Faith (Lore)
You are one of the few dedicated practitioners of your faith that are able to manifest a tiny sliver of the divine you worship.
Pre-requisites: 6 ranks in Knowledge (Religion), Child of Faith trait, must be ordained or initiated by a religious sect either through RP or the child of faith trait.
Base Mastery: 1
Benefit: +2 bonus to Sense Motive, Diplomacy, Bluff, Intimidate. Faith Token Pool.
Expanded Mastery: 2. Reserve Pool usable on others. Access to Benedictions.
Expanded Mastery: 3. Reserve Pool to cure poisons.
Expanded Mastery: 4. Reserve Pool to cure disease. Access to Maledictions.
Expanded Mastery: 6. Reserve Pool to heal ability/drain damage.
Expanded Mastery: 8. Reserve Pool to resuscitate.
Faith Token Pool: Tokens are gathered through the application of ritual and recitation of prayer appropriate to the given religion. This mechanic functions in two ways: As Exorcism Tokens and Liturgy Tokens.
Exercising demons and evil spirits involves the recitation of concise and potent prayers. A free action spent doing so yields 1 token, a move action yields 2 tokens, standard gives 3, and a full round action provides 4 tokens. These tokens may be used in the turning or destroying of undead. The cost to initiate a turning attempt is equal to the difference between the hit dice of your target (the highest HD available) and the number of feats you possess in this mastery added to your wisdom modifier, to a minimum of one token. Turning then proceeds in the same fashion as described in the PHB with the following exception: Turning Damage is equal to 2d6 plus your Charisma modifier plus the number of feats devoted to this mastery. Excess Faith tokens may be spent to augment the Turning Damage at a 2:1 ratio. These tokens last until the end of the current encounter.
The application of formalized ritual and prayer yields Liturgy Tokens. For each hour per day, to a maximum of your charisma modifier, spent in communion with your faith yields 1 token. Liturgy tokens can be spent on Benedictions which enhance defense, attack, damage, a skill, initiative, or a save for 1 token for every point to a maximum of twice your wisdom modifier. These tokens may be spent as a free action on oneself, or a move action on anyone of your faith within hearing of your blessings at a 2:1 ratio. These bonuses last for a number of rounds equal to your charisma modifier plus the number additional tokens spent. Liturgy tokens can also be spent to curse an enemy of the faith. Tokens are spent impose a penalty on a single target within hearing distance at a 2:1 ratio on any of the traits affected by Benedictions. The duration remains the same. You can store a number of Liturgy tokens up to 10 plus your level plus the number of feats taken in this mastery.
Mastery 2: You are able to use your reserve pool to heal others, at the same rate and rules, by touch and a DC 20 concentration check. You are also able to heal others in combat by touch as a DC 30 concentration check, full round action, up to your constitution score per day.
Mastery 3: By making a will save against a poison’s DC you are able to purge it from yourself or another’s body with the expenditure of 5 Reserve Points. This process takes 1 minute. You must be touching the recipient for this to work.
Mastery 4: By making a will save against a disease’s DC you are able to purge it from yourself or another’s body with the expenditure of 5 Reserve Points. This process takes 15 minutes. You must be touching the recipient for this to work.
Mastery 6: By making a concentration check DC 30 you are able to heal ability damage at a rate of 4 reserve points per point of ability damage. A DC 35 check is required to heal ability drain damage at a rate of 6 reserve points per point of ability drain damage.
Mastery 8: You can try to resuscitate a dead ally if you make a concentration check within 5 rounds of her death. You must make a concentration check, DC 20 + character’s negative hit point total (treat the negative value as positive when adding) to bring your patient back from the brink. A success means you increase her hit points to -9 and stabilize her. This ability is a full round action and costs 20 reserve points.
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