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FAITH TRAITS

Aura: You shed light as a torch, illuminating a 10 ft. radius with normal light and increasing light by one step (to a maximum of normal) 10 ft. beyond that. This light is a supernatural ability, and you may turn this light on or off as a standard action. In addition, you gain a +1 trait bonus on Knowledge (divine) checks, and Knowledge (divine) is a class skill for you.

Beacon of Faith: You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or when casting one of your domain spells.

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Blessed Touch: You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

 

Crisis of Faith: You were raised to uphold a specific set of tenets, and you never had reason to doubt their veracity. Recent events, however, have undermined that certainty, and you now find yourself wondering if any of the universal truths you once believed in can actually hold up to scrutiny. Perhaps you witnessed a mentor or church official fall from grace or violate your shared tenets. Maybe you watched a friend injured terribly despite (or because of ) her pure faith. Whatever the case, your shaken confidence grants you a +1 trait bonus on saving throws against illusions. You may replace any other faith trait with the Crisis of Faith trait whenever you gain a level. This replacement is permanent until you receive atonement.

Divine Denier: You can’t bring yourself to accept the authority of the gods, even though friends might hound you relentlessly to change your ways. Your doubt causes you to shrug off divine magic more quickly than others. Once per day when you are affected by a divine spell, you may reduce that spell’s duration to half (minimum 1 round) for you alone.

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Heedful Readiness: Your years of meditation and mindfulness allow you to act correctly on a moment’s notice. Once per day, you can add your Wisdom modifier to an initiative check.

History of Heresy: You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings. As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells.

Irrepressible: Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Irreverent: You are suspicious of those who lead spiritual lives and are quick to seek out the smallest hypocrisy in even the most pious individuals. Of course, you are also keenly aware of the power the faithful can draw from their worship, and you are stubbornly resistant to it. You gain a +2 trait bonus on saving throws against divine spells that target only you.

Oathbound: You have made a solemn oath, and you pursue that oath with headstrong determination. Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.

Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

Priest-Blessed: You were guided to maturity by a trusted priest of an ecclesiastical tradition, who inspired you and made you understand that the authority exerted by a religious hierarchy is a blessing rather than a restriction, allowing the faithful to always feel confident in their direction and the righteousness of the guided actions. Now, your faith wells up whenever you are aided by divine magic, and you find it easy to open up to the magic and succor of any faith, seeing the similarities between all such traditions. Three times per day when you are the target of a harmless divine spell, you may increase its caster level by 1 for purposes of its effect on you alone.

Rebuke the Curse: Once per day, you can attempt to suppress the effects of a curse on a single creature with a touch. This functions as a remove curse spell, treating your character level as your caster level. If you succeed at your caster level check against the curse, the curse’s effects are negated for 1 minute. This trait does not allow a person burdened with a cursed item to remove or discard it. Use of this trait is a supernatural ability.

Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Self-Sustaining: You make a point of not seeking divine aid for minor matters. When you gain this trait, choose one of the following 0-level spells: create water, mending, purify food and drink, or stabilize. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. Once chosen, this selection can’t change.

Totemist: You grew up in a culture where the touch of totem spirits was felt in everyday life, their subtle urgings constantly guiding you and keeping you safe. As a result, you learned quickly to ask for their help when trouble arises. Once per day, you may call upon your totem’s wisdom as a standard action. You gain the benefits of guidance, except that the granted competence bonus is equal to half your character level (minimum +1). This is a supernatural ability.

 

Untethered: You follow a spiritual path of freedom, distancing yourself from the world in order to achieve enlightenment. You may choose to count yourself as either one size smaller or one size larger when you would be affected by telekinesis due to your ability to detach yourself from worldly bonds.

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