— Heightened (+1) The stone’s damage increases by 1d6. The force of your blow sends your victim back to its home plane. ... For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. Your deity’s symbol protects against offensive magic. Your one-stop online shop for new and vintage RPG products from the top publishers, delivered fresh to your desktop in electronic format. … Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Skill Feats 2nd — Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. The target attempts a Will save. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this spell (in addition to taking it at the end of its next turn). Critical Success You are confused for 1 round. 3 You gain a +5-foot status bonus to your Speed and ignore difficult terrain. Requirements Your most recent action dealt damage to a target. You pour negative energy into your undead subject to empower its attacks. You snatch creatures from the jaws of death. It can’t use hostile actions against you. The alignment you impose on a weapon lasts much longer. If the target had the dying condition, coming back from dying due to this Healing doesn’t increase its wounded condition. Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. — New to Pathfinder 2nd Edition? When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. Uncommon Cleric Enchantment Incapacitation Mental. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. Saving Throw Will; Duration until the end of the target’s next turn. 9th — A target sickened by this spell takes a –10-foot status penalty to its Speed until it’s no longer sickened. 3 The intensity of your focus grows from the investment you’ve placed in your domains. Heightened (+1) Increase the Healing by 1d6. Choose whether the spell’s area is a 15-foot emanation or a 15-foot cone when you cast it. A minion acts on your turn in combat when you spend an action to issue it verbal commands (this action has the auditory and concentrate traits). Trained in the favored weapon of your deity. You gain a +1 status bonus to attack rolls and skill checks. 5 Your body fills with physical power and skill. † The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains. When you use this action, you touch a weapon. 3 3 — If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell. Erlebnisse mit Pathfinder cleric feats. Range 60 feet; Targets 1 creature or object. Cantrips detect magic,disrupt undead, daze, light, stabilize. Clerics can gain the following domain spells by selecting the Domain Initiate or Advanced Domain feat. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level. — Range touch; Targets 1 creature; Duration sustained up to 1 minute. A palm-sized raw fruit or vegetable appears in your open hand. You can prepare two additional cantrips each day. If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. Your deity sends you a vision of faith to steel you against mental attacks. Uncommon Cleric Conjuration Plant Positive. A neutral cleric who worships a neutral deity isn’t limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Cleric. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. If you Align an Armament again, any previously aligned armament loses its additional damage. 3 Critical Success The creature is unaffected and temporarily immune for 1 hour. 2* 3 Critical Success The ray deals double damage and 1d4 persistent fire damage. Trigger You and at least 1 ally are about to roll initiative. Failure As success, but the duration is 1 minute. You fill the creature’s mind with a terrifying vision out of its nightmares. This increases the spell’s level, heightening it to match the spell slot. The beam of light deals 1d6 fire damage. Your words bless a creature with an enhanced connection to Positive energy. You gain temporary Hit Points equal to the triggering creature’s level plus your Wisdom modifier. Prerequisite(s) Healing font, good alignment. Uncommon Attack Cleric Necromancy Negative. 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