Battle Actions |
Details |
Narrative |
Rolls |
Cleric Standard Attack |
- Attack with your weapon or your shield.
- Durgeddin's Warhammer: +10 Atk, 1d10+5 dmg, crit on 20
- Shield Bash: +9 Atk, 1d4+4 dmg, crit on 20
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- Warhammer: 1d20cs=20cf=1+10 , 1d10+5
- Shield:
1d20cs=20cf=1+9 , 1d4+4
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Cleric Spontaneous Casting |
- You may, at any time, replace any prepared divine spell of any level with the Cure or Inflict Wounds spell of that level.
- So, if you have prepared three level 2 offensive spells, but now require healing, you could substitue one of the offensive spells for Cure Moderate Wounds. Alternatively, you may have prepared three level 2 defensive spells. You could sacrifice one to cast Inflict Moderate Wounds instead.
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Realising your immediate need, you implore your god to allow a different spell than what you had planned today. With relief, you feel his reply as the required spell flows from you. |
- Light Wounds:
1d8+5
- Moderate Wounds:
2d8+6
- Serious Wounds:
3d8+6
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Channel Positive, Negative, or Earth Energy |
3d6 of positive or negative energy, or, 3d8 of earth energy. You may channel energy 7/day. Channeling energy is a standard action that does not provoke an AoO. You may choose whether or not to include yourself in this effect.
- You may unleash a wave of positive or negative energy in a 30’ radius burst centered on yourself. The energies may be used to heal or harm living and undead creatures respectively with regards to the type of energy used, but this ability may not simultaneously both heal and harm. This ability deals 3d6 dmg. Targets may make a Will save to halve the damage, DC 16. Creatures healed cannot exceed their maximum HP total — all excess healing is lost.
- You may also Channel Energy as a wave of earth energy in a 30’ radius burst centered on yourself. The energies may be used to simultaneously heal earth creatures and harm air creatures (including constructs). This ability deals 3d8 dmg. Targets may make a Will save to halve the damage, DC 16. Creatures healed cannot exceed their maximum HP total — all excess healing is lost.
- You must be able to present your holy symbol to use this ability.
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Raising your talisman above your head, you feel Fharlanghan's divine power fill you, and channel out from you. |
- Pos/Neg energy:
3d6
- Earth energy:
3d8
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Divine Bulwark |
- By uttering the command word, your artefact will provide you and all companions within a 10' radius of you an additional +1 AC for up to 3 rounds of combat.
- You may use this ability once per day.
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"Varyamen!" you cry, and with a flash of light from Steadfast, you and your companions glow briefly. |
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Cleric Move Action |
- Move your normal 30ft in 1/2 of one round.
- Optional: One With the Earth; 1 rnd/day/cleric level, you may glide directly through the earth and unworked stone. You may not bring onyone with you.
- Optional: Run; use a full round action to run up to 120ft in a straight line
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