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TEMPLE OF SANDPOINT

GOZREH

1: Sky Warrior (Sp) shocking grasp 3/day, elemental touch (lightning only) 2/day, or lightning bolt 1/day
2: Elemental Aura (Su) You can create an elemental aura as a free action. When you first gain this ability, choose
acid, cold, electricity, or fire—once you make this selection, it can’t be changed. When you generate the elemental
aura, you are surrounded by the element you chose. Anyone striking you with a melee weapon or natural attack
takes 2d6 points of damage of the chosen type, plus 1 point for every 2 Hit Dice you possess (maximum 2d6+10).
This aura lasts for 1 round for every Hit Die you possess. The rounds in which you manifest your elemental aura
don’t need to be consecutive. You can dismiss the aura as a free action.
3: Lightning Surge (Su) Once per day as a standard action, you can call upon the sky to strike you with a lightning
bolt that deals no damage to you but instead seems to fill you with boundless energy. You gain 2d10 temporary hit
points, and any fatigued or exhausted conditions you are suffering from end. You also gain a +2 bonus to Strength,
and your natural attacks and melee weapons deal an extra 1d6 points of electricity damage. These effects last for 1
round plus an additional round for every 4 Hit Dice you possess (maximum 6 rounds). You can call upon this
lightning when you are indoors, underground, or even underwater.

SARENRAE

1: Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day
2: Fiery Spirit (Su) You have spent so much time in the sun, reveling in Sarenrae’s power and meditating on her
glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10.
3: Holy Brand of the Sun (Su) Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing
flames to better bring justice to her foes. For a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you
possess (maximum 6 rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this
ability is active becomes a +1 flaming burst weapon. (You can use this ability on a ranged weapon, but can’t apply
it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon
immediately ends. If the weapon you hold has an enhancement bonus greater than +1, use the higher bonus.
Activating or deactivating this ability is a free action, and the rounds in which you use the ability don’t need to be
consecutive.

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