The PriestAlignment: Any
Hit Die: 1d6
Level | BAB | Fort | Ref | Will | Special | 0lvl | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +0 | +0 | +2 | Channel Divinity, Aura | 5 | 3 | | | | | | | | |
2nd | +1 | +0 | +0 | +3 | Dark Knowledge (Tactics) | 6 | 4 | | | | | | | | |
3rd | +1 | +1 | +1 | +3 | Divine Health | 6 | 5 | 3 | | | | | | | |
4th | +2 | +1 | +1 | +4 | Divine Grace | 6 | 6 | 4 | | | | | | | |
5th | +2 | +1 | +1 | +4 | Dark Knowledge (Defense) | 6 | 6 | 5 | 3 | | | | | | |
6th | +3 | +2 | +2 | +5 | | 6 | 6 | 6 | 4 | | | | | | |
7th | +3 | +2 | +2 | +5 | | 6 | 6 | 6 | 5 | 3 | | | | | |
8th | +4 | +2 | +2 | +6 | Dark Knowledge (Weakness) | 6 | 6 | 6 | 6 | 4 | | | | | |
9th | +4 | +3 | +3 | +6 | | 6 | 6 | 6 | 6 | 5 | 3 | | | | |
10th | +5 | +3 | +3 | +7 | Divine Vision | 6 | 6 | 6 | 6 | 6 | 4 | | | | |
11th | +5 | +3 | +3 | +7 | | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | |
12th | +6/+1 | +4 | +4 | +8 | Dark Knowledge (Puissance) | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | | |
13th | +6/+1 | +4 | +4 | +8 | | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | |
14th | +7/+2 | +4 | +4 | +9 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | |
15th | +7/+2 | +5 | +5 | +9 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
16th | +8/+3 | +5 | +5 | +10 | Dark Knowledge (Dread Secret) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
17th | +8/+3 | +5 | +5 | +10 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
18th | +9/+4 | +6 | +6 | +11 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
19th | +9/+4 | +6 | +6 | +11 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
20th | +10/+5 | +6 | +6 | +12 | Divine Apotheosis | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Class Skills (6 + Int modifier): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (All, Taken Separately), Profession, Search, and Spellcraft.
Weapon and Armor Proficiencies: All simple weapons and light armor, but no shields. Priests that worship a deity or deities are also proficient with those deities favored weapons.
Spells:Priest Spell List[spoiler]
Orisons - Bless water, comprehend languages, create water, cure minor wounds*
1, deathwatch, detect magic, endure elements, guidance, light, mending, read magic.
1st Level - Aid, align weapon, augury, calm emotions, cause fear, close wounds
2, command, cure light wounds*, enthrall, inflict light wounds, magic vestment/weapon, make whole, prayer, protection from alignment, remove paralysis, resist energy, searing light, sending, sanctuary, status, zone of truth.
2nd Level - Bear's endurance, blindness/deafness, bull's strength, consecrate
3, cure moderate wounds*, darkness/daylight, desecrate, gentle repose, inflict moderate wounds, lesser restoration, invisibility purge, neutralize poison, protection from energy, scare, shatter, shield other, spiritual weapon, tongues.
3rd Level - Bestow curse, contagion, create food and water, cure serious wounds*, dispel magic, disrupting weapon, greater magic vestment/weapon, helping hand
4, inflict serious wounds, magic circle against alignment, remove curse, remove disease, restoration, shout
5, speak with dead, water walk.
4th Level - Commune, control water, cure critical wounds*, death ward, dimensional anchor, dismissal, flame strike, freedom of movement, greater command, hallow, inflict critical wounds, lesser planar ally, mass cure moderate wounds*, mass inflict moderate wounds, panacea, poison, unhallow.
5th Level - Atonement, blade barrier, break enchantment, greater dispel magic, heroes' feast, insect plague, mass cure serious wounds*, mass inflict serious wounds, raise dead, regenerate, revivify, spell resistance, slay living, stone to flesh, symbol of fear, true seeing, undead to death.
6th Level - Antilife shell, Antimagic Field
6, banishment, forbiddance, greater restoration, greater shout
7, harm, heal*, mass bear's endurance, mass bull's strength, mass cure critical wounds*, mass inflict critical wounds, planar ally, symbol of stunning, wind walk, word of recall.
7th Level - Blasphemy, control weather, destruction, dictum, ethereal jaunt, fire storm
8, holy word, plane shift, resurrection, symbol of weakness, word of chaos
8th Level - Cloak of chaos, dimensional lock, earthquake
9, greater planar ally, greater spell immunity, holy aura, shield of law, symbol of death, unholy aura
9th Level - Foresight, gate, implosion, mass harm, mass heal, miracle, storm of vengeance, true resurrection.
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Cure Minor Wounds restores 1d4+1 hit points rather than just 1 or 1d12. It cannot be used to deal damage.
2 - Close Wounds restores 1d8 hit points +1 per caster level (max 1d8+5).
3 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
4 - Helping Hand also includes the effects of Spectral Hand.
5 - Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
6 - Antimagic Field has a range of Medium (100ft +10ft/level) and is not an emanation centered on you, but has an area of 5ft per two caster levels radius spread.
7 - A successful save against Greater Shout negates the stunning and halves the duration of deafness but not the damage dealt.
8 - Firestorm deals damage in d8s not d6s and deals half fire damage, half divine damage like Flame Strike.
9 - Earthquake's Concentration DC for spellcasters is 40, the bludgeoning damage to creatures caught in a cave-in or a landslide is 15d8 with no reflex save for half. A creature caught in a cave-in or landslide must pass a DC 15 reflex save or die. Creatures on open ground are automatically knocked prone with no save and must also pass DC 20 reflex saves to avoid falling into fissures. Structures are dealt 15d8+100 damage and creatures inside are dealt 6d8 bludgeoning damage +8d8 additional bludgeoning damage if the entire structure collapses with no reflex save for half. Creatures in the area of a river, marsh or lake are treated as though they are pinned beneath rubble as they are sucked into the quicksand and mud. Creatures that are pinned beneath rubble automatically face lethal damage if they are unconscious.
[/spoiler]
Aura (Su):Channel Divinity (Su): Regardless of alignment, any Priest can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, or to boon or doom creatures depending on the type of energy channeled.
A good Priest (or a neutral Priest who worships a good deity) channels positive energy and can choose to deal damage to undead creatures and to heal living creatures. An evil Priest (or a neutral Priest who worships an evil deity) channels negative energy and can choose to deal damage to living creatures and to heal undead creatures. A chaotic Priest (or a neutral Priest who worships a chaotic deity) channels raw anarchic energy which can accelerate her allies and bring catastrophe to her foes. A lawful Priest (or a neutral Priest who worships a lawful deity) channels raw axiomatic energy bolstering her allies' defenses and crippling her foes (see spoiler below). A Lawful Evil Priest, for example, may choose to channel axiomatic energy or negative energy each time she uses this ability.
A neutral Priest of a neutral deity (or one who is not devoted to a particular deity) chooses one type of energy she wishes to channel. Once this choice is made, it cannot be reversed.
Channeling divinity is a swift action which causes a burst that affects all creatures in a 30-foot radius centered on the Priest. This does not provoke attacks of opportunity. A Priest may channel divinity a number of times per day equal to 3 + her Charisma modifier. A Priest can choose whether or not to include herself in this effect. A Priest must be able to present her holy symbol to use this ability.
NOTE: Channel Divinity takes the place of Turn Undead and may be used not only to qualify for any class or feat with Turn Undead as a prerequisite, but also uses of Channel Divinity may be used in place of uses of Turn Undead to activate abilities, class features, feats, or items.- Positive energy channeled in this way heals living allies in the burst for 2 hit points per Priest level and deals an equal amount of damage to undead foes in the burst. For 1 round healing is maximized for all living allies in the burst and nonliving foes in the burst are unable to regain hit points.
- Negative energy channeled in this way heals undead allies in the burst for 2 hit points per Priest level and deals an equal amount of damage to living foes in the burst. For 1 round healing is maximized for all undead allies in the burst and living foes in the burst are unable to regain hit points.
- Anarchic energy channeled in this way grants allies in the burst an extra move action which they may take anytime before the end of your turn, and forces enemies in the burst to reroll the next d20 roll they make before the beginning of your next turn, forcing them to take the worst roll.
- Axiomatic energy channeled in this way grants allies a perfection bonus to AC and saving throws equal to 1+1/4 the Priest's class level for 1 round. Enemies caught in within the burst move at half their normal speeds. This effect lasts 1 round.
Dark Knowledge (Ex): Beginning at 2nd level, a Priest is able to utilize her great stores of knowledge to grant her allies bonuses against foes that she has learned of in her determined studies. At the start of each of the Priest's turns she may make a knowledge check against any enemy she is able to see and that she hasn't yet made a knowledge check against this encounter. These checks are made as free actions and as appropriate to each creature's type (as outlined
here). The DC for each such check is 15 and any bonuses derived from this ability last until the end of the encounter.
- Tactics - At 2nd level the Priest grants all allies able to hear her a +1 bonus to attack rolls against any creatures her Dark Knowledge check succeeded. For every 10 points she was able to beat the DC the bonus to attack rolls increases by 1.
~
- Defense - At 5th level the Priest grants all allies able to hear her a +1 bonus to AC against any creatures her Dark Knowledge check succeeded. For every 10 points she was able to beat the DC the bonus to AC increases by 1.
~
- Weakness - At 8th level the Priest grants all allies able to hear her the ability to take advantage of her foes' weak spots. This grants allies a +1d6 bonus to damage rolls against such creatures and increases the save DC of any abilities her allies use against such creatures by 1.
Explaining these precise details requires a bit more attention and effort than normal. To grant her allies these bonuses the Priest must spend a swift action.
For every 10 points she was able to beat the DC the bonus damage increases by 1d6 and the save DCs of her allies' abilities increases by 1.
~
- Puissance - At 12th level the Priest grants all allies able to hear her a +1 bonus to saving throws against any creatures her Dark Knowledge check succeeded, as well as the Evasion and Mettle abilities but only against attacks from those creatures.
Explaining these precise details requires a bit more attention and effort than normal. To grant her allies these bonuses the Priest must spend a swift action.
For every 10 points she was able to beat the DC the bonus to saves increases by 1.
~
- Dread Secret - At 16th level the Priest is able to pronounce a terrible secret of a single foe as a standard action. If her Dark Knowledge check against her foe succeeded she recalls a dread secret about her foe, something specific and something that her foe thought to be covered up for all time. The targeted foe must make a Will save (DC 10+1/2Priest level+Priest's Charisma modifier) or be Dazed for 1d6+1 rounds. If the target's save succeeds it is still Staggered for 1 round.
Dread Secret cannot be used in the same round as Weakness or Puissance.
For every 10 points she was able to beat the DC increase the save DC against the Dazed condition by 2.
Divine Heath (Su): At 3rd level, a Priest is immune to all diseases and poisons, including those that are magical or supernatural in nature.
Divine Grace (Su): Starting at 4th level, a Priest adds her Charisma modifier to her saving throws.
Divine Vision (Su): Starting at 10th level, whenever a Priest uses her Channel Divinity ability, enemies within the burst must make a Will save (DC 12+1/2 Priest level+the Priest's Charisma modifier). If an enemy fails this save it is unable to attack or include the the Priest as a target or within the area of any spell or ability for 1d4+1 rounds.
Divine Apotheosis (Su): At 20th level a Priest becomes a being of true divinity. She becomes an Outsider with the Native subtype and gains DR 10/-- as well as Regeneration 1 which is overcome only by weapons whose alignment opposes her own. Finally, any hostile creature within a 30-foot radius of the Priest must succeed on a Will save to resist the effects of her overwhelming divinity (DC 14+1/2Priest level+the Priest's Charisma modifier). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Priest. A creature that has resisted or broken the effect cannot be affected again by the same effect for 24 hours.
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The SwordsaintHD: d12
Saves: Good Fort, Poor Ref, Poor Will
LV Base Attack Bonus Class Features S. Level S. Known S. Granted
1. +1 Attunement, Serenity 1 3 2+1
2. +2 Combat Casting, Divine Grace 1 4 2+2
3. +3 Spell Channeling 1 5 2+2
4. +4 Saintly Resolve (5), Spell Strike 1 6 2+2
5. +5 2 7 3+2
6. +6/+1 Quick Cast 1/day 2 8 3+2
7. +7/+2 Passionate Smite 2 9 3+2
8. +8/+3 Saintly Resolve (10) 2 10 3+3
9. +9/+4 3 11 3+3
10. +10/+5 Quick Cast 2/day 3 12 3+3
11. +11/+6/+1 Zealous Defiance 3 13 3+4
12. +12/+7/+2 Saintly Resolve (15) 3 14 3+4
13. +13/+8/+3 4 15 3+4
14. +14/+9/+4 Fervent Denial 4 16 3+5
15. +15/+10/5 Quick Cast 3/day 4 17 3+5
16. +16/+11/+6/+1 Saintly Resolve (20) 4 18 3+5
17. +17/+12/+7/+2 5 19 3+6
18. +18/+13/+8/+3 Blessed Fanaticism 5 20 3+6
19. +19/+14/+9/+4 Deathless Saint 5 21 3+6
20. +20/+15/+10/+5 Quick Cast 4/day, Saintly Resolve (25) 5 22 3+7Class Skill (4+Int): Balance, Climb, Concentration, Craft, Decipher Script, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Religion), Profession, Ride, Sense Motive, Spellcraft, and Swim.
Proficiencies: All simple and martial melee weapons. Light and medium armor, and all shields except Tower.
Spells (Read Carefully): A Swordsaint learns and is granted divine spells from the Priest spell list, spending time in study and in meditation to master their power. In order to cast a spell a Swordsaint must have a Wisdom score of at least 10+spell level. The save DCs of a Swordsaint's spells are based on his Wisdom. A Swordsaint's caster level is equal to his class level. Swordsaints do not get bonus spells.
Like a Priest, a Swordsaint may choose two domains and add those domains' spells to his spell list. He follows the same rules as a Priest when determining what spells he is able to cast because of his alignment and whether or not he gets his domains' granted powers.
A Swordsaint's spells do not use spell slots like a normal spellcaster. By spending 15 minutes in prayer/meditation, he is granted spells from his list of spells known. When his spells are granted, some are granted at random and some he may choose himself. The first number in the S.Granted part of the above table is the total spells granted at random. These randomly granted spells are considered to be readied. The second number is the number of spells which the Swordsaint is able to choose for himself. These chosen spells are considered to be withheld.
When his spells are granted he cannot choose any spell he knows more than once, except if done randomly. Swordsaints may re-perform the granting ritual any time they can spend 15 minutes in prayer. A Swordsaint may only cast spells which are readied. After he has cast all of his readied spells, if he has any withheld spells those spells are now readied.
For example, an 11th level Swordsaint is granted 7 spells after spending 15 minutes in prayer. From his spells known, the Swordsaint may choose any four of them but none more than once; these are withheld. The other three spells are granted randomly and are readied.
Despite similarities to the Crusader class, the Swordsaint
does not automatically recover his cast spells at the start of each encounter. A Swordsaint is randomly granted a number of readied
Orisons at the start of each encounter equal to his Wisdom modifier.
At 5th level, and every three levels thereafter, a Swordsaint may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.
Attunement (Sp): Swordsaints may substitute any melee weapon for the divine focus component of spells they cast and may cast spells with somatic components even if his hands are full as long as he holds a melee weapon in one of his hands. As long as he holds a melee weapon in one of his hands he ignores material components of spells as if he possessed the Eschew Materials feat.
Though he is automatically granted a number of readied orisons each encounter, he may recover non-orison spells he's cast in the following ways:
- At the end of each of the Swordsaint's turns, if he is below 0 hit points but alive he recovers a single cast spell at random. That spell is readied.
- Whenever an enemy provokes an attack of opportunity from the Swordsaint, rather than take that attack of opportunity he may recover a single cast spell at random. That spell is withheld.
- Whenever the Swordsaint reduces a foe to 0 or fewer hit points with a melee attack, if that foe had more than 0 hit points before the Swordsaint's attack he may spend a swift action to recover all his cast spells. Half of those spells, rounded up and chosen at random, are readied; the others are withheld.
Serenity (Su): When making a melee attack, rather than adding his Strength modifier to the attack roll, he may add his Wisdom modifier if it is higher.
Combat Casting: At 2nd level, a Swordsaint gains Combat Casting as a bonus feat.
Divine Grace (Su): Starting at 2nd level, a Swordsaint adds his Charisma modifier to all saving throws he makes.
Channel Spell (Sp): At 3rd level, a Swordsaint has mastered the ability of combining of melee competence with magical power. As a standard action he may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
The Swordsaint makes a melee attack roll at his highest attack bonus. If the attack misses his spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if the Swordsaint had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge the Swordsaint's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Swordsaint's weapon remains charged in this way if he chooses to cast another spell with his Channel Spell ability any charges currently held in his weapon are lost.
Saintly Resolve (Ex): Beginning at 4th level, a Swordsaint's dedication to the spiritual realm rather than the physical allows him to temporarily set aside pain and injury. You have a delayed damage pool that allows you to forestall the effects of attacks made against you. This pool begins at 0 at the start of each encounter. When you are attacked, any hit point damage you would be dealt is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. This damage is reduced as normal by effects such as Damage Reduction or Energy Resistance, and healing effects may, at the Swordsaint's choice, restore hit points currently lost from the hit point total OR reduce the total damage in his delayed damage pool.
Special effects tied to an attack, such as energy drain, stunning, and so forth, still effect you as normal, and such effects
are not delayed by this ability. For example, when damaged by a poisonous spider bite, the Swordsaint may delay some or all of the hit point damage, but must immediately make the Fortitude saving throw to avoid being poisoned.
At 4th level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that is dealt directly to your hitpoints as normal. The maximum damage your pool may hold increases by 5 points at 8th, 12th, 16th, and 20th level.
Spell Strike (Sp): At 4th level, for every 5 points in a Swordsaint's delayed damage pool, a Swordsaint gains a +2 insight bonus bonus on caster level checks, and +1 to the save DCs of spells casts through his Channel Spell ability.
Quick Cast (Sp): Starting at 6th level, a Swordsaint may cast a single spell, once per day, as a swift action. At 10th level and every five levels after a Swordsaint may use this ability an additional time each day.
Passionate Smite (Ex): Starting at 7th level, a Swordsaint adds his Charisma modifier to all damage rolls he makes against any creature with at least one alignment axis opposing one of his alignment axes. When using your Spell Channeling class feature with a spell that deals hit point damage Passionate Smite applies to both the weapon damage roll and to the spell's damage roll.
Zealous Defiance (Ex): Starting at 11th level, a Swordsaint adds his Charisma bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.
Fervent Denial (Ex): Starting at 14th level, a Swordsaint adds his Charisma bonus to attack rolls made as part of an attack of opportunity and to his AC against attacks of opportunity.
Blessed Fanaticism (Su): Starting at 18th level, a Swordsaint may act normally anytime he would otherwise be disabled, staggered, unconscious, or dead for a number of rounds each day equal to his Charisma bonus. He need not take these rounds in succession. During and after acting in these rounds, the Swordsaint is unaffected by these conditions, but they are not removed.
Deathless Saint (Su): Starting at 19th level, a Swordsaint is immune to ability damage and drain, negative energy and levels, and death effects.
Character Options
[spoiler]
Exchange SpellsPrerequisites: Ability to cast 2nd level spells, Spellcraft 8 ranks
Benefit: You may choose to lose up to three of your spells known to learn an equal number of new spells from your spell list in their place up to the highest level of spells you are able to cast.
Special: This feat may be taken up to two additional times. Each time beyond the first requires 4 additional ranks in Spellcraft.
Expanded ChannelingPrerequisites: Arcane or Spell Channeling class feature, Spellcraft 6 ranks
Benefit: You gain the ability to channel ranged touch spells with your class feature if you didn't already have that ability. Further, you gain the ability to channel Close and even Medium Range spells with your class feature as long as the spell you wish to channel has only single target.
Perfect ChannelingPrerequisites: Arcane or Spell Channeling class feature, Spellcraft 12 ranks, Expanded Channeling
Benefit: You gain the ability to channel any spell with your class feature. Spells channeled in this way effect only the attacked creature regardless of whether it would normally effect an area or multiple creatures. Further, when you use your Arcane or Spell Channeling feature and you miss with the attack your spell is not cast or otherwise wasted.
Saint's HandPrerequisites: Steely or Saintly Resolve class feature, Concentration 4 ranks
Benefit: You are able to channel your resolve into divine power. With a melee touch as a standard action you may subtract any number of points from your delayed damage pool to heal a touched ally, if you are Good, or to damage a touched enemy, if you are Evil. When you do this you lose an equal number of hit points. This loss of hit points is not considered damage and thus isn't reduced by any effect that would normally reduce damage such as Damage Reduction or Energy Resistance.
Special: Neutral characters may benefit from this feat, but they must choose when they take the feat whether they are able to heal allies or damage enemies. This choice is made once and can't be reversed.
Saintly VitalityPrerequisites: Steely or Saintly Resolve class feature, Saint's Hand, Concentration 10 ranks
Benefit: When you use the melee touch you gained from your Saint's Hand feat you may remove (Good) or bestow (Evil) negative conditions depending on your alignment and the amount of healing or damage you deal as outlined below (Conditions bestowed in this way last for 1 round.):
15 points - You may remove or bestow the Blinded, Deafened, Fatigued, Shaken or Sickened conditions.
20 points - You may remove or bestow the Confused, Exhausted, Frightened, Poisoned*, or Diseased** conditions.
25 points - You may remove or bestow the Nauseated, Panicked, or Paralyzed conditions.
30 points - You may remove or bestow the Cowering, Dazed, or Stunned conditions.
*This poison deals initial damage of 2 Strength, Dexterity, and Constitution and secondary damage of 4 Strength, Dexterity, and Constitution five minutes later.
**As the spell Contagion.
Extra QuickeningPrerequisites: Quick Cast 1/day
Benefit: You gain an extra three uses of your Quick Cast feature each day.
Courageous ResolvePrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you and allies within 60ft gain a +1 morale bonus to saves against Fear and to damage rolls.
Cunning ResolvePrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you and allies within 60ft gain a +1 morale bonus to Initiative checks and to Touch and Flatfooted AC.
Motivational ResolvePrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you and allies within 60ft gain a +2 morale bonus to ability checks, but not to skill checks.
Competent ResolvePrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you and allies within 60ft gain a +2 morale bonus to skill checks.
Tactical ResolvePrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you and allies within 60ft gain a +2 morale bonus to all Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip attempts.
Imbued ResolvePrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you and allies within 60ft gain a +1 morale bonus to caster level.
Unbreakable SpiritPrerequisites: Steely or Saintly Resolve
Benefit: For every 5 points in your delayed damage pool you have Damage Reduction 1/-- and Fast Healing 1. These stack with other sources of similar DR and/or Fast Healing you may have.
Unassailable WardenPrerequisites: Steely or Saintly Resolve, Endurance, Con 15, Cha 15
Benefit: When you are dealt damage from an attack and all of the damage from the attack is added to your delayed damage pool rather than dealt directly to your hit points, if that attack carried any additional effects such as poison, paralysis, or stun any such effects are also delayed until you would actually be dealt that damage. If that damage is removed from your delayed damage pool before the end of your next turn (perhaps from healing), or if Damage Reduction would reduce the damage you would take to 0, you ignore the additional effects entirely.[/spoiler]