Religious Domains
Agility Domain
Class | Domain Bonus |
---|---|
Crusader | Increase Endurance by 2 * Level and Increase Athletics by Level. Add your level to your dodge skill. |
Disciple | Increase Endurance by 2 * Level and Increase Athletics by Level. Add your level to your dodge skill. |
Priest | Increase Endurance by 2 * Level and Increase Athletics by Level. Add your level to your dodge skill. |
Seer | Increase Endurance by 2 * Level and Increase Athletics by Level. Add your level to your dodge skill. |
Witch Hunter | Increase Endurance by 2 * Level and Increase Athletics by Level. Add your level to your dodge skill. |
Air Domain
Class | Domain Bonus |
---|---|
Crusader | When falling speed is maximized at 2/meters per round and fall damage is capped at 11 - Level. When subjected to a hostile projectile, roll a 1d100, on a 95+ ignore its effects. |
Disciple | When falling speed is maximized at 2/meters per round and fall damage is capped at 11 - Level. When subjected to a hostile projectile, roll a 1d100, on a 95+ ignore its effects. |
Priest | Air Spells are 10% Cheaper, and when subjected to a hostile projectile, roll a 1d100, on a 95+ ignore its effects. |
Seer | Air Spells are 10% Cheaper, and when subjected to a hostile projectile, roll a 1d100, on a 95+ ignore its effects. |
Witch Hunter | Projectile weapons can be used at 25% greater range. When subjected to a hostile projectile, roll a 1d100, on a 95+ ignore its effects. |
Art Domain
Class | Domain Bonus |
---|---|
Crusader | When this domain is taken choose Crafting(Art) and Perform(Choose) and gain a +25. Whenever you make a check with this skill, you may reroll. The new result must be taken. |
Disciple | When this domain is taken choose Crafting(Art) and Perform(Choose) and gain a +25. Whenever you make a check with this skill, you may reroll. The new result must be taken. |
Priest | Spells in the Illusion spell are 10% cheaper. Whenever you would gain new spells at a level, you can gain an additional spell. The new spell must be of the Illusion school. |
Seer | Spells in the Illusion spell are 10% cheaper. Whenever you would gain new spells at a level, you can gain an additional spell. The new spell must be of the Illusion school. |
Witch Hunter | When this domain is taken choose Crafting(Art) and Perform(Choose) and gain a +25. Whenever you make a check with this skill, you may reroll. The new result must be taken. |
Beasts Domain
Class | Domain Bonus |
---|---|
Crusader | Gain a natural weapon of a creature native to your cultural area. (GM discretion) In addition gain a DR equal to your level as your hide toughens. This DR is in addition to any armor or other source of DR. |
Disciple | Gain a natural weapon and an adaptation (wings, prehensile tail, advanced eyesight, etc; GM discretion) of a creature(s) native to your cultural area. |
Priest | Gain Polymorph Self as a bonus spell. All Polymorph spells are 33% cheaper. |
Seer | Gain the ability to speak to animals and understand them. (LvL/2) rounded up per day; Gain a +98 to Handling for a single check. |
Witch Hunter | Gain a natural weapon of a creature native to your cultural area. (GM discretion) In addition to your specialty, choose an animal genus that is also counted. |
Chaos Domain
Class | Domain Bonus |
---|---|
Crusader | When the Crusader would deal damage, they may choose to empower the attack. If they do, roll on the Chaos Table. |
Disciple | When the Disciple would deal damage, they may choose to empower the attack. If they do, roll on the Chaos Table. |
Priest | When the Priest would deal damage, they may choose to empower the attack. If they do, roll on the Chaos Table. |
Seer | When the Seer would deal damage, they may choose to empower the attack. If they do, roll on the Chaos Table. |
Witch Hunter | When the Witch-Hunter would deal damage, they may choose to empower the attack. If they do, roll on the Chaos Table. |
Craftsmanship Domain
Class | Domain Bonus |
---|---|
Crusader | Choose two Crafting(-) skills and gain a +25 in each. When making a Crafting check roll twice and choose. |
Disciple | Choose two Crafting(-) skills and gain a +25 in each. When making a Crafting check roll twice and choose. |
Priest | Choose two Crafting(-) skills and gain a +25 in each. When making a Crafting check roll twice and choose. |
Seer | Choose two Crafting(-) skills and gain a +25 in each. When making a Crafting check roll twice and choose. |
Witch Hunter | Choose two Crafting(-) skills and gain a +25 in each. When making a Crafting check roll twice and choose. |
Death Domain
Class | Domain Bonus |
---|---|
Crusader | Whenever a Crusader would deal Holy damage, deal Necrotic instead. Gain a 5*Level to Metu Mortis checks. |
Disciple | (Level/Per Day), when you would go to negative hit points go to 1 instead. If the total negative you would go would be equal or greater than your hit point maximum. Roll a 1d100 and add it to your hit points instead. You can never go above 1 positive hitpoint with this ability. |
Priest | When determining hit dice for the amount of Undead creatures you may control, double the value. Gain Resistance +25 (Necrotic). |
Seer | (2*Level/Per Day), you may cast Speak with Dead as an innate spell-like ability. Gain Resistance +25 (Necrotic). |
Witch Hunter | Gain Resistance +50 (Necrotic) and undead count as your speciality in addition to the one(s) granted by your class. |
Destruction Domain
Class | Domain Bonus |
---|---|
Crusader | When you roll to determine which limb is struck by your attack. You may modify the result by up to +/-3. In addition when a target rolls on a limb destruction table, they get a (-5 - your Level) to the roll. |
Disciple | When making an unarmed strike, the Disciple may choose to deal Force or Holy damage instead. In addition when a target rolls on a limb destruction table, they get a (-5 - your Level) to the roll. |
Priest | Damaging spells are 15% cheaper and do bonus damage equal to your level. All other spells are 10% more expensive. |
Seer | Damaging spells are 15% cheaper and do bonus damage equal to your level. All other spells are 10% more expensive. |
Witch Hunter | When you roll to determine which limb is struck by your attack. You may modify the result by up to +/-3. In addition when a target rolls on a limb destruction table, they get a (-5 - your Level) to the roll. |
Evil Domain
Class | Domain Bonus |
---|---|
Crusader | When the Crusader would deal damage with a weapon against a target with Angelic or Good subtype or followers of a deity with the Good domain, they deal a bonus ½ WR of the weapon in Holy damage. |
Disciple | When the Disciple would deal damage with an unarmed strike or weapon against a target with Angelic or Good subtype or followers of a deity with the Good domain, they deal a bonus ½ WR of the weapon in Holy damage. |
Priest | Gain the spells Protection from Angelic and Good and Greater Protection from Angelic and Good. These spells cost 50% less. |
Seer | Gain the ability to detect Angelic and Good subtypes or creatures following a deity with the Good domain within 10m. The Seer can tell the number of the creatures in the area, but cannot pinpoint which subtype goes to which creature. |
Witch Hunter | When the Witch-Hunter would receive damage from a target with Angelic or Good subtype or followers of a deity with the Good domain, gain resistance 50 against that damage type for 1 round. This ability then needs 10 rounds to recharge. |
Fire Domain
Class | Domain Bonus |
---|---|
Crusader | When the Crusader would deal damage with a weapon, they deal a bonus ¼ WR of the weapon in Fire damage. |
Disciple | When the Disciple would deal damage with an unarmed strike or weapon against a target., they deal a bonus ¼ WR of the weapon in Fire damage. |
Priest | Fire Spells are 10% Cheaper. Gain Resistance +25 (Fire). |
Seer | Fire Spells are 10% Cheaper. Gain Resistance +25 (Fire). |
Witch Hunter | When dealing Fire damage to targets with the Water or Aquatic subtype, reduce the resistance by 50. Treat immunity as resistance 100. If resistance would go negative, treat the rollover as percentile bonus damage. (I.e. resistance 0 Fire would turn into -50 Fire therefore 50% bonus damage). |
Fortune Domain
Class | Domain Bonus |
---|---|
Crusader | (Level/2) rounded up. You may reroll your attack roll and choose which result to take. |
Disciple | (Level/3) rounded up (min 1). You may reroll any of your dice rolls and choose which result to take. |
Priest | (Level/2) rounded up. You may reroll your spell attack roll or a roll on the fizzle chart and choose which result to take. |
Seer | (Level/2) rounded up. You may reroll your spell attack roll or a roll on the fizzle chart and choose which result to take. |
Witch Hunter | (Level/2) rounded up. You may reroll a defense roll (your own or a speciality’s) and choose which result to take. |
Good Domain
Class | Domain Bonus |
---|---|
Crusader | When the Crusader would deal damage with a weapon against a target with Evil or Demonic subtype or following a deity with the Evil domain, they deal a bonus ½ WR of the weapon in Holy damage. |
Disciple | When the Disciple would deal damage with an unarmed strike or weapon against a target with Evil or Demonic subtype or following a deity with the Evil domain, they deal a bonus ½ WR of the weapon in Holy damage. |
Priest | Gain the spells Protection from Demonic and Evil and Greater Protection from Demonic and Evil. These spells cost 50% less. |
Seer | Gain the ability to detect Demonic and Evil subtype or creatures following a deity with the Evil domain within 10m. The Seer can tell the number and subtypes of the creatures, but cannot pinpoint which subtype goes to which creature. |
Witch Hunter | When the Witch-Hunter would receive damage from a target with Evil or Demonic subtype or following a deity with the Evil domain, gain Resistance +50 against that damage type for 1 round. This ability then requires 10 rounds to recharge. |
Greed Domain
Class | Domain Bonus |
---|---|
Crusader | You may add +X to your attack roll, but if your attack misses you take X amount of unblockable damage. This damage may only be recuperated by normal rest. X is any value less than your maximum hit points. |
Disciple | You may add +X to any skill check, but if the check fails, you take X amount of unblockable damage. This damage may only be recuperated by normal rest. X is any value less than your maximum hit points. |
Priest | All spells cost 15% less, however decrease maximum faith by 10 * Level. When you roll on the spell fizzle table, roll twice and take the lower value. |
Seer | All spells cost 15% less, however decrease maximum faith by 10 * Level. When you roll on the spell fizzle table, roll twice and take the lower value. |
Witch Hunter | You may add +X to your attack roll, but if your attack misses you take X amount of unblockable damage. This damage may only be recuperated by normal rest. X is any value less than your maximum hit points. |
Ice Domain
Class | Domain Bonus |
---|---|
Crusader | When the Crusader would deal damage with a weapon, they deal a bonus ½ WR of the weapon in Chill damage. |
Disciple | Ignore penalties for moving in/on snow or ice. Instead gain bonus movement equal to 50% of your base movement speed while moving in/on snow or ice. Gain +25 Resistance (Chill). |
Priest | Ice Spells are 10% Cheaper and gain +25 Resistance (Chill). |
Seer | Ice Spells are 10% Cheaper and gain +25 Resistance (Chill). |
Witch Hunter | Gain +50 resistance to Frost and Chill. In addition, the Frost subtype counts as your speciality in addition to the one(s) granted by your class. |
Knowledge Domain
Class | Domain Bonus |
---|---|
Crusader | Choose two Knowledge(-) skills and gain a +25 in each. When making a Knowledge check roll twice and choose. |
Disciple | Choose two Knowledge(-) skills and gain a +25 in each. When making a Knowledge check roll twice and choose. |
Priest | Choose two Knowledge(-) skills and gain a +25 in each. When making a Knowledge check roll twice and choose. |
Seer | Choose two Knowledge(-) skills and gain a +25 in each. When making a Knowledge check roll twice and choose. |
Witch Hunter | Choose two Knowledge(-) skills and gain a +25 in each. When making a Knowledge check roll twice and choose. |
Land Domain
Class | Domain Bonus |
---|---|
Crusader | (2*Level/Per day) Gain a stomp attack that deals 10 + twice your Crusader level to all creatures within a 3m radius and creatures face a simple STR check or be knocked prone. Creatures that are levitating or flying avoid this damage. Every third level after first increase the save success category by one. |
Disciple | The Disciple treats their base land speed as if they were one size class larger. In addition, they gain bonus meters equal to their level. |
Priest | The Priest can use the ground as a conduit for casting. By paying double the mana cost of a spell, the Priest can cast any spell without their religious focus or any focus required by the spell itself as long as the Priest is physically touching the ground. If the ground is bare reduce the cost to 50% increase instead. |
Seer | The Seer can use the ground as a conduit for casting. By paying double the mana cost of a spell, the Seer can cast any spell without their religious focus or any focus required by the spell itself as long as the Seer is physically touching the ground. If the ground is bare reduce the cost to 50% increase instead. |
Witch Hunter | Choose 1 subtype of Air, Fire or Water. This subtype is in addition to your other specialities. In addition gain Resistance +25 to the damage type related to that specific subtype. |
Life Domain
Class | Domain Bonus |
---|---|
Crusader | When you would deal damage against a living creature, gain ¼ of the damage dealt in healing. Gain additional hit points equal to your level each time you level up. |
Disciple | Level/Per day): As a minor action, the Disciple can initiate a healing meditation. For minutes equal to your FOR, at the end of each phase of combat, heal 1 + Level points of damage. The Disciple must expend a minor action to continue the effect every round. Outside of combat, heal 5 + Level hitpoints every minute. Gain additional hit points equal to your level each time you level up. |
Priest | Healing Spells are 15% Cheaper. Gain additional hit points equal to your level each time you level up. |
Seer | Healing Spells are 15% Cheaper. Gain additional hit points equal to your level each time you level up. |
Witch Hunter | When you slay a creature of your speciality heal X. X is equal to half your maximum hit points. Gain additional hit points equal to your level each time you level up. |
Law Domain
Class | Domain Bonus |
---|---|
Crusader | (3/Level Per Day) When a Crusader would make an attack roll, they can instead make an automatic basic success. |
Disciple | (3/Level Per Day) When a Disciple would make an attack roll they can instead make an automatic basic success. |
Priest | (2/Level Per Day) When a Priest would make a spell roll they can instead make an automatic basic success. |
Seer | (2/Level Per Day) When a Seer would make a spell roll they can instead make an automatic basic success. |
Witch Hunter | (3/Level Per Day) When a Witch-Hunter would make an attack roll, they can instead make an automatic basic success. |
Magic Domain
Class | Domain Bonus |
---|---|
Crusader | Gain 50 mana and two spells. Gain one additional spell and 25 mana each level. The Crusader can pick either his religious scripture or a weapon as his casting focus. |
Disciple | Whenever subjected to an unwilling spell effect or spell-like ability from a magical source, the Disciple rolls 1d100. If the roll is 51+, the Disciple can roll the saving throw twice (if any), taking the better roll and all damage received from the spell is halved. |
Priest | You may cast spells with the Arcane component. Gain two additional spells each level. |
Seer | You may cast spells with the Arcane component. Gain two additional spells each level. |
Witch Hunter | Gain 50 mana and two spells. Gain one additional spell and 25 mana each level. The Witch-Hunter can pick either his religious scripture or a weapon as his casting focus. |
Might Domain
Class | Domain Bonus |
---|---|
Crusader | Increase Strength and Endurance by twice the level of Crusader. |
Disciple | Increase Strength and Endurance by twice the level of Disciple. |
Priest | Increase Strength and Endurance by twice the level of Priest. |
Seer | Increase Strength and Endurance by twice the level of Seer. |
Witch Hunter | Increase Strength and Endurance by twice the level of Witch-Hunter. |
Mind Domain
Class | Domain Bonus |
---|---|
Crusader | Increase Foresight and Intellect by twice the level of Crusader. |
Disciple | Increase Foresight and Intellect by twice the level of Disciple. |
Priest | Increase Foresight and Intellect by twice the level of Priest. |
Seer | Increase Foresight and Intellect by twice the level of Seer. |
Witch Hunter | Increase Foresight and Intellect by twice the level of Witch-Hunter. |
Pestilence Domain
Class | Domain Bonus |
---|---|
Crusader | Whenever a successful melee attack is made, roll a 1d100. On a 80+ the target is sapped 1d4 from a random attribute. On a 100, the target is sapped from all attributes. A target’s successful basic END save halves the damage (min. 1). Damaged attributes recover at a rate of 1 per hour with a successful simple END save. A creature can only take a maximum of damage equal to twice their starting attribute this way. Every third level after first increase the save success category by one. |
Disciple | Whenever a successful melee attack is made, roll a 1d100. On a 80+ the target is sapped 1d4 from a random attribute. On a 100, the target is sapped from all attributes. A target’s successful basic END save halves the damage (min. 1). Damaged attributes recover at a rate of 1 per hour with a successful simple END save. A creature can only take a maximum of damage equal to twice their starting attribute this way. Every third level after first increase the save success category by one. |
Priest | Gain Inflict Sickness and Plague as bonus spells. Gain immunity to disease. |
Seer | Gain Inflict Sickness and Plague as bonus spells. Gain immunity to disease. |
Witch Hunter | Whenever a successful melee attack is made, roll a 1d100. On a 80+ the target is sapped 1d4 from a random attribute. On a 100, the target is sapped from all attributes. A target’s successful basic END save halves the damage (min. 1). Damaged attributes recover at a rate of 1 per hour with a successful simple END save. A creature can only take a maximum of damage equal to twice their starting attribute this way. Every third level after first increase the save success category by one. |
Plant Domain
Class | Domain Bonus |
---|---|
Crusader | As a Partial Action, a Crusader can turn a normal stick into a magical weapon of their choice. It has a WDR of 2+Level and deals Holy damage. If the weapon leaves the Crusader’s hand it reverts to its original form. Attacks made with other wooden weapons have their WDR increased by ½ Level. |
Disciple | As a Partial Action, the disciple can harden his skin into a wood-like material or return it to normal. The Disciple gains a bonus to DR equal to twice their level. The Disciple also gains the Plant subtype for the duration of the ability. If the Disciple has DR already granted by an armor bonus, take the higher of the two effects. If the Disciple falls unconscious, they revert to their original form. |
Priest | Gain Growth and Growth, Superior as bonus spells. These spells cost 50% less to cast. Priests with the plant domain can cast spells with the N component. |
Seer | Gain the ability to speak to plants and understand them. (Level/2) rounded up per day; Gain a +98 to Botany for a single check. Seers with the plant domain can cast spells with the N component. |
Witch Hunter | As a Partial Action, the Witch-Hunter can turn a normal stick into a magical weapon of their choice. It has a WDR of 2+Level and deals Holy damage. If the weapon leaves the Witch-Hunter's hand it reverts to its original form. In addition, the Witch-Hunter adds the Plant subtype to their list of specialties. |
Purity Domain
Class | Domain Bonus |
---|---|
Crusader | When a Crusader would be subjected to a negative spell effect, roll a 1d100. On a roll of 1-10, the spell effect is ignored. Gain a +25 Resistance (Necrotic). |
Disciple | Gain +50 Resistance (Disease) and +25 Resistance (Necrotic). |
Priest | Gain +50 Resistance (Disease) and +25 Resistance (Necrotic). |
Seer | Gain +50 Resistance (Disease) and +25 Resistance (Necrotic). |
Witch Hunter | When a Witch-Hunter would be subjected to a negative spell effect, roll a 1d100. On a roll of 1-10, the spell effect is ignored. Gain a +25 Resistance (Necrotic). |
Secrets Domain
Class | Domain Bonus |
---|---|
Crusader | Gain a +7 to Conceal Action, Hide, Make-Up and Move Silently and subtract their Crusader level from any penalties to those skills from wearing armor. When subjected to a Scry ability, roll a 1d100. On a roll of 90+ the scry fails. |
Disciple | Gain a +6 to Conceal Action, Hide, Make-Up and Move Silently. When making a skill check for one of the previous skill, the Disciple may roll twice and take the better roll. |
Priest | Spells of the Illusion school are 15% cheaper. When subjected to a Scry ability, roll a 1d100. On a roll of 90+ the scry fails. |
Seer | Gain a +25 Scry and when making a Scry check, the Seer may roll twice and take the better roll. When subjected to a Scry ability, roll a 1d100. On a roll of 90+ the scry fails. |
Witch Hunter | Gain a +7 to Conceal Action, Hide, Make-Up and Move Silently and subtract their Witch-Hunter level from any penalties to those skills from wearing armor. When subjected to a Scry ability, roll a 1d100. On a roll of 90+ the scry fails. |
Technology Domain
Class | Domain Bonus |
---|---|
Crusader | Gain one artifact from the Forerunner list on the Artifact Chart. You are proficient in this item and know how to use it. If applicable, gain a +5 to its related skill. Decrease Magic by 5. |
Disciple | Gain one artifact from the Machinist list on the Artifact Chart. You are proficient in this item and know how to use it. If applicable, gain a +5 to its related skill. Decrease Magic by 5. |
Priest | Gain a +25 Technology. When casting spells while in possession of technological artifacts, the base chance to fail is reduced to 50%. An Iron Mantle artifact reduces this chance to 25% instead of its normal reduction. |
Seer | Gain a +25 Technology. When casting spells while in possession of technological artifacts, the base chance to fail is reduced to 50%. An Iron Mantle artifact reduces this chance to 25% instead of its normal reduction. |
Witch Hunter | Gain one artifact from the Forerunner list on the Artifact Chart. You are proficient in this item and know how to use it. If applicable, gain a +5 to its related skill. Decrease Magic by 5. |
Traveler Domain
Class | Domain Bonus |
---|---|
Crusader | The Crusader treats their base land speed as if they were one size class larger. In addition gain bonus meters equal to their level. |
Disciple | The Disciple treats their base land speed as if they were one size class larger. In addition gain bonus meters equal to their level. |
Priest | Choose two spells to gain from Dimensional Step, Planar Shift, Teleport, Teleport, Greater, Teleport, Lesser and Teleportation Portal. The Priest gains these spells as bonus spells. Teleport spells are 50% cheaper to cast. |
Seer | Choose two spells to gain from Dimensional Step, Planar Shift, Teleport, Teleport, Greater, Teleport, Lesser and Teleportation Portal. The Priest gains these spells as bonus spells. Teleport spells are 50% cheaper to cast. |
Witch Hunter | The Witch-Hunter treats their base land speed as if they were one size class larger. In addition gain bonus meters equal to their level. |
Truth Domain
Class | Domain Bonus |
---|---|
Crusader | (2/Level) Per Day; The Crusader can project an aura of truth in a 3m radius centered on themselves for 10 minutes. Any creature that starts their turn in the radius may make a Hard FOR save or be incapable of lying for the duration. The Crusader knows who attempted the save. This ability does not make a creature talk. |
Disciple | (2/Level) Per Day; The Disciple can project an aura of truth in a 3m radius centered on themselves for 10 minutes. Any creature that starts their turn in the radius may make a Hard FOR save or be incapable of lying for the duration. The Disciple knows who attempted the save. This ability does not make a creature talk. |
Priest | (2/Level) Per Day; The Priest can project an aura of truth in a 3m radius centered on themselves for 10 minutes. Any creature that starts their turn in the radius may make a Hard FOR save or be incapable of lying for the duration. The Priest knows who attempted the save. This ability does not make a creature talk. |
Seer | (2/Level) Per Day; The Seer can project an aura of truth in a 3m radius centered on themselves for 10 minutes. Any creature that starts their turn in the radius may make a Hard FOR save or be incapable of lying for the duration. The Seer knows who attempted the save. This ability does not make a creature talk. |
Witch Hunter | The Witch-Hunter gains+50 Insight. In addition, when a creature is caught in a bluff, that creature is counted as your specialty for 1 hour. |
Vanity Domain
Class | Domain Bonus |
---|---|
Crusader | Increase Beauty by twice level in Crusader. Whenever the Crusader would make an Appearance or Charisma check, they may reroll. The second roll must be taken. |
Disciple | Increase Beauty by twice level in Disciple. Whenever the Disciple would make an Appearance or Charisma check, they may reroll. The second roll must be taken. |
Priest | Increase Beauty by twice level in Priest. Whenever the Priest would make an Appearance or Charisma check, they may reroll. The second roll must be taken. |
Seer | Increase Beauty by twice level in Seer. Whenever the Seer would make an Appearance or Charisma check, they may reroll. The second roll must be taken. |
Witch Hunter | Increase Beauty by twice level in Witch-Hunter. Whenever the Witch-Hunter would make an Appearance or Charisma check, they may reroll. The second roll must be taken. |
War Domain
Class | Domain Bonus |
---|---|
Crusader | Gain a +10 Melee and +10 Ranged. (Level per Day When the Crusader would perform an attack action, they may perform an additional attack action as a free action. |
Disciple | Remove the Unburdened ability. (Level per Day When the Disciple would perform an attack action, they may perform an additional attack action as a free action. |
Priest | Gain a +10 Melee and +10 Ranged. The Priest may cast spells with the Gestures (G) requirement while wielding a one-handed weapon without penalty. |
Seer | Gain a +10 Melee and +10 Ranged. The Seer may cast spells with the Gestures (G) requirement while wielding a one-handed weapon without penalty. |
Witch Hunter | Gain a +10 Melee and +10 Ranged. (Level per Day When the Witch-Hunter would perform an attack action, they may perform an additional attack action as a free action. |
Water Domain
Class | Domain Bonus |
---|---|
Crusader | A Crusader may summon a skin of water over their body. This water provides a DR bonus equal to the number of mana points spent to cast it. It is cast as a free action. At 5th level, the DR bonus gained is doubled. At 10th level it is tripled. The water does not soak anything upon the crusader, although any fire damage taken is halved. This ability has no effect while submerged in water. The Crusader may not spend more mana points than their Intellect score +5 (minimum available bonus +2). The Crusader is vulnerable to Electric damage, dealing double the amount of damage per attack, and it ignores the DR given while the shield is active. The Bubble lasts for 3 minutes times the Crusader’s level. If the ability would end, you may instead expend half the mana spent to cast the shield to renew it. |
Disciple | A Disciple may summon a skin of water over their body. This water provides a DR bonus equal to the number of mana points spent to cast it. It is cast as a free action. At 5th level, the DR bonus gained is doubled. At 10th level it is tripled. The does not soak anything upon the Disciple, although any fire damage taken is halved. This ability has no effect while submerged in water. The Disciple may not spend more mana points than their Intellect score +5 (minimum available bonus +2). The Disciple is vulnerable to Electric damage, dealing double the amount of damage per attack, and it ignores the DR given while the shield is active. The Bubble lasts for 3 minutes times the Disciple’s level. If the ability would end, you may instead expend half the mana spent to cast the shield to renew it. |
Priest | Water spells are 10% cheaper. Gain +25 Resistance (Cold). |
Seer | Water spells are 10% cheaper. Gain +25 Resistance (Cold). |
Witch Hunter | Choose 1 subtype of Air, Fire or Ground. This subtype is in addition to your other specialties. In addition gain Resistance +25 to the damage type related to that specific subtype. |
Weather Domain
Class | Domain Bonus |
---|---|
Crusader | When the Crusader would deal damage with a weapon, they deal a bonus ¼ WR of the weapon in Electric damage. |
Disciple | When the Crusader would deal damage with an unarmed strike or weapon, they deal a bonus ¼ WR of the weapon in Electric damage. |
Priest | Gain Control Weather as a bonus spell. Spells that deal Electric damage are 10% cheaper. |
Seer | The Seer can predict weather changes a number of hours early equal to 3*Level in Seer. Gain +25 Resistance (Electric). |
Witch Hunter | When the Witch-Hunter would deal damage with a weapon, they deal a bonus ¼ WR of the weapon in Electric damage. |