| Post/Author/DateTime | Post |
|---|---|
| Andramadus06-30-07, 01:27 PM | Lets make some new cleric feats. I'll start no talking or comments just feats: 1. Sacred zeal You glow with divine power as a flurry of strikes lash out at your opponent. prerequisite: divine spell caster, Turn undead or Rebuke, Must have an empty spell slot or a turn undead attempt Benifit: You become a zealous blur of divine might making 3 attacks per spell level or turn undead attempt sacrificed, you can also attack foes behind you or multiple foes without them getting an attack of oppertunity. Add your wisdom or charisma to hit and damage whicever is higher. |
| bigsnarf06-30-07, 11:20 PM | Guilt Makes a character of other faith feel sorry about you because your religion is different. |
| Andramadus07-01-07, 11:55 AM | Sacred burst You illumine your surroundings healing your comrads & damageing your enemys. prerequisite: divine spell caster, Turn undead or Rebuke, Must have an empty spell slot or a turn undead attempt Benifit: You heal and all comrads within a radius of 30ft +10 ft per level 1d8+ charisma mod/Wisdom mod whichever is higher. While those who who are your enemy's take the same amount healed by your allies as damage. |
| TheWhirlingDeathaxe07-01-07, 01:18 PM | True Daylight Prerequisites: Access to the Sun Domain, Ability to turn undead, Able to cast 2nd level Divine spells. Benefit: You may spend a turn undead attempt to radiate bright light in a 30' radius and shadowy illumination in a 60' radius. This light counts as real daylight for all purposes. The light persists for 1 round per point of Charisma Modifier. |
| Andramadus07-02-07, 01:40 PM | 6. Spontaneous Healer Prerequisites:Know (religion): 4 ranks non-Evil alignment Able to cast Cure Wounds spells Benifit: You may convert your spells into Cure Wound spells of equal level (as a Cleric). 7.Sacred Vitality of of protection Prerequisites: Ability to Turn Undead Benifit: As a Standard Action, spend one Turn Attempt to gain immunity to Ability Damage, Ability Drain, and Energy Drain for 1 minute. 8.Divine Vigor of champions Prerequisites: Ability to Turn or Rebuke creatures Benifit: As a Standard Action, use up one of your daily Turn / Rebuke uses to gain +10’ movement and +2 Temporary HP per Character level. Both effects last for (Charisma modifier) minutes. |