Trickery Domain: Difference between revisions
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===Bonus Abilities=== | ===Bonus Abilities=== | ||
* | * Skill Bonus | ||
:* +2 Bluff | |||
:* +2 Disarm Trap | |||
:* +2 Hide | |||
:* +2 Move Silently | |||
:* +2 Open Lock | |||
:* +2 Perform | |||
:* +2 Set Trap | |||
:* +2 Sleight of Hand | |||
===Activation Abilities=== | ===Activation Abilities=== |
Revision as of 00:28, 16 January 2022
A Cleric with Trickery Domain is given insight into obfuscation and the way of scamps.
Domain Special Abilities
Bonus Abilities
- Skill Bonus
- +2 Bluff
- +2 Disarm Trap
- +2 Hide
- +2 Move Silently
- +2 Open Lock
- +2 Perform
- +2 Set Trap
- +2 Sleight of Hand
Activation Abilities
- Able to Turn Undead. (See Turn Undead)
Divine Trickery - Bonus to hide, leadership, search, disable trap, move silently, open lock, and sleight of hand checks equal to 1 + 1 per 2 cleric levels. This effect lasts for 5 turns + the cleric's charisma modifier.
Spell Interactions
- (none)
Domain Spell List
- Camouflage(1)
- Invisibility(2)
- Sleep(3)
- Displacement(4)
- Improved Invisibility(5)
- Confusion(6)
- Rogue's Cunning(7)
- Mass Blindness / Deafness(8)
- Otto's Irresistible Dance(9)
Notes
Divine Trickery can be used once per day.- Turn Undead has been extensively customized on Arelith. Read more here.