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Battle Trance
(Redirected from Divine Might)
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Cleric - Warpriest[edit]
Divine Might: You gain an Insight bonus to Attack, Damage, and the DC of Tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds. (Cooldown: 20 seconds. Activation Cost: 21/18/15 spell points.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Favored Soul - War Soul[edit]
Divine Might: Choose one: (Activation Cost: 21/18/15 spell points. Duration: 30/60/120 seconds. Cooldown: 20 seconds). Antirequisite: This ability cannot be trained if you have any other Battle Trance abilities.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Favored Soul - Beacon of Hope[edit]
Might's Reward: Multiselector (Antirequisites: Divine Might, Know the Angles.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Paladin - Knight of the Chalice[edit]
Divine Might: Battle Trance: You now gain an insight bonus to hit, damage, and tactical dc's equal to half your charisma modifier for 30/60/120 seconds for 21/18/15 sp. Cooldown: 20 seconds. Anti-requisite: cannot be trained if you have any other Battle Trance abilities (Know the Angles, Falconry Deadly Instinct, etc.).
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Paladin Level 2, 5 APs spent in tree |
Universal - Harper Agent[edit]
Know the Angles: Activation cost: [45/30/15] spell points. Cooldown: 20 seconds. Antirequisite: Divine Might, Deadly Instinct. You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Intelligence modifier for [30/60/120] seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: character level 2, 5 APs spent in tree |
Universal - Falconry[edit]
Deadly Instinct: You gain an Insight bonus to damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. 5 Charges per rest. Each attack from your avian companion has a chance to reset 1 charge. Antirequisite: This ability can not be trained if you have any other Trance ability (Know the Angles).
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: character level 4, 20 APs spent in tree |
Universal - Horizon Walker[edit]
No Step Missed: Battle Trance. Cooldown: 20 Seconds. Antirequisite: Other Trances. Charges: 5. Expend 1 Charge: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for [30/60/120] seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements |