Divinity

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Description

Ability Score Used: Choose One
Usable Untrained? No (Bailiwick)
Armor Check Penalty Applies? No


Only Clerics and Paladins may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a skill that represents the core competency of a style of adventure, and has many useful applications.

The Divinity skill is an expression of your practical knowledge of the divine and its effects. For each rank a character places in Divinity, the character receives a free rank in Knowledge (Religion). Note that no character may ever have more ranks in a skill than her character level.

At the time the player places her first rank in this skill, she must select any one of her ability scores, and use its ability modifier as the key ability for this skill. Once selected, this ability modifier may not be changed, except through the Character Retraining rules.

Identify A Spell

You can attempt to identify a spell or spell-like ability as it is being cast. This may provide useful information about how it can be resisted, or what secondary effects it might inflict. You must be able to clearly see the spell caster in order to attempt this.

Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.

Action Required:

Free action, which can be performed outside of your turn.

DC of Check:

10 + double the caster's level or CR

Modifiers to Check
  • Distance To Caster: Like perception checks, you take a -1 penalty to your divinity check to identify a spell being cast for every 10 feet of distance between you and the target (cumulative).
  • Poor Conditions: Any conditions which hamper your ability to see the target, such as rain, fog, etc. inflict a penalty to your check. This ranges from -2 to -20, depending on how severely the conditions affect your perception of the target. A -2 penalty might be caused by several intervening creatures, while a -20 penalty might be caused by the target having total concealment from a source like Blur (Spell). The GM is the final arbiter of how badly the conditions affect your check. Note that any extraordinary senses you have, such as darkvision or blindsense should be mentioned to the GM when they are assessing this penalty, as they may significantly reduce or eliminate it.
Take 10? / Take 20?

Yes

Allows Assists?

No

Results of Success

You successfully identify the spell or spell-like ability being cast.

Consequences of Failure

You are unable to determine what the spell or spell-like ability is.

Retry Allowed?

No

Provokes AOO?

No

Obscure Alignment

You can hide your alignment from discovery by spells and abilities which allow someone to determine your alignment. Doing so lasts until the beginning of your next turn, though you may expend a swift action each round after the first to sustain the effect. While sustaining this effect is not a stance, it can be disrupted in exactly the same ways that stances are broken – either by being knocked prone, or subjected to any effect which reduces your number of available actions. Obscure alignment can be used or sustained in the same round(s) in which you are also using a stance.

If your character's alignment is so powerful that it produces an aura, this skill use also suppresses the ability for others to detect that aura.

Action Required:

Standard Action, and a swift action each round after the first to sustain the effect (if desired).

DC of Check:

A Challenging DC for the level or CR of the target you are attempting to deceive.

Modifiers to Check
  • If multiple creatures are present, you must use the highest level or CR present among the creatures you are attempting to deceive. For each +2 by which you exceed the target DC, you fool one additional creature present.
  • You can reduce the time taken to obscure your alignment. To initiate it as a move action, the DC increases by +5. As a swift action or immediate action, the DC increases by +10.
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

The subject is unable to determine your alignment, just as though you have no alignment at all. Note that you only need to roll the divinity check once, even if you sustain the effect for multiple rounds.

Consequences of Failure

If you fail the check, or you cease sustaining the effect, your true alignment becomes visible to anyone who is capable of discerning it.

Retry Allowed?

Yes

Provokes AOO?

No

Identify Magic Item

You can use divinity to identify the properties and command words (if any) of a magic item you are holding. This is identical to the Naturalism and Spellcraft ability to identify magic items. It is also very similar to the Barter ability, except that it is faster.

Divinity may also be used to assist another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check.

Action Required:

3 rounds per item you are attempting to identify

DC of Check:

10 + double the caster level of the item

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies).

Results of Success

Item is identified, including the command words (if any) needed to trigger its magical properties.

Consequences of Failure

Item is not identified

Retry Allowed?

You must wait 24 hours before retrying on the same item. Any attempts in the meantime always fail.

Provokes AOO?

Yes

Evaluate Party Health

Divinity can be used to determine the exact extent of any injuries affecting all allies within 30 feet of you.
Action Required:

Standard action

DC of Check:

10 + character level of each target. This roll is made only once for all targets within 30 feet, and any targets whose level exceeds your roll's result are not included in your results.

Modifiers to Check
  • Hurried Assessment: You can reduce the action required to evaluate party health to a move action by adding +5 to the DC of the check. You can reduce it to a swift action by adding +10 to the DC of the check.
  • Wider Evaluation: You can increase the radius of evaluate party health beyond 30 feet, by adding +10 to the DC of the check for each additional 5 feet of radius you wish to add (cumulative).
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You learn exactly how many hit points each ally within the range of the skill use has remaining, or how much damage each ally in range has sustained.

As a reminder, you can always tell, at a glance, the general health of any creature, among the following statuses: unharmed, injured, bloodied, staggered, unconscious, or dead. This does not require a skill check, and anyone can do it. It is only when you want to know the precise amount of hit points a creature has lost that a divinity check is necessary.

Consequences of Failure

You are unable to determine the precise degree of injury of your allies. You only know their general health status: unharmed, injured, bloodied, staggered, unconscious, or dead.

Retry Allowed?

Yes, you can try again with another standard action.

Provokes AOO?

No

Craft Magic Item

When combined with the Creator feat, divinity can be used to create magic items.

A day of crafting a magic item is 8 uninterrupted hours of work in an appropriate work space. While you can do other things during that day, you must have 8 consecutive hours in your work space for it to count towards the number of days required to make the magic item. Working fewer than 8 hours at a time fails to reduce the number of days required to finish the work – you can't work fractions of days and then add them together to create a day of work.

Days of work need not be consecutive. You can take breaks or go adventuring, then come back and keep working, and this does not harm the final product in any way, except to delay its completion date. However, if you begin working on a different magic item before the first one is finished, all work on the first one is lost, and any components used for its creation are destroyed, just as if you had failed the check.

Action Required:

2 days, +1 day per caster level of the item being created.

You can never reduce the time to create a magic item below 3 days, no matter how well you roll.

DC of Check:
  • If your skill check result is at least an Easy DC for your current level, but less than an Average DC the time required to complete the magic item is increased by 1 day OR 10%, whichever is worse.
  • If your skill check result is at least an Average DC for your current level, but less than a Challenging DC, the required time to complete the magic item is unchanged.
  • If you roll grater than or equal to a Challenging DC for your current level, but less than an Impossible DC, the required time to complete the retraining is reduced by 1 day OR 10%, whichever is better.
  • If you roll greater than or equal to an Impossible DC for your current level, the required time to complete the retraining is reduced by 3 days OR 25%, whichever is better.
Modifiers to Check

If you are attempting to create a magic item that has more than one enchantment on it, the caster level of the item is determined by taking the highest caster level of the enchantments you wish to add, and then adding +3 caster levels to that number for each additional enchantment you are adding after the first. The maximum caster level of an item is 35, and if an item's caster level is above 21, you cannot create that item until you have at least 21 ranks in your bailiwick skill.

Take 10? / Take 20?

No

Allows Assists?

Yes, but only if each assisting ally has Cooperative Crafting (Feat). Up to 5 allies with that feat may assist.

Results of Success

You create the magic item after the designated number of days.

Consequences of Failure
  • If you fail to achieve at least an Easy DC for your current level, or you roll a natural 1 on the die, the attempt fails. The components you intended to use in the item's creation are destroyed, including any monetary expenses for the item. This failure occurs on the final day of the item's creation, meaning you also lose a number of days equal to its unmodified creation time (minimum 3 days).
Retry Allowed?

Yes, though you must procure new components to replace the destroyed ones, and begin the process again. You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what not to do.

Provokes AOO?

Yes. Don't try this during combat.

Selective Alignment (Epic)

(DC 20 + double your level) - You can make your alignment appear to be anything you want it to be. This costs a swift action each round to sustain. Note that this act may have implications for your real alignment, depending on what you do to 'maintain your cover.'

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?
Provokes AOO?

Pierce Immortality (Epic)

(DC 10 + double the undead creature's CR) You may use Divinity to destroy an undead creature forever, after it has been reduced to 0 or fewer hit points. This is a full round action which requires you to exert your will upon the remains of an undead creature and prevent it from ever arising again, severing the Necromantic bond and banishing the evil spirit of the monster forever. This skill use can also be used to destroy phylacteries, which are normally immune to damage.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?
Provokes AOO?

Sanctify Ground (Epic)

(Hard DC for your level) Once per day, can sanctify ground as though it were under the effects of a consecrate or desecrate spell. This requires a minute of time out of combat and your holy symbol.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:
DC of Check:
Modifiers to Check
Take 10? / Take 20?
Allows Assists?
Results of Success
Consequences of Failure
Retry Allowed?
Provokes AOO?