Priest > God Speaker
Priest
Req. 16 Wisdom and Pledge Loyalty to a God
1. Basic Heal: At-Will Action(S)
You gain WIS*2 Healing Energy at the start of every session. You may consume 5 points to heal a melee range target WIS+2d12 HP. If the target is a believer in your god they gain temporary HP equal to your WIS mod that last until the end of the encounter. Outside of combat this does not consume energy.
2. Bless You. EOT Action (S)
Select a target, until your next round if they partial it counts as full. After their third die roll in one round they have advantage on all subsequent rolls for that round.
3. Mend the Body: Daily^5 Action (S)
Mend a broken bone, a severe wound, bleed, cure poison, burn, or disease. This also heals them for 2d12 and consumes 6 Healing Energy. If the target is a believer in your god or was in melee range when inflicted with one of these status, using this skill on them consumes no energy.
4. Smelling Salt: Daily Action
Wake an unconscious ally or cure paralysis, and they get to their feet. Outside of combat using this skill does not consume its cooldown.
5. Emergency Heal: Encounter Action (S) Range: 5
If an ally would be struck by an attack, you can use this skill as an interrupt to heal them for 3d12.
6. Energy Boost: Daily Action (S)
Until the end of your next turn, you and a visible ally of your choice may use any of your resources without consuming any of them. You also don’t consume cooldowns by using abilities.
7. Reassuring Aura: Passive (S)
All melee range allies get your WIS mod subtracted from the damage they take. All your healing abilities heal with d20s instead of d12s.
8. Pacify: Daily^10 Interrupt (S)
Select a visible target. Until your next turn they deal no damage and cannot take damage.
9. Divine Knowledge of the Healing Arts: Passive
All your effects or abilities that specifically require melee range now have [WIS mod] range and may also heal for an extra 10% of the target’s max HP. You can trade your shift for an extra action as long as that action heals.
Unlocks path to Champion.
God Speaker Req. Priest Completed and chosen for greatness by god. 1. Resplendent Aura: Passive (S) You are immune to possession and mental influence by sources other than your god. Anyone who hits you with a physical attack will be blinded until your next turn. All damage you take from enemies of your god is reduced by your wisdom stat. 2. Cast Judgement: EOT Attack (S) Heal all melee range allies for your WIS mod+2d12, and deal your WIS stat in un/holy fatal damage to a target. This attack cannot critically fail or be countered. 3. Divine Retribution: Passive (S) As your god’s direct link to their followers, your god will punish any and all who cause you harm. Reflect a third of all damage you take as true damage to the attacker. Any enemy who takes damage in this way will be afflicted with a healing de-buff that halves the effectiveness of all healing/regeneration effects used on or by them for two rounds. 4. Denouncement: Daily^15 Action (S) Declare a melee range target a heretic, they lose 5 points of accuracy and their dodge and block rolls are reduced by 5. All your allies will add 2 additional hit die to their weapons when dealing damage against them. 5. Venerated Conduit: Daily Action (S) Commune with your god and allow him to possess your body temporarily so that he may speak through you or perform some sort of divine miracle. 6. Divinity in Motion: Passive (S) You can now fly at will adding +3 to your movement or teleport up to 8 spaces away. 7. Full Restore: Daily Action (S) Heal all statuses and debuffs afflicting a melee range target of your choosing, and heal them for their max HP, this healing Over-Heals. You may give them one of your feat points at this time. Using this skill consumes 20 energy. 8. Spreading the Word: Passive For every person you convert to your god gain +1 wisdom and hp. 9. Rise and Shine: Daily Full (S) Channel your god’s power to revive a target that has died in the last 3 rounds. All enemies of your god in the encounter are blinded for a round.
Unlocks path to Champion.
God Speaker Req. Priest Completed and chosen for greatness by god. 1. Resplendent Aura: Passive (S) You are immune to possession and mental influence by sources other than your god. Anyone who hits you with a physical attack will be blinded until your next turn. All damage you take from enemies of your god is reduced by your wisdom stat. 2. Cast Judgement: EOT Attack (S) Heal all melee range allies for your WIS mod+2d12, and deal your WIS stat in un/holy fatal damage to a target. This attack cannot critically fail or be countered. 3. Divine Retribution: Passive (S) As your god’s direct link to their followers, your god will punish any and all who cause you harm. Reflect a third of all damage you take as true damage to the attacker. Any enemy who takes damage in this way will be afflicted with a healing de-buff that halves the effectiveness of all healing/regeneration effects used on or by them for two rounds. 4. Denouncement: Daily^15 Action (S) Declare a melee range target a heretic, they lose 5 points of accuracy and their dodge and block rolls are reduced by 5. All your allies will add 2 additional hit die to their weapons when dealing damage against them. 5. Venerated Conduit: Daily Action (S) Commune with your god and allow him to possess your body temporarily so that he may speak through you or perform some sort of divine miracle. 6. Divinity in Motion: Passive (S) You can now fly at will adding +3 to your movement or teleport up to 8 spaces away. 7. Full Restore: Daily Action (S) Heal all statuses and debuffs afflicting a melee range target of your choosing, and heal them for their max HP, this healing Over-Heals. You may give them one of your feat points at this time. Using this skill consumes 20 energy. 8. Spreading the Word: Passive For every person you convert to your god gain +1 wisdom and hp. 9. Rise and Shine: Daily Full (S) Channel your god’s power to revive a target that has died in the last 3 rounds. All enemies of your god in the encounter are blinded for a round.
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