Sacred Might Discipline

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==Gaining Access to the Sacred Might Discipline==
==Gaining Access to the Sacred Might Discipline==
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*'''Templar:''' Because of their dedication to fighting evil mages, all templars are trained extensively in the Sacred Might discipline.
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*'''[[Templar]]:''' Because of their dedication to fighting evil mages, all templars are trained extensively in the Sacred Might discipline.
*'''Crusader:''' Some crusaders devote themselves to the cause of preventing abusive use of magic and slaying evil mages rather than to a specific religion or deity. Such crusaders can gain access to Sacred Might, but lose access to either Devoted Spirit or White Raven as a result (gaining/losing associated discipline skills as well).
*'''Crusader:''' Some crusaders devote themselves to the cause of preventing abusive use of magic and slaying evil mages rather than to a specific religion or deity. Such crusaders can gain access to Sacred Might, but lose access to either Devoted Spirit or White Raven as a result (gaining/losing associated discipline skills as well).
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<u>''Follow Up:''</u> Whenever an enemy within your weapon reach makes a 5-ft step out of your reach, you may spend an immediate action to take a 5-ft step in the same direction in order to put them in your reach again, even if you've already made your 5-ft step that round. On the turn after using this tactic, you may not take your normal 5-ft step for the round.
<u>''Follow Up:''</u> Whenever an enemy within your weapon reach makes a 5-ft step out of your reach, you may spend an immediate action to take a 5-ft step in the same direction in order to put them in your reach again, even if you've already made your 5-ft step that round. On the turn after using this tactic, you may not take your normal 5-ft step for the round.
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<u>''Knowledgeable Defense:''</u> Whenever you successfully identify a hostile spell being cast against you, you may spend an immediate action in order to gain a +2 insight bonus on your save against that spell. This tactic has no effect if the spell does not allow a save.
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<u>''Knowledgeable Defense:''</u> Whenever you successfully identify a hostile spell being cast (using Spellcraft or through other means), you may spend an immediate action to grant you and all allies within hearing range a +2 insight bonus on any saves against that spell. This tactic has no effect if the spell does not allow a save.
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<u>''Lingering Doubt:''</u> Whenever you successfully dispel an effect from a hostile creature, that creature takes a -2 morale penalty to attacks against you and saving throws versus your maneuvers for the rest of the encounter. This penalty does not stack with itself.
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<u>''Strike Fast:''</u> Whenever an enemy caster fails to cast defensively within your reach, he provokes an attack of opportunity from you and is considered flat-footed against that attack.
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===9th Level===
===9th Level===
*;Decree of Annulment - Strike
*;Decree of Annulment - Strike
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:Make a spellcaster lose a random spell slot at each level and deal 3 damage per spell level of those slots lost.
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:Make a spellcaster lose a random spell slot at each level and deal 1d4 damage per spell level of those slots lost.

Current revision as of 06:13, 11 April 2011

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