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9c7387.jpg
Flash Fluff
9c7387
Lv3
channel divinity
-you can either drive away the undead or control low level earth elementals
your bond with earth allows you to speak with animals at will
Barkskin, once a day, for one hour, you turn your skin to a tougher texture, granting a total of 16 ac regardless of wich armour you are wearing
cantrips (unlimited):
.shillelagh - you turn a wooden club or stick into a magical weapon dealing 1d8+2 damage, able to affect incorporeal targets, the handle of your hammer counts for this, it loses it's magical quality if you let go of it
.thorn burst, you bash your hammer to the ground and cause a spike of stone to emerge from the ground (100ft reach) and fly upwards at the target, (1d20+4 to hit) if the opponent is a living being, they are allowed a reflex save (12) if failed, they bleed from the deep wound losing 1hp for 1d6 turns)
.guidance, grant a 1d4 to any skill check, yours or your partner's
.mending, fix simple objects
.spare the dying, bring a dying subject back to 1hp
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1 mana
.purify food and water, up to 3 sq.ft. of material
.bless, confer a moral boost, up to three targets can get 1d4 to any roll during this encounter
.sanctuary, enemies attacking you must overcome a wisdom save (12), if it fails, they can not attack you for the duration of the encounter, spell fails if you attack them
.detect magic, allows you to figure out if there is a magic precense, it's type and location, it is blocked by sheets of metal, or thick stone walls, depending on the magic's strenght, your information might take a small while to be clarified
.cure wounds, you recover 1d8+4 HP, for each mana point you spend, you can recover additional d8's
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2 mana
.calm emotions, up to 6 subjects around you perform charisma saves, (12) on a failed save they are calmed down and relieved from any mental effect, aggresive opponents lose will to fight unless provoqued, however they may retain hostility, targets may willingly fail the save
.spike growth, you set a trap to a 20square foot area, it takes a 12 spot check to notice it, you may center the trap anywhere in a 60ft radius, for every 5ft anyone walks in it, they take 2d4 damage from erupting stone spikes, plus they must succeed on a 12dc constitution check or have their speed halved until their wounds are treated
.suggestion, your words come out as extremely favorable, even to enemies, if they directly contradict their beliefs, they are allowed a dc12 charisma save, it fails if the suggestion puts them or their allies in direct danger
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