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Paladin
Starting a...

Enhancements
Tactics
Equipment

Class
Enhancements
Barbarian

Bard
Cleric
Favored Soul
Fighter
Paladin
Ranger
Rogue
Monk
Sorcerer
Wizard


Race
Enhancements
Drow

Dwarf
Elf
Halfling
Human
Warforged


Action Boosts

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Paladin Armor Class Boost I: Activate this ability to receive a +2 bonus to Armor Class for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Armor Class Boost II: Activate this ability to receive a +3 bonus to Armor Class for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Armor Class Boost I
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Paladin Armor Class Boost III: Activate this ability to receive a +4 bonus to Armor Class for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Armor Class Boost II
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Paladin Armor Class Boost IV: Activate this ability to receive a +5 bonus to Armor Class for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Armor Class Boost III
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Paladin Attack Boost I: Activate this ability to receive a +2 bonus to attack for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Attack Boost II: Activate this ability to receive a +3 bonus to attack for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Attack Boost I
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Paladin Attack Boost III: Activate this ability to receive a +4 bonus to attack for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Attack Boost II
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Paladin Attack Boost IV: Activate this ability to receive a +5 bonus to attack for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Attack Boost III
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Paladin Saves Boost I: Activate this ability to receive a +2 bonus to saves for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Saves Boost II: Activate this ability to receive a +3 bonus to saves for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Saves Boost I
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Paladin Saves Boost III: Activate this ability to receive a +4 bonus to saves for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Saves Boost II
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Paladin Saves Boost IV: Activate this ability to receive a +5 bonus to saves for 20 seconds, has a cooldown of 30 seconds and gives you 5 uses per rest.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Saves Boost III

Extra Action Boost

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Paladin Extra Action Boost I: You can use each of your paladin action boosts an additional time between resting.
AP Cost: 2 Level: 11 Progression: 38 Requires: Any of Paladin Action Boost IV
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Paladin Extra Action Boost II: You can use each of your paladin action boosts an additional time between resting.
AP Cost: 4 Level: 14 Progression: 48 Requires: Paladin Extra Action Boost I

Aura-related Enhancements

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Paladin Courage of Good I: Your aura of courage provides an additional +2 bonus to saving throws against fear.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Courage of Good II: Your aura of courage provides an additional +4 bonus to saving throws against fear.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Courage of Good I
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Paladin Courage of Good III: Your aura of courage provides an additional +4 bonus to saving throws against fear.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Courage of Good II
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Paladin Bulwark of Good I: Your aura of good provides an additional +1 Armor Class bonus.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Bulwark of Good II: Your aura of good provides an additional +2 Armor Class bonus.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Bulwark of Good I
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Paladin Bulwark of Good III: Your aura of good provides an additional +3 Armor Class bonus.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Bulwark of Good II
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Paladin Bulwark of Good IV: Your aura of good provides an additional +4 Armor Class bonus.
AP Cost: 4 Level: 15 Progression: 52 Requires: Paladin Bulwark of Good III
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Paladin Focus of Good I: Your aura of good provides a +3 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Focus of Good II: Your aura of good provides a +6 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat
AP Cost: 2 Level: 5 Progression: 14 Requires: Paladin Focus of Good I
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Paladin Focus of Good III: Your aura of good provides a +9 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat
AP Cost: 3 Level: 9 Progression: 29 Requires: Paladin Focus of Good II
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Paladin Resistance of Good I: Your aura of good provides a +1 bonus to all saving throws.
AP Cost: 1 Level: 3 Progression: 6 No requirements
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Paladin Resistance of Good II: Your aura of good provides a +2 bonus to all saving throws.
AP Cost: 2 Level: 7 Progression: 20 Requires: Paladin Resistance of Good I
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Paladin Resistance of Good III: Your aura of good provides a +3 bonus to all saving throws.
AP Cost: 3 Level: 11 Progression: 34 Requires: Paladin Resistance of Good II

Class Ability Enhancements

Extra Remove Disease

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Paladin Extra Remove Disease I: You can use your remove disease ability 2 additonal times per rest.
AP Cost: 1 Level: 6 Progression: 19 No requirements
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Paladin Extra Remove Disease II: You can use your remove disease ability 4 additonal times per rest.
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Extra Remove Disease I
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Paladin Extra Remove Disease III: You can use your remove disease ability 6 additonal times per rest.
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Extra Remove Disease II

Rally

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Paladin Rally: Grants you the ability to remove fear from the target ally.
AP Cost: 1 Level: 10 Progression: 35 Requires: Paladin Courage of Good I

Fighter-like Enhancements

Item Defense

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Paladin Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Item Defense I
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Paladin Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Item Defense II

Toughness

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Paladin Toughness I: Increases the total benefit you receive from the Toughness feat by 10.
AP Cost: 1 Level: 1 Progression: 0 Requires: Feat: Toughness
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Paladin Toughness II: Increases the total benefit you receive from the Toughness feat by 10.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Toughness I
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Paladin Toughness III: Increases the total benefit you receive from the Toughness feat by 10.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Toughness II
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Paladin Toughness IV: Increases the total benefit you receive from the Toughness feat by 10.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Toughness III

Class Skill Enhancements

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Paladin Concentration I: Grants a +1 bonus to Concentration skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Concentration II: Grants a +2 bonus to Concentration skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Concentration I
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Paladin Concentration III: Grants a +3 bonus to Concentration skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Paladin Concentration II
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Paladin Concentration IV: Grants a +4 bonus to Concentration skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Paladin Concentration III
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Paladin Diplomacy I: Grants a +1 bonus to Diplomacy skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Diplomacy II: Grants a +2 bonus to Diplomacy skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Diplomacy I
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Paladin Diplomacy III: Grants a +3 bonus to Diplomacy skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Paladin Diplomacy II
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Paladin Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Paladin Diplomacy III
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Paladin Heal I: Grants a +1 bonus to Heal skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Heal II: Grants a +2 bonus to Heal skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Heal I
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Paladin Heal III: Grants a +3 bonus to Heal skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Paladin Heal II
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Paladin Heal IV: Grants a +4 bonus to Heal skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Paladin Heal III

Spellcasting-related Enhancements

Spell Damage Amplification: Positive

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Paladin Devotion I: Grants a 10% increase to the effectiveness of your healing spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Devotion II: Grants a 20% increase to the effectiveness of your healing spells.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Devotion I
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Paladin Devotion III: Grants a 30% increase to the effectiveness of your healing spells.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Devotion II
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Paladin Devotion IV: Grants a 40% increase to the effectiveness of your healing spells.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Devotion III

Spell Points

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Paladin Energy of the Templar I: Grants a 20 point increase to spell points.
AP Cost: 1 Level: 4 Progression: 11 No requirements
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Paladin Energy of the Templar II: Grants a 40 point increase to spell points.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Energy of the Templar I
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Paladin Energy of the Templar III: Grants a 60 point increase to spell points.
AP Cost: 3 Level: 12 Progression: 41 Requires: Paladin Energy of the Templar II

Class Stat Bonus Enhancements

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Paladin Charisma I: Grants a +1 increase to Charisma score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
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Paladin Charisma II: Grants a +2 increase to Charisma score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Charisma I
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Paladin Charisma III: Grants a +3 increase to Charisma score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Paladin Charisma II

Lay on Hands-related Enhancements

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Paladin Extra Lay on Hands I: You can call on your lay on hands ability an additional time between each rest.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Paladin Extra Lay on Hands II: You can call on your lay on hands ability an additional two times between each rest.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Extra Lay on Hands I
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Paladin Extra Lay on Hands III: You can call on your lay on hands ability an additional three times between each rest.
AP Cost: 3 Level: 13 Progression: 45 Requires: Paladin Extra Lay on Hands II
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Paladin Redemption I: Activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health.
AP Cost: 4 Level: 9 Progression: 28 Requires: Paladin Devotion II OR Paladin Heal II, Paladin Extra Lay on Hands I
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Paladin Redemption II: Activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
AP Cost: 2 Level: 14 Progression: 50 Requires: Paladin Devotion III OR Paladin Heal III, Paladin Extra Lay on Hands II, Paladin Redemption I
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Paladin Redemption III: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
AP Cost: 2 Level: 19 Progression: 70 Requires: Paladin Extra Lay on Hands III, Paladin Redemption II, Any one of: Paladin Devotion IV, Paladin Heal IV

Turn Undead-related Enhancements

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Paladin Divine Righteousness I: Activate this ability to double the hate generated by your melee attacks and spells for 60 seconds, making monsters more likely to attack you. Consumes a use of turn undead for the day.
AP Cost: 2 Level: 6 Progression: 18 No requirements
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Paladin Divine Light I: Activate this ability to deal 6D6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 1 Level: 6 Progression: 19 No requirements
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Paladin Divine Light II: Activate this ability to deal 12D6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Divine Light I
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Paladin Divine Light III: Activate this ability to deal 18D6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Divine Light II
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Divine Might I: Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 1 Level: 5 Progression: 15 Requires: 14 Base Charisma
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Divine Might II: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 2 Level: 10 Progression: 34 Requires: 16 Base Charisma, Divine Might I
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Divine Might III: Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 3 Level: 15 Progression: 53 Requires: 18 Base Charisma, Divine Might II
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Divine Might IV: Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 4 Level: 20 Progression: 72 Requires: 20 Base Charisma, Divine Might III
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Paladin Extra Turning I: You gain the ability to perform 1 additional turn undead attempt before resting.
AP Cost: 1 Level: 4 Progression: 11 No requirements
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Paladin Extra Turning II: You gain the ability to perform 2 additional turn undead attempts before resting.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Extra Turning I
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Paladin Extra Turning III: You gain the ability to perform 3 additional turn undead attempts before resting.
AP Cost: 3 Level: 12 Progression: 41 Requires: Paladin Extra Turning II
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Paladin Improved Turning I: You increase your paladin level for the purposes of turning undead by 1.
AP Cost: 2 Level: 5 Progression: 14 No requirements
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Paladin Improved Turning II: You increase your paladin level for the purposes of turning undead by 2.
AP Cost: 4 Level: 9 Progression: 28 Requires: Paladin Improved Turning I
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Paladin Improved Turning III: You increase your paladin level for the purposes of turning undead by 3.
AP Cost: 6 Level: 13 Progression: 42 Requires: Paladin Improved Turning II

Smite Evil-related Enhancements

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Paladin Extra Smite Evil I: You gain the ability to Smite Evil one additional time between each rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Paladin Extra Smite Evil II: You gain the ability to Smite Evil two additional times between each rest.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Extra Smite Evil I
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Paladin Extra Smite Evil III: You gain the ability to Smite Evil three additional times between each rest.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Extra Smite Evil II
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Paladin Extra Smite Evil IV: You gain the ability to Smite Evil four additional times between each rest.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Extra Smite Evil III
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Paladin Exalted Smite I: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical damage multiplier. This enhancement also decreases your cooldown between smites to 5 seconds.
AP Cost: 1 Level: 6 Progression: 19 Requires: Paladin Extra Smite Evil II
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Paladin Exalted Smite II: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and damage multiplier. This enhancement also decreases your cooldown between smites to 4 seconds.
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Extra Smite Evil III, Paladin Exalted Smite I
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Paladin Exalted Smite III: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. This enhancement also decreases your cooldown between smites to 3 seconds.
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Extra Smite Evil IV, Paladin Exalted Smite II
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Paladin Exalted Smite IV (Not yet available): Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +2 to your weapon's critical threat range and damage multiplier. (Cooldown drops to 2 seconds.)
AP Cost: 4 Level: 18 Progression: 64 Requires: Paladin Exalted Smite III, Paladin Extra Smite IV
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Paladin Divine Sacrifice I: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 1 Level: 5 Progression: 15 Requires: Paladin Extra Smite Evil II
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Paladin Divine Sacrifice II: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Divine Sacrifice I, Paladin Extra Smite Evil III
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Paladin Divine Sacrifice III: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 3 Level: 19 Progression: 69 Requires: Paladin Divine Sacrifice II, Paladin Extra Smiting IV

Paladin Faith

Basic Tenets

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Follower of Vulkoor: You are one of Vulkoor's chosen, a worshiper of the scorpion god of Xen'drik. Followers of Vulkoor the Hunter pay homage by their actions, as well as through lengthy recitations of the deeds of the god and the heroes who follow him. Grants a +1 bonus to hit with shortswords and drow long knives.
AP Cost: 2 Level: 1 Progression: 0 Requires: being Drow
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Follower of the Lord of Blades: You are a Blade, a true believer in the cult of the Lord of Blades. Warforged were made to rule Eberron, the other races are weak. Grants a +1 bonus to hit with greatswords, the favored weapon of the cultists of the Lord of Blades.
AP Cost: 2 Level: 1 Progression: 0 Requires: being Warforged
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Follower of the Silver Flame: You are one of the Purified, a true believer in the Silver Flame. Burn the corruption and taint of evil from all Eberron. Grants a +1 bonus to hit with longbows, the favored weapon of the clergy of the Silver Flame.
AP Cost: 2 Level: 1 Progression: 0 No requirements
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Follower of the Sovereign Host: You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.
AP Cost: 2 Level: 1 Progression: 0 No requirements
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Follower of the Undying Court: You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court.
AP Cost: 2 Level: 1 Progression: 0 Requires: being Elf

Advanced Belief

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Bladesworn Transformation: You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 60 seconds. (You have a +4 profane bonus to Strength, a +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, and proficiency in all simple and martial weapons. Your base attack bonus equals your character level. You have lost your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.)
AP Cost: 4 Level: 6 Progression: 28 Requires: Follower of the Lord of Blades, being Warforged
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Silver Flame Exorcism: You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame partially resisted by a Fortitude save.
AP Cost: 4 Level: 6 Progression: 28 Requires: Follower of the Silver Flame
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Undying Call: You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
AP Cost: 4 Level: 6 Progression: 28 Requires: Follower of the Undying Court, being Elf
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Unyielding Sovereignty: You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to yourself or a targetted ally (1000HP), removes all negative levels, ability damage, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Also removes all death penalties on target.
AP Cost: 4 Level: 6 Progression: 28 Requires: Follower of the Sovereign Host
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Vulkoor's Avatar: You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies. (Summons a Drow Scorpion to crush your enemies.)
AP Cost: 4 Level: 6 Progression: 28 Requires: Follower of Vulkoor, being Drow