JDRQ - Galaxia

Platiarei

Dieu de la classe dirigeante dans le panth�on Draakien.
Description
Titre:Le roi de Platine, Le seigneur du Norois
Alignement:Loyal / Bon
Portfolios:Bien, Vent, Sagesse
Domaines:Air, Dragon, Good, Luck, Protection.
Symbole:Une étoile de platine sur un cercle pourpre
Rang divin:Mineur
Domaines
Air
Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Niveau 1:Obscuring Mist: Fog surrounds you.
Niveau 2:Wind Wall: Deflects arrows, smaller creatures, and gases.
Niveau 3:Gaseous Form: Subject becomes insubstantial and can fly slowly.
Niveau 4:Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Niveau 5:Control Winds: Change wind direction and speed.
Niveau 6:Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Niveau 7:Control Weather: Changes weather in local area.
Niveau 8:Whirlwind: Cyclone deals damage and can pick up creatures.
Niveau 9:Elemental Swarm: Summons multiple elementals. Cast as an air spell only.
Source:Player's Handook

Dragon
Add Bluff and Intimidate to your list of cleric class skills.
Niveau 1:Magic Fang: One natural weapon of subject creature gets a +1 on attack and damage rolls.
Niveau 2:Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Niveau 3:Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
Niveau 4:Voice of the dragon: +10 on Bluff, Diplomacy, and Intimidte checks; can use one suggestion.
Niveau 5:True Seeing: Lets you see all things as they really are.
Niveau 6:Stoneskin: Ignore 10 points of damage per attack.
Niveau 7:Dragon Ally: As lesser dragon ally, but up to 18 HD.
Niveau 8:Suggestion, Mass: As suggestion plus one/level subjects.
Niveau 9:Dominate Monster: As dominate person, but any creature.
Source:Spell Compendium / Draconomicon

Good
cast good spells at +1 caster level.
Niveau 1:Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Niveau 2:Aid: +1 on attack rolls +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Niveau 3:Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Niveau 4:Holy Smite: Damages and blinds evil creatures.
Niveau 5:Dispel Evil: +4 bonus against attacks by evil creatures.
Niveau 6:Blade Barrier: Wall of blades deals 1d6/level damage.
Niveau 7:Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
Niveau 8:Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Niveau 9:Summon Monster IX: Calls extraplanar creature to fight for you. Cast as a good spell only.
Source:Player's Handook

Luck
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Niveau 1:Entropic Shield: Ranged attacks against you have 20% miss chance.
Niveau 2:Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
Niveau 3:Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Niveau 4:Freedom of Movement: Subject moves normally despite impediments.
Niveau 5:Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Niveau 6:Mislead: Turns you invisible and creates illusory double.
Niveau 7:Spell Turning: Reflect 1d4+6 spell levels back at caster.
Niveau 8:Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Niveau 9:Miracle: Requests a deity’s intercession.
Source:Player's Handook

Protection
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Niveau 1:Sanctuary: Opponents can’t attack you, and you can’t attack.
Niveau 2:Shield Other: You take half of subject’s damage.
Niveau 3:Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Niveau 4:Spell Immunity: Subject is immune to one spell per four levels.
Niveau 5:Spell Resistance: Subject gains SR 12 + level.
Niveau 6:Antimagic Field: Negates magic within 10 ft.
Niveau 7:Repulsion: Creatures can’t approach you.
Niveau 8:Mind Blank: Subject is immune to mental/emotional magic and scrying.
Niveau 9:Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Source:Player's Handook