Complete Champion - 3.5e

Page 44

Affiliation Rank Score 0 3 or lower 1 4-13

2

14-22

3

23-29

4

30 or higher

Title: Benefits and Duties None. Sergeant: Once per day, you can ignore the armor check penalty, if any, on one skill check. Captain: Once per day, you can ignore the effects of difficult terrain on your movement for 1 round. Commander: Once per day, gain double the normal bonus when using Combat Expertise or Power Attack. If using a two-handed weapon with Power Attack, you gain three times the damage for each -1 you take on the attack roll. General: Apply any feat that normally applies to a single weapon to all the weapons with the same damage type in an entire weapon class. For example, if you have Weapon Focus (longsword), you can apply its benefit to all martial slashing weapons.

WATER DOMAIN Water flows eternally, wearing away obstacles bit by bit. Change is necessary, but rapid change is not. Indeed, haste often leads to mistakes, so you must first consider all the options. Like a river, you patiently apply pressure to eliminate problems. Only when the time is right do you unleash your full fury; until then, you display the calm, still peace of an undisturbed pool. But water is more t h a n an agent of change; it is also the lifeblood of nearly all creatures. Only air can claim as important a role in life. Deities of water are observant, patient, and calculating, and usually have a neutral alignment component. Like earth deities, they can wait eons, if necessary, to achieve a goal. But unlike a deity of earth, who might simply outlast an opponent, a water deity watches for weakness and gradually erodes an enemy's will. Victory is assured through the constant application of pressure, combined with keen insight. Churches devoted to the principles of water teach that haste and quick action are routes to defeat—the opposite of a fire church's approach. Wisdom, patience, and careful observation are much more reliable paths to victory. But when the right moment comes to strike, the followers of water do so with overwhelming force, hammering their foes until nothing remains. Water clerics also preach on the life-giving power of water; without its blessing, all would be dust.

Criterion Affiliation Score Modifier One-Time Character level +1/2 levels Knowledge (nature) 5 or more ranks +1 Knowledge (religion) 5 or more ranks +1 Has a swim speed +4 Has a neutral alignment component (if the deity has one) +1 Can cast arcane or divine spells that have the water descriptor +1 Has visited the Elemental Plane of Water at least once +2 Lacks a neutral alignment component (if deity has one) -4 Multiple Use Explores a new underwater area +2 Lives within 1 mile of a major body of water +1/year Humiliates or defeats a follower of fire +1 Saves the life of a member of the affiliation +1 Takes the time to formulate a detailed plan on a church mission +1 Wins a battle that lasts for more than 8 rounds against an enemy that has a CR within 1 of own character level +1/4 creature's CR Wins a fight that lasts more than 8 rounds against an enemy that has a CR equal to own character level + 3 or more +1/2 creature's CR Wins a fight that lasts more than 15 rounds against an enemy that has a CR equal to own character level + 3 or more +1/2 creature's CR + 2 Brings peace to two warring factions +6 Finds an enemy's weak spot and exploits it to earn victory +2 Finds the weak spot of an enemy that has a CR equal to own character level + 3 or more and exploits that weakness to earn victory +4 Casts a spell that has the fire descriptor -1 Takes a hasty action that results in defeat by an enemy of the church -8 Knowingly associates with creatures of the fire subtype -2 Affiliation Rank Score 0 3 or lower 1 4-11

2

12-21

3

22-29

4

30 or higher

Title: Benefits and Duties None. Spring: Gain a +2 bonus on Diplomacy checks made to negotiate peace. River: Gain a+1 bonus on saving throws against fire spells and effects. Flood: Once per day, gain water breathing or water walking as a spell­ like ability (your choice each use). Caster level equals your character level. Mighty Ocean: Gain a swim speed of 20 feet, or add 20 feet to your swim speed if you already have one.


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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