| Summary |
SR caster level checks: d20 + 22 (CL, incl orange ioun stone) +4 (SP, GSP) = d20 + 26
Concentration check DC = 15 + spell level.
Spells per day:
Level |
Spells |
DC
(22 + Spell level) |
Notes |
0 |
6 |
22 |
|
1 |
7+1 |
23 |
PoP |
2 |
7+1 |
24 |
PoP |
3 |
6+1 |
25 |
PoP |
4 |
6+1 |
26 |
PoP |
5 |
5+1 |
27 |
PoP |
6 |
5+1+1 |
28 |
PoP, [Additional Spell] |
7 |
4+1 |
29 |
PoP |
8 |
4+1 |
30 |
PoP |
9 |
4+1 |
31 |
|
Spell Notes
Spell Level |
Spell |
dmg/ cure |
average dmg / cure |
|
[Healing] spells' max bonus increased by 2 (included), by 5 if source Infernal |
|
|
Wand |
Cure Light Wounds - Wand |
1d8+1 |
5 |
Wand |
Cure Moderate Wounds - Wand |
2d8+3 |
12 |
Wand |
Cure Serious Wounds - Wand |
3d8+5 |
18 |
Wand |
Cure Critical Wounds - Wand |
4d8+7 |
25 |
1 |
Cure Light Wounds |
1d8+7 |
11 |
2 |
Cure Moderate Wounds |
2d8+12 |
21 |
3 |
Cure Serious Wounds |
3d8+17 |
30 |
4 |
Cure Critical Wounds |
4d8+22 |
36 |
5 |
Cure Light Wounds, Mass |
1d8+27 (max) |
26 |
6 |
Cure Moderate Wounds, Mass |
2d8+32 (max) |
31 |
7 |
Cure Serious Wounds, Mass |
3d8+37 (max) |
35 |
8 (D7) |
Cure Critical Wounds, Mass |
4d8+42 (max) |
40 |
6 |
Heal
Removes: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, poisoned. |
152 max |
152 |
9 |
Heal, Mass
As Heal, but one or more creatures no more than 30' apart. |
252 max |
222 |
|
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|
6
|
Heroes' Feast
Cures: disease, sickness, nausea
Immune: fear, poison
+1 morale bonus to attacks and will saves |
1d8+10 max |
14 |
7 |
Heroism, Mass
Immune: fear
+4 morale bonus to attacks, saves, and skill checks |
20 max |
20 |
|
|
|
|
6
DC 22 |
Blade Barrier
Reflex for half passing through
Reflex negates when barrier set on creature |
15d6 |
48 / 24 |
8
DC 24 |
Firestorm
Reflex for half |
20d6 max |
63 / 31 |
5
DC 21 |
Flame Strike
Reflex for half |
15d6 |
48 / 24 |
3
DC 19 |
Searing Light
| Any creature |
| Undead |
| Vulnerable to light |
| Construct |
|
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| Bloodline and Domain Abilities |
- Bloodline:
- Gift of Joy and Pleasure (Sp): Bless spell once/day/bloodrank. (+1 morale bonus to atks, +1 morale bonus to saves vs. fear)
- Fortune Favors the Bold (Su): Re-roll a single die roll once/day and keep the preferred result.
- The Rewards of the Flesh (Su): Once/day, use Bardic Knowledge as a bard of total character level (1d20 + character level + Int mod).
- Our Waters Are As Wine (Sp): Once per day per 2 bloodranks, transmute water to wine or wine to potion (see PGtA for list and restrictions).
- Music Domain: Inspire Courage as 1st-level Bard, once/day.
- +1 morale bonus to atks and dmg, +1 to morale bonus saves vs. charm and fear.
- Fate Domain : Insight bonus on roll.
- +2 insight bonus on a single attack roll, saving throw, or skill check. Must announce before making the roll. Once/day.
|
|
Combat |
Utility and Buff |
- 0-Level
- Create Water
- Cure Minor Wounds
- Detect Magic.
- Detect Poison
- Light
- Positive Energy Cascade
- 1st-Level
- Domain: Twist of Fate
- Armor of Faith
- Armor of Faith
- Armor of Faith
- Protection from Evil
- Protection from Evil
- xxx
- xxx
- 2nd-Level
- Domain: Augury
- Hold Person
- Hold Person
- Positive Energy Missiles
- Positive Energy Missiles
- Silence
- Silence
- xxx
- 3rd-Level
- Domain:Sound Burst
- Dispel Magic
- Dispel Magic
- Favor of Life
- Magic Vestment
- Magic Vestment
- Searing Light
- 4th-Level
- Domain: Freedom of Movement
- Cure Critical Wounds
- Dismissal
- Freedom of Movement
- Freedom of Movement
- xxx
- xxx
- 5th-Level
- Domain: Break Enchantment
- Cure Light Wounds, Mass
- .Flame Strike
- Flame Strike
- Spell Resistance
- True Seeing
- 6th-Level
- Domain: Heroes's Feast
- Blade Barrier
- Blade Barrier
- Cure Moderate Wounds, Mass
- Heal
- Heal
- Heal
- 7th-Level
- Domain: Cure Critical Wounds, Mass
- Cure Serious Wounds, Mass
- Heroism, Mass
- Heroism, Mass
- 8th-Level
- Domain: Larissa's Kiss
- Cure Critical Wounds, Mass
- Cure Critical Wounds, Mass
- Fire Storm
- 9th-Level
- Domain: Moment of Prescience
- Storm of Vengeance
- Heal, Mass
|
- 0-Level
- Create Water
- Cure Minor Wounds
- Detect Magic.
- Detect Poison
- Light
- Positive Energy Cascade
- 1st-Level
- Domain: Twist of Fate
- Armor of Faith
- Armor of Faith
- Armor of Faith
- Protection from Evil
- Protection from Evil
- xxx
- xxx
- 2nd-Level
- Domain: Augury
- .Hold Person
- Hold Person
- Positive Energy Missiles
- Positive Energy Missiles
- Silence
- Silence
- xxx
- 3rd-Level
- Domain: Dance of Fate
- Cure Serious Wounds
- Dispel Magic
- Dispel Magic
- Favor of Life
- Magic Vestment
- Magic Vestment
- 4th-Level
- Domain: Freedom of Movement
- Cure Critical Wounds
- Dismissal
- Divination
- Freedom of Movement
- Freedom of Movement
- xxx
- 5th-Level
- Domain: Break Enchantment
- Cure Light Wounds, Mass
- Flame Strike
- Spell Resistance
- Spell Resistance
- True Seeing
- 6th-Level
- Domain: True Seeing
- Blade Barrier
- Cure Moderate Wounds, Mass
- Heal
- Heal
- Heal
- Heal
- 7th-Level
- Domain: Cure Critical Wounds, Mass
- Cure Serious Wounds, Mass
- Heroism, Mass
- Heroism, Mass
- 8th-Level
- Domain: Larissa's Kiss
- Cure Critical Wounds, Mass
- Cure Critical Wounds, Mass
- Fire Storm
- 9th-Level
- Domain: Moment of Prescience
- Heal, Mass
- Heal, Mass
|
Spell Level |
Spell |
Duration |
Effect |
1 |
Armor of Faith |
10 min/level |
+8 Armor bonus; does not stack with armor or shield bonus |
4 |
Freedom of Movement |
10 min/level |
|
6 |
Heroes' Feast |
12 hours |
Cures: disease, sickness, nausea
Immune: fear, poison
+1 morale bonus to attacks and will saves
Gain temp hps = 1d8 + 1/2 CLs (max 10) |
8 |
Larissa's Kiss |
10 min/level |
Roll twice for each saving throw, take better roll |
7 |
Mass Heroism |
10 min/level |
Immune: fear
+4 morale bonus on attacks, saves, and skill checks
Gain temp hps = CL (max 20) |
3 |
Magic Vestment |
1 hour/level |
+4 Shield bonus |
9 |
Moment of Prescience |
1 hour/level or until discharged |
Grants insight bonus = CL (max +25) on any single attack roll, opposed ability or skill check, or saving throw.
Or apply the insight bonus to AC against a single attack (even if flat-footed).
Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. |
|
| Mantle of Righteous Fire |
|
Woven from fine threads of gold, electrum and the finest linen from Whon, this mantle glimmers with a pale yellow gleam. Embroided onto the mantle, using silver and ignium thread, are glyphs cleverly designed to appear from the distance as flames.
Benefits
- Spell Resistance = 21 (or a +3 bonus to the wearer’s existing Spell Resistance).
- Fire Resistance = 20 (or a +5 bonus to the wearer’s existing Fire Resistance).
- +1 insight bonus to saving throws.
- If the saving throw is in response to an effect produced by an Infernal, this bonus increases to +2.
- Directly increases the potency of all [Healing] effects the wearer produces; the maximum bonus healing provided by the Caster Level of the spell for all [Healing] effects is increased by +2.
- If the subject of the spell has suffered damage from an effect or attack of an Infernal in the past minute, then the above bonus increases to +5.
- Three times per day, as a free action, you may have the mantle produce a mantle of unassailable flame effect (CL 20).
- Mantle of Unassailable Flame
Enchantment [Fire]
Duration: 1 round/level
This spell causes a magical flame to engulf the
target creature. This flame does no damage to the target
or its belongings, but any non-magical weapon used to
make physical attacks against the target suffers 4d6
points of fire damage from the protective flames. This
fire damage is applied to the weapon as detailed in
Core Rulebook I. Any creature that strikes the target
with natural weaponry suffers full damage from the
mantle of unassailable flame. The damage inflicted by
this spell is applied to the weapon before the weapon
hits the target. If the damage from the mantle destroys
the weapon, then any damage that would have been
dealt by the hit is effectively nullified.
- This item becomes soulbound at the end of the event in which it is found.
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