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action to heal it for 1d6 points of damage and remove the fatigued, shaken, and sickened conditions from the target. You can use this ability a number of times per day equal to 3 + your Deities: Gozreh, Shelyn.
Granted Powers: You can manipulate lightning, mist, and wind,
Unity (Su): At 8th level, when a spell or effect targets one of your traffic with air creatures, and are resistant to electricity damage.
allies within 30 feet, you can use this ability to allow him to use your saving throw modifer against the effect in place of their Lightning Arc (Sp): As a standard action, you can unleash an arc own. Using this ability is an immediate action that must be used of electricity targeting any foe within 30 feet as a ranged touch before the roll is made. You can use this ability once per day at attack. This arc of electricity deals 1d6 points of electricity 8th level, and one additional time per day for every four cleric damage + 1 per cleric level you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer,
4th—greater magic weapon, 5th—telepathic bond, 6th—heroes’
Electricity Resistance (Ex): At 6th level, you gain resist feast, 7th— greater restoration, 8th—greater spell immunty, 9th electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells: 1st—obscuring mist, 2nd—wind wall,
3rd—lightning bolt, 4th—air walk, 5th—call lightning, 6th— Deity: Zon-Kuthon.
chain lightning, 7th—elemental body IV (air only), 8th— Granted Power: You can manipulate shadows and darkness.
whirlwind, 9th—elemental swarm (air spell only).
Darkness (Sp): As a swift action you can attempt to cause the vision of a creature within 30ft to be fraught with shadows and Deities: Erastil, Gozreh.
darkness. The creature must make a will save (DC= 10+half your Granted Powers: You can control animals with ease.
cleric level+Wis modifier) or treat all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. Animal Control (Sp): Twice per day, you can attempt to either This effect lasts for 1 round and can be used 3 times per day.
Charm or Frighten animals. As a swift action you can attempt to charm (as per the Charm Animal spell) or Frighten (as per the Eyes of Darkness (Su): At 6th level, your vision is not impaired Frightened condition) an animal for 1d6 rounds, unless it by lighting conditions, even in absolute darkness and magic succeedes a Will save (DC= 10+½level+Wis modifer) darkness. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be Aspect of the Beast(Su): At 6th level, you can take on the Aspect consecutive. At 12th level this effect becomes permanent.
of the Beast as a swift action. You gain a +10ft bonus to your Domain Spells: 1st—obscuring mist, 2nd—blindness/
base speed, a bite attack which deals 1d6 points of damage as a deafness, 3rd—deeper darkness, 4th—death ward, 5th—summon primary natural attack, and the blind-fight feat. This ability can monster V (summons 2 shadows), 6th—antilife shell, 7th— be used for a number of rounds per day equal to your cleric level. power word blind, 8th—Orb of the Void, 9th—shades. These rounds do not need to be consecutive.
Domain Spells: 1st—calm animals, 2nd—hold animal,
3rd—dominate animal, 4th—summon nature’s ally IV (animals Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon.
only), 5th—beast shape III (animals only), 6th—antilife shell, Granted Powers: You can cause the living to bleed at a touch,
7th—animal shapes, 8th—summon nature’s ally VIII (animals and find comfort in the presence of the dead. Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This Deities: Calistria, Cayden Cailean, Desna, Gorum, Lamashtu,
effect persists for 1d4+1 rounds or until stopped with any spell or effect that heals damage. You can use this ability a number of Granted Powers: Your touch infuses life and weapons with
times per day equal to 3 + your Wisdom modifier. chaos, and you revel in all things anarchic. Keeper of Death (Su): At 8th level, you can emit a 20ft Aura as a Touch of Chaos (Sp): You can imbue a target with chaos as a standard action, which gives all creatures in it (including you) melee touch attack. Untill the beginning of your next turn, Death Ward, as the spell.You can use this ability for a number of anytime the target rolls a d20, he must roll twice and take the less rounds per day equal to your cleric level. These rounds do not favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—cause fear, 2nd—inflict serious wounds,
3rd—animate dead, 4th—death ward, 5th—slay living, 6th—
Chaos Blade (Su): At 8th level, you can give a weapon touched create undead, 7th— destruction, 8th—create greater undead, the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels Deities: Gorum, Nethys, Rovagug, Zon-Kuthon.
Domain Spells: 1st—protection from law, 2nd—align weapon
Granted Powers: You revel in ruin and devastation, and can
(chaos only), 3rd—magic circle against law, 4th—chaos deliver particularly destructive attacks.
hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th— cloak of chaos, 9th—summon monster IX (chaos Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to your cleric level. You must declare the destructive smite before making the attack. You can Deity: Erastil.
use this ability a number of times per day equal to 2 + your Granted Powers: Your touch can heal wounds, and your
presence instills unity and strengthens emotional bonds. Destructive Aura (Su): At 8th level, you can spend a standard Calming Touch (Sp): You can touch a creature as a standard action to make a single attack against an enemy within range, which counts as being affected by the Sunder combat maneuver. In addition, you will emit a 30ft aura of destruction for a number of rounds equal to your wisdom modifer. All attacks made Deities: Gorum, Iomedae, Sarenrae.
against any targets in this aura gain a morale bonus on damage Granted Powers: You are infused with the glory of the divine,
equal to 1/2 your cleric level. You can use this ability once per day at level 8, and one additional time per day for every 4 levels Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage,
action and give it a sacred bonus equal to half your cleric level 4th—inf lict critical wounds, 5th—shout, 6th—harm, 7th— (minimum 1) on it's next attack and damage roll. You can use this disintegrate, 8th—earthquake, 9th—implosion. ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Earth Domain
Deities: Abadar, Torag.
Divine Presence (Su): At 6th level, you can choose to have your Granted Powers: You have mastery over earth, metal, and stone,
channel energy harm undead creatures instead of heal living can fire darts of acid, and command earth creatures. creatures. The undead creatures will suffer the same damage you would normally heal for, but are allowed a will save (DC = 10 + Acid Dart (Sp): As a standard action, you can unleash an acid 1/2 your cleric level + your Wisdom modifier) to only suffer half dart targeting any foe within 30 feet as a ranged touch attack. damage. You can use this ability as many times per day as you This acid dart deals 1d6 points of acid damage + 1 per cleric level you possess. You can use this ability a number of times per Domain Spells: 1st—shield of faith, 2nd—bless weapon,
3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate. Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain Deities: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae,
Domain Spells: 1st—magic stone, 2nd—bear's endurance, 3rd
stone shape, 4th—spike stones, 5th—wall of stone, Granted Powers: You have pledged your life and soul to
6th—stoneskin, 7th—elemental body IV (earth only), 8th— earthquake, 9th—elemental swarm (earth spell only).
Touch of Good (Sp): You touch a creature as a swift action, untill the beginning if our next turn, half of all the damage the creature Deities: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa,
suffers will be transferred to you instead. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Granted Powers: You are sinister and cruel, and have wholly
pledged your soul to the cause of evil.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to Evil Eyes (Sp): As a swift action you can cause a creature within 1/2 your cleric level. You can use this ability once per day at 8th 30 ft to become shaken unless it succedes a fortitude save (DC= level, and an additional time per day for every four levels beyond 10+ half your cleric level+Wis modifier). Creatures sickened by this ability count as good for the purposes of spells with the evil Domain Spells: 1st—protection from evil, 2nd—align
descriptor. This ability lasts for a 3 rounds. You can use this weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word,8th—holy aura, 9th—summon monster IX (good spell only).
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at Deities: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, Zon-
8th level, and an additional time per day for every four levels Granted Powers: You follow a strict and ordered code of laws,
Domain Spells: 1st—protection from good, 2nd—align
weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th— Touch of Law (Sp): You can touch a willing creature as a swift blasphemy, 8th—unholy aura, 9th—summon monster IX (evil action, infusing it with the power of divine order. For 1 round, it will treat all attack rolls and saving throws as if the natural d20 roll resulted in a 8. If the creature is of lawfull alignment it can instead treat it's attacks rolls and saving throws as if it where a Deity: Asmodeus, Sarenrae.
natural 12. You can use this ability three times per day.
Granted Powers: You can call forth f ire, command creatures of
the inferno, and your flesh does not burn.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds Fire Bolt (Sp): As a standard action, you can unleash a scorching equal to 1/2 your cleric level. You can use this ability once per bolt of divine fire from your outstretched hand. You can target day at 8th level, and an additional time per day for every four any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire Domain Spells: 1st—protection from chaos, 2nd—align
damage + 1 per cleric level you possess. You can use this ability weapon (law only), 3rd—magic circle against chaos, 4th— a number of times per day equal to 3 + your Wisdom modifier. order’s wrath, 5th—dispel chaos, 6th—forbiddance, 7th—dictum, 8th— shield of law, 9th—summon monster IX (law spell Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce f lame,
Deity: Desna.
3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire Granted Powers: You are a spirit of freedom and a staunch foe
seeds, 7th—elemental body IV (fire only), 8th—incendiary against all who would enslave and oppress. cloud, 9th—elemental swarm (fire spell only).
Liberation (Su): You have the ability to ignore impediments to your mobility. Three times per day, as a free action you can cause yourself to be affected by Freedom of Movement for a single Dispelling Touch (Sp): At 6th level, you can imbue a melee weapon you touch as a swift action with the power to dispel magic. If the weapon hits a creature within 1 round it counts as if Freedom’s Call (Su): At 6th level, you can use a move action to you had cast a targeted Dispel Magic on the creature. You can use allow all your allies within 20ft to immedeatly make a saving this ability once per day at 6th level and one additional time per throw against one spell they are currently affected by, or one day for every 4 cleric levels beyond 6th.
condition they suffer from. The saving throw type and DC is the Domain Spells: 1st—magic weapon, 2nd—magic mouth, 3rd—
same as the original spell or condition. If the spell or condition dispel magic, 4th—imbue with spell ability, 5th—spell did not allow a saving throw, this ability has no effect on that resistance, 6th—greater dispell magic, 7th—spell turning, 8th— spell or condition. You can use this ability once per day at 6th protection from spells, 9th—mage’s disjunction.
level and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—remove fear, 2nd—remove paralysis,
Deities: Erastil, Gozreh.
3rd—remove curse, 4th—freedom of movement, 5th—break Granted Powers: You find solace in the green, can grow
enchantment, 6th—greater dispel magic, 7th—refuge, 8th— defensive thorns, and can communicate with plants.
mind blank, 9th—freedom.
Enlarge (Su): As a swift action you can enlarge yourself, as if you were the target of the enlarge person spell. You can use Deities: Calistria, Desna, Shelyn.
Granted Powers: You are infused with luck, and your mere
presence can spread good fortune.
Bramble Armor (Su): At 6th level, you can cause a host ofwooden thorns to burst from your skin as a free action.
Bit of Luck (Sp): You can touch a willing creature as a standard While bramble armor is in effect, any foe striking you action, giving it a bit of luck. For the next round, any time the in melee takes 1d6 points of piercing damage + 1 point per target rolls a d20, he may roll twice and take the more favorable two cleric levels you possess. You can use this ability for result. You can use this ability a number of times per day equal to a number of rounds per day equal to your cleric level.
These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant
Good Fortune (Ex): At 6th level, you can reroll any one roll that growth, 4th—command plants, 5th—wall of thorns, 6th—repel you have just made You must take the result of the reroll, even if wood, 7th—animate plants, 8th—control plants, 9th—shambler.
it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every four Deities: Abadar, Nethys, Shelyn, Torag.
Domain Spells: 1st—true strike, 2nd—undetectable alignment,
Granted Powers: Your faith is your greatest source of
3rd— protection from energy, 4th—freedom of movement, 5th— protection, and you can use that faith to defend others. break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Resistant (Su): You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 cleric levels you Deity: Lamashtu.
Granted Powers: You embrace the madness that lurks deep in
Aura of Protection (Su): At 8th level, you can emit a 30-foot your heart, and can unleash it to drive your foes insane or to aura of protection for a number of rounds per day equal sacrifice certain abilities to hone others.
to your cleric level. You and your allies within this auragain a +1 deflection bonus to AC and resistance 5 against Insane Focus (Su): You can touch a willing creature as a Move all elements (acid, cold, electricity, fire, and sonic). The action, granting it a +2 bonus on all saving throws made against def lection bonus increases by +1 for every four cleric levels mind-affecting effects as well as immunity to confusion. This you possess beyond 8th. At 14th level, the resistance against bonus lasts for 1 minute. If the creature fails a saving throw all elements increases to 10. These rounds do not need to against a mindaffecting effect during this period, it loses its immunity to confusion and is immediately confused for one Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—
round. You can use this ability a number of times per day equal protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th— prismatic sphere.
Aura of Madness (Sp): At 8th level, you can use a swift action to emit a 30-foot aura of madness around you. Enemies within this aura are affected by confusion for 1d4+1 rounds, unless they Deities: Cayden Cailean, Gorum, Irori, Lamashtu, Urgathoa.
make a Will save (DC = 10 + 1/2 your cleric level + your Granted Powers: In strength and brawn there is truth —
Wisdom modifier). You can use this ability once per day at 8th your faith gives you incredible might and power.
level and one additional time per day for every 4 cleric levels beyond 8th.
Strength Surge (Sp): As a standard action, you can touch a Domain Spells: 1st—lesser confusion, 2nd—oppressive
creature to give it great strength. For 2 rounds, the target boredom, 3rd—rage, 4th—confusion, 5th—nightmare, 6th— gains a +4 sacred bonus to strength. You can use this ability 3 phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th— Might of the Gods (Su): At 8th level, three times per day as a swift action, you can add your cleric level as an enhancement Deities: Asmodeus, Nethys, Urgathoa.
bonus to your Strength score for one round.
Granted Powers: You are a true student of all things
Domain Spells: 1st—enlarge person, 2nd—bull’s strength,
mystical, and see divinity in the purity of magic.
3rd—magic vestment, 4th—spell immunity, 5th—righteousmight, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, Hand of the Acolyte (Ex): You gain the Arcane Aptitude feat as a Sieze the initiative (Su): At 6th level you can, as a free action Deities: Iomedae, Sarenrae.
when rolling for initiative, allow yourself and you allies to roll Granted Powers: You see truth in the burning light of the sun,
twice and use the better result for that initiative.You can use this and can call upon its blessing or wrath to work great deeds.
ability once per day at 6th level and one additional time per day for every 4 cleric levels beyond 6th.
Searing Sun (Sp): Flames brighter than any torch appear in your open hand. The flames harm neither you nor your Domain Spells: 1st—magic weapon, 2nd—spiritual
equipment, and lasts for 30 minuttes. In addition to providing weapon, 3rd—magic vestment, 4th—divine power, 5th—f lame illumination, the flames can be hurled at an enemy within strike, 6th—blade barrier, 7th—power word blind, 8th—power 120ft. You can make a ranged touch attack, dealing fire word stun, 9th—power word kill. damage equal to 1d6 + 1 point per cleric level. If you throw the flames, they go out after the attack has been resolved. You can use this ability a number of times per day equal to 1 + your Deities: Gozreh, Pharasma.
Granted Powers: You can manipulate water and mist and ice,
conjure creatures of water, and resist cold.
Nimbus of Light (Sp): At 8th level, you can emit a blinding blinding nimbus if light in a 30-foot burst around you. All Icicle (Sp): As a standard action, you can fire an icicle from your enemies in the area must make a fortitude save ((DC = 10 + 1/2 finger, targeting any foe within 30 feet as a ranged touch attack. your cleric level + your Wisdom modifier) or become blinded for The icicle deals 1d6 points of cold damage + 1 per cleric level 1d4+1 round. This also acts as a daylight spell for the duration. you possess. You can use this ability a number of times per day You can use this ability once per day at 8th level and one additional time per day for every 4 cleric levels beyond 8th.
Domain Spells: 1st—endure elements, 2nd—flaming sphere,
Cold Resistance (Ex): At 6th level, you gain resist cold 10. 3rd—searing light, 4th—fire shield, 5th—f lame strike, 6th—fire This resistance increases to 20 at 12th level. At 20th level, seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. you gain immunity to cold.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—
frigid touch, 4th—wall of ice, 5th—ice storm, 6th—cone Deities: Abadar, Cayden Cailean, Desna.
of cold, 7th—elemental body IV (water only), 8th—horrid Granted Powers: You are an explorer and find enlightenment in
wilting, 9th—elemental swarm (water spell only).
the simple joy of travel, be it by foot or conveyance or magic. Agile Feet (Su): Your base speed increases by 10 ft, and once per day as a free action, you can ignore all difficult terrain for 1 round.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10
feet per cleric level per day as a move action. This teleportation
must be used in 5-foot increments and such movement does not
provoke attacks of opportunity. You must have line of sight to
your destination to use this ability. You can bring other willing
creatures with you, but you must expend an equal amount of
distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—spider climb, 3rd—slow ,
4th—dimension door, 5th—teleport, 6th—word of recall,
7th—greater teleport, 8th—phase door, 9th—freedom.
Trickery Domain
Deities: Asmodeus, Calistria, Lamashtu, Norgorber.
Granted Powers: You are a master of illusions and deceptions.
Copycat (Sp): You can create an illusory double of yourself as a swift action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability 5 times per day.
Sudden Shift (Su): In the blink of an eye, you can appear
somewhere else. As an immediate action, after you are missed by
a melee attack, you can teleport up to 10 feet to a space that you
can see. You can use this power once per day at level 8, and one
additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—
major image, 4th—confusion, 5th—phantasmal web, 6th—
mislead, 7th—permanent image, 8th—mass invisibility, 9th—
time stop.
War Domain
Deities: Gorum, Iomedae, Rovagug, Urgathoa.
Granted Powers: War, war never changes.
Trained for battle (Ex): You gain the Heavy Armor Proficiency as

Source: http://www.caft.dk/Files/Spells/Domains.pdf

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