11.6 Channel Divinity

PIC

Invoke divine power to smite foes and gain power.

11.6.1 Cantrips

Divine Radiance

Usage time: Standard action.

Sustain (attuneable, minor)

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You emit bright illumination in a radius of your choice, up to a maximum of 15 feet, and shadowy illumination in twice that radius. The color of the light depends on the nature of your deity or alignment. Each deity has their own color or color combination. Typically, good is yellow, evil is purple, law is white, and chaos is a myriad of ever-changing colors.

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Rank 2: The maximum radius of bright illumination increases to 30 feet.

Rank 4: The maximum radius of bright illumination increases to 60 feet.

Rank 6: The maximum radius of bright illumination increases to 120 feet.

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You call on the majesty of your deity or alignment to radiate into the world.

Testament

Usage time: Standard action.

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The magical essence of your deity or alignment is overlayed on your body as an aura. This represents your deity if you are a cleric, or your alignment if you are a paladin. In either case, you gain the ability to see the auras of other creatures using this spell if they are within Short (30 ft.) range. If you see another creature with the same aura as you, this spell grants you the unerring knowledge of that similarity. This can allow you to identify other followers of your deity or alignment with certainty.

This spell lasts until you use it again or until you dismiss it.

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Rank 2: The range increases to Medium (60 ft.).

Rank 4: If you are a cleric, you can also unerringly see an aura around creatures who worship your deity. If you are a paladin, you can also unerringly see an aura around creatures who share your devoted alignment.

Rank 6: The range increases to Long (90 ft.).

11.6.2 Spells

Agent of the Divine

Rank 1

Usage time: Standard action.

Attune (deep)

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You gain a +4 enhancement bonus to hit points and damage resistance. In addition, you gain a +1 enhancement bonus to your vital rolls.

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Rank 3: The bonuses to hit points and damage resistance increase to +8.

Rank 5: The bonuses to hit points and damage resistance increase to +16.

Rank 7: The bonuses to hit points and damage resistance increase to +32.

Divine Authority

Rank 1

Usage time: Standard action.

Attune

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If you have Persuasion as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Divine Power

Rank 1

Usage time: Standard action.

Attune

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Whenever you make a damaging attack, you can infuse that attack with divine power. If you do, the attack deals 1d4 extra damage when it deals damage for the first time. After you enhance an attack in this way, this effect ends.

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Rank 3: The extra damage increases to 1d8.

Rank 5: The extra damage increases to 2d6.

Rank 7: The extra damage increases to 2d10.

Endurance of the Faithful

Rank 1

Usage time: Standard action.

Swift

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You gain a +2 bonus to all defenses and a +2 bonus to vital rolls this round. Because this is a Swift ability, it affects attacks against you during the current phase.

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Rank 3: The bonuses increase to +3.

Rank 5: The bonuses increase to +4.

Rank 7: The bonuses increase to +5.

Fearful Awe

Rank 1

Usage time: Standard action.

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Make an attack vs. Mental against all enemies in a Large (60 ft.) radius from you.

Hit: Each target with no remaining damage resistance becomes frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Mantle of Faith

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your damage resistance.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Triumph of the Faithful

Rank 1

Usage time: Standard action.

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At the end of the next round, you become infused with divine power. You gain a +3 bonus to accuracy during the round after you become infused with divine power.

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Rank 3: The accuracy bonus increases to +4.

Rank 5: The accuracy bonus increases to +5.

Rank 7: The accuracy bonus increases to +6.

Faithful Endurance

Rank 2

Usage time: Standard action.

Attune

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You gain a +2 enhancement bonus to vital rolls (see Vital Rolls).

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Rank 4: The bonus increases to +3.

Rank 6: The bonus increases to +4.

Retributive Judgment

Rank 2

Usage time: Standard action.

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Make an attack vs. Mental against anything within Short (30 ft.) range. You gain a +2 accuracy bonus if the target attacked you or one of your allies during the previous round.

Hit: 1d6 damage +1 per power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Word of Faith

Rank 2

Usage time: Standard action.

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Make an attack vs. Mental against all enemies in a Small (15 ft.) radius from you.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Divine Might

Rank 3

Usage time: Standard action.

Attune

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Your size increases by one size category. Increasing your size gives you a +1 bonus to Strength for the purpose of determining your weight limits, a -1 penalty to your Reflex defense, and a -5 penalty to Stealth. It also increases your base speed (see Size Categories).

This spell makes you slightly clumsy in your new size. You take a -10 foot penalty to your speed with all of your movement modes.

Divine Presence

Rank 3

Usage time: Standard action.

Emotion, Attune (deep)

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Whenever an enemy enters a Small (15 ft.) radius emanation from you, make a reactive attack vs. Mental against them. After you attack a creature this way, it becomes immune to this attack from you until it finishes a short rest.

Hit: The target is frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Fearful Judgment

Rank 3

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against anything within Short (30 ft.) range.

Hit: 1d8 damage +1 per power. If the target loses hit points, it is frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Banish Anathema

Rank 4

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target attacked you or one of your allies during the previous round.

Hit: 1d6 damage +1 per power. If the target loses hit points from this damage, it is teleported to a random safe place in the Astral Plane. At the end of the next round, it teleports back to its original location, or into the closest open space if that location is occupied. After it returns, it becomes immune to being teleported in this way until it finishes a short rest.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Deliverance of the Faithful

Rank 4

Usage time: Standard action.

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At the end of the next round, you become infused with divine power, which has three effects. First, you heal 1d8 hit points +1 per power. This healing cannot increase your hit points above half your maximum hit points. Second, you may remove one condition affecting you. This cannot remove an effect applied during that round. Third, you gain a +2 bonus to accuracy during the round after you become infused with divine power.

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The healing increases by 1d8 for each rank beyond 4.

Efficient Fearful Awe

Rank 5

Usage time: Standard action.

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Make an attack vs. Mental against all enemies in a Large (60 ft.) radius from you.

Hit: Each target is frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Massive Word of Faith

Rank 5

Usage time: Standard action.

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Make an attack vs. Mental against all enemies in a Large (60 ft.) radius from you.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Unwavering Faith

Rank 5

Usage time: Standard action.

Attune

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You are immune to Compulsion and Emotion attacks.

Divine Offering

Rank 6

Casting time: Minor action.

Sustain (free)

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When you cast this spell, you gain a vital wound that has no vital wound effect. In exchange, you gain a +4 enhancement bonus to vital rolls and become immune to conditions.

Mighty Retributive Judgment

Rank 6

Usage time: Standard action.

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Make an attack vs. Mental against anything within Short (30 ft.) range. You gain a +4 accuracy bonus if the target attacked you or one of your allies during the previous round.

Hit: 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Greater Divine Might

Rank 7

Usage time: Standard action.

Attune

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Your size increases by two size categories. This gives you a +2 bonus to Strength for the purpose of determining your weight limits, a -2 penalty to your Reflex defense, and a -10 penalty to Stealth. It also increases your base speed (see Size Categories).

This spell makes you slightly clumsy in your new size. You take a -10 foot penalty to your speed with all of your movement modes.

Intense Fearful Judgment

Rank 7

Usage time: Standard action.

Emotion

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Make an attack vs. Mental against anything within Short (30 ft.) range.

Hit: 1d10 damage plus 1d10 per 2 power. If the target loses hit points, it is panicked (-4 Mental, cannot attack source) by you as a condition.

Mighty Word of Faith

Rank 7

Usage time: Standard action.

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Make an attack vs. Mental against all enemies in a Medium (30 ft.) radius from you.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

11.6.3 Rituals

Consecrated Ground

Rank 2

Casting time: One hour.

Attune

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The area within an Large (60 ft.) radius zone from your location becomes sacred to your deity. This has no tangible effects by itself, but some special abilities and monsters behave differently in consecrated areas.

This ritual requires one fatigue level from its participants.

Commune

Rank 3

Casting time: 24 hours.

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You ask your source of divine power a single yes or no question. You receive a correct answer to that question to the limit of that source’s knowledge, which is usually quite extensive. The answer is typically given as "yes" or "no", but it may answer "unclear" if the source does not know the answer. In cases where a one-word answer would be misleading or contrary to the source’s interests, a short phrase may be given as an answer instead.

This ritual only yields accurate results once for any given situation. If you perform the ritual again in a situation that has not meaningfully changed, you receive no answer regardless of your question. For example, if you are presented with seven doorways, with one doorway leading to a magnificent treasure and all other doorways leading to certain death, you cannot simply perform this ritual six times to determine the correct doorway.

This ritual requires 18 fatigue levels from its participants.

Divine Seal

Rank 3

Casting time: One minute.

Attune

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The area within an Large (60 ft.) radius zone from your location becomes sealed by your deity. Whenever a creature casts a divine spell in the area, if that creature does not share your deity, the spell has a 50% chance to fail with no effect.

This ritual requires one fatigue level from its participants.

Persistent Divine Seal

Rank 3

Casting time: 24 hours.

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This ritual functions like the divine seal ritual, except that the effect lasts for one year.

This ritual requires 18 fatigue levels from its participants.

Divine Transit

Rank 4

Casting time: 24 hours.

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Choose a destination up to 200 miles away from you on your current plane, and up to six Medium or smaller ritual participants. Each target is teleported to the temple or equivalent holy site to your deity that is closest to the chosen destination. This does not require line of sight or line of effect to the destination.

You can specify the destination by naming an astral beacon. If you do, this ritual’s fatigue cost is reduced to one fatigue per target. Alternately, you can specify the destination with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the destination. If you specify its appearance incorrectly, or if the area has changed its appearance, the destination may be a different area than you intended. The new destination will be one that more closely resembles your mental image. If no such area exists, the ritual simply fails.

This ritual requires 32 fatigue levels from its participants.

Permanent Consecrated Ground

Rank 4

Casting time: 24 hours.

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This ritual functions like the consecrated ground ritual, except that the effect is permanent.

This ritual requires 32 fatigue levels from its participants.

Efficient Commune

Rank 5

Casting time: One hour.

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This ritual functions like the commune ritual, except that the casting time is shorter, and the ritual is much less exhausting.

This ritual requires one fatigue level from its participants.

Efficient Divine Transit

Rank 6

Casting time: One hour.

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This ritual functions like the divine transit ritual, except that the casting time is shorter, and the ritual is much less exhausting.

This ritual requires one fatigue level from its participants.