Class HR
Cavalier
Knowledge (Nobility) is a class skill.
Cleric
Clerics must follow the Tara Pantheon.
If a character has Cleric levels as the majority of their character levels and is using their Deities favored weapon, then they receive a +1 Divine/Profane bonus to attack and damage with that weapon.
Clerics gain a +10 Insight bonus to any Spellcraft checks made to identify the properties of a magic item while at their Deities shrine.
If a character has Cleric levels as the majority of their character levels and is using their Deities favored weapon, then they receive a +1 Divine/Profane bonus to attack and damage with that weapon.
Clerics gain a +10 Insight bonus to any Spellcraft checks made to identify the properties of a magic item while at their Deities shrine.
Paladin
Paladins must follow the Tara Pantheon.
A Divine Bond (Mount) must be of the Animal type.
A Divine Bond (Mount) must be of the Animal type.
Rogue (Sniper)
The Deadly Range ability increases the range of all abilities and feats normally limited to 30' including Sneak Attack, Point Blank Shot and Focus Shot.
Wizard
In order to become a wizard a person must be intuitive. Through training, these intuitive people learn to see the Weave with what is known as Weave Sight. All 1st level wizards start with this Spell-like ability.
Wizards cast spells by manipulating the Weave. Somatic components require the wizard to tie the threads of pure magic into various knots, shaping the spell they are attempting to cast. This appears to most people as strange hand gestures. Verbal components consist of saying specific lesser power words strung together in a precise fashion. The words bind the arcane energies together. Material components are used to help shorten the length of a spell by providing a focus to channel the energies through.
Wizards cast spells by manipulating the Weave. Somatic components require the wizard to tie the threads of pure magic into various knots, shaping the spell they are attempting to cast. This appears to most people as strange hand gestures. Verbal components consist of saying specific lesser power words strung together in a precise fashion. The words bind the arcane energies together. Material components are used to help shorten the length of a spell by providing a focus to channel the energies through.
WEAVE SIGHT
Casting Time: Free Action
Range: 30' per wizard level
Area: Area centered on caster
Duration: Permanent while active
Saving Throw: None; Spell Resistance: No
The wizard can see the Weave in it's true form. All arcane spells within range have their locations visible to the wizard. Items or creatures with arcane enchantments are also visible. A Spellcraft check vs a DC of 15 + caster level can be made to determine what any one visible spell or enchantment is. This check takes one standard action.
Range: 30' per wizard level
Area: Area centered on caster
Duration: Permanent while active
Saving Throw: None; Spell Resistance: No
The wizard can see the Weave in it's true form. All arcane spells within range have their locations visible to the wizard. Items or creatures with arcane enchantments are also visible. A Spellcraft check vs a DC of 15 + caster level can be made to determine what any one visible spell or enchantment is. This check takes one standard action.