Saturday, October 10, 2026

Paladin D&D 4e to GURPS adaptation

 Holy molly! It's the Paladin! 

Houserules

Beyond the -80% limit: For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.

 

Notes on buffs: Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character may waive his HT roll to resist an affliction, as long as he has no DR on the part of the body hit. If we add Cosmic, no roll required, this means a pure DX roll to hit will always hit the face or eyes which will probably have no DR unless the caster has a very low DX. So whenever there's a buff that doesn't require any rolls at all, remember that if the target has DR on the face or the eyes and the caster has a low enough DX, the target must roll to resist.

 

Revised Area of Effect and Cone Modifiers: https://forums.sjgames.com/showthread.php?t=203722

Mostly relevant for the following:

  • Line: The area affects a straight line that is 1-m wide up until the length (i.e., level) of the Area Effect. In tactical combat, it's a straight line of hexes in the path of the middle Front hex.
    • Cost: 5% x level
  • 60-degree Arc: The area creates up to a 60-degree arc of a circle around the point of origin. For reference, 60-degrees give a width equal to the length; e.g., it will by 10 yards wide at a length of 10 yards. In tactical combat, make a line of hexes in the direction of the middle Front hex, and increase the width by 1 hex to either side after every 2 hexes of length; with no affected hex being more than the length away in distance.
    • Cost: 10% x level

Affliction Levels: Each affliction level costs 2 points instead of 10. Since this is a particularly large departure in rules, any powers that make use of this rule are indicated by a *.

 

Reflective on Rapier Wit: Normally you can't use Reflexive as an attack, but Kromm used it for a ranged healing ray, in https://forums.sjgames.com/showpost.php?p=1254800&postcount=5 which I feel is justification enough to allow usage for a buff that is already a free action (Rapier wit is a free action) when combining with Accessibility. Consider that the player could have simply asked on his own turn what the other player intended to do and activated Rapier Wit as a free action anyway, so no violation of action economy is at work here.

 

Advantages with Instantaneous Effects: If you reduce the duration of an Affliction (Advantage) to 1 second, and add "Nuisance Effect: Actual time is for one use only (-5%); it becomes an instant advantage, allowing it to be used immediately just like warp.

 

New Limitation:

Save Ends: For any negative effect that lasts for more than 1 second, instead of lasting the full duration, the target can make another resistance check (HT or Will or Fear, whichever is relevant) per second, success means they shrug off the effect. -50%.

 

New Enhancement:

For Healing:

Based on Subject’s FP: If your Healing is powered by the subject’s own FP (a common trope in fiction!) then this is a +20% modifier. The subject must be either willing or helpless (and inflicts a additional -2 penalty above and beyond the normal -2) and their FP can never go below 0 FP. If you can switch between using their FP and your own this costs +40% instead. Add a +10% modifier if your subject’s FP can go to up to -1xFP (but no further!)

Taken from https://www.ravensnpennies.com/gurps101-got-heals/

 

New Advantages

The Mark [3]

For 10 seconds, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him. This penalty is not cumulative with other marks. This is usually delivered as a follow-up attack or side-effect or similar, but if you buy the mark by itself, it is a ranged attack with 1/2D –, Max 100, Acc 3,RoF 1, Shots N/A, and Recoil 1.

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);

4*(1+0.5-0.5-0.2-0.1)=2.8

 

Seeking Drill [1]

Allows one to turn a wait into a move or move and attack maneuver, which normally isn't allowed.

 

Weapon Savant [2+1 per level]

You have a pool of points that you can use to improve or learn the usage of any weapon you can get your hands on and can understand. When you wield any weapon, make a Connoisseur (Weapons) check. If you succeed, you can instantly use those points to increase your skill with that weapon. You can only learn combat skills with weapons you have knowledge of. It does not work on weapons above your TL or weapons from a culture you had no contact with. This takes no time, and does not have a time limit. You may only learn one weapon at a time. You have 1 point per level in this ability.
In order to maintain your mastery of weapons, you must train at least a little bit every day.

Cost: 2+1 per level. For each extra weapon skill you wish to keep active you must pay 1 extra point.

Modular Abilities: Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Ki Power (-10%); Required Disadvantage: Code of Honor (-15%);  Requires simple ritual every day (-5%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%); Nuisance Effect: have known the weapon existed before (-5%);

-40-10-15-5+20-15-10-5=-80

4*(1-0.8)=0.8

5*0.2=1

 

New Disadvantages

Easy to Hit [-10/level, max 4]

You are a particularly easy target, for whatever reason. Any attack roll that targets you gains +1 per level of this disadvantage.

 

Disoriented [-41]

A Disoriented target has -2 to all defenses and has his step decreased by 1. If this reduces his step to zero, he cannot step.

Disoriented is: -4 to DX [-80]; only for the purposes of defending (-80%) and -10 basic move [-50], only for the purposes of stepping (-50%);

(80*(1-0.8))+(50*(1-0.5))=41

When put in afflictions it's 33% (-4DX is +40% instead of -80%)

 

Takes Extra Damage from X: You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special modifier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

Rarity of Attack

+1 damage

+2 damage

+3 damage

+4 or +1d6 damage

Rare

-1

-2

-3

-4

Occasional

-2

-4

-6

-8

Common

-3

-6

-9

-12

Very Common

-4

-8

-12

-16

 

Weakness (Affliction) [Variable]: Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.

The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).

Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959

 

Vulnerability (Affliction) [Variable]: Rather than taking additional damage from a particular form of attack, you suffer some form of affliction or other inconvenience. The effects occur when you take a certain amount of damage, and subside when you are healed back above that threshold.

The base value of this disadvantage is -5 points for a Rare attack, -10 for an Occasional attack, -15 for a Common attack and -20 for a Very Common attack. Use the categories under Limited Defenses (p. B46) to assess rarity. The GM has final say on the rarity of an attack form.

Modify the base value for the severity of the effect and the damage threshold at which it occurs, using the Symptom attack enhancement (p. B109).

Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959

 

New Imbuements:

Area Effect

Prerequisites: Imbue 3.

General; DX/Very Hard

Default: Specialty for related weapon at same penalty as weapon default.

The weapon creates an Area of Effect. Treat the weapon’s damage as if it had the Area of Effect Modifier 1 (p. B102), affecting all targets within 2 yards. Just like Shockwave, the damage doesn't affect you when you use it on a melee attack.

Modifiers: -5 to Increase the area to 4 yards, -10 to 8 yards, -15 to 16 yards. -2 to add Selective Area (p. B108).

 

Class Powers

Breakdown: Class Powers is a framework similar to sorcery, where you buy an expensive main advantage, called a Power Source and then buy various specific powers as alternative abilities to that advantage with the cost divided by 5. Unlike sorcery, it doesn't take any time to switch powers because they're all the same type of ability, but you can still only use one at a time.

 

Rules: In order to buy a Class Power you must have the pre-requisite Advantage, each level of this advantage gives you access to powers of that Rank. For example, if you have Discipline at level 2, you may buy fighter powers of ranks 1 and 2. Each rank is also the cost of the power.

Powers are further divided in At-Will Powers, Encounter Powers and Daily Powers. You may learn a maximum of 3 each.

 

At Will Powers: As the name suggests, you may use an at-will power as long as you have bought it. As they're all similar abilities, you may pick which power you intend to use at the moment of your attack. You may not switch more than once per turn, however.

 

Encounter and Daily Powers: To be able to learn encounter and daily powers, you may either buy them at full price, or buy "Encounter Power Slots" and "Daily Power Slots"; The level of the slot indicates the rank of the Power you may learn. Once you use an encounter power, you must spend at least 10 minutes resting before it can be used again. Once you use a Daily Power, it can only be used in the next day, and after at least 1 hour of rest. You may freely switch the powers you store in these slots, but only after the required amount of rest for the slot.

Encounter Power Slot [5.6+2.4 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%;

4*(1+0.5-0.1-0.1-0.2-0.3)=3.2; 3*(1+0.5-0.1-0.1-0.2-0.3)=2.4

3.2+2.4=5.6

 

Daily Power Slot [2.8+1.2 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%;

4*(1+0.5-0.1-0.1-0.4-0.5)=1.6; 3*(1+0.5-0.1-0.1-0.4-0.5)=1.2

1.6+1.2=2.8

Notes:

Attacks and Contests: Any power that requires an Attack Roll uses the normal distance modifiers from the Size and Range table. Any power that either requires Resistance Checks (usually HT or Will) checks or Quick Contests between the user and the target use spell range modifiers (-1/yard). If you take damage from a Resistance or Quick Contest, that damage always ignores DR.

 

Power Sources

Martial Powers (-10%)

In order to make use of any Martial Power you must have Code of Honor (Soldier) [-10] or Sense of Duty (Nation) [-10].

No Countermeasures -0%, Required Disadvantage -10%

 

Ki Powers (-15%)

In order to make use of any Ki Power you must have one of Code of Honor (Bushido) [-15], Disciplines of Faith (Ascetism) [-15], or a Great Vow (never wear armor, never refuse request for aid, etc) [-15]

No Countermeasures -0%, Required Disadvantage -15%

 

Holy Powers (-15%)

In order to make use of any Holy Power you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].

Anti-powers -5%, Required Disadvantage -10%

 

Trickery Powers (-5%)

In order to make use of the Trickery Power Source you must have Code of Honor (Outlaw’s) [-5], Sense of Duty (Adventuring Companions) [-5] or a Vow (don't steal from the poor) [-5].

No Countermeasures -0%, Required Disadvantage -5%

 

Arcane Powers (-40%)

In order to make use of the Arcane Power Source, you must perform various rituals when casting your spells. All Arcane powers require both gestures, magic words and a Religious Ritual check to work.

Anti-Powers -5%; Natural low-magic zones -5%, Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%

 

Theistic Powers (-40%)

In order to make use of the Theistic Power Source, you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. In addition, all Theistic Powers require gestures, magic words, and a Religious Ritual check to work.

No Countermeasures -0%, Required Disadvantage -10%; Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%

 

Command Powers (-30%)

In order to make use of the Command Power Source, you must have Sense of Duty: Adventuring Companions [-5]. In order to use a Command Power, you must be able to speak. If you are silenced, or in a place where you cannot make a sound, you cannot use them.

Anti Powers -10%; Mundane Countermeasures -5%; Required Disadvantage -5%; Requires Words (-10%);

The Paladin

Paladin Advantages:

Closer to Heaven [5/level]

Each level of Closer to Heaven grants you +1 to Exorcism, Meditation, Religious Ritual, and Theology. You also get +1 per level on reaction rolls with holy creatures and religious people. It is the pre-requisite for Paladin Powers. You cannot have powers of a rank higher than your Closer to Heaven level.

 

Divine Challenge (v1) [23]

Select one enemy within 5 yards. That enemy Marked by you for 10 seconds. If the enemy makes an attack against anyone but you, on your turn you can, as a free action, deal Thrust damage on the enemy. This damage ignores DR.

Obscure 2 [4]; Ranged (+50%); Range is 5y (-40%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Cosmic No Roll (+100%); Holy Power (-15%); Emergencies Only (-30%); Requires Holy Symbol (-10%; Gestures (-10%); Words (-10%);

4*(1+0.5-0.4-0.5-0.2-0.1+1-0.15-0.3-0.1-0.1-0.1)=2.2

Extra Attack [25] Accessibility: Only for divine challenge (-25%); Holy Power (-15%); Emergencies Only (-30%); Aspected: Combat Only (-20%);

25*(1-0.25-0.15-0.3-0.2)=2.5 Min 25*0.2=5

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%); Range 1/2 (-10%); Actual Range is 5 yards (-10%); Holy Power (-15%); Ignores DR (+300%); AoE 2y (+50%); Only 1 target (-20%); Requires Holy Symbol (-10%; Gestures (-10%); Words (-10%);

4*(1-0.2-0.4-0.3+1-0.15+0.05-0.1-0.1-0.15+3+0.5-0.1-0.1-0.1)=15.4

Full Cost: 2.2+5+15.4=22.6

 

Divine Challenge (v2) [11]

As a free action, you challenge an enemy you can see. Make a Quick Contest of Will against an enemy within 5 yards. If you win, the target is marked. While marked, once per second, whenever the target tries to attack anyone that isn't you, it takes 1d6 damage that cannot be mitigated in any way. You may only mark one target at a time.

Rapier Wit [5]; Words of Power (+100%); Debuff (+140%) Short Range 2 (-20%); Max Range 5y (-40%); Aspected: Combat Only (-20%); Only one target (-10%); Emergencies Only (-30%); Duration: permanent (+150%); Requires Holy Symbol (-10%); Requires Magic Words, (-10%); Requires Gestures (-10%); Nuisance Effect: You must loudly declare your challenge (-5%); Accessibility: Only one mark at a time (-10%); Holy Power (-15%); Vision Based Reversed (-20%); Based on Will, own roll (+20%);

Debuff is Weakness; Behavior: described above very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

-60*(1+1.2)=-132

And Obscure 2 [4]; No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);

4*(1-0.5-0.2-0.1)=0.8

132+8=140

5*(1+1.4-0.2-0.4-0.2-0.1-0.3+1.5-0.1-0.1-0.05-0.1-0.15-0.2+0.2)=11.0

 

Defender Aura [7]

Any enemy within 2 yards of you has a -2 to all attack rolls against targets other than you.

Obscure 2 [4]; Anti-Targeting (-20%); Selective Area (+20%); Holy Power (-15%); Accessibility: Allies Only (-20%); Accessibility: Only enemies inside the area (-20%); Defensive (50%); Stealthy (+100%); Emergencies Only (-30%);

4*(1-0.2+0.2-0.15-0.2-0.2+0.5+1-0.3)=6.6

 

Righteous Radiance [6]

When an adjacent enemy that is either inside your Defender Aura or Marked attempts to attack your ally, it takes Minor Burn Damage.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Aura (+80%); Area Effect 2y (+50%); Accessibility: Only against enemies that attack allies (-20%); Holy Power (-15%);

5*(1-0.2-0.4-0.3+0.8+0.5-0.2-0.15)=5.25

 

Lay on Hands [6]

As a free action, select a target within touching range and spend any number of FP. The target heals HP equal to twice of the FP spent. You can use this ability 4 times per day.

Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); 4x day (-20%); Reduced Time 1 (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Cosmic: No Roll (+100%); Capped 4FP (-20%); Magic Words (-10%); Magic Gestures (-10%); Touch-Based Reversed (-20%);

30*(1-0.1-0.2-0.3-0.2-0.2-0.15-0.1+1-0.2-0.1-0.1-0.2)=4.5 Min 30*0.2=6

 

Lay on Hands Upgrades

The first upgrade always costs 1 less point.

  • Restore Crippled Limbs  [3]: This allows you to heal crippled limbs when healing. (removes limitation "Cannot Restore Crippled Limbs": 10%*30=3)
  • Cure Disease [6]: As the name suggests, you can cure diseases. (removes "Injuries Only": 20%*30=6)
  • Cure Affliction [18]: You can cure status effects like stun, daze, etc. (Adds Cure Affliction: 60%*30=18)

 

Channel Divinity

Each Channel Divinity ability requires a 10 minute ritual communion with your deity before each use. You may only keep one Channel Divinity prepared at a time. If you keep Channel Divinities in an Alternate Ability Array, you may choose which one to use at the time of usage, but the ritual is reset every time.

 

Channel Divinity: Divine Mettle [6]

As a free action, you can snap allies out of stun. Select one stunned ally. Gives your friend an immediate Will roll to recover from mental stun. Those who succeed recover instantly; they shed the defense penalties for being stunned and may act normally on their next turn.

Rapier Wit [5];  Reversed (+0%); 1/scene (-20%); Holy Power (-15%); Vision Based; Revered (-20%); Emergencies Only (-30%); Preparation Required 10m (-30%); Cosmic No Roll (+100%);

5*(1-0.2+0.2-0.15-0.2-0.3-0.3+1)=5.25

 

Channel Divinity: Divine Strength [6]

After a hit, deal extra damage equal to your swing.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); Swing Only (+20%); Holy Power (-15%);

8*(1-0.2-0.4-0.3+0.5+0.2-0.15)=5.2

 

Channel Divinity: Smite Undead (Paladin) [5]

Once per scene, after hitting with a melee attack, the targeted undead, demon, or similar evil creature takes Minor toxic Damage and must make a quick contest of your Will vs his Will . If he fails, he is rooted to the ground for 1 second.

Affliction [10]; Sessile (40%); Malediction (+100%); Max Range 5y (-25%); Based On Will (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Requires Gestures (-10%); Magic Words (-10%); Holy Power (-15%); Linked (+10%); Accessibility: after a hit (-20%); Emergencies Only (-30%); 1/scene (-20%); Preparation Required 10m (-30%); Requires Weapon (-10%); Accessibility: Only vs Evil Creatures (-20%);

10*(1+0.4+1-0.25+0.2-0.4-0.1-0.1-0.15+0.1-0.2-0.3-0.2-0.3-0.1-0.2)=4.0

Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Follow-Up: Melee attacks only (+40%); Requires Weapon (-10%); Aspected Combat (-20%); 1/Scene (-20%); Preparation Required 10m (-30%); Accessibility only vs evil creatures (-20%);

4*(1-0.2-0.4+0.2+0.4-0.1-0.2-0.2-0.3-0.2)=0 min 4*0.2=0.8

Total Cost: 4+0.8=4.8

 

Unique Paladin Special Effects

Divine Sanction [-135]

Targets affected by Divine Sanction take 1d6 injury whenever they attack an ally of the Paladin. This damage can only happen once per second.

Weakness; Behavior: described above, very common, 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

-60*(1+1.2)=-132

 

Paladin Powers

All Paldin powers have Closer to Heaven as a pre-requisite, and they all use the Holy Power Source. Each power costs [1] per rank. You may only buy powers of a rank equal or lower to your level in Closer to Heaven. Several of them require you to have a Holy Symbol on you when using the power.

Extra Damage: When you see a power referring to "Extra Damage equal to" that extra damage is of the same type as the previous mention of damage, or of the same type as your weapon if no other damage was mentioned before.

Minor and Major Damage: When you see a power referring to Minor or Major damage, it means, Thrust based on Will and Swing based on Will, respectively.

 

Rank 1 At-Will powers [1]:

Bolstering Strike

After a successful hit, you gain 5 Ablative DR for 9 seconds. This DR is not cumulative.

Affliction [10]; Buff (50%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Emergencies Only (-30%); Self Only (-50%); Accessibility: After a hit (-20%); Linked (-10%); Holy Power (-15%);

Buff is Ablative DR 5 [5];

10*(1+0.5+1-0.2-0.25-0.4-0.3-0.5-0.2-0.1-0.15)=4.0

 

Enfeebling Strike

After a successful hit, target takes a -4 penalty on all attack rolls for 1 second.

Obscure 4 [8]; Ranged (+50%); Reduced Duration 1/10 (-20%); Linked (+10%); Accessibility: After a hit (-20%); Holy Power (-15%); Targeting (-20%); No Area Effect (-50%); Range 5 yards (-40%); Actual Range is reach (-5%);

8*(1+0.5-0.2+0.1-0.2-0.15-0.2-0.5-0.4-0.05)=-0.8 Min 8*0.2=1.6

 

Holy Strike

After a successful hit against a marked target, deal extra Minor Burn Damage.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up vs marked target (+30%); Holy Power (-15%);

8*(1-0.2-0.4-0.3+0.3-0.15)=2

 

Virtuous Strike

After a successful hit, you gain +2 to Will and +2 to HT for 1 second.

Will +2 and HT +2 [20]; Trigger: Only after a hit (-30%); Holy Power (-15%); Reduced Duration 1/60 (-35%);

20*(1-0.3-0.15-0.35)=4.0

 

Ardent Strike

After a successful hit, the target is marked.

Obscure 2 [4]; Ranged (+50%); Linked (+10%); Accessibility: After a hit (-20%); Targeting (-20%); No Area Effect (-50%); Range 5 yards (-40%); Actual Range is reach (-5%); Reduced Duration 1/10 (-20%)

4*(1+0.5+0.1-0.2-0.2-0.5-0.4-0.05-0.2)=0.2 Min 4*0.2=0.8

 

Forbidding Strike

After a successful hit, you point your holy symbol at an ally within 5 yards. That ally gains 2 DR for 1 second.

Rapier Wit [5]; Buff (+100%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a hit (-20%); Only 1 target (-25%); Cosmic No Roll Required (+100%); Holy Power (-15%); Requires Holy Symbol (-10%);

Buff is DR 2 [10]

5*(1+1-0.2-0.4-0.2-0.3-0.2-0.2-0.25+1-0.15-0.1)=5

 

Strike of Hope

After a successful hit, one ally within 5 yards gains 3 Ablative Dr for 9 seconds.

Affliction [10]; Buff (30%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Emergencies Only (-30%); No Self (-20%); Accessibility: After a hit (-20%); Linked (-10%); Holy Power (-15%);

Buff is Ablative DR 3 [3];

10*(1+0.3+1-0.2-0.25-0.4-0.3-0.2-0.2-0.1-0.15)=5

 

Ferocious Strike

After a successful hit, you gain +5 to attack rolls for 1 second.

Weapon Savant 2 [9]; Trigger: Only after a hit (-30%); Holy Power (-15%); Reduced Duration 1/60 (-35%);

21*(1-0.3-0.15-0.35)=4.2

 

Ardent Strike

You issue a quick challenge against an enemy. After a successful hit against a target that can understand your words, make a quick contest of Will against the target. If you win, the target is affected by Divine Sanction. The target may make another Will check to break free every second.

Rapier Wit [5]; Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%);

5*(1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2)=2

 

Rank 1 Encounter Powers [1]

Piercing Smite

After a successful melee hit, increase the Armor Divisor of your attack by 1 step, and you deal extra damage equal to your Thrust. In addition, the target and all targets adjacent to you are Marked for 1 second.

Unique Technique: Piercing Smite: -8 Chink in Armor [8]; Emergencies Only (-30%); Holy Power (-15%); 1/scene (-20%);

8*(1-0.3-0.15-0.2)=2.8

Obscure 4 [8]; Linked (+10%); Accessibility: After a hit (-20%); Targeting (-20%); Reduced Duration 1/60(-35%); Holy Power (-15%); Accessibility: Only enemies in the area(-20%); Accessibility: doesn't protect the caster (-10%);  Defensive (50%); 1/scene (-20%);

4*(1+0.1-0.2-0.2-0.35-0.15-0.2+0.5-0.2-0.1)=0.8

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2)=1.2

Full Cost: 2.8+0.8+1.2=4.8

 

Radiant Smite

After a successful hit, you deal extra damage equal to your Swing plus Major Radiant Burn Damage.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2)=2.8

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2)=1.75

Full Cost: 2.8+1.75=4.55

 

Fearsome Smite

After a successful melee hit, you deal extra damage equal to your Swing. In addition, the target take a -5 penalty on attack rolls for 1 second.

Obscure 4 [8]; Ranged (+50%); Linked (+10%); Accessibility: After a hit (-20%); Targeting (-20%); Range 5 yards (-40%); Actual Range is reach (-5%); Reduced Duration 1/10 (-20%); Holy Power (-15%); 1/scene (-20%);

10*(1+0.5+0.1-0.2-0.2-0.4-0.05-0.2-0.15-0.2)=2.0

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2)=2.8

Full Cost: 2+2.8=4.8

 

Shielding Smite

After a successful hit, you deal extra damage equal to your Swing. In addition, one ally within 5 yards is harder to hit. Any attack rolls made against him take a -4 penalty for 1 second.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2)=2.8

Rapier Wit [5]; Buff (+80%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a hit (-20%); Holy Power (-15%); 1/scene (-20%);

Buff is: Obscure 4 [8]; Defensive (+50%); Targeting (-20%); Emergencies Only (-30%);

8*(1+0.5-0.2-0.3)=8

5*(1+0.8-0.2-0.4+0.2-0.2-0.3-0.2-0.2-0.15-0.2)=0.75 Min 5*0.2=1

Full Cost: 2.8+1=3.8

 

Dazzling Flare

You point your Holy Symbol at an enemy and chant a prayer of wrath to smite your enemies. Make an attack Roll with range a equal to (Will/2) yards. If you hit, the target takes Major Radiant Burn Damage and is has a -10 penalty on all attack rolls for 1 second.

Obscure 10 [20]; Follow-up (+0%); Targeting (-20%); Reduced Duration 1/10 (-20%); Holy Power (-15%); Accessibility: Only allies (-20%); No Area Effect (-50%); Ranged (+50%); 1/scene (-20%);

20*(1-0.2-0.2-0.15-0.2-0.5+0.5-0.2)=0.2 Min 20*0.2=4

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);Range 1/2 (-10%); Swing Only (-20%); Holy Power (-15%); 1/scene (-20%); Requires Holy Symbol (-10%); Requires Magic Words (-10%); Requires Gestures (-10%);

5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1-0.2-0.15-0.2-0.1-0.1-0.1)=0.25 Min 5*0.2=1

Full Cost: 4+1=5

 

Divine Pursuit

After a successful hit, you deal Extra Crushing Damage equal to your Swing with double knockback. If you manage to push the target, you can move up to your basic move.

Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%); Double Knockback (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2+0.2)=2.75

Unique Technique Divine Pursuit: Move and attack with no penalties -6, can move after the attack -1 [7]; Emergencies Only (-30%); Holy Power (-15%); 1/scene (-20%); Accessibility: After a knockback (-20%);

7*(1-0.3-0.15-0.2-0.2)=1.05 Min 7*0.2=1.4

Full Cost: 2.75+1.4=4.15

 

Heedless Fury

After a successful hit, you deal extra damage equal to your Swing and extra Crushing Major Damage. After using this power, you are Easy To Hit 6 for one second.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%); Extra Damage +1/die (+60%); Temporary Disadvantage: Easy to Hit 6 (-60%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2+0.6-0.6)=2.8

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2)=1.75

Full Cost: 2.8+1.75=4.55

 

Righteous Smite

After a successful hit, you and each ally within 4 yards gains 5 Ablative Dr for 9 seconds.

Affliction [10]; Buff (50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Emergencies Only (-30%); Accessibility: After a hit (-20%); Linked (-10%); Holy Power (-15%); AoE 4y (+100%); 1/scene (-20%); Combat Only (-20%); Emanation (-20%);

Buff is Ablative DR 5 [5];

10*(1+0.5-0.2-0.25-0.4-0.3-0.2-0.1-0.15+1-0.2-0.2-0.2)=3

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); Holy Power (-15%); 1/scene (-20%); Combat Only (-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.5-0.15-0.2-0.2+0.2)=2.0

Full Cost: 3+2=5

 

Arcing Smite

You may attack twice. Each target that you hit has a -4 on all attack rolls for 1 seconds.

Technique dual strike: Rapid Strike -6 [6]; 1/scene (-20%); Holy Power (-15%); Emergencies Only (-30%); Combat Only (-20%);

6*(1-0.2-0.15-0.3-0.2)=0.9 min 6*0.2=1.2

Obscure 4 [8]; No Area of Effect (-50%); Follow-up: Universal (+50%); 1/scene (-20%); Holy Power (-15%); Emergencies Only (-30%); Combat Only (-20%); Ranged (+50%); Targeting (-20%); Reduced Duration 1/10 (-20%);

8*(1-0.5+0.5-0.2-0.15-0.3-0.2+0.5-0.2-0.2)=2.0

Full Cost: 2+1.2=3.2

 

Thunder Smite

After hitting with a melee attack, you deal extra Swing Thunder Crushing Damage, and the target must make an HT check or be knocked prone.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.1-0.1+0.2)=2.0

Innate Attack 1, tox [1]; Emergencies Only (-30%); Melee no parry (-35%);1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%); No Wounding (-50%); Linked (+10%); Accessibility: After Thunder Smite (-10%); Side Effect: Legless (80%); Reduced Duration 1/100 (-40%); Cosmic: No DR (+300%);

1*(1-0.3-0.35-0.2-0.15-0.1-0.1+0.2-0.5+0.1-0.1+0.8-0.4+3)=2.9

Full Cost: 2+2.9=4.9

 

Valorous Smite

After a successful melee hit, you deal extra damage equal to your Swing. In addition, make a quick contest of Will against the target plus any other targets within 5 yards at -1 per extra target. If you win, the targets are affected by Divine Sanction. The targets may make another Will check to break free every second.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%); Combat Only (-20%); Holy Symbol (-10%); Requires Words (-10%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2-0.2-0.1-0.1)=-0.4 Min 8*0.2=1.6 

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%);

5*(1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2)=3.0

Full Cost: 1.6+3=4.6

 

Ravenfrost Strike

After a successful hit, make a quick contest of Will against the target. If you win, the target is affected by Divine Sanction and is rooted to the ground. The target may make another Will check to break free every second.

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%); Sessile (+40%); Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%);  Encounter (-20%);

5*(1+1.35+0.4-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2-0.2)=3.0

 

Rank 2 Encounter Powers [2]

Stolen Life

After a successful hit, you deal extra damage equal to your Swing. In addition, you or one ally within 5 yards regains 4HP.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/scene (-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.2+0.2)=2.8

Healing [30]; FP Cost reduced 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Capped FP 2 (-25%); 1/scene (-20%); Holy Power (-15%); Accessibility: After A hit (-20%); Linked (+10%); Ranged (+40%); Range is 5y (-40%);

30*(1+0.4-0.1-0.2-0.3-0.25-0.2-0.15-0.2+0.1+0.4-0.4)=3 Min 30*0.2=6

Full Cost: 2.8+6=8.8

 

Staggering Smite

After a successful hit, deal extra Swing Damage +2/die Crushing Damage with double knockback.

Natural Attack CR [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Swing Only (+20%); +2/die (+120%); Double Knockback (+20%);

5*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.2+0.2+1.2+0.2)=8.25

 

Call to Arms

Make a Quick Contest of Will against an enemy within 5 yards that is under the effects of Divine Challenge. If you win, the target is pulled until he is adjacent to you, and you can now attack it. If you do, you deal extra Swing +1/die damage.

Natural Attack CR [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Swing Only (+20%); +1/die (+60%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.2+0.2)=2.0

Rapier Wit [5]; Words of Power (+100%); Debuff (+80%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%):1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Actual time is one use only (-5%); Accessibility: Must have challenged it (-20%);

Debuff is: Teleport [40]; Walkable (-30%); Safe spaces only (-40%); Divine Power (-10%);

40*(1-0.3-0.4-0.1)=8.0

5*(1+1+0.8-0.2-0.4-0.3-0.1-0.2-0.15-0.2)=6.25

Full Cost: 6.25+2=8.25

 

Hold Fast

After a successful melee hit, you utter a prayer of incarceration, and your holy symbol glows in response. Deal extra Swing Damage +1/die. In addition, the target must make an HT-2 check or be rooted to the ground for 1 second.

Natural Attack CR [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Swing Only (+20%); +1/die (+60%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.2+0.2)=2.0

Affliction 3 [16]; Sessile (+40%); Follow-up melee (+40%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Emergencies Only (-30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Requires words (-10%), Requires Symbol (-10%);

16*(1+0.4+0.4-0.2-0.15-0.2-0.3-0.4-0.1-0.1)=5.6

Full Cost: 5.6+2=7.6

 

Divine Reverence

You lift your Holy Symbol in the air, and start a prayer of devastation. Make a Quick Contest of Will against all enemies adjacent to you. Any that lose take Major Radiant Burn damage that ignores DR, and are Disoriented (-2 to all active defenses and -1 to step range).

Rapier Wit [5]; Words of Power (+100%); Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%)Disoriented (33%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Gestures (-10%); Accessibility: After Divine Reverence (-20%); Linked (+10%); Combat Only (-20%); Only 1 target (-20%);

5*(1+1-0.2-0.4-0.3+0.33-0.2-0.15-0.1-0.1-0.2+0.1-0.2-0.2)=1.9

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); Area of Effect 360, 1y (+50%); Emanation (-20%); Malediction (+100%); Linked (+10%); Combat Only (-20%);

5*(1-0.2-0.4-0.3+0.2+0.5-0.2+1+0.1-0.2)=7.5

Full Cost: 7.5+1.9=9.4

 

Rank 3 Encounter Powers [3]

Strength From Valor

After a successful attack, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage and you gain 7 Ablative DR for 9 seconds. This DR is not cumulative.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%);

9*(1-0.2+0.2+0.2+1-0.3-0.2-0.15-0.2)=12.15

Affliction [10]; Buff (70%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Emergencies Only (-30%); Self Only (-50%); Accessibility: After a hit (-20%); Linked (-10%); Holy Power (-15%); 1/scene (-20%); Combat Only (-20%);

Buff is Ablative DR 7 [7];

10*(1+0.7+1-0.2-0.25-0.4-0.3-0.5-0.2-0.1-0.15-0.2-0.2)=2.0

Full Cost: 12.15+2=14.15

 

Winter's Edge

After a successful attack, you utter a prayer of pure cold which gathers around your holy symbol. Treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage and must make an HT check or be rooted to the ground for 1 second.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Requires words (-10%), Requires Symbol (-10%);

9*(1-0.2+0.2+0.2+1-0.3-0.2-0.15-0.2-0.1-0.1)=10.35

Affliction [10]; Sessile (+40%); Follow-up melee (+40%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Emergencies Only (-30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Requires words (-10%), Requires Symbol (-10%);

10*(1+0.4+0.4-0.2-0.15-0.2-0.3-0.4-0.1-0.1)=3.5

Full Cost: 10.35+3.5=13.85

 

Benign Transposition

Make a Will check. If you succeed, swap places with a willing ally within a number of yards equal to your Speed (round down); then make an attack. If you hit you deal extra SwingDamage.

Teleport [40]; Only to switch places (-40%); 1/scene with reduced time (-15%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Actual Duration is 1 use (-5%); Reduced Duration 1/60 (-35%);

40*(1-0.4-0.2-0.15-0.1-0.1)=2.0 Min 40*0.2=8

Rapier Wit [5]; Words of Power (+100%); Buff (+80%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Actual Duration is 1 use (-5%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Combat Only (-20%);

buff is: Teleport [40]; Only to switch places (-40%); Holy (-10%); Emergencies Only (-30%);

40*(1-0.8)=8.0

5*(1+1+0.8-0.2-0.4-0.3-0.2-0.05-0.2-0.15-0.1-0.1-0.2)=4.5

Unique Technique move and attack no penalties -6 [6];  1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%);

6*(1-0.2-0.15-0.1-0.1-0.3)=0.9 Min 6*0.2=1.2

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.1-0.1+0.2)=2.0 

8+4.5+2=14.5

 

Blade of light

After hitting with a melee attack, you deal extra Swing +2/die plus Extra Major Burn Radiant Damage +1/die. Before using this power, you may move and attack with no penalties.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%); +2/die (+120%);

5*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.1-0.1+0.2+1.2)=7.25

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%); +1/die (+60%);

5*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.1-0.1+0.2+0.6)=4.25

Move and Attack, no penalties [6]; 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%);

6*(1-0.2-0.15-0.1-0.1-0.3)=0.9 Min 6*0.2=1.2

Full Cost: 7.25+4.25+1.2=12.7

 

Astral Thunder

With a determined prayer, you lift your holy symbol in the air. All enemies within 3 yards take Major Thunder Crushing Damage +2/die and must make an HT check (-1 per 2 penetrating damage) or take a penalty of -4 to their attack rolls for 1 second.

Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area 360, 3 (75%); Selective Area (+20%); Side Effect: Debuff (+75%); Reduced duration 1/100 (-40%);

Debuff is: Obscure 4 [8]; Targeting (-20%); Accessibility: Self Only (-50%); +2/die (+120%);

8*(1-0.2-0.5)=2.4

5*(1-0.2-0.4-0.3+0.2-0.2-0.15-0.1-0.1+0.75+0.2+0.75-0.4+1.2)=11.25 

 

Rank 4 Encounter Powers [4]

Beckon Foe

You point your holy symbol at an enemy, and with a quick prayer, pull him to you. Make quick contest of Will vs a target within 5 yards. If you win, the target suffers 2d6 Radiant Burn that ignores DR and is pulled to a space adjacent to you.

Innate Attack 2d6, burn [10]; Emergencies Only (-30%);Range 5y (-40%);Malediction (+100%); Based on will (+20%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Requires Gestures (-10%);

10*(1-0.3-0.4+1+0.2-0.2-0.15-0.1-0.1-0.1-0.1)=7.5

Rapier Wit [5]; Words of Power (+100%); Debuff (+200%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%);1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Requires Gestures (-10%); Combat Only (-20%); Accessibility: Only after Beckon Foe (-10%);

Debuff is: Warp [100]; Max Range 10y (-50%); Only to pull target to an adjacent space (-30%);

100*(1-0.5-0.3)=20.0

5*(1+1+2-0.2-0.4-0.3-0.2-0.15-0.1-0.1-0.1-0.2-0.1)=10.75

Full Cost: 7.5+10.75=18.25

 

Resurgent Smite

After hitting with a melee attack, you deal extra Swing Damage +2/die, and one ally can, as a free action, spend up to 6FP to recover double that number as HP. This counts as that ally healing himself.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%); +2/die (+120%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.1-0.1+0.2+1.2)=11.6

Rapier Wit [5]; Buff (+210%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Aspected: Combat Only and single target only (-40%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

Healing [30]; based on HT, self (+20%); Self Only (+0%); Reduced Time 1 (+20%); Emergencies Only (-30%); Injuries Only (-20%); Cannot Restore Crippled Limbs (-10%); Cosmic: No Roll Required (+100%); Aspected: Recent Combat Injuries Only (-40%); Requires Gestures (-10%); Magic (-10%); Capped: 6FP (-15%); Sense Based: Hearing (-20%); Universal Penalties (-15%);

5*(1+2.1-0.2-0.4-0.2-0.3-0.2-0.4-0.2-0.15-0.1-0.1)=4.25

11.6+4.25=15.85

 

Crescent Moon

With a prayer and holding your Holy Symbol to the hilt of your weapon, you cause it to glow bright gold, before unleashing it as a beam of light against your enemies. Make a ranged attack with a melee weapon skill at any target within 10 yards. If you hit, deal regular weapon damage as if you were attacking in melee, with extra Major Burn Radiant, and the target is affected by Divine Sanction.

Single Skill Imbue 3 [8] + Project Blow 1pt [1]; Cosmic No Roll Required (+100%);1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%); Combat Only (-20%);

9*(1+1-0.2-0.15-0.1-0.1-0.3-0.2)=8.55

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.1-0.1+0.2)=2.0

Rapier Wit [5]; Words of Power (+100%); Divine Sanction(+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

5*(1+1+1.35-0.2-0.4-0.3-0.1-0.2-0.15-0.1-0.1)=9

11.75+2+9=22.75

 

Rank 6 Encounter Powers [6]

Avenging Smite

When you or an ally is hit by an attack by an enemy within your reach, you may instantly attack that enemy, and if you hit, deal extra Swing Damage. In addition, make a Quick Contest of Willpower against the enemy. If you win, it is rooted to the ground. Every second it can make another Will check to break free.

Natural Attack CR [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Swing Only (+20%); +1/die (+60%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15-0.2+0.2)=2.0

Rapier Wit [5]; Words of Power (+100%); Debuff (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%):1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Based on Will, own roll (+20%);

Debuff is: Sessile [40]

5*(1+1+0.4-0.2-0.4-0.3-0.1-0.2-0.15-0.2+0.2)=5.25

Enhanced Time Rate [100]; 1/scene (-20%); Holy Power (-15%); Combat Only (-20%); Accessibility: Only to wait (-50%);

100*(1-0.2-0.15-0.2-0.5)=-5.0 Min 100*0.2=20

Full Cost: 20+5.25+2=27.25

 

Price of Cowardice

When an enemy marked by you makes an attack against an ally, you can make a free attack with ranged 5 against him. If you hit, the target takes 4d6 Radiant Burn Damage and must make an HT check (-1 per 2 penetrating damage) or be Blinded for 1 second.

Altered Time Rate [100] Just for Wait (-40%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

100*(1-0.4-0.2-0.15-0.1-0.1)=5.0 Min 100*0.2=20

Innate Attack 4d6, Burn [20]; Emergencies Only (-30%); Malediction (+100%); Range 5y (-40%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Accessibility: Only to attack target that attacked ally (-20%); Combat Only (-20%); Requires Gestures (-10%);

20*(1-0.3+1-0.4-0.2-0.15-0.1-0.1-0.2-0.2-0.1)=5.0

Rapier Wit [5]; Words of Power (+100%); Blind (+50%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Accessibility: Only to attack target that attacked ally (-20%); Combat Only (-20%);

5*(1+1+0.5-0.2-0.4-0.3-0.2-0.15-0.1-0.2-0.2)=3.75

20+5+3.75=28.75

 

Rank 1 Daily Powers [1]

Radiant Delirium

Make an attack against a target within (Will/2) yards. If you succeed, the target must make a Quick Contest between your Will and their Will. If you win, the target takes Minor Radiant damage and is Disoriented with -1 to DX. Every second he can make another Will check to shed the effects.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);

Range 1/2 (-10%); Holy Power (-15%); 1/day (-40%); Requires Words, Gestures, and a symbol (-30%);

5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1-0.15-0.4-0.3)=0.25 Min 5*0.2=1

Rapier Wit [5]; Words of Power (+33%); Debuff (+132%) Short Range 2 (-20%); Max Range 5y (-40%); Based on Will, Own Roll (+20%); Emergencies Only (-30%); Holy Power (-15%); 1/day (-40%); Requires Words, Gestures, and a symbol (-30%); Accessibility; After hitting with Radiant Delirium (-10%);

Debuff is: Disoriented is: -4 to DX [-80]; only for the purposes of defending (-80%) and -10 basic move [-50], only for the purposes of stepping (-50%);

When put in afflictions it's 33% (-4DX is +40% instead of -80%)

And -1 DX (-10%);

5*(1+1+0.43-0.2-0.4+0.2-0.3-0.15-0.4-0.3-0.1)=3.9

Full Cost:  1+3.9=4.9

 

Paladin's Judgement

After a successful hit, you deal extra damage equal to your Swing and Major Crushing Damage. In addition, hit or miss, as a free action raise your Holy Symbol and make a Will check. If you succeed, you or an ally within 5 yards can spend 1-6FP and recover twice that as HP. This counts as them healing themselves.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-20%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Natural Attack cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-20%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=0.75 Min 5*0.2=1

Rapier Wit [5]; Buff (+210%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Holy Power (-15%); Aspected: Combat Only and single target only (-40%); 1/day (-40%); Requires Words, Gestures, and a symbol (-30%); Accessibility: After Paladin's Judgement (-20%);

Healing [30]; based on HT, self (+20%); Self Only (+0%); Reduced Time 1 (+20%); Emergencies Only (-30%); Injuries Only (-20%); Cannot Restore Crippled Limbs (-10%); Cosmic: No Roll Required (+100%); Aspected: Recent Combat Injuries Only (-40%); Requires Gestures (-10%); Magic (-10%); Capped: 6FP (-15%); Sense Based: Hearing (-20%); Universal Penalties (-15%);

30*(1+0.2+0.2-0.3-0.2-0.1+1-0.4-0.1-0.1-0.15-0.2-0.15)=21

5*(1+2.1-0.2-0.4-0.2-0.3-0.2-0.15-0.4-0.4-0.3-0.2)=1.75

Full Cost: 1.6+1+1.75=4.35

 

Blazing Brand

After a successful hit, you deal extra Burn damage equal to your Swing. In addition, If the target took at least 3 points of burn injury, the target's very flesh and clothes instantly catch fire, taking 1d6-1 damage per second until the fire is extinguished. Since the flesh itself is on fire, DR is completely ignored.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%); Cosmic, Up to Incendiary 2, (+50%) Incendiary 2, (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.5+0.2)=4.25

 

Blood of the Mighty/Martyr's Retribution

After a successful hit, take 4 injury that cannot be reduced in an way, and  deal extra Radiant Burn damage equal to Swing +2/die plus extra Major Radiant Burn Damage +2/die.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Costs HP 2 (-30%);

5*(1-0.2-0.4-0.3+0.2+1.2-0.4-0.15-0.1-0.1-0.3)=2.25

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Costs HP 2 (-30%);

5*(1-0.2-0.4-0.3+0.2+1.2-0.4-0.15-0.1-0.1-0.3)=2.25

Full Cost: 2.25+2.25=4.5

 

Sign of Vulnerability

Make an attack against a target within 5 yards. If you hit, the target takes 5d6 Radiant Burn Damage and must make an HT check (-1 per 2 penetrating damage) or take 4 extra damage whenever he takes radiant damage. This lasts for 20-HT minutes, min 1.

Innate Attack 5d6, Burn [25]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Side Effect: Takes Extra Damage 4, Rare (55%);

25*(1-0.3-0.15+0.15-0.4-0.4-0.15-0.1-0.1+0.55)=2.5 Min 25*0.2=5

 

Chilling Smite

After a successful hit, you deal extra Cold damage equal to your Swing pus Major Cold Damage. In addition, make a quick contest of Will against the target. If you win, the target takes a -4 penalty to any muscle based damage. Every second the target can make another Will check to break free of the effect.

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=0.75 Min 5*0.2=1

Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=0.75 Min 5*0.2=1

Rapier Wit [5]; Words of Power (+100%); -5 striking ST (+5%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Gestures (-10%);

5*(1+1-0.05-0.2-0.4-0.3-0.4-0.15-0.1-0.1)=1.5

Full Cost: 1+1+1.5=3.5

 

Fiery Smite

After a successful hit, you deal extra Burn Damage equal to your Swing, plus extra Major Burn Damage. In addition, a fiery detonation occurs on the targets space, doing 3d6 burn damage on all enemies within 2 yards.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=0.75 Min 5*0.2=1

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=0.75 Min 5*0.2=1

Innate Attack 3d6, burn [15]; Emergencies Only (-30%); Melee no parry (-35%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area Effect 360°, lv 2 (50%); Selective Area (+20%); Linked (+10%); After Fiery Smite (-20%);

15*(1-0.3-0.35-0.4-0.15-0.1-0.1+0.5+0.2+0.1-0.2)=3.0

Full Cost: 1+1+3=5

 

Rank 2 Daily Powers [2]

Majestic Halo

After a successful hit, you deal extra damage equal to your Swing and Major Radiant Burn Damage. In addition, for 10 seconds, at the start of your turn, make a quick contest of Will against anyone adjacent to you. If you win, the target is affected by Divine Sanction. The target may make another Will check to break free every second.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Natural Attack cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=0.75 Min 5*0.2=1

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); AoE 360 lv 2 (+50%); Persistent (+40%); Emanation (-20%);

5*(1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2+0.5+0.4-0.2)=5.5

Full Cost: 1.6+1+5.5=8.1

 

Driving Blades

After a successful hit, you deal extra damage equal to your Swing. In addition, each second the target must make an HT -3 check or suffer 2 injury. This repeats up to 5 times or until he succeeds on the check. You may use this power in a move and attack maneuver. If you do, you suffer no penalties from it.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Move and attack, no penalty [6]; 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%);

6*0.2=1.2

Innate Attack 2 tox [2]; Emergencies Only (-30%); Follow-Up Melee (+40%); Cyclic, Resistible, 1/s, 5 cycles (250%); 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Resistible HT -3 (-15%);

2*(1-0.3+0.4+2.5-0.4-0.15-0.1-0.1-0.15)=5.4

Full Cost: 1.6+1.2+5.4=8.2

 

Glorious Charge

After a successful hit, you deal extra damage equal to your Swing. In addition, each ally within 2 yards regains 4 HP. You may use this power in a move and attack maneuver. If you do, you suffer no penalties from it.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); FP Cost reduced 2 (+40%); Capped FP 2 (-25%); 1/day (-40%); Linked (+10%); Access: After a melee Hit (-20%); Area Effect 360, 3 (75%); Emanation (-20%); Selective Area (+20%); Combat only (-20%); Recent Injuries Only (-20%); Sight based, reversed (-20%);

30*(1-0.1-0.2-0.3+0.4-0.25-0.4+0.1-0.2+0.75-0.2+0.2-0.2-0.2-0.2)=6.0

Move and attack, no penalty [6]; 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%);

6*0.2=1.2

Full Cost: 1.6+6+1.2=8.8

 

Unyielding Faith

After a successful hit, you deal extra damage equal to your Swing plus extra Major Damage. In addition, make a quick contest of Will against the target. If you win, the target is affected by Divine Sanction. The target may make another Will check to break free every second.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%); +1/die (+60%); Symptoms (405%)

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.6)=6

Will +2 [10]; 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%);

10*(1-0.4-0.15-0.1-0.3)=0.5 Min 10*0.2=2

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%);

5*(1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2)=2

Full Cost: 6+2+2=10

 

Name of Might

You shout an ancient angelic name of power, and all within a 60° arc up to 3 yards take 6d6 Crushing Thunder Damage and must make an HT check (-1 per 2 penetrating damage) or take a -3 penalty to their Basic Move. Each second they can make another HT check to break free.

Innate Attack 6d6, Cr [30]; Emergencies Only (-30%); Emanation (-20%); Area Effect 60° Ar, lv 4 (+40%); Side Effect -3 move (65%); Save Ends (-50%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

30*(1-0.3-0.2+0.4+0.65-0.5-0.4-0.15-0.1-0.1)=9.0

 

Shadow's Apathy

After hitting an attack, make a quick contest of Will against the target. If you win, the target takes a -3 penalty to their Basic Move and deals 50% less damage. Every second the target can make another Will check to break free.

Rapier Wit [5]; Words of Power (+100%); Debuff (+105%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Gestures (-10%);

Debuff is: -3 basic move [-15]; and Shrinking 3 [15]; Minimum Size Only, (+0%); Aspected: Only for the purposes of reducing damage (-40%);

15+(10*(15*(1-0.4)))=105%

5*(1+1+1.05-0.2-0.4-0.3-0.4-0.15-0.1-0.1)=7

 

Dark Majesty

After a successful hit, you deal extra damage equal to your Swing. In addition, the target takes 28 knockback in the direction of your choice. After the knockback, pick one enemy adjacent to the target, and make an attack. If you hit, this extra target takes 3d6 damage.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Innate Attack 3d6, Tox [12]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); No Blunt Trauma (-10%); No Wounding (-50%); Accessibility: Only on targets next to the original target (-10%); Linked (+10%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

12*(1-0.3-0.15+0.15-0.4-0.1-0.5-0.1+0.1-0.4-0.15-0.1-0.1)=-12.6 Min 12*0.2=2.4

Innate Attack 4d6, Cr [20]; Emergencies Only (-30%); Melee no parry (-35%); No Blunt Trauma (-10%); No Wounding (-50%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Overhead (+20%); Knockback x2 (+20%);

20*(1-0.3-0.35-0.1-0.5-0.4-0.15-0.1-0.1+0.2+0.2)=-12.0 Min 20*0.2=4

Full Cost: 1.6+2.4+4=8

 

Rank 3 Daily Powers [3]

On Pain of Death

Make a quick contest between your Will and the Will of a target within 5 yards. If you win, he suffers 2d6 injury and for 9 seconds, whenever he attacks, he takes 1d6 damage. Every second he can make another Will check to shed the effect.

Innate Attack 2d6, Tox [8]; Emergencies Only (-30%); Range is 10y (-30%); Range 5y (-40%); Malediction (+100%); Based on Will (+20%);Holy Power (-15%); 1/day (-40%); Requires Words, Gestures, and a symbol (-30%);

8*(1-0.3-0.3-0.4+1+0.2-0.15-0.4-0.3)=2.8

Rapier Wit [5]; Words of Power (+100%); Debuff (+132%) Short Range 2 (-20%); Max Range 5y (-40%); Based on Will, Own Roll (+20%); Emergencies Only (-30%); Holy Power (-15%); 1/day (-40%); Requires Words, Gestures, and a symbol (-30%); Accessibility; After hitting with Pain of Death (-10%);

Debuff is: Weakness; Behavior: described above very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

-60*(1+1.2)=-132

5*(1+1+1.32-0.2-0.4+0.2-0.3-0.15-0.4-0.3-0.1)=8.35

Full Cost: 2.8+8.35=11.15

 

Hallowed Circle

With an attack action, you create a hallowed area around yourself. All enemies within 3 yards take Major Radiant Burn Damage +2/die, and for 1 minute, any time an enemy attacks someone in the area, they have -4 to hit.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+60%); 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area Effect 360° 3 (75%); Emanation (-20%); Selective Area (+20%);

4*(1-0.2-0.4-0.3+0.2+1.2-0.4-0.15-0.1-0.1+0.75-0.2+0.2)=6

Obscure 4 [8]; 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%); Area Effect 1 (+25%); Selective Area (+20%); Linked (+10%); Accessibility: After hit (-20%); defensive (+50%);

8*(1-0.4-0.15-0.1-0.1-0.3+0.25+0.2+0.1-0.2+0.5)=6.4

Full Cost: 6+6.4=12.4

 

Unrelenting Punishment

Make an attack with range 5. If you hit, the target takes Extra Swing Damage, and every second it must make an HT-3 check or suffer 2 injury. Whenever the target fails the HT check, you heal 2HP. This lasts for 5 seconds or until the target makes his HT check.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Innate Attack 2 tox [2]; Emergencies Only (-30%); Follow-Up Melee (+40%); Cyclic, Resistible, 1/s, 5 cycles (250%); 1/day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Resistible HT -3 (-15%);

2*(1-0.3+0.4+2.5-0.4-0.15-0.1-0.1-0.15)=5.4

Healing [30%]; Self Only 0%; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); FP Cost reduced 2 (+40%); Capped FP 2 (-25%); Accessibility: Whenever target takes cyclic damage from unrelenting punishment (-40%);

30*(1-0.1-0.2-0.3+0.4-0.25-0.4)=4.5 Min 30*0.2=6

Full Cost: 1.6+5.4+6=13

 

Prayer of Two Paths

After a successful hit, you deal extra damage equal to your Swing. In addition, make a quick contest of Will against one target within 10 yards. If you succeed, you heal 4HP, if you win, the target takes Major Radiant Burn Damage.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Swing Only (+20%); Malediction (+100%);1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Combat Only (-20%);

5*(1-0.2-0.4-0.3+1+0.2+1-0.4-0.15-0.1-0.1-0.2)=6.75

Healing [30%]; Self Only 0%; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); FP Cost reduced 2 (+40%); Capped FP 2 (-25%); Accessibility: After a hit (-20%); Daily (-40%);

30*(1-0.1-0.2-0.3+0.4-0.25-0.2-0.4)=-1.5 Min 30*0.2=6

Full Cost: 1.6+6.75+6=14.35

 

Arc of Vengeance

After a successful attack, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage plus extra Swing Damage. In addition, make a quick contest of Will against all targets hit by the attack. If you win, the target is affected by Divine Sanction. The target may make another Will check to break free every second.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Combat Only (-20%);

9*(1-0.2+0.2+0.2+1-0.3-0.4-0.15-0.1-0.1-0.2)=8.55

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%); Area Effect 360°, lv 2 (+50%); Emanation (-20%);

5*(1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2+0.5-0.2)=3.5

Full Cost: 8.55+1.6+3.5=13.65

 

Whirling Radiance

After a successful hit, you deal extra damage Radiant Burn equal to your Swing. In addition, treat the damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%); Cosmic, Up to Incendiary 2, (+50%) Incendiary 2, (+20%);

5*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.5+0.2)=4.25

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

9*(1-0.2+0.2+0.2+1-0.3-0.4-0.15-0.1-0.1)=10.35

Full Cost: 10.35+4.25=14.6

 

Spirit Harrow

After a successful hit, you deal extra damage equal to your Swing. In addition, treat the damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage, and they must make a Will check (-1 per 2 penetrating damage) or be Stunned.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt and Stupefying Blow 1pt [2]; with Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

10*(1-0.2+0.2+0.2+1-0.3-0.4-0.15-0.1-0.1)=11.5

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Full Cost: 11.5+1.6=13.1

 

Rank 4 Daily Powers [4]

Frenzying Smite

After a successful hit, you deal extra damage equal to your Swing +1/die plus Major Damage +1/die plus 42 knockback. In addition, you can take a full move without penalty after the attack.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%); +1/die (+60%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.6)=6

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%); +1/die (+60%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.6)=6

Innate Attack 6d6, Cr [30]; Emergencies Only (-30%); Follow-Up Universal (+50%); No Blunt Trauma (-10%); No Wounding (-50%); Double Knockback (+20%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

30*(1-0.3+0.5-0.1-0.5+0.2-0.4-0.15-0.1-0.1)=0.75 Min 30*0.2=6

Move and Attack Technique no penalty, backward [7]; Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

7*(1-0.3-0.4-0.15-0.1-0.1)=-0.3 Min 7*0.2=1.4

Full Cost: 6+6+6+1.4=19.4

 

Crown of Glory

As an attack maneuver, deal Major Radiant Burn Damage to all enemies adjacent to you. In addition, for 10 seconds, at the start of your turn, make a Quick Contest of Will against all enemies adjacent to you. Any target that loses takes -3 to their basic move.

Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Malediction (+100%); Swing Only (+20%); Area Effect 360°, lv 2 (50%); Emanation (-20%); Vs Will (+20%); Linked (+10%); Combat Only (-20%);

5*(1-0.2-0.4-0.3+1+0.2+0.5-0.2+0.2+0.1-0.2)=8.5

Rapier Wit [5]; Words of Power (+100%); -3 basic move (+15%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%);Area Effect 360°, lv 2 (50%); Emanation (-20%); Vs Will (+20%); Linked (+10%); Persistent (+40%); Combat Only (-20%);

5*(1+1+0.15-0.2-0.4-0.3+0.5-0.2+0.2+0.1+0.4-0.2)=10.25

Full Cost: 8.5+10.25=18.75

 

Radiant Pulse

Make an attack with range 5. If you hit, the target takes 4d6 Radiant Burn Damage, and all enemies around it take 2d6 Radiant Burn Damage. For 10 seconds, all enemies adjacent to the target take 2d6 Radian Burn Damage every second.

Innate Attack 2d6, Burn [10]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); 1/scene (-20%); Holy Power (-15%);

10*(1-0.3-0.15+0.15-0.4-0.2-0.15-0.1-0.1)=-1.25 Min 10*0.2=2

Innate Attack 2d6, Burn [20]; Emergencies Only (-30%); Follow-Up (+0%); Requires Holy Symbol (-10%); Requires Words (-10%); Area Effect 360° lv 2 (+50%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Persistent (+40%); Mobile (+40%); Homing (+40%); Selective Area (+20%); Combat Only (-20%);

10*(1-0.3-0.1-0.1+0.5-0.4-0.15-0.1-0.1+0.4+0.4+0.4+0.2-0.2)=14.5

Full Cost: 14.5+2=16.5

 

Shout of Condemnation

You shout thunderous words of power, and all within a 60° arc up to 3 yards take 6d6 Crushing Thunder Damage. In addition, make a quick contest of Will against all creatures in the area. Any creature that loses is under Divine Sanction and takes 1d6 injury per second. Every second the creatures can make another Will check to break free of the effects.

Innate Attack 6d6, Cr [30]; Emergencies Only (-30%); Emanation (-20%); Area Effect 60° Ar, lv 4 (+40%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

30*(1-0.3-0.2+0.4-0.4-0.15-0.1-0.1)=4.5 Min 30*0.2=6

Innate Attack Tox [2]; Follow-Up (+0%);Emergencies Only (-30%); Cyclic Resistible (+250%); Resistible -3 (-20%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%), Based on Will (+20%);

4*(1-0.3+2.5-0.2-0.4-0.15-0.1-0.1+0.2)=9.8

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%); Daily (-40%); Area Effect 60° Ar, lv 4 (+40%);

5*(1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2-0.4+0.4)=2

Full Cost: 6+9.8+2=17.8

 

Dispel the Darkness

After a successful hit, you deal extra Radiant Burn damage equal to your Swing and Major Damage of the same type. In addition, you make the area around you brightly lit, cancelling all penalties from darkness within 3 yards. All enemies in the area are easier to see, with +10 on all vision rolls to detect them.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Obscure 10 [20]; Reversed (+0%); Defensive (+50%); Area Effect 1 (+25%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

20*(1+0.5+0.25-0.3-0.4-0.15-0.1-0.1)=14

14+1.6+1.6=17.2

 

Rank 5 Daily Powers [5]

Ray of reprisal

When an enemy within 5 yards attacks an ally, you can, as a free action, immediately make a ranged attack against the target. In addition, make a Will check. If you succeed, the target takes half damage from the triggering attack.

Altered Time Rate [100] Just for Wait (-40%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

100*(1-0.4-0.2-0.15-0.1-0.1)=5.0 Min 100*0.2=20

Innate Attack 4d6, Burn [20]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);Range 5y (-40%);

20*(1-0.3-0.15+0.15-0.4-0.15-0.1-0.1-0.4)=-9.0 Min 20*0.2=4

Rapier Wit [5]; Buff (+100%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Actual Time is one use Only (-10%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Gestures (-10%);

Buff is Damage Reduction 2 [50]; Limited Defenses: Melee Physical (-40%); Emergencies Only (-30%); Only against triggering attack (-10%);

50*(1-0.4-0.3-0.1)=10.0

5*(1+1-0.2-0.4-0.2-0.3-0.2-0.1-0.4-0.15-0.1-0.1)=-0.75 Min 5*0.2=1

Full Cost: 20+4+1=25

 

Reaper's Harvest

After a successful hit, you deal extra damage equal to your Swing +1/die plus Major Damage +1/die of the same type. In addition, make a Quick Contest of Will against the target. If you win, the target is subject to your Divine Sanction. If the target dies, instead make a simple Will check, if you succeed, you heal 8 HP.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.6)=6

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.6)=6

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%); 1/Day (-40%)

5*(1+1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2-0.4)=5

Healing [30%]; Self Only 0%; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); FP Cost reduced 4 (+80%); Capped FP 4 (-20%); Accessibility: target dies (-40%); Daily (-40%);

30*(1-0.1-0.2-0.3+0.8-0.2-0.4-0.4)=6.0

Full Cost: 6+6+5+6=23

 

Shadow Blades of Shared Doom

After a successful hit, you deal extra damage equal to your Swing +1/die, then make another attack, and treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) regardless of damage type. All enemies adjacent to the target take damage, and you must make a Quick Contest of Will against them. Any that lose are subject to your Divine Sanction, and must make another will check every second to break free.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Accessibility: No damage on original target (-20%);

9*(1+0.2+1-0.3-0.4-0.15-0.1-0.1-0.2)=8.55

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+0.6)=6

Rapid Strike at no penalty [6]; 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%);

6*(1-0.2-0.15-0.1-0.1-0.3)=0.9 Min 6*0.2=1.2

Rapier Wit [5]; Words of Power (+100%); Divine Sanction (+135%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); 1/Day (-40%); Area of Effect 360° lv 2 (+50%); Selective Area (+20%); Accessibility: Can't hit target of original attack (-20%);

5*(1+1+1.35-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2-0.4+0.5+0.2-0.2)=7.5

Full Cost: 8.55+6+1.2+7.5=23.25

 

Holy Outrage!

After a successful hit, you deal extra damage equal to your Swing +2/die plus Major Damage +2/die of the same type. In addition, make a Will check. If you succeed, whenever you deal damage, all enemies adjacent to you take Major Radiant Burn Damage. Every second you must make a Will check. If you fail, you lose the effect.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+1.2)=10.8

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+1.2)=10.8

Rapier Wit [5]; Buff (+20%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

Buff Is: Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Linked (+10%); Accessibility; After doing damage (-20%); Swing Only (+20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area Effect 360°, lv 2 (+50%); Emanation (-20%); Selective Area (+20%);

5*(1-0.2-0.4-0.3+0.1-0.2+0.2-0.15-0.1-0.1+0.5-0.2+0.2)=1.75

5*(1+0.2-0.2-0.4-0.3-0.1-0.4-0.15-0.1-0.1)=-2.75 Min 5*0.2=1

Full Cost: 10.8+10.8+1=22.6

 

Rank 6 Daily Powers [6]

Knightly Intercession

When an enemy within melee reach hits your ally, you can make a melee attack against him as a free action. If you hit, deal extra swing damage, and the target must make an HT-5 of he is under Divine Sanction for 9 seconds.

Altered Time Rate [100] Just for Wait (-40%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

100*(1-0.4-0.2-0.15-0.1-0.1)=5.0 Min 100*0.2=20

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2)=1.2 Min 8*0.2=1.6

Affliction lv 6 [25]; Divine Sanction (135%); Max Range 5y (-40%); Fixed Duration (+0); Reduced Duration 1/20 (-25%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Combat Only (-20%); Follow-up: Melee (+40%); Accessibility: Only against target that attacked ally (-40%);

25*(1+1.35-0.4-0.25-0.3-0.4-0.15-0.1-0.1-0.2-0.2+0.4-0.4)=6.25

Full Cost: 20+1.6+6.25=27.85

 

Shackles of Justice

After a successful hit, you deal extra damage equal to your Swing +2/die. In addition, make a quick contest of will. If you win, once per second, when the target makes an attack, it suffers 1d6 injury, and when it deals damage, it suffers another 1d6 injury. Every second the target can attempt another Will check to break free of the effects.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+1.6)=14

Rapier Wit [5]; Words of Power (+100%); Debuff (+265%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); Holy Power (-15%); Combat Only (-20%); Holy Symbol (-10%); Gestures (-10%); Accessibility: After a hit (-20%); Single Target Only (-20%); 1/Day (-40%)

Debuff is: Weakness; Behavior: described above very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

And Weakness; Behavior: described above very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

(60*(1+1.2))*2=264

5*(1+1+2.65-0.2-0.4-0.3-0.1-0.15-0.2-0.1-0.1-0.2-0.2-0.4)=11.5

Full Cost: 14+11.5=25.5

 

Thundering Smite

After a successful hit, you deal extra damage equal to your Swing +2/die plus Major Damage +2/die of the same type. In addition, make a Quick Contest of Will against every enemy within 2 yards of the target. Any enemy that loses falls prone.

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+1.2)=10.8

Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%);

8*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+1.2)=10.8

Rapier Wit [5]; Words of Power (+100%); Legless (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area of Effect 360°, lv 3 (+75%); Selective Area (+20%); Combat Only (-20%);

5*(1+1+0.4-0.2-0.4-0.3-0.1-0.4-0.15-0.1-0.1+0.75+0.4-0.2)=8.0

Full Cost: 10.8+10.8+8=29.6

 

Death Angel

After a successful hit, treat the attack as 60° cone with a length of 3 yards. All within the cone take damage a must make a Quick Contest of Will against you. If they lose, they suffer injury equal to your Swing, and are Disoriented (-2 to defenses, and -1 step range).

Single Skill Imbue 3 [8] with + Imbuement Cone 1pt 3y of width -2 [1]; with 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

9*(1+0.2+1-0.3-0.4-0.15-0.1-0.1)=10.35

Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Melee (+40%); Holy Power (-15%); 1/day(-40%); Swing Only (+20%); Malediction (+100%); Based on Will (+20%); +2/die (+120%); Area Effect 60° Arc lv 4 (40%); Combat Only (-20%);

4*(1-0.2-0.4-0.3+0.4-0.15-0.4+0.2+1+0.2+1.6+0.4-0.2)=12.6

Rapier Wit [5]; Words of Power (+100%); Disoriented (+35%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: After a hit (-10%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area Effect 60° Arc lv 4 (40%);

5*(1+1+0.35-0.2-0.4-0.3-0.1-0.4-0.15-0.1-0.1+0.4)=5.0

Full Cost: 12.6+11.8+5=29.4

 

Utility Powers

These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.

 

Encounter Utility Power Slot [2.8+1.2 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2

1.6+1.2=2.8

 

Daily Utility Power Slot [1.4+0.6 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6

0.8+0.6=1.4

 

Rank 1 Utility Powers [1]

Call Celestial Steed

With a concentrate, you summon a Celestial Warhorse worth 25% of your points in a space adjacent to you. The Horse will obey your commands, but it cannot attack. You can ride it as normal for a horse. Assuming you are powerful enough, you may summon a Pegasus instead.

Ally built on 25%; All the time [4]; Summonable (+100%); Holy Power (-15%); Requires Gestures, Words, Holy Symbol (-30%); FP Cost 2 (-20%); Aspected: Pacifist Horse (-20%);

4*(1+1-0.15-0.3-0.2-0.2)=4.6

 

Sacred Circle

With a ready action, you create a circle of protection. Anyone attacking you or your allies inside the circle have a -4 penalty on all attack rolls. The circle lasts 1 minute.

Obscure 4 [8]; Defensive (+50%); Holy Power (-15%); Requires Gestures, Words, Holy Symbol (-30%); Daily (-40%); Emergencies Only (-30%);

8*(1+0.5-0.15-0.3-0.4-0.3)=2.8

 

Astral Speech

As a ready action, you gain +2 on Diplomacy Checks for 1 minute.

Diplomacy +2 [8]; Daily (-40%); Holy Power (-15%);

8*(1-0.4-0.15)=3.6

 

Divine Counter

After taking damage from an attack, make a Quick Contest of Will vs Will against your attacker. If you win, the target is marked, and must make a Will check every second to remove the mark.

Rapier Wit [5]; Words of Power (+100%); Debuff (+20%) Short Range 2 (-20%); Max Range 5y (-40%); Based on Will, Own Roll (+20%); Aspected: Combat Only (-20%); Holy Power (-15%); 1/scene (-20%); Accessibility: When taking damage (-20%);

Debuff is: -2 DX

5*(1+0.2-0.2-0.4+0.2-0.2-0.15-0.2-0.2)=0.25 Min 5*0.2=1

 

Bless Weapon

As a free action you enchant your weapon for 1 minute. While it is enchanted, you have +1 on attack rolls and +1d6 Radiant burn follow-up damage on damage rolls with the weapon.

 

Weapon Bond [1]; Daily with reduced time 1 (-30%); Holy Power (-15%);

Innate Attack 1d6, Burn [5]; Emergencies Only (-30%); Follow-Up Universal (+50%); Holy Power (-15%); accessibility: Only while Bless Weapon is Active (-20%); Holy Symbol (-10%);

5*(1-0.3+0.5-0.15-0.2-0.1)=3.75

Full Cost: 3.75+1=4.75

 

Call of Challenge

As a free action, make a Quick Contest of Will against all enemies within 5 yards. For each enemy after the first, you have a -1 on your roll. Each enemy that loses is marked, and must make a Will check every second to shed the mark.

Rapier Wit [5]; Words of Power (+100%); -2 DX (+20%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Holy Power (-10%); Words, Symbol (-20%); 1/scene (-20%); Based On Will (+20%);

5*(1+1-0.2-0.2-0.4-0.3-0.1-0.2+0.2)=4

 

Virtue

As a free action, you gain 5 Ablative DR for 1 minute.

DR 5 [25]; Ablative (-80%); 1/scene with reduced time 1 (-15%); Holy Power (-15%); Force Field (20%);

25*0.2=5

 

Kork's Strength

Make a Will check. If you succeed, you gain +2 ST, and whenever you attack, you mark the target. These benefits last for 1 second.

Rapier Wit [5]; Buff (+130%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Self Only (-50%); Holy Power (-15%); 1/scene (-20%); Holy Symbol, Words (-20%);

Buff is +2 to ST [20]; Holy Power (-15%); Emergencies Only (-30%);

20*(1-0.15-0.3)=11.0

And Combat Challenge [2]

11+2=13

5*(1+1.3-0.2-0.4-0.2-0.3-0.2-0.5-0.15-0.2-0.2)=-0.25 Min: 5*0.2=1

 

Vice's Reward

As a free action, for one second you gain +2 DR, +1 to all defenses, +2 to fear checks, and +6 on Mental Stun checks, this is cumulative with Combat Reflexes. These benefits last for 1 second.

DR 2 [10]; 1/scene with reduced time 1 (-15%); Holy Power (-15%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);

10*(1-0.15-0.15-0.3-0.35)=0.5 Min 10*0.2=2

Combat Reflexes [15]; 1/scene with reduced time 1 (-15%); Holy Power (-15%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);

15*(1-0.15-0.15-0.3-0.15)=3.75 Min 15*0.2=3

Full Cost: 2+3=5

 

Shield The Virtuous

Select one target within 5 yards. For 3 minutes, anyone that attacks the target takes Minor Radiant Burn Damage

Affliction [10]; Buff (80%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Max Range 5 yards (-40%); Emergencies Only (-30%);1 /Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

Buff is Natural Attack Burn [5]; Single (-20%); Emergencies Only (-30%); Aura (+80%), Area of Effect +1 (+25%)

5*(1-0.2-0.3+0.8+0.25)=7.75

10*(1-0.8+1-0.2-0.4-0.3-0.4-0.15-0.1-0.1)=-4.5 Min 10*0.2=2

 

Aspect of Domination

For 3 minutes, whenever you hit an enemy, you also deal 14 Knockback.

Affliction [10]; Buff (45%); Self Only (-50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Max Range 5 yards (-40%); Emergencies Only (-30%);

Buff is Innate Attack 2d6, CR [10]; Emergencies Only (-30%); Follow-Up Universal (+50%); No Blunt Trauma (-10%); No Wounding (-50%); Double Knockback (+20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

10*(1-0.3+0.5-0.1-0.5+0.2-0.15-0.1-0.1)=4.5

10*(1+0.45-0.5-0.2-0.4-0.3)=0.5 Min 10*0.2=2

 

Aspect of Ferocity

For 3 minutes, you deal extra Swing damage on all attacks as long as there's a creature that is Reeling adjacent to you.

Affliction [10]; Buff (20%); Self Only (-50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Max Range 5 yards (-40%); Emergencies Only (-30%);

Buff is Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); Accessibility: Only when a Reeling Target is nearby (-20%); Holy Power (-15%);

8*(1-0.2-0.4-0.3+0.5-0.2-0.15)=2.0

10*(1+0.2-0.5-0.2-0.4-0.3)=-2.0  Min 10*0.2=2

 

Rank 2 Utility Powers [2]

Wrath of the Gods

You and all adjacent allies gain +1d6 Radiant Burn Damage on all damage rolls for 3 minutes.

Affliction [10]; Buff (50%) fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Area Effect 360°, lv 2 (50%); Emanation (-20%); Selective Area (+20%);

Buff is Innate Attack 1d6, burn [5]; Emergencies Only (-30%); Follow-Up Universal (+50%); Combat Only (-20%);

10*(1+0.5-0.2-0.3-0.4-0.15-0.1-0.1+0.5-0.2+0.2)=7.5

 

Shield of Discipline

As a free action you gain DR 10 for 1 second.

DR 10 [50]; 1/scene with reduced time (-15%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%); Reduced Time 1/60 (-35%);

50*(1-0.15-0.15-0.1-0.1-0.3)=10.0

 

Valiant Rush

As a free action you gain +10 to your move for 1 second.

Basic Move +10 [50] 1/scene with reduced time (-15%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);

50*(1-0.15-0.15-0.1-0.1-0.3)=10.0

 

Cleansing Spirit

As a free action, will -3 check and select an ally within 5 yards. If you succeed, you can remove any debilitating affliction that is affecting the target, like stunning, blindness, sleep, etc.

Healing [30%]; Self Only 0%; Afflictions Only (-40%); Emergencies Only (-30%); 1/scene (-20%); Ranged (+40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Requires Gestures (-10%); Range is 5 yards (-40%); Capped 6 FP (-15%); Will based (+20%); Reduced FP Cost 4 (+40%); Reduced Time (+20%);

30*(1-0.4-0.3-0.2+0.4-0.15-0.1-0.1-0.1-0.4-0.15+0.2+0.4+0.2)=9.0

 

Guiding Verse

As a free action, make a will -3 check. If you succeed, you can remove any debilitating affliction that is affecting yourself, like stunning, blindness, sleep, etc.

Healing [30%]; Self Only 0%; Afflictions Only (-40%); Emergencies Only (-30%); 1/scene (-20%); Self Only (0%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Requires Gestures (-10%); Capped 6 FP (-15%); Will based (+20%); Reduced FP Cost 4 (+40%); Reduced Time (+20%);

30*(1-0.4-0.3-0.2-0.15-0.1-0.1-0.1-0.15+0.2+0.4+0.2)=9.0

 

Font of Healing

As a free action, make a Will check. If you succeed, you can spend any number of FP, and you and another adjacent ally recover double that as HP.

Healing [30%]; Self Only 0%; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Reduced Time 1 (+20%); Will based, own roll (+20%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); AoE Line lv 2 (+10%);

30*(1-0.1-0.2-0.3+0.2+0.2-0.4-0.15-0.1-0.1+0.1)=4.5 Min 30*0.2=6

 

Rank 3 Utility Powers [3]

Turn the Tide

Make a will -3 check and select a target within 5 yards. If you succeed, all creatures within 2 yards of the target have any debilitating affliction removed.

Healing [30%]; Self Only 0%; Afflictions Only (-40%); Emergencies Only (-30%); 1/day(-40%); Ranged (+40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Requires Gestures (-10%); Range is 5 yards (-40%); Capped 6 FP (-15%); Will based (+20%); Reduced FP Cost 4 (+40%); AoE 360° lv 2 (+50%);

30*(1-0.4-0.3-0.4+0.4-0.15-0.1-0.1-0.1-0.4-0.15+0.2+0.4+0.5)=12.0

 

Deathly Aura

When you are reeling, you can, as a free action, activate an Aura that deals 5d6 necrotic Toxic damage against all enemies adjacent to you. The Aura lasts 1 minute or until you are no longer Reeling.

Innate Attack 3d6, Tox [12]; Emergencies Only (-30%); Melee (-30%); 1/Day with reduced time 1 (-30%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Aura (+80%); Area Effect 360° lv 1 (+25%); Accessibility: When you are Reeling. (-40%); Selective Area (+20%);

20*(1-0.3-0.3-0.3-0.15-0.1-0.1+0.8+0.25-0.4+0.2)=12.0

 

Rank 4 Utility Powers [4]

Restore Vitality

Make Will check and touch one ally as a free action. If you succeed, the target recovers 8hp.

Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); FP Cost reduced 4 (+80%); Capped FP 4 (-20%); 1/day (-40%); Reduced Time 1 (+20%); Based on Will, self (+20%); Combat Only (-20%); Recent Injuries Only (-20%);

30*(1-0.1-0.2-0.3+0.8-0.2-0.4+0.2+0.2-0.2-0.2)=18.0

 

Fear Not

Make a will check. If you succeed, one ally within 5 yards recovers from Stun and from any effects of Fear.

Rapier Wit [5]; Buff (+450%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires gestures (-10%); Actual time is instant (-10%); only 1 target (-20%);

Debuff is: Immunity to Pain [30] plus Unfazeable [15]

5*(1+4.5-0.2-0.4-0.2-0.3-0.2-0.2-0.15-0.1-0.1-0.1-0.2)=16.75

 

Rank 6 Utility Powers [6]

Pure Devotion

When you are forced to make an HT or Will check or Quick Contest to avoid any negative effect, you gain +2 to Will and HT for 1 second.

Altered Time Rate [100]; only for wait (-40%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Duration 1/60 (-35%);

100*0.2=20

+2 Will and +2 HT [30]; 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);

30*(1-0.8)=6.0

Full Cost: 26

 

Bond of Protection

Select one ally within 5 yards. That ally gains +1 to all defenses, +2 to fear checks, and +6 on Mental Stun checks, this is cumulative with Combat Reflexes, and lasts for 3 minutes. In addition, as a free action whenever that ally takes damage, you can lose HP up to the same amount the target lost to immediately heal the target that much HP.

Affliction [10]; Buff (150%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Max Range 5 yards (-40%); Emergencies Only (-30%); 1/Day (-40%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%);

Buff is Combat Reflexes [15];

10*(1+1.5+1-0.2-0.4-0.3-0.4-0.15-0.1-0.1)=18.5

Healing [30%]; Ranged (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Empathic (-50%); Accessibility: After ally is hit(-20%); Only to heal an ally under the effect of Bond of Devotion (-40%); Cosmic, No Roll (+100%);  Combat Only (-20%); Recent Injuries Only (-20%);

30*(1+0.4-0.1-0.2-0.3-0.5-0.2-0.4+1-0.2-0.2)=9.0

Full Cost: 18.5+9=27.5

 

Winter's Arrival

As a free action, You teleport up to 5 yards to a space adjacent to a marked enemy. After the teleport, all spaces adjacent to you are covered in Slick ice, counting as a slippery surface and bad footing for 10 seconds. You can choose to not cover a specific yard in ice. If you are an Eladrin who can teleport freely, this power is a rank 1 power and simply creates Ice slick after a teleport.

 Warp [100] 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Emergencies Only (-30%); Max Range 10y (-50%); No roll Required (+100%); Actual range is 5y (-10%); Accessibility: Only to a space adjacent to a marked enemy (-40%); Linked (+10%);

100*(1-0.2-0.15-0.1-0.1-0.3-0.5+1-0.1-0.4+0.1)=25

Create: Ice 2 [10]; Reduced FP Cost (+40%); Emergencies Only (-30%); 1/scene (-20%); Holy Power (-15%); Requires Holy Symbol (-10%); Requires Words (-10%); Linked (+10%); Combat Only (-20%);

10*(1+0.4-0.3-0.2-0.15-0.1-0.1+0.1-0.2)=4.5

Full Cost: 25+4.5=29.5

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