RPGpad Beta | Report a bug
Log in Register

Differences on Faith Traits

Differences between by and the current version
* **Birthmark:** 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. * **Caretaker:** You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. * **Child of the Temple:** You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. * **Defy Madness:** You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain. * **Devotee of the Green:** You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you. * **Ease of Faith:** You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. * **Exalted of the Society (Cleric, Society):** You may channel energy 1 additional time per day. * **Faithful Feedback:** Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1. * **History of Heresy:** 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. * **Indomitable Faith:** You gain a +1 trait bonus on Will saves. * **Necrotic Aura:** You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage. * **Sacred Conduit:** Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. * **Sacred Touch:** As a standard action, you may automatically stabilize a dying creature merely by touching it. * **Scholar of the Great Beyond:** You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. * **Stalwart of the Society (Paladin, Society):** Your aura of courage class ability grants an additional +1 trait bonus on saving throws against fear effects. * **Unnatural Presence:** You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.