純美蘋果園
站务管理 => 跑團歷史區 => 歷史區 => 旅游团 => 主题作者是: sieg 于 2004-07-17, 周六 12:26:53
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人物 洛克·贝尔 玩家 SIEG
职业 牧师3/教廷审判官5 种族 人类
阵营 守序中立 等级 8
信仰 埃瑞斯努 体形 中
年龄 24 性别 男
身高 5英尺7英寸 体重 160磅
瞳色 黑 发色 金
肤色 白 惯用 右手
语言 通用
人物简介:对敌人毫不留情,对伙伴仗义相助.他,就是传说中的史上最强大的主教!没有人知道他的过去,知道的人也都莫名其妙的死亡或者失踪.如今,被一股不知名力量传送到异界的他,面前站着的是一群奇形怪状的妖孽和一个人类…
STR 8 -1
DEX 16 +3
CON 14 +2
INT 10 +0
WIS 18 +4(升级+2)
CHA 12 +1
经验/升级
28930/36000
HP:61
速度:30
职业特性:牧师:牧师可以使用所有简单武器,也可以使用所用种类的护甲(轻型、中型、重型)和盾牌。注意,重于皮甲的护甲的检定护甲处罚值会作用于技能平衡、攀爬、脱出束缚、隐藏、跳跃、无声移动、扒窃和翻腾。每穿着携带5磅的护甲和装备也会给游泳检定带来-1点处罚值。一些神祗有偏爱武器(见《玩家手册》第90页“神祗”),而牧师认为挥舞他们是一种荣耀。其神祗的偏爱武器为军用武器并选择战争作为其领域之一的牧师无需付出任何代价就可以得到与此武器相关的军用武器熟练特技和武器强技。
灵光Aura(特异能力):混乱,邪恶,善良或者守序神祗的牧师有一种特别强烈的灵光,灵光和神祗的阵营相对应(详见侦测邪恶法术)。没有特定神祗信仰但是选择混乱、邪恶、善良或守序领域的牧师同样有这种对应阵营的灵光。
牧师每天可以尝试影响不死生物的次数为3+魅力修正。知识(宗教)达到5级或以上的牧师可以在影响检定上有+2加值。
教廷审判官:侦测邪恶(SP):教廷审判官能随意使用侦测邪恶这种类法术能力。
裁决领域:当选择教廷审判官职业时,人物可以获得裁决领域。裁决领域和其领域法术的描述在第7章,角色得到此领域的神授力量(所有解除魔法检定有+4加值)并可以选择裁决领域的法术作为每日领域法术。
免疫魅惑(EX):2级以上的教廷审判官免疫所有魅惑类法术以及类似效果。
揭穿幻象(SU):3级起,教廷审判官得到可以随意揭穿幻象与伪装的超自然能力。当审判官看到任何幻象或者伪装时,他可以马上进行一次意志豁免来看破它。审判官不需要直接接触幻象,仅仅以目光就可以轰败幻象。
揭穿伪装(EX):审判官在侦察和伪装上获得+4的技能修正能力。
免疫胁迫(EX):5级以上的教廷审判官免疫所有胁迫类法术以及类似效果。
先攻:3
基本攻击加值 6/1
近战 6/1(基本)+3(敏捷)=8/4
远程 6/1(基本)+3(敏捷)=8/4 射线=9/5
豁免
坚韧 5(基本)+2(体质)+2(装备)=9
反射 2(基本)+1(敏捷)+2(装备)=5
意志 8(基本)+4(感知)+2(装备)=14
AC=10(基本)+8(盔甲)+2(盾牌)+3(敏捷)+1(戒指)+1(护符)=25
接触=15
措手=22
武器 手 +9/+2
盔甲 +3密银精制胸甲 AC+8 最大敏捷+5 盔甲减值0 30尺 15磅
盾牌 +2精制轻钢盾 AC+3 6磅
专长:法术穿透
武器娴熟
武器专攻:射线
抄录卷轴
技能 8+2+2+4+4+4+4+4=32
C知识(神秘) 6(级数)+0(智力)=6
C知识(宗教) 6(级数)+0(智力)=6
C法术辩识 6(级数)+0(智力)+2(知识神秘)=8
C专注 6(级数)+0(智力)=6
医疗 2(级数)+4(感知)=6
翻滚 2(级数)+3(敏捷)=5
每日法术 零级 6 一级 5+1 二级 4+1 三级 4+1 四级 3+1
领域 TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
1 Disguise Self: Disguise own appearance.
2 Invisibility: Subject invisible 1 min./level or until it attacks.
3 Nondetection M: Hides subject from divination, scrying.
4 Confusion: Subjects behave oddly for 1 round/level.
WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
裁决:所有解除检定获得+4加值。
1、侦测邪恶:发现邪恶生物、法术或物品。
2、真实之域:范围内的受术者无法说谎。
3、侦测思想:可以得知他人的外在想法。
4、辨知谎言:识破蓄意的谎言。
旅行者服装 0GP 5磅
+3胸甲 13350GP 15磅
+1轻钢盾 1159GP 6磅
+2抗力斗篷 4000GP 0磅
+1天生护符 2000GP 0磅
+1防护戒指 2000GP 0磅
树肤+2药水X1 300GP 0磅
治疗中伤WAND4500GP 0磅
抄卷:
解除麻痹 市价=3X2X25=150GP 花费=150/2=75GP + 150/25=6XP
次级复原术 市价=3X2X25=150GP 花费=150/2=75GP + 150/25=6XP
反隐环 市价=5X3X25=375GP 花费=375/2=187GP + 375/25=15XP
融身入石 市价=5X3X25=375GP 花费=375/2=187GP + 375/25=15XP
次元锚 市价=7X4X25=700GP 花费=700/2=350GP + 700/25=28XP
26磅 轻载 中载 重载
26磅或以下 27-53磅 54-80磅
剩余0GP
宗教审判官见<COMPLETE DIVINE>
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把牧师的法术流在这
Create Water 造水术:制造每等级 2 加仑的纯水
Cure Minor Wounds 治疗小伤害:回复一点伤害(1 hp )
Detect Magic 侦测魔法:侦测 60 呎内的咒文和魔法道具
Detect Poison 侦测毒性:侦测一个生物或小型物体上的毒
Guidance 神导术:在任何一项的检定上,有"一次"加一的优势
Inflict Minor Wounds 造成小伤害:接触攻击,造成一点伤害(1 hp )
Light 光亮术:让物体发出如火把的亮度
Mending 修补术:小范围的修补一个物品
Purify Food and Drink 净化饮食:净化每等级一立方呎的食物或水
Read Magic 阅读魔法:阅读卷轴和咒文书
Resistance 增加抗力:让对象幸免检定有加一的优势
Virtue 施恩术:对象暂时获得一点生命点数
一环牧师咒文
Bane 克敌术:敌人遭受攻击和对恐惧检定上减一的不利
Bless 祝福术:我方获得攻击和对恐惧检定上加一的优势
Bless Water 祝福之水:制造圣水
Cause Fear 造成恐惧术:使一个生物逃窜 1d4 轮
Command 命令术:一个生物听从一个字的指令持续一轮的时间
Comprehend Languages 理解语言:懂得所有用说的和写的语言
Cure Light Wounds 治疗轻度伤害:回复 1d8 加上每等级 + 1 的伤害(最多到 + 5 )
Curse Water 诅咒之水:制造邪水
Deathwatch 观看濒死状况:30 呎内看出目标受伤的情形
Detect Chaos/Evil/Good/Law 侦测 浑沌/邪恶/善良/守序:现出生物、咒文或物体的阵营
Detect Undead 侦测不死生物:找出 60 呎内的不死生物
Divine Favor 神恩术:你获得攻击、伤害每三个等级加一的优势
Doom 厄运术:一个目标遭受攻击、伤害、幸免和技能检定上减二的不利
Endure Elements 减少元素伤害:对指定的能源类型减少每轮五点的伤害
Entropic Shield 回归之盾:用远程武器攻击你的话会有 20% 的失误机会
Inflict Light Wounds 造成轻度伤害:接触造成 1d8 加上每等级 + 1 伤害(最多 + 5 )
Invisibility to Undead 对不死生物隐形:使不死生物不能察觉每等级一个目标
Magic Stone 魔石术:三个石头获得加一的攻击优势,造成 1d6 的伤害
Magic Weapon 魔法武器:让武器获得加一的优势
Obscuring Mist 雾隐术:让雾围绕着你
Protection from Choas/Evil/Good/Law 防护 浑沌/邪恶/善良/守序
对该阵营获得 AC 和豁免检定加二的优势,防护心灵控制、元素精灵和外界生物
Random Action 随机行动术:一个生物随便作出行动持续一轮的时间
Remove Fear 移除恐惧:让一个目标对恐惧幸免有加四优势,每四个等级加一优势
Sanctuary 庇护之光:敌人不能攻击你,你也不能作出攻击
Shield of Faith 信念之盾:让你能获得加二或更多的防御优势的光环
Summon Monster I 一级召唤怪物:叫来外界生物替你战斗
二环牧师咒文
Aid 援助术:获得攻击、抵抗恐惧加一优势,还有 1d8 暂时的生命点数
Animal Messenger 动物信差术:派遣一只迷你的动物到特定的地方去
Augury 得知预兆:知道接下来的一个行动是好是坏
Bull's Strength 蛮牛之力:目标获得每等级一小时 1d4 + 1 的力量
Calm Emotions 安抚情绪:让每等级 1d6 个目标冷静下来,使情绪类的效应无效化
Consecrate 圣化术:让一个地区充满正面的能量,让不死生物虚弱化
Cure Moderate Wounds 治疗中度伤害:治疗 2d8 加上每等级 + 1 的伤害(最多到 + 10 )
Darkness 黑暗术:制造出半径 20 呎的超自然现象的黑暗
Death Knell 死之丧钟
杀死濒死的生物;你暂时获得 1d8 生命点数、两点力量且提升一个施法职业等级
Delay Poison 延迟毒发术:阻止毒伤害目标每等级一小时
Desecrate 魔化术:让一个地区充满负面的能量,让不死生物强壮化
Endurance 增加耐力术:获得 1d4 + 1 的体质每等级一个小时
Enthrall 吸引迷惑术:迷住在 100 加每等级 10 呎里的所有生物
Find Traps 寻找陷阱:如盗贼般发现陷阱
Gentle Repose 安息长眠术:保存一个尸体不会腐败。
Hold Person 人形生物定身术:让人形生物不能动弹每等级一轮的时间
Inflict Moderate Wounds 造成中度伤害:接触造成 2d8 加每等级 + 1 伤害(最多 + 10 )
Lesser Restoration 次级能力复原术:消除魔法性能力减值或回复 1d4 点能力伤害
Make Whole 完全修复术:修复一个物品
Remove Paralysis 移除瘫痪:使一或更多生物从瘫痪、定身或缓慢效果中回复
Resist Elements 抵抗元素伤害:对指定的能源类型减少每轮十二点的伤害
Shatter 粉碎术:以音波的高速震动来伤害物品或结晶生物
Shield Other 保卫他人:你承受目标一半的伤害
Silent 沉默术:半径 15 呎内一切无声
Sound Burst 音爆术:对目标物造成 1d8 的伤害,也可震晕该目标
Speak with Animals 与动物交谈:你可以跟自然生物沟通
Spiritual Weapon 神灵武器:会自行攻击的魔法武器
Summon Monster II 二级召唤怪物:叫来外界生物替你战斗
Undetectable Alignment 防止侦测阵营:隐藏阵营24个小时
Zone of Truth 诚实之区:范围内的目标无法说谎
三环牧师咒文
Animate Dead 操控死尸:制造骷髅、僵尸等不死生物
Bestow Curse 诅咒术
对某个能力减六或攻击、豁免检定、技能检定等减四不利或每次行动 50% 机率失败
Blindenss/Deafness 盲聋术:让目标眼盲或耳聋
Contagion 瘟疫术:将所选的疾病传染给目标
Continual Flame 不灭之火:制造出永恒但无热度的火把
Create Food and Water 制造饮食:每等级可供三个人(或一匹马)吃饱喝足
Cure Serious Wounds 治疗重度伤害:回复 3d8 加上每等级一点的伤害(最多到 + 15 )
Daylight 日光术:制造出半径 60 呎明亮的光线
Deeper Darkness 深沉黑暗术:物体半径 60 呎内完全的黑暗
Dispel Magic 解除魔法:取消魔法性咒文或效果
Glyph of Warding 护卫之文:雕刻的文字会伤害通过它的东西
Helping Hand 导引之手:鬼魂般的手引导目标来你的所在地
Inflict Serious Wounds 造成重度伤害:接触造成 3d8 加每等级 + 1 伤害(最多 + 15 )
Invisibility Purge 消除隐形效果:取消隐形效果每等级五呎的范围
Locate Object 物品定位:可察觉物品所在的方向(特定的或该类典型的)
Magic Circle against Choas/Evil/Good/Law 抵抗 浑沌/邪恶/善良/守序 防护圈
同防护各类阵营(一环)咒文,但增强为半径 10 呎且每等级 10 分钟
Magic Vestmenr 神之祝甲:护甲或盾获得每三个等级加一的优势
Meld into Stone 石遁术:你跟你的装备融入石头之中
Negative Energy Protection 防护负面能量:目标能抵抗等级和能力被夺取
Obscure Object 遮蔽术:让物体不会被侦测到
Prayer 祈愿术:我方在大部分掷骰时获得加一优势而敌方减一不利
Protection from Elements 防护元素伤害:吸收一种能源型态的伤害每等级十二点
Remove Blindness/Deafness 治疗盲/聋:治愈普通或魔法性的该类状况
Remove Curse 移除诅咒:把物体或人从诅咒中解放出来
Remove Disease 治疗疾病:治愈所有影响目标的疾病
Searing Light 炙热光线:造成每两个等级 1d8 的伤害,对付不死生物时更强力
Speak with Dead 与尸体交谈:尸体可回答每两个等级一个问题
Speak with Plants 与植物交谈:你可以跟普通植物或植物类生物谈话
Stone Shape 石头塑形术:将石头雕塑成任何形状
Summon Monster III 三级召唤怪物:叫来外界生物替你战斗
Water Breathing 水中呼吸术:目标可在水下呼吸
Water Walk 水面行走术:目标踩在水上时和陆地没两样
Wind Wall 风之墙:使弓箭、小型生物或气体等偏斜或转向
四环牧师神术
Air Walk 空中行走术:目标踩在空中和陆地一样(以 45 度爬升)
Control Water 操水术:使水升高、降低或分开
Cure Critical Wounds 治疗致命伤害:治疗 4d8 加上每等级 + 1 的伤害(最多到 + 20 )
Death Ward 防护死亡效果:获得对死亡类咒文和效果的免疫力
Dimensional Anchor 次元之锚:阻止超越次元间的旅行
Discern Lies 揭露谎言:揭穿蓄意的谎言
Dismissal 驱逐术:驱使一个生物回到原来居住的次元
Divination 预测术:对于特殊目的之行动给予有用的忠告
Divine Power 神力术:你获得攻击优势,力量变成 18,多每等级一点的生命点数
Freedom of Movement 自由行动术:目标可以无视阻碍的自由行动
Giant Vermin 巨虫术:将昆虫变成巨大的怪虫
Greater Magic Weapon 强力魔法武器:每三级有加一优势(最多 + 5 )
Imbue with Spell Ability 灌输咒文能力:将咒文转让给目标
Inflict Critical Wounds 造成致命伤害:接触造成 4d8 加每等级 + 1 伤害(最多 + 20 )
Lesser Planar Ally 次级次元助手:和一只八个生命骰的外界生物交换帮助
Neutralize Poison 中和毒素:解除目标身体里或身体上的毒素
Poison 下毒术:接触造成 1d10 点的体质伤害,一分钟后重复一次
Repel Vermin 驱除害虫:昆虫待在 10 呎之外
Restoration 能力复原术:回复被夺取的等级和能力点数
Sending 传送讯息术:马上传递短讯息到任何地方
Spell Immunity 咒文免疫:每四个等级,目标可对一个咒文免疫
Status 查看状况术:监控队友的状况和位置
Summon Monster IV 四级召唤怪物:叫来外界生物替你战斗
Tongues 语言术:能讲任何语言
五环牧师咒文
Atonement 赎罪术:移除目标自身罪行的重担
Break Enchantment 破除附加魔法
将目标从附加魔法的状态中解放出来,如变形、诅咒或石化等
Circle of Doom 毁灭之环:对所有方向造成 1d8 加每等级一点伤害
Commune 神谕术:神回答你每等级一个「是」或「否」的问题
Dispel Chaos/Evil/Good/Law 驱离 浑沌/邪恶/善良/守序:对该类获得加四攻击优势等等
Ethereal Jaunt 暂时化身虚空界:你变成虚空界化每等级一轮
Flame Strike 天谴之焰:以神力之焰重击敌人(每等级 1d6 伤害)
Greater Command 强力命令术:同命令术(一环),但影响每等级一个生物
Hallow 圣域术:指定的场所神圣化
Healing Circle 治愈之环:向所有方向的生物回复 1d8 加上每等级加一的伤害
Insect Plague 虫祸术:大批昆虫遮蔽视线、造成伤害并使虚弱生物逃窜
Mark of Justice 审判之符:作出特定的动作会触发对目标的诅咒
Plane Shift 次元转移:最多可让八个目标转移到另一个次元
Raise Dead 死者复活术:让已经死去每等级一天的目标回复生命
Righteous Might 正义之力:你的体型增大且力量加四
Scrying 占卜窥探术:远距离监视目标物
Slay Living 生灵涂炭:接触攻击杀死目标
Spell Resistance 魔法抗力:目标获得 12 加每等级一点的魔法抗力
Summon Monster V 五级召唤怪物:叫来外界生物替你战斗
True Seeing 真知灼见:看到事物原来真实的面貌
Unhallow 魔域术:指定的场所充满邪气
Wall of Stone 石之墙:每四等级 20 hp;可塑造之
六环牧师咒文
Animate Objects 操控物体:物体攻击你的敌人
Antilife Shell 防止生物结界:10 呎的结界防止大多数的生物进入
Banishment 驱逐术:驱逐每等级二个生命骰的外次元生物
Blade Barrier 刀剑护身:刀剑围绕在你身边,造成每等级 1d6 的伤害
Create Undead 制造不死生物:食尸鬼、幽影、幽灵、僵尸、或小鬼
Etherealness 遁入虚空界:和同伴们进入虚空界
Find the Path 寻路术:指示出通往一个地方最直接的道路
Forbiddance 禁止进入:让另一种阵营的生物不能进入某区域
Geas/Quest 号令/请求术:和号令术一样(四环),但可以影响所有生物
Greater Dispelling 强力解除魔法:同解除魔法(三环),但检定有加 20 的优势
Greater Glyph of Warding 强力护卫之文
同护卫之文(三环),但伤害增至 10d8 或刻上六环咒文
Harm 濒死术:目标只剩 1d4 的生命点数
Heal 完全治愈术:治疗所有伤害、疾病和心灵状态
Heroes' Feast 英雄之飨宴:提供每等级一个生物有治疗和祝福效果的食物
Planar Ally 次元助手:同次级次元助手(四环),但增至 16 个生命骰
Summon Monster VI 六级召唤怪物:叫来外界生物替你战斗
Wind Walk 化身成风:你和你的同伴变成气体状态而且可以快速移动
Word of Recall 回归真言:将你传送回指定的地方
七环牧师咒文
Blasphemy 亵渎之语:使非邪恶阵营的目标死亡、瘫痪、虚弱化或目眩
Control Weather 控制天气:小范围的改变天气
Destruction 究极破坏术:杀害目标并且摧毁剩下的东西
Dictum 至理格言:使非守序阵营的目标死亡、瘫痪、虚弱化或目眩
Greater Restoration 强力能力复原术
同能力复原术(四环),但能回复所有的等级与能力点数
Greater Scrying 强力占卜窥探术:同占卜窥探术(四环),但更快更持久
Holy Word 神圣真言:使非善良阵营的目标死亡、瘫痪、虚弱化或目眩
Refuge 庇护术:毁坏该物品而将其持有人传送到你面前
Regenerate 重生术:目标残缺的肢体重新长出来
Repulsion 排斥术:生物不能接近你
Resurrection 完全复活术:完全的使死亡的目标复活
Summon Monster VII 七级召唤怪物:叫来外界生物替你战斗
Word of Chaos 浑沌之语:使非浑沌阵营的目标死亡、瘫痪、虚弱化或目眩
八环牧师咒文
Antimagic Field 抗魔力场:使 10 呎内的魔法无效化
Cloak of Chaos 浑沌护壁:AC、幸免值加四,且获得强度 25 的魔法抗力抵抗守序类咒文
Create Greater Undead 制造强力不死生物:木乃伊、妖灵、吸血鬼或鬼魂
Discern Location 精确定位术:找出生物或物体的确切位置
Earthquake 地震术:强烈的使每等级半径 5 呎的范围摇动
Fire Storm 火焰风暴:造成每等级 1d6 的火炎伤害
Greater Planar Ally 强力次元助手:同次级次元助手(四环),但增至 24 个生命骰
Holy Aura 圣光护壁:AC、幸免值加四,且获得强度 25 的魔法抗力抵抗邪恶类咒文
Mass Heal 集体完全治愈术:同完全治愈术(六环),但可对多个目标
Shield of Law 法序护壁:AC、幸免值加四,且获得强度 25 的魔法抗力抵抗浑沌类咒文
Summon Monster VIII 八级召唤怪物:叫来外界生物替你战斗
Symbol 神奇符号:设定触动后会引发拥有许多效果的符号
Unholy Aura 邪恶护壁:AC、幸免值加四,且获得强度 25 的魔法抗力抵抗善良类咒文
九环牧师咒文
Astral Projection 星幽界投影:将你和队友们投射到星幽界去
Energy Drain 精力夺取:目标降低 2d4 个等级
Gate 连结之门:连结两个次元之间的旅行或召唤
Implosion 共振爆体术:每轮杀死一个生物
Miracle 奇迹术:向一个神祇请求协助
Soul Bind 魂缚术:困住刚死亡的灵魂以防止完全复活术(神术七环)
Storm of Vengeance 复仇之风暴:降下酸雨、闪电和冰雹的风暴
Summon Monster IX 九级召唤怪物:叫来外界生物替你战斗
True Resurrection 究极复活术:同完全复活术(七环),但不需要遗体
CLERIC SPELLS
0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow M: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.
CLERIC DOMAINS
AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Air Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.
ANIMAL DOMAIN
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Animal Domain Spells
1 Calm Animals: Calms (2d4 + level) HD of animals.
2 Hold Animal: Paralyzes one animal for 1 round/level.
3 Dominate Animal: Subject animal obeys silent mental commands.
4 Summon Nature’s Ally IV*: Calls creature to fight.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Antilife Shell: 10-ft. field hedges out living creatures.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature’s Ally VIII*: Calls creature to fight.
9 Shapechange F: Transforms you into any creature, and change forms once per round.
*Can only summon animals.
CHAOS DOMAIN
Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells
1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4 Chaos Hammer: Damages and staggers lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a chaos spell only.
DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, r devourers.
9 Wail of the Banshee: Kills one creature/level.
DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Destruction Domain Spells
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects subject with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6 Harm: Deals 10 points/level damage to target.
7 Disintegrate: Makes one creature or object vanish.
8 Earthquake: Intense tremor shakes 80-ft.-radius.
9 Implosion: Kills one creature/round.
EARTH DOMAIN
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Earth Domain Spells
1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 80-ft.-radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.
EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as an evil spell only.
FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
1 Burning Hands: 1d4/level fire damage (max 5d4).
2 Produce Flame: 1d6 damage +1/ level, touch or thrown.
3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6/level fire damage.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.
HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.
KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4 Divination M: Provides useful advice for specific proposed actions.
5 True Seeing M: Lets you see all things as they really are.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore M F: Lets you learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.
LAW DOMAIN
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
4 Order’s Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6 Hold Monster: As hold person, but any creature.
7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a law spell only.
LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Freedom of Movement: Subject moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Mislead: Turns you invisible and creates illusory double.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Miracle X: Requests a deity’s intercession.
MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
1 Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels magical spells and effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells M F: Confers +8 resistance bonus.
9 Mage’s Disjunction: Dispels magic, disenchants magic items.
PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more trees animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.
PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Protection Domain Spells
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other F: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane.
TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
1 Disguise Self: Disguise own appearance.
2 Invisibility: Subject invisible 1 min./level or until it attacks.
3 Nondetection M: Hides subject from divination, scrying.
4 Confusion: Subjects behave oddly for 1 round/level.
5 False Vision M: Fools scrying with an illusion.
6 Mislead: Turns you invisible and creates illusory double.
7 Screen: Illusion hides area from vision, scrying.
8 Polymorph Any Object: Changes any subject into anything else.
9 Time Stop: You act freely for 1d4+1 rounds.
WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 hp or less.
8 Power Word Stun: Stuns creature with 150 hp or less.
9 Power Word Kill: Kills creature with 100 hp or less.
WATER DOMAIN
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Water Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.
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+1抗力斗篷 1000GP 0磅
+1防护戒指 2000GP 0磅
我给你做吧 75折
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还有我认为牧师不是用来砍人的
你的钱应该花在法术增远超魔丈上
完美神术手册上一系列的 驱散加强系feat也都很好用
德鲁依的话还好说 牧师学加强召唤实在没意思
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我就是砍人的牧师。。呵呵//
法术增远超魔丈?这是什么东东?
CD的专长部分我没有。
你给我说几个吧。
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还有我认为牧师不是用来砍人的
你的钱应该花在法术增远超魔丈上
完美神术手册上一系列的 驱散加强系feat也都很好用
德鲁依的话还好说 牧师学加强召唤实在没意思
法术增远作用范围有限啊。。
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要是是善良的阵营的话完全可以忽视力量了
直觉打击(Intuitive Attack)[崇善]
你更多地依靠信念而非蛮力战斗。
先决条件:基本攻击奖励(BAB)+1
效果:当你使用一件符合你体型的简单武器或天生武器时,你可以用你的感知调整值代替力量调整值加到攻击检定上。
特殊:战士可以选择直觉打击作为战士奖励专长。
可惜是中立的...
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5555555,我都觉得Feat不够用啊,你选这些专长干吗啊
法术扩展 精通先攻 抄录卷轴
还是CD上的好呀
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问题是我没有CD的书。。。
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下面是信仰的护卫里面的:
CD自己想办法找找吧^^
神圣净化(Divine Cleansing)【神圣专长】
你可以引导能量增强你的盟友对毒素和诅咒的抵抗能力。
先决条件:驱散/斥喝不死生物能力、魅力13+、“额外驱散”。
效果:耗费一次驱散/斥喝不死生物次数,使半径60英尺爆发范围内的盟友(包括你自己)在强韧检定上得到+2的神圣加值,持续轮数等于你的魅力调整值。
神圣之力(Divine Might)【神圣专长】
你可以引导能量使自己在战斗中能够造成更多的伤害。
先决条件:驱散/斥喝不死生物能力、魅力13+、力量13+、“猛力攻击”。
效果:耗费一次驱散/斥喝不死生物次数,你的武器伤害可以加上魅力调整值,持续轮数也等于你的魅力调整值。
神圣抗力(Divine Resistance)【神圣专长】
你可以引导能量使你和你的盟友暂时能增强对某些能量伤害的抵抗力。
先决条件:驱散/斥喝不死生物能力、“额外驱散”、“神圣净化”。
效果:耗费一次驱散/斥喝不死生物次数,使半径60英尺爆发范围内的盟友以及你自己获得5点对火焰、寒冷、电击伤害的抗力。此抗力不能与由法术或特殊能力得到的类似抗力相累加。这一效应持续到你的下一回合为止。
神圣之盾(Divine Shield)【神圣专长】
你可以引导能量使你盾牌的防御力和攻击力都得到提升。
先决条件:驱散/斥喝不死生物能力、魅力13+、力量13+、“猛力攻击”,“精通盾撞(Improved Shield Bash)”。
效果:耗费一次驱散/斥喝不死生物次数来为盾牌灌注能量,你的盾在防御和攻击上都得到等同于魅力调整值的增强加值,持续轮数也等于你的魅力调整值。
神圣复仇(Divine Vengeance)【神圣专长】
在近战中你可以引导能量对不死生物造成额外伤害。
先决条件:驱散/斥喝不死生物能力、“额外驱散”。
效果:耗费一次驱散/斥喝不死生物次数,直到你的下次行动结束前,你可以对所有你以近战攻击命中的不死生物造成2d6的神圣能量伤害。
神圣活力(Divine Vigor)【神圣专长】
你可以引导能量来提高自己的速度和体质。
先决条件:驱散/斥喝不死生物能力、魅力13+、“额外驱散”。
效果:耗费一次驱散/斥喝不死生物次数,你的基本速度增加10英尺,体质属性得到+2的增强加值。这一效果的持续分钟数等于你的魅力调整值。
神授驱散(Empower Turning)【特殊专长】
你可以在单词驱散行动中驱散更多的不死生物。
先决条件:驱散/斥喝不死生物能力、魅力13+、“额外驱散”。
效果:你可以驱散更多的不死生物,但是较难驱散高HD的不死生物。如果你愿意在驱散检定上受到-2减值,你的驱散伤害检定可以得到+2d6加值。
额外威力打击(Extra Smiting)【特殊专长】
你可使用威力打击能力的次数增加。
先决条件:职业等级4级以上,威力打击能力。
效果:选取此专长可以使你每日得到一次额外的使用威力打击的次数。此效果可作用于任何你拥有的威力打击能力(例如圣武士(破邪斩),神圣解放者(破邪斩)或是破坏领域的牧师)。你可以多次选取这个专长。(原文关键词均为Smite,我们规则书的中文翻译针对不同情况作了一些调整,当然暗黑卫士的破善斩也在此列)。
强力驱散(Heighten Turning)【特殊专长】
你可以驱散更强大的不死生物。
先决条件:驱散/斥喝不死生物能力、魅力13+、“额外驱散”。
效果:当尝试驱散/斥喝不死生物时,你可以选择一个不超过你的牧师等级的数字。在你的驱散检定上加上此数字,而在驱散伤害检定上减去这个数字。
如果你不是牧师,你可以选择一个不超过你的等效牧师等级的数字(例如,一名圣武士可以选择一个不超过她的圣武士级别-2的数字)。如果某进阶职业可以提升你的驱散效果等级,则使用提升后的有效驱散等级。
精通盾撞(Improved Shield Bash)【一般专长】
你可以用盾震退你的对手。
先决条件:“猛力攻击”。
效果:你可以使用所有的小型或大型盾如同“冲撞”的效果般震退对手。你如果跟进你对手让出的位置,就会遭到借机攻击。你不能将对手震退5英尺以上,也不能跟着防御方一起移动。你不能拿小圆盾使用这一专长。
加速驱散(Quicken Turning)【特殊专长】
你心念一动即可驱散/斥喝不死生物。
先决条件:驱散/斥喝不死生物能力、魅力13+、“额外驱散”
效果:你可以以一个即时动作来驱散/斥喝不死生物,但是在驱散检定和驱散伤害检定上都会受到-4的减值。你每轮仍然只能进行一次驱散尝试。你只可以在进行驱散/斥喝不死生物时使用此专长,而不能将其用于启动神圣专长。
法术延展(Reach Spell)【超魔专长】
你不必接触目标即可施展接触类法术。
效果:你可以在30英尺范围内任意施展原本法术距离为“接触”的法术。此法术成为一条射线,你必须进行远程接触攻击检定以成功接触到目标。一个延展效果的法术要占用高于原本2个级的法术位。
法术神化(Sacred Spell)【超魔专长】
你的杀伤性法术具有神圣力量。
效果:“神圣法术”所造成的伤害中有一半直接来自于神圣力量,因此不会被“防护能量伤害”一类的法术所吸收,而另一半伤害仍源于法术本身。神化效果的法术需要占用高于原本2个等级的法术位,只有神术可以使用“法术神化”加以强化。
盾牌冲刺(Shield Charge)【一般专长】
当你用盾牌作为武器进行冲刺时可以造成额外的伤害。
先决条件:“猛力攻击”、“精通盾撞”。
效果:当你在冲刺中用盾牌攻击时,你可以造成双倍于正常情况的伤害。
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:lol: 西格你用下面那张废弃的shadowfey的卡阿 比你的这张强多了
而且shadowfey很帅 现在反正没人用了
你用的话 6折卖给你一个智力+4头带 嗯嗯
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Shadow fey关键是可以变影子真是帅呆了。。。
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不可能4级就可以进罢 :blink:
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不可能4级就可以进罢 :blink:
可能....诚实空间是2级神术......
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又都改回来了。.请查收