Capstones

Bard Musical Prodigy: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.

Barbarian Might: Your biceps are frequently mistaken for overlarge slabs of ham. Your strength is increased by 2, and when wielding two-handed weapons you have increased glancing blow damage and an increased chance of applying weapon special effects on glancing blows.

Cleric Divine Intervention: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.

The Favored Soul Capstone is different based the your selected deity.

Favored Soul Ascendancy: Light of the Flame: Your loyalty and devotion to the Silver Flame has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Heal and Intimidate skills, and are able to cast the spell Searing Light at will without using spell points.

Favored Soul Ascendancy: Healing Word: Your loyalty and devotion to the Sovereign Host has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Diplomacy and Heal skills, and are able to cast the spell Cure Light Wounds at will without using spell points.

Favored Soul Ascendancy: Voice of the Deathless: Your loyalty and devotion to the Undying Court has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Spot and Search skills, and are able to cast the spell Command Undead at will without using spell points.

Favored Soul Ascendancy: Protection of the Blade: Your loyalty and devotion to the Lord of Blades has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Intimidate and Repair skills, and are able to cast the spell Shield at will without using spell points.

Favored Soul Ascendancy: Stealth of the Hunter: Your loyalty and devotion to Vulkoor the Hunter has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Hide and Move Silently skills, and are able to cast the spell Invisibility at will without using spell points.

Fighter Weapon Alacrity: Your mastery with all weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus to attack speed with all combat styles.

Monk Serenity: Your understanding of things has evolved to a level that defies description. You are a paragon of centeredness. Your Concentration is increased by 10, and your passive ki generation when centered is increased by 1.

Paladin Weapons of Good: Any weapon you wield is considered Good aligned for the purpose of bypassing damage reduction, deals 1d6 additional holy damage against all evil opponents, and deals an additional 2d6 light damage against evil undead or evil outsiders.

Ranger Master of Archery: Through extensive practice and incredible focus you can fire any ranged weapon at amazing speed without losing accuracy. You gain a 25% competence bonus to your attack speed when using any ranged weapon, including thrown weapons.

Rogue Cheat Death: A master rogue can defy even death if their luck holds out. You have a chance of self-resurrection should you die, but this chance drops each time you die between rests. As the extraplanar punishers of those who cheat death, Maruts have a particular dislike for you.

Sorcerer Bloodline of Power: Your blood energizes with arcane power as you tap into a powerful aspect of your dragon-touched heritage. Your destructive magic has been amplified. All of your damage dealing spells deal 10% more damage, have their critical chance increased by 3%, and their critical multipliers increased by an additional 0.25.

Wizard Master of Magic: Through extensive training and countless hours of study, you have gained new insight and have become a master at getting the most out of your arcane magic energy. You have +2 Intelligence, and all metamagic feats you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)

last updated: 1/21/10

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