| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| paths:paragon_path [2026/03/09 04:43] – Replacing BaB abbreviation with Prowess elfinlocks | paths:paragon_path [2026/03/09 22:05] (current) – Hyperlinking Sense Motive entries elfinlocks |
|---|
| ==== Detect Evil ==== | ==== Detect Evil ==== |
| |
| **Requirements:** Sense Motive 3, Oath of the Paladin, 15 EXP | **Requirements:** [[priority:skills:sense_motive|Sense Motive]] 3, Oath of the Paladin, 15 EXP |
| |
| At will, you may detect Evil alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. | At will, you may detect Evil alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a [[chargen:common_terms#action_types|Half Action]], concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| ==== Smite Evil ==== | ==== Smite Evil ==== |
| |
| **Requirements:** Knowledge Religion 5, [[chargen:common_terms#core_stats|CST]] 8, Detect Evil, 25 EXP | **Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 5, [[chargen:common_terms#core_stats|CST]] 8, Detect Evil, 25 EXP |
| |
| You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your [[priority:prowess|Prowess]] level to all damage rolls made against the target of your smite. | You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your [[priority:prowess|Prowess]] level to all damage rolls made against the target of your smite. |
| ==== Divine Bond ==== | ==== Divine Bond ==== |
| |
| **Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, Smite Evil, 35 EXP | **Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 10, [[chargen:common_terms#core_stats|CST]] 12, Smite Evil, 35 EXP |
| |
| You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Holy Effect. | You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a [[chargen:common_terms#action_types|Half Action]], you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Holy Effect. |
| |
| The bonuses granted by this ability last for 1 minute for every [[priority:prowess|Prowess]] you possess. | The bonuses granted by this ability last for 1 minute for every [[priority:prowess|Prowess]] you possess. |
| ==== Aura of Justice ==== | ==== Aura of Justice ==== |
| |
| **Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 15, Smite Evil, 40 EXP | **Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 10, [[chargen:common_terms#core_stats|CST]] 15, Smite Evil, 40 EXP |
| |
| You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your [[priority:prowess|Prowess]] (your bonuses last until the creature is dead, or 24 hours, as normal). | You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your [[priority:prowess|Prowess]] (your bonuses last until the creature is dead, or 24 hours, as normal). |
| ==== Aura of Faith ==== | ==== Aura of Faith ==== |
| |
| **Requirements:** Knowledge Religion 12, Aura of Justice, 40 EXP | **Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 12, Aura of Justice, 40 EXP |
| |
| Any weapon you wield is treated as good-aligned for the purpose of overcoming damage reduction. Any attacks made against an enemy within 10 feet of you is treated as good-aligned for the purpose of overcoming damage reduction. You must be conscious for this ability to take effect. | Any weapon you wield is treated as good-aligned for the purpose of overcoming damage reduction. Any attacks made against an enemy within 10 feet of you is treated as good-aligned for the purpose of overcoming damage reduction. You must be conscious for this ability to take effect. |
| ==== Aura of Courage ==== | ==== Aura of Courage ==== |
| |
| **Requirements:** Oath of the Paladin (Talent), Knowledge Religion 3, 15 EXP | **Requirements:** Oath of the Paladin (Talent), [[priority:skills:knowledge|Knowledge]] Religion 3, 15 EXP |
| |
| You become permanently immune to Fear. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Fear effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. | You become permanently immune to Fear. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Fear effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. |
| ==== Divine Grace ==== | ==== Divine Grace ==== |
| |
| **Requirements:** Knowledge Religion 5, Aura of Courage, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP | **Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 5, Aura of Courage, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP |
| |
| You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. | You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. |
| ==== Divine Health ==== | ==== Divine Health ==== |
| |
| **Requirements:** Divine Grace, Knowledge Religion 8, [[chargen:common_terms#core_stats|CST]] 10, 30 EXP | **Requirements:** Divine Grace, [[priority:skills:knowledge|Knowledge]] Religion 8, [[chargen:common_terms#core_stats|CST]] 10, 30 EXP |
| |
| You become immune to all diseases, including supernatural and magical ones such as mummy rot. | You become immune to all diseases, including supernatural and magical ones such as mummy rot. |
| ==== Aura of Resolve ==== | ==== Aura of Resolve ==== |
| |
| **Requirements:** Divine Health, Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, 35 EXP | **Requirements:** Divine Health, [[priority:skills:knowledge|Knowledge]] Religion 10, [[chargen:common_terms#core_stats|CST]] 12, 35 EXP |
| |
| You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. | You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. |
| ==== Aura of Righteousness ==== | ==== Aura of Righteousness ==== |
| |
| **Requirements:** Knowledge Religion 12, Aura of Resolve, [[chargen:common_terms#core_stats|CST]] 15 40 EXP | **Requirements:** [[priority:skills:knowledge|Knowledge]] Religion 12, Aura of Resolve, [[chargen:common_terms#core_stats|CST]] 15 40 EXP |
| |
| You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. | You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. |
| **Requirements:** [[priority:skills:sense_motive|Sense Motive]] 3, Pact of the Forsaken, 10 EXP | **Requirements:** [[priority:skills:sense_motive|Sense Motive]] 3, Pact of the Forsaken, 10 EXP |
| |
| At will, you may detect alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a move action, concentrate on a single item or individual within 60 feet, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect alignments in any other object or individual within range. | At will, you may detect alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a [[chargen:common_terms#action_types|Half Action]], concentrate on a single item or individual within 60 feet, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect alignments in any other object or individual within range. |
| </WRAP> | </WRAP> |
| |
| **Requirements:** Smite Unworthy, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge]] Religion 10, 30 EXP | **Requirements:** Smite Unworthy, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge]] Religion 10, 30 EXP |
| |
| You may form a divine bond with your god, bringing a portion of their power into any weapon you wield. By spending [[game_systems:tactic_pool|TP]] and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 [[game_systems:tactic_pool|TP]] you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Unholy Effect. | You may form a divine bond with your god, bringing a portion of their power into any weapon you wield. By spending [[game_systems:tactic_pool|TP]] and a [[chargen:common_terms#action_types|Half Action]], you summon the power of your god into a weapon you are wielding. For every 5 [[game_systems:tactic_pool|TP]] you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Unholy Effect. |
| |
| The bonuses granted by this ability last for 1 minute for every [[priority:prowess|Prowess]] which you possess. | The bonuses granted by this ability last for 1 minute for every [[priority:prowess|Prowess]] which you possess. |
| **Requirements:** Smite Unworthy, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:intimidate|Intimidate]] 5, 25 EXP | **Requirements:** Smite Unworthy, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:intimidate|Intimidate]] 5, 25 EXP |
| |
| Every time you kill a creature, you may make a free Intimidate check against all creatures within 60 feet. Additionally, when you demoralize a creature more than once using Intimidate, you can create stronger fear conditions, rather than increasing the duration of the shaken condition. Finally, you gain a bonus to Intimidate against your Smite target equal to the bonus it grants you on attack rolls. | Every time you kill a creature, you may make a free[[priority:skills:intimidate|Intimidate]] check against all creatures within 60 feet. Additionally, when you demoralize a creature more than once using Intimidate, you can create stronger fear conditions, rather than increasing the duration of the shaken condition. Finally, you gain a bonus to[[priority:skills:intimidate|Intimidate]] against your Smite target equal to the bonus it grants you on attack rolls. |
| </WRAP> | </WRAP> |
| |