 1d6 or lower damaging off-hand weapon in a secondary attack during your turn. You can use a small shield or cape with this off-hand weapon but not a heavy shield. Windmill Attack martial feat power requires class level 5 or higher standard encounter action The fighter can attack one foe twice or 2 adjacent foes once with the primary weapon in addition to any off-hand weapon attack. Fumble Foe martial feat power requires class level 6 or higher standard encounter action Roll wisdom versus will. The fighter causes a foe to damage the self or another foe. Roll the foe's damage dice instead of yours. Armor Proficiency (Armor Name) martial feat power requires class level 1 or higher Each Armor Proficiency counts as a separate learned power. You reduce the dexterity penalty of this armor by -1. Reduce the dexterity penalty by an additional -1 at 11th and 21st level. Parry Defense martial feat power requires class level 2 or higher trigger at-will action You use your weapon to knock away your foe's attacks. You must say you are parrying the melee attack in order for the foe to get a combat modifier penalty of -1. The foe melee attacks you at -2 at 11th and -3 at 21st level. Dodge Defense martial feat power requires class level 3 or higher trigger encounter action If you are hit, you shift 1 square and the foe must reroll the attack. Close Quarters martial feat power requires class level 4 or higher minor encounter action You get in close to your foe and stay close unbalancing all attacks against you while exposing your foe's weaknesses. The foe suffers a -1 combat modifier when attacking you as well as grants you a +1 combat modifier when you attack. -2 and +2 at 11th level, -3 and +3 at 21st level Keep Distance martial feat power requires class level 5 or higher minor daily action You shift away from your foe just out of striking range. The foe suffers a -2 combat modifier when attacking you. -3 at 11th level, -4 at 21st level Cape Shield martial feat power requires class level 6 or higher trigger at-will action You use your cape to shield yourself from incoming attacks. You are unable to use this power with a shield. Your cape alots you a +1 bonus to your armor class. +2 at 11th level, +3 at 21st level Precise Attack martial feat power requires class level 1 or higher standard at-will action You attack your foe's chinks in the armor to find exposed flesh. You use your dexterity versus reflex instead of strength versus armor class during your melee attack. Shield Bash martial feat power requires class level 2 or higher minor encounter action After your standard attack, you push your foe back 1 square doing 1d4+your strength modifier bludgeoning damage. Roll strength versus armor class. +1 square, +1d4 bludgeoning damage at 11th and 21st level Pommel Pound martial feat power requirs class level 3 or higher minor encounter action After your standard attack, you attempt to pound your foe's head doing 1d4+your strength modifier bludgeoning damage. If you do 8-10 points damage, the foe is dazed and loses a round of action. If you do 11+ points of damage, the foe becomes unconscious and helpless, subject to an automatic hit and maximum damage. Roll strength versus armor class. +1 square, +1d4 bludgeoning damage at 11th and 21st level Punch Foe martial feat power requires class level 1 or higher minor encounter action After your standard attack, you punch your foe doing 1d4+your strength modifier bludgeoning damage. Your foe becomes weakened and attacks at -1. Roll strength versus armor class. A fortitude save versus DC10+your strength modifier ends the weakened condition. The foe is weakened and attacks at -2 at 11th and -3 at 21st level. Kick Foe martial feat power requires class level 2 or higher minor encounter action After your standard attack, you kick your foe doing 1d4+your strength modifier bludgeoning damage. Roll strength versus armor class. Your foe is slowed and moves at speed 2. Speed is reduced to 1 at 11th and your foe becomes immobile at 21st level. Grab Foe martial feat power requires class level 3 or higher standard at-will action You attempt to grap, net, or entangle your foe restraining movement. Roll dexterity versus reflex. The foe attacks at -4 and defends at -4. Re-roll this power every round to maintain the restraint. The foe attacks and defends at -5 at 11th level, and -6 at 21st level. Trip Foe martial feat power requires class level 4 or higher standard at-will action You attempt to trip your foe prone. Roll dexterity versus reflex. The prone foe defends against melee attacks at -4 and reflex attacks at +4. The foe spends 1 standard action standing up. Blind Foe martial feat power requires class level 5 or higher standard at-will action You attempt to blind your foe with a cut above the eye, or powder in the face. Roll dexterity versus reflex. The foe attacks at -5 and defends at -5. The Foe's fortitude saving throw versus a Difficulty Class of 10+your dexterity modifier ends the blindness condition. Foot Work martial feat power requires class level 1 or higher minor move action You move 1 square after a successful attack. +1 square at 11th and 21st level Fleet Speed martial feat power requires class level 2 or higher minor move action You increase your speed by +1. +1 square at 11th and 21st level Shift Foe martial feat power requires class level 3 or higher minor encounter action After a successful attack, you shift your foe 1 square. +1 square at 11th and 21st level Toughness Training martial feat power requires class level 1 or higher Add +2 to either your strength or constitution. +1 at 11th and 21st level Lightning Reflexes martial feat power requires class level 2 or higher Add +2 to either your dexterity or intelligence. +1 at 11th and 21st level Iron Will martial feat power requires class level 3 or higher Add +2 to either your wisdom or charisma. +1 at 11th and 21st level Improved Initiative martial feat power requires class level 4 or higher You increase your initiative by +2. +1 initiative at 11th and 21st level Precise Shot martial feat power requires class level 1 or higher You shoot your target at +2. +1 to ranged attacks at 11th and 21st level Quick Draw martial feat power requires class level 2 or higher You can ready a weapon as a free action. You can switch between ranged to melee ready attacks each round. Rapid Reload martial feat power requires class level 3 or higher You shoot your target twice or shoot 2 different targets during your turn. Force Shield spell abjuration power class level 1 or higher You materialze a suit of force around yourself that gives you AC+4 Reflex+4. AC+5 Reflex+5 at 11th and AC+6 Reflex+6 at 21st level Endure Element spell abjuration power trigger encounter action class level 2 or higher You take damage. You reduce force, fire, lightning or cold damage by your intelligence modifier. Dispel Magic spell abjuration power trigger encounter action class level 3 or higher You forsee a successful spell or prayer cast during combat. You negate the spell or prayer. intelligence versus will Deflect Magic spell abjuration power trigger encounter action class level 4 or higher You forsee a successful spell or prayer cast during combat. You send the spell or prayer back on the caster. intelligence versus will Dagger Wall spell abjuration power trigger daily action class level 5 or higher All melee attackers of the caster risk 1d4+weapon+4 force damage. The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up. intelligence versus reflex +1d4+4 Fire Wall spell abjuration power trigger daily action class level 5 or higher All melee attackers of the caster risk 1d6 + 6 ongoing fire damage. The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up. intelligence versus reflex The foe's fortitude save versus DC10+caster's intelligence modifier ends the ongoing damage. Electrified Wall spell abjuration power trigger encounter action class level 5 or higher All melee attackers of the caster risk 1d8 lightning damage + stunned no actions. The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up. intelligence versus reflex The foe's fortitude save versus DC10+caster's intelligence modifier ends the stunned condition. Ice Wall spell abjuration power trigger encounter action class level 5 or higher All melee attackers of the caster risk 1d10+intelligence modifier cold damage. The wall lasts until the caster negates the spell but the caster can not spell or attack while the wall is up. intelligence versus reflex +1d10 cold damage at 11th and 21st level Read Magic type: skill requirement: any cleric or wizard type level 1 cost: free Erase Magic type: skill requirement: any cleric or wizard type level 1 cost: free Protective Ward type: abjuration requirement: caster level 6 action: triggered by a foe trying to open the protected object range: touch target: the object targets all foes trying to open the object roll: intelligence versus reflex effect: The object takes on the hit points, armor class, and defenses of the caster at the time of casting and is protected with spell additions listed next. additions: if known, add Force Shield, Endure Element, Dagger Wall or Fire Wall or Electrified Wall or Ice Wall, Force Invisibility, and or Lock Unlock Feather Fall spell anti-gravity power requires caster level 1 at-will, move action triggered by fall target: self and 1 ally range: 2 square burst effect: The caster's fall is slowed to a harmless speed. level-up: +1 ally, +1 square burst at 11th and 21st level Spider Climb type: anti-gravity requirement: caster level 2 action: at-will, move target: self and 1 ally range: touch effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb penalties. If the spell fails Feather Fall is triggered. level-up: action becomes at-will at 11th level, +1 ally at 11th and 21st level Force Jump type: anti-gravity requirement: caster level 3 action: encounter, move, minor target: self effect: The caster can jump 2 squares and does an additional 1d4 leap damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. The caster can also increase the range of any spell, prayer or attack by 2 squares for the self or 1 ally. level-up: The caster can jump +1 square, +1d4 leap damage, +1 square range at 11th and 21st level Force Levitate type: anti-gravity requirement: caster level 4 action: encounter, move or standard attack target: self or 1 ally effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered. roll: Levitate one foe intelligence versus will defense 2 squares up. Fall damage is 1d10 per square. level-up: Levitate +1 square, +1 ally or foe, at 11th and 21st level Force Fly type: anti-gravity requirement: caster level 5 action: daily, move target: self duration: encounter effect: The caster can fly with a speed of 7-12 squares per round and is immune to melee attacks. In addition, the caster has freedom of movement and suffers no penalty when in water. The caster also becomes immune to Cause Paralysis, Force Web and Slow Foe. The caster also gets a +5 bonus to escape a grapple. level-up: increase flying speed by +1 square per round at 11th and 21st level Blink Shift type: phase requirement: caster level 6 action: daily, move, the spell is triggered by a foe attack target: self effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map. Pass Wall type: phase requirement: caster level 7 action: daily, move or standard attack target: self and 2 allies effect: The caster and 2 allies can walk through 2 impassible squares on the map. roll: 1 foe of equal or lower level than the caster's level intelligence versus will effect: The foe's limbs become imprisoned in a wall and a blugeoning weapon is needed to free the foe or strength versus DC15 to break free. The foe is helpless and subject to an automatic maximum damage hit. level-up: +1 impassible square and +1 ally at 11th and 21st level Teleport Portal (Maze?) type: phase requirement: caster level 8 action: daily, move or standard attack target: self and 2 allies effect: The caster and allies can teleport to any previous location of the game session. Or the caster can create a dimensional door that anyone can use to teleport to a caster specified previously known location or dimensional lock within a 2 burst area that prohibits all teleportation within the burst. roll: 1 foe of equal or lower level than the caster's level intelligence versus will effect: The foe is sent to an imprisoned space on the astral plane level-up: +1 ally or foe, +1 burst, at 11th and 21st level Stop Time type: phase requirement: caster level 9 Action: daily, move target: self duration: 1 round effect: The caster can stop time for all but the caster. All foes have the slowed speed 2 and the restrained armor class -2, attack -2 condition when attacking the caster. level-up: +1 round at 11th and 21st level Force Invisibility type: phase requirement: caster level 10 action: daily, move target: self duration: 1 round effect: The caster becomes invisible and is totally concealed. The caster attacks at +5 while foes attack the caster at -5. Mage Hand type: utility requirement: caster level 1 action: at-will range: 1-6 squares long range: 7-12 squares situation modifier -2 target: 1 foe roll: intelligence versus will effect: Telekinetic force slings objects at, shifts, or squeezes the foe doing 1d10 damage. The spell can also grapple a foe with or without causing damage. non-encounter: move 100 pounds 1 square per level non-encounter duration: DC(Concentration Skill+2) versus caster's Concentration Skill check(1d20+skill bonus) level-up: +1 range, +1 long range, +1 foe, +1d10 damage, +100 pounds at 11th and 21st Lock Unlock type: utility requirement: caster level 2 Action: once per day target: one lock or one chest with a latch for a lock effect: The caster gets a temporary skill bonus of Disable Device+15 to open locks. The caster can magically create a DC25 lock. level-up: Disable Device(Open Locks)+15 and create a DC25 lock at 11th and 21st level Secret Chest type: utility requirement: caster level 3 action: once per day target: 1 chest duration: Permanent effect: The caster creates a storage place of 2 cubic feet on the ethreal plane. level-up: storage space of +1 cubic foot per additional class level Tiny Hut type: utility requirement: caster level 4 action: once per extended rest target: 1 tent duration: one day effect: The caster creates a roomy shelter in a small tent for 4 party members on the astral plane with a bathroom and tub. The tent can also be protected with the additions of Protective Ward. level-up: the space increases for +1 ally at 11th and 21st level, furniture and light is added at 11th level, running water and a kitchen is added at 21st Clean Mend type: alteration requirement: caster level 1 clean action: at-will clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks mend action: one attempt per day mend target: 1 object of the caster's level or lower mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell again restores 1d4 hit points to the object every day. Grow Shrink type: alteration requirement: caster level 2 action: encounter duration: encounter or the number of rounds the caster determines grow target: 1 ally and ally's equipment grow roll: concentration skill+intelligence modifier versus DC(caster's concentration check+intelligence modifier +2) grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of the size. If the ally or foe is contained, roll a strength check to bust out of the containment shrink roll: 1 ally concentration check or foe intelligence vesus will effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the size. level-up: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level Object to Object (Rusting Grasp) type: alteration requirement: caster level 3 action: encounter target: 1 object duration: 1 day roll: intelligence versus dc10 + object level(non-magical obects have an object level of 0) effect: The caster turns any object such as metal into another object such as mud, thus removing the armor bonus of the foe. Disguise Ally type: alteration requirement: caster level 4 action: daily target: 1 ally duration: 1 day or until caster negates roll: concentration+int mod versus DC(concentration skill+int mod+2) effect: the ally is changed according to the following; Beast Shape - self or ally becomes a creature of equal or lower level to the caster with self or ally's hit points level-up: +1 round at 11th and 21st level Encourage Ally attack+3 Bark Skin ac+2 Stone Skin ac+3 Bull's Strength str+3 Bear's Endurance con+3 Cat's Grace dex+3 Fox's Cunning int+3 Owl's Wisdom wis+3 Eagle's Splendor cha+3 Hasten Ally speed+3 Dark Vision 12 squares Water Breathing encounter duration Black Tentacles Grapple+8, 4 square burst, 8 foes target: 1 foe roll: intelligence versus will Ray Enfeeblement str-3 Feeble Mind int-3 Slow Foe speed-3 Baleful Polymorph type: alteration requirement: caster level 5 action: daily target: 1 foe of the caster's level or lower duration: 1 day roll: intelligence versus will effect: the foe is transformed into a harmless being save: roll Baleful Polymorph again. If successful, the foe remains harlmess until Cure ALLy (Affliction) is cast level-up: +1 foe at 11th and 21st level Foe to Object type: alteration requirement: caster level 6 action: daily target: 1 foe of the caster's level or lower duration: 1 day roll: intelligence versus will effect: The caster turns the foe into an object, if the object is destroyed treat the foe as helpless save: each attack on the object is an automatic hit that does maximum damage, but the caster must roll Foe to Object again each round to maintain the alteration Force Web type: force evocation requirement: caster level 1 action: encounter range: 1-6 squares, 2 square burst long range: 7-12 squares, situation modifier -2 target: all foes within the burst duration: encounter effect: All foes are slowed to speed 1 and suffer ac-3, reflex-3 and attack-3 until they can escape the burst. level-up: +1 square burst at 11th and 21st level Enchant Weapon type: force evocation requirement: caster level 1 action: at-will effect: The caster's weapon does 1[w]+intelligence modifier+1d4 force damage. level-up: +1 adjacent foe, +1d4 force damage at 11th and 21st level Magic Missile type: force evocation requirement: caster level 1 action: at-will roll: intelligence versus reflex effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe doing 1[w]+intelligence modifier+1d4 force damage. level-up: +1 foe, +1d4 force damage at 11th and 21st level Force Orb type: force evocation requirement: caster level 1 action: encounter range: 1-6 squares, 2 square burst long range: 7-12 squares, situation modifier -2 roll: intelligence versus reflex effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe which explode doing 1[w]+intelligence modifier+1d4 force damage. level-up: +1 square burst, +1d4 force damage at 11th and 21st level Pressure Blood type: force evocation requirement: caster level 1 action: daily range: 1-6 squares, 2 square burst long range: 7-12 squares, situation modifier -2 target: 1 foe roll: intelligence versus will effect: The caster directs telekinetic force to explode the foe from the inside 3d4+intelligence modifier damage level-up: +1 square burst Light Up type: fire evocation requirement: caster level 1 duration: encounter encounter: outlines one foe in light even if invisible, foe suffers stealth-10 encounter roll: intelligence versus will non-encounter: caster creates an adjustable radius of light for the party level-up: the foe's stealth suffers an additional -10 at 11th and 21st level Burning Hand type: fire evocation requirement: caster level 1 action: at-will target: 1 foe range: touch effect: The caster enchants a staff, dagger or wand with a magical fire doing 1[w]+intelligence modifier+1d6 fire damage + ongoing 6 fire damage roll: intelligence versus reflex save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage level-up: +1 adjacent foe, +1d6 fire damage at 11th and 21st level Fire Ball type: fire evocation requirement: caster level 1 action: at-will target: 1 foe range:1-6 squares long range:7-12 squares, situation modifier -2 roll: intelligence versus reflex effect: The caster does intelligence modifier+1d6 fire damage + ongoing 6 fire damage save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage level-up: +1 square, +1 foe, +1d6 fire damage, at 11th and 21st level Explosive Rune type: Fire Assault requirement: caster level 1 action: encounter effect: The caster slings a metal ball wrapped with a rune paper. range:1-6 squares, 2 burst long range:7-12 squares situation modifier -2 target: all foes within burst roll: intelligence versus reflex effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage. save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage level-up: +1 foe, +1d6 damage, at 11th and 21st level Combust Foe type: Fire Assault requirement: caster level 1 action: daily range:1-6 squares, 2 burst long range:7-12 squares situation modifier -2 target: 1 foe roll: intelligence versus will effect: The caster causes 3d6 + intelligence modifier + ongoing 6 fire damage. save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage level-up: +1 foe Dark Rain type: lightning evocation requirement: caster level 1 range: 1-6 squares long range: 7-12 squares non-encounter effect: creates 1 day of drinkable water for 4 people, quenches 2 square burst of water level-up: +1 portion of water for +1 ally, +1 square burst at 11th and 21st level Shocking Grasp type: Lightning Assault requirement: caster level 1 action: at-will Effect: the caster enchants a staff, dagger or wand with a magical lightning Target: 1 foe roll: intelligence versus reflex effect: The caster causes weapon damage + 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn. level-up: +1 adjacent foe, +1d8 lightning damage, at 11th and 21st level Chain Lightning type: Lightning Assault requirement: caster level 1 Action: at-will Effect: the caster shoots a lightning bolt from the wand, staff or dagger Target: 1 foe roll: intelligence versus reflex effect: The caster causes 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn. level-up: +1 foe, +1d8 lightning damage, at 11th and 21st level Plasma Ball type: Lightning Assault requirement: caster level 1 Action: encounter Effect: the caster slings an electrified metal ball range:1-6 squares, 2 burst long range:7-12 squares situation modifier -2 target: all foes within the burst roll: intelligence versus reflex effect: The caster causes 1d8 + intelligence modifier lightning damage + stuns the foe who will take 1 standard action to ready a weapon the next turn. level-up: +1 burst, +1d8 lightning damage, at 11th and 21st level Disintigrate Foe type: Lightning Assault requirement: caster level 1 action: daily range:1-6 squares, 2 burst long range:7-12 squares situation modifier -2 target: 1 foe roll: intelligence versus will effect: The caster causes 3d8 lightning damage + intelligence modifier + stun. save: victim's fortitude save bonus+con mod versus DC10 to end the stun level-up: +1 square Icy Floor type: cold evocation requirement: caster level 1 range: 1-6 squares long range: 7-12 squares situation modifier-2 target: everyone within 2 square burst Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round save: reflex versus prone condition DC10 level-up: +1 square burst at 11th and 21st level Chilly Touch type: cold evocation requirement: caster level 1 action: at-will target: 1 foe roll: intelligence versus reflex effect: The caster enchants a staff, dagger or wand with an icy aura doing 1[w]+intelligence modifier+1d10 cold damage. level-up: +1d10 additional ice damage at 11th and 21st level Icicle Volley type: cold evocation requirement: caster level 1 action: at-will range: 1-6 squares target: 1 foe roll: intelligence versus will long range: 7-12 squares situation modifier-2 effect: The caster shoots an icy spray doing intelligence modifier+1d10 cold damage. level-up: +1 foe, +1d10 cold damage at 11th and 21st level Ice Storm type: cold evocation requirement: caster level 1 action: encounter range: 1-6 squares, 2 square burst long range: 7-12 squares situation modifier-2 target: all foes within the burst roll: intelligence versus reflex effect: The caster slings an ice ball that drops and creates a hail storm cloud doing intelligence modifier+1d10 cold damage. level-up: +1 square burst and +1d10 cold damage at 11th and 21st level Frost Bite type: Cold evocation requirement: caster level 1 action: daily range: 1-6 squares, 2 burst long range: 7-12 squares situation modifier -2 target: 1 foe roll: intelligence versus will effect: The caster causes 3d10 cold damage + intelligence modifier level-up: +1 square Heal Ally type: healing prayer requirements: cleric type class 1 action: at-will range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: self or 1 ally encounter effect: heal 1/4th maximum hit points +1d8 non-encounter effect: mass heal party level-up: +1 square, +1 ally, +1d8 hit points at 11th and 21st level Vampire Touch type: cursing prayer requirements: cleric type class 1 action: at-will range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: 1 foe roll: wisdom versus will effect: does 1d8 necrotic damage and transfers the lost hit points to the cleric type if wounded level-up: +1 square, +1 foe, +1d8 necrotic damage at 11th and 21st level Cure Ally type: healing prayer requirements: cleric type class 1 action: standard at-will range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: self or 1 ally roll: 1d20 + wisdom modifier(with 1/2 level) versus the Difficulty Class of the curse, disease or poison at class level 1, diagnose and neutralize 1 curse, disease or poison at class level 2, cure 1 curse, disease or poison at class level 3, cure 1 curse, disease or poison and regenerate 1d8 hit points non-encounter effect: mass cures party level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level Curse Foe type: cursing prayer requirements: cleric type class 2 action: at-will range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: 1 foe roll: wisdom versus will encounter effect: curses, infects or poisons a foe. After the foe is cursed, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level) level-up: +1 square, +1 foe at 11th and 21st level Restore Ally type: healing prayer requirements: cleric type class 3 action: standard at-will range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: self or 1 ally encounter effect: restores bones, organs and limbs removing an affliction such as blindness, deafness, paralysis and restoring speed, defenses and attacks and regenerates +1d8 hit points non-encounter effect: mass restore party level-up: +1 square, +1 ally, regenerate +1d8 hit points at 11th and 21st level Afflict Foe type: cursing prayer requirements: cleric type class 3 action: standard at-will roll: wisdom versus will target: 1 foe range: 1-6 squares long range: 7-12 squares, situation modifier-2 encounter effect: afflicts, blinds, deafens, or paralyses a foe. After the foe is afflicted, a cleric type must roll a 1d20 + wisdom modifer(with 1/2 level) versus a Difficulty Class equal to the caster's base 10 + wisdom modifier(with 1/2 level) level-up: +1 square, +1 foe at 11th and 21st level Regenerate Life type: healing prayer requirements: cleric type class 4 action: standard at-will range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: self or 1 ally encounter effect: restores the age and level of an ally rest effect: mass regenerate party level-up: +1 square, +1 ally at 11th and 21st level Raise Dead type: healing prayer requirements: cleric type class 4 action: standard at-will target: 1 ally encounter effect: restores the life of 1 ally rest effect: mass raise party level-up: +1 ally at 11th and 21st level Animate Object requirements: cleric type class 5 action: standard at-will target: 1 object roll: wisdom versus will effect: 1 object comes to life with 1d8 hit points and attacks using cleric type's will doing 1d4+wisdom modifier damage level-up: +1 object, +1d8 hit points, +1d4 damage at 11th and 21st level Create Golem requirements: cleric type class 6 action: standard daily effect: a golem of the closest level to the caster is created and obey's the caster, see Bestiary or Monster Manual for details Control Undead requirements: cleric type class 7 action: standard daily duration: until the undead die effect: The cleric can raise a number of dead foes during the encounter as undead to obey every command. The cleric can choose what type of undead the foes return as the undead's Challenge Rating or Level is the same or lower than the cleric's level. ________ Know Skill type: divination requirements: caster level 1 action: standard daily target: self or 1 ally encounter effect: +3 to any 1 skill check level-up: +1 to any 1 skill check, 1 check for an additional skill per day at 11th and 21st level Arcane Eye requirements: caster level 2 type: divination action: standard daily target: self non-encounter effect: allows the cleric type to hear what is happening in the next encounter area according to the Dungeon Master's choice to reveal things level-up: at 11th level, the cleric can see things in the next encounter area, at 21st level the cleric type can know the past or future of that area Whispering Wind requirements: caster level 3 action: standard daily target: self and 1 ally non-encounter effect: allows the cleric send a verbal message to an ally by way of an animal messenger, not just a familiar but any bird or mouse in the area will convey the message level-up: at 11th level, the cleric can also send a visual message and receive a verbal and visual reply, at 21st level the cleric type do this 2 times per day and does not need an animal messenger Know Thought (True Seeing) requirements: caster level 4 action: standard encounter roll: wisdom versus will target: 1 foe range: 1-6 squares encounter or non-encounter effect: the foe must tell one thing of importance to the cleric type character such as a weakness, hidden treasure, or other information vital to the encounter which the D.M. is willing to tell to the party Obscure Memory (Misdirection, Modifiy Memory, Nondetection, Nystul's Magic Aura) requirements: caster level 5 action: standard encounter roll: wisdom versus will target: 1 foe range: 1-6 squares encounter or non-encounter effect: the foe forgets one thing that the cleric type wants forgotten level-up: +1 foe at 11th and 21st level ________ Ghost Alarm type: illusion requirements: caster level 1 action: encounter range: 4 square burst encounter effect: an illusionary sound distracts foes, each party member gets a first round standard attack before foes can react regardless of turn order non-encounter effect: alerts the party if anyone crosses the burst radius of the alarm illsionary sound level-up: +1 square burst at 11th and 21st level Dancing Light type: illusion requirements: caster level 2 action: standard encounter roll: wisdom versus will target: 1 foe range: 1-6 squares duration: ends after illusion is attacked encounter effect: foe attacks an illusionary ally wasting a standard action Mirror Image type: illusion requirements: caster level 3 action: standard encounter roll: wisdom versus will target: self encounter effect: the caster creates an illusionary clone, the foe has a 2d10 50% chance of attacking the real cleric type, the clone image disappears after attacked. level-up: +1 clone 33% chance to hit, at 11th, +1 clone 25% chance to hit the caster Create Food & Water type: illusion becoming evocation requirements: caster level 3 non-encounter effect: the caster creates food and water for 4 people per day. level-up: +1 portion of food for an additional ally or henchman at 11th and 21st level. Cause Emotion type: enchantment requirement: cleric type level 1 range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: 1 foe roll: wisdom versus will effect: 1 foe begins to laugh or dance wasting a standard action save: the caster rerolls Cause Emotion each round to maintain level-up: +1 foe, +1 ranged square, at 11th and 21st level Turn Alignment type: enchantment reqirement: cleric type level 2 range: 1-6 squares, 2 square burst long range: 7-12 squares, situation modifier-2 target: each foe of a different alignment with a level lower than the caster's roll: wisdom versus will effect: foes flee from the encounter in fear level-up: +1 ranged square, +1 square burst at 11th and 21st level Cause Sleep type: enchantment reqirement: cleric type level 3 range: 1-6 squares, 2 square burst long range: 7-12 squares, situation modifier-2 target: each foe in the burst must roll to avoid falling asleep roll: wisdom versus will effect: sleeping foes wake and end the effect from an ally slap or 1 enemy's automatic maximum damage hit level-up: +1 ranged square, +1 square burst at 11th and 21st level Hold Foe type: enchantment requirement: cleric type 4 range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: 1 foe roll: wisdom versus will effect: 1 foe is magically bound and can not move and takes automatic maximum damage save: the caster rerolls Hold Foe each round to maintain level-up: +1 foe, +1 ranged square, at 11th and 21st level Charm Foe type: enchantment requirement: cleric type level 5 range: 1-6 squares long range: 7-12 squares, situation modifier-2 target: 1 foe roll: wisdom versus will effect: 1 foe will obey any command including attacking the self or an ally save: the caster rerolls Charm Foe each round to maintain level-up: +1 foe, +1 ranged square, at 11th and 21st level Summon Being type: enchantment, conjuration requirement: caster level 6 action: standard encounter duration: encounter target: a number of beings equal to or lower to the caster's level roll: intelligence versus DC(caster's int mod+2) effect: the beings are teleported to the encounter to fight to the death for the caster _________ Bless Ally type: healing requirement: cleric type class 1 effect: alot bonuses equal to cleric type's level to attack, ac, abilities, speed, etc level-up +1 round at 11th and 21st level Become Immortal type: divine healing requirement: any class level 31 Possess Minion type: divine enchantment requirement: any class level 32 Resurrect Self type: divine healing requirement: any class level 33 Charm Masses type: divine enchantment requirement: any class level 34 Summon Immortal type: divine enchantment, conjuration requirement: any class level 35 [/QUOTE]
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