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Knight of the Chalice
Paladin Class Enhancement Tree

Knight of the Chalice

Holy Combatant 0/1
Holy Combatant
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to Attack and Damage with Favored Weapons.
Extra Smite 0/3
Extra Smite
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain 2 additional uses of Smite Evil per rest.
Improved Second Strikes 0/3
Improved Second Strikes
Ranks: 3 Cost: 1 AP Requires: 1 AP
+5% Strikethrough Chance.
Shieldbreaker 0/3
Shieldbreaker
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Sunder DCs.
Knight's Authority 0/3
Knight's Authority
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Intimidate, Diplomacy, and Concentration.
Adept Combatant 0/1
Adept Combatant
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to Attack and Damage with all weapons. You gain Long Sword, Battle Axe, Heavy Mace, Morningstar, and War Hammer as Favored Weapons.
Divine Might 0/3
Divine Might
Ranks: 3 Cost: 1 AP Requires: 5 AP
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Critical Mastery 0/3
Critical Mastery
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to confirm critical hits and critical hit damage (before weapon multipliers)
Exalted Attack 0/1
Exalted Attack
Ranks: 1 Cost: 2 AP Requires: 5 AP
Choose a Melee Cleave or Ranged Attack
Action Boost 0/3
Action Boost
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose between Action Boost: Attack and Damage
Holy Combatant 0/1
Holy Combatant
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2 to Attack and Damage with Favored Weapons. You gain Greatsword as a Favored Weapon.
Divine Sacrifice 0/3
Divine Sacrifice
Ranks: 3 Cost: 1 AP Requires: 10 AP
Select a Melee or Ranged Attack.
Lead the Charge 0/3
Lead the Charge
Ranks: 3 Cost: 1 AP Requires: 10 AP
Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a mighty strike. Shares cooldown with Shield Charge.
Exalted Smite 0/3
Exalted Smite
Ranks: 3 Cost: 2 AP Requires: 10 AP
Select a Melee or Ranged Smite.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Charisma or Strength
Knight's Training 0/1
Knight's Training
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to Attack and Damage with all weapons and +1 to Attack and Damage with Favored Weapons. You also gain the Knight's Training feat and the Shot on the Run feat.
Censure Demons 0/1
Censure Demons
Ranks: 1 Cost: 1 AP Requires: 20 AP
You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds.
Vigor of Life 0/1
Vigor of Life
Ranks: 1 Cost: 2 AP Requires: 20 AP
+30 Positive Healing Amplification
-30 Negative Healing Amplification
Improved Turning 0/3
Improved Turning
Ranks: 3 Cost: 1 AP Requires: 20 AP
You count as 1 level higher when turning undead, add 2 to the number of hit dice turned, and gain +1 use of Turn Undead per rest. Your Turn Undead ability now also deals 6d6 light damage to nearby undead which scales with 200% of the higher of Melee or Ranged Power.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Charisma or Strength
Ascendancy 0/1
Ascendancy
Ranks: 1 Cost: 2 AP Requires: 30 AP
+2 to Attack and Damage with all weapons. An additional +2 to Attack and Damage with Favored Weapons. You gain 15% Fortification Bypass.

Whenever you attack an Undead or Evil Outsider with a Favored Weapon, you gain a stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts for 6 seconds. You can acquire up to 15 stacks of this by continuing to attack Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your stacks of Blessed Purpose.
Censure Outsiders 0/1
Censure Outsiders
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your Censure Demons ability now applies to all Chaotic or Evil outsiders.

Passive: +10 Melee and Ranged Power
Vigor of Life 0/1
Vigor of Life
Ranks: 1 Cost: 2 AP Requires: 30 AP
+30 Positive Healing Amplification
-30 Negative Healing Amplification

You gain a +25% Competence bonus to Max Hit Points
Avenging Attack 0/1
Avenging Attack
Ranks: 1 Cost: 2 AP Requires: 30 AP
Choose a Melee Cleave or Ranged Attack
Holy Retribution 0/1
Holy Retribution
Ranks: 1 Cost: 1 AP Requires: 30 AP
Choose a Melee or Ranged Attack
Core Enhancements
Slayer of Evil I 0/1
Slayer of Evil I
Ranks: 1 Cost: 1 AP
Imbue Toggle: While using a Favored Weapon, you deal 1d6 additional light damage that scales with 200% Melee or Ranged Power (whichever is higher).

Passive: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. You also gain +1 to attack evil creatures.
Courage of Heaven 0/1
Courage of Heaven
Ranks: 1 Cost: 1 AP Requires: 5 AP
Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. +1 bonus Imbue Dice.
Slayer of Evil II 0/1
Slayer of Evil II
Ranks: 1 Cost: 1 AP Requires: 10 AP
Your Slayer of Evil now grants +2 to attack evil creatures. +1 bonus Imbue Dice. You now resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Your weapons gain the Ghost Touch effect.

In addition, you gain +4 Remove Disease charges and your Remove Disease also applies a Greater Restoration effect to your target.
Improved Courage of Heaven 0/1
Improved Courage of Heaven
Ranks: 1 Cost: 1 AP Requires: 20 AP
Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You now gain +2 to hit for all attacks. +1 bonus Imbue Dice.

You are now immune to Energy Drain.
Slayer of Evil III 0/1
Slayer of Evil III
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your Slayer of Evil now grants +4 to attack evil creatures. +1 bonus Imbue Dice. You now resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
Champion of Good 0/1
Champion of Good
Ranks: 1 Cost: 1 AP Requires: 40 AP
You gain +4 Charisma and 10 Melee and Ranged Power. The save bonuses vs. Fear and Enchantment granted by Courage of Heaven are increased by an additional +2. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. +1 bonus Imbue Dice.

In addition, your Aura of Courage now grants allies a +3% Sacred Bonus to melee and ranged damage, and if you have Ascendancy your Blessed Purpose now stacks up to 25 times.
Core Enhancements
Enhancement Description
Slayer of Evil I Slayer of Evil I
Imbue Toggle: While using a Favored Weapon, you deal 1d6 additional light damage that scales with 200% Melee or Ranged Power (whichever is higher).

Passive: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. You also gain +1 to attack evil creatures.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Paladin Level 1
Courage of Heaven Courage of Heaven
Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. +1 bonus Imbue Dice.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Slayer of Evil I, Paladin Level 3
Slayer of Evil II Slayer of Evil II
Your Slayer of Evil now grants +2 to attack evil creatures. +1 bonus Imbue Dice. You now resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Your weapons gain the Ghost Touch effect.

In addition, you gain +4 Remove Disease charges and your Remove Disease also applies a Greater Restoration effect to your target.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Courage of Heaven, Paladin Level 6
Improved Courage of Heaven Improved Courage of Heaven
Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You now gain +2 to hit for all attacks. +1 bonus Imbue Dice.

You are now immune to Energy Drain.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Slayer of Evil II, Paladin Level 12
Slayer of Evil III Slayer of Evil III
Your Slayer of Evil now grants +4 to attack evil creatures. +1 bonus Imbue Dice. You now resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Improved Courage of Heaven, Paladin Level 18
Champion of Good Champion of Good
You gain +4 Charisma and 10 Melee and Ranged Power. The save bonuses vs. Fear and Enchantment granted by Courage of Heaven are increased by an additional +2. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. +1 bonus Imbue Dice.

In addition, your Aura of Courage now grants allies a +3% Sacred Bonus to melee and ranged damage, and if you have Ascendancy your Blessed Purpose now stacks up to 25 times.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Slayer of Evil III, Paladin Level 20
Tier 1
Enhancement Description
Holy Combatant Holy Combatant
+1 to Attack and Damage with Favored Weapons.
AP Cost
2
Ranks
1
Progression
1
Extra Smite Extra Smite
Rank 1
You gain 2 additional uses of Smite Evil per rest.
Rank 2
You gain 2 additional uses of Smite Evil per rest, for a total of 4.
Rank 3
You gain 2 additional uses of Smite Evil per rest, for a total of 6.
AP Cost
1
Ranks
3
Progression
1
Improved Second Strikes Improved Second Strikes
Rank 1
+5% Strikethrough Chance.
Rank 2
+10% Strikethrough Chance.
Rank 3
+20% Strikethrough Chance.
AP Cost
1
Ranks
3
Progression
1
Shieldbreaker Shieldbreaker
Rank 1
+1 to Sunder DCs.
Rank 2
+2 to Sunder DCs.
Rank 3
+3 to Sunder DCs.
AP Cost
1
Ranks
3
Progression
1
Knight's Authority Knight's Authority
Rank 1
+1 to Intimidate, Diplomacy, and Concentration.
Rank 2
+2 to Intimidate, Diplomacy, and Concentration.
Rank 3
+3 to Intimidate, Diplomacy, and Concentration. You also gain +1 Fortitude Save.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Adept Combatant Adept Combatant
+1 to Attack and Damage with all weapons. You gain Long Sword, Battle Axe, Heavy Mace, Morningstar, and War Hammer as Favored Weapons.
AP Cost
2
Ranks
1
Progression
5
Divine Might Divine Might
Rank 1
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Rank 2
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 60 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Rank 3
Battle Trance: You gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 120 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
AP Cost
1
Ranks
3
Progression
5
Critical Mastery Critical Mastery
Rank 1
+1 to confirm critical hits and critical hit damage (before weapon multipliers)
Rank 2
+2 to confirm critical hits and critical hit damage (before weapon multipliers)
Rank 3
+3 to confirm critical hits and critical hit damage (before weapon multipliers)
AP Cost
1
Ranks
3
Progression
5
Exalted Attack Exalted Attack
Choose a Melee Cleave or Ranged Attack
Exalted CleaveMake a sweeping weapon attack against all nearby enemies.

Shares its cooldown with the Cleave feat.
Exalted ShotAOE Ranged Attack: Fire a single shot, hitting every enemy in an area around where the shot hits. Shares its cooldown with the Cleave feat.
AP Cost
2
Ranks
1
Progression
5
Action Boost Action Boost
Choose between Action Boost: Attack and Damage
Rank 1
Action Boost: Melee/Ranged PowerActivate to gain a +10 Action Boost bonus to Melee/Ranged Power for 20 seconds.
Attack BoostActivate to gain a +4 Action Boost bonus to hit for 20 seconds.
Rank 2
Action Boost: Melee/Ranged PowerActivate to gain a +20 Action Boost bonus to Melee/Ranged Power for 20 seconds.
Attack BoostActivate to gain a +6 Action Boost bonus to hit for 20 seconds.
Rank 3
Action Boost: Melee/Ranged PowerActivate to gain a +30 Action Boost bonus to Melee/Ranged Power for 20 seconds.
Attack BoostActivate to gain a +8 Action Boost bonus to hit for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Holy Combatant Holy Combatant
+2 to Attack and Damage with Favored Weapons. You gain Greatsword as a Favored Weapon.
AP Cost
2
Ranks
1
Progression
10
Divine Sacrifice Divine Sacrifice
Select a Melee or Ranged Attack.
Rank 1
Divine SacrificeGiving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack.
Divine Sacrifice (Ranged)Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack.
Rank 2
Divine SacrificeGiving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack.
Divine Sacrifice (Ranged)Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack.
Rank 3
Divine SacrificeGiving up some of your life force to win the battle, you empower your next blow against your foe. This attack 9d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack.
Divine Sacrifice (Ranged)Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack.
AP Cost
1
Ranks
3
Progression
10
Lead the Charge Lead the Charge
Rank 1
Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a mighty strike. Shares cooldown with Shield Charge.
Rank 2
Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a mighty strike. Shares cooldown with Shield Charge.
Rank 3
Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a mighty strike. Shares cooldown with Shield Charge.
AP Cost
1
Ranks
3
Progression
10
Exalted Smite Exalted Smite
Select a Melee or Ranged Smite.
Rank 1
Exalted SmiteActive: An improved Smite Evil that adds +1 to your weapon's critical damage multiplier.

Smite Evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
Exalted Smite (Ranged)Active: An improved Smite Evil.

Smite Evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
Rank 2
Exalted SmiteActive: An improved Smite Evil that adds +1 to your weapon's critical threat range and damage multiplier.

Smite Evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
Exalted Smite (Ranged)Active: An improved Smite Evil.

Smite Evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
Rank 3
Exalted SmiteActive: An improved Smite Evil that adds +2 to your weapon's critical threat range and damage multiplier.

Smite Evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
Exalted Smite (Ranged)Active: An improved Smite Evil.

Smite Evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
AP Cost
2
Ranks
3
Progression
10
Ability Score Ability Score
+1 Charisma or Strength
Charisma+1 Charisma
Strength+1 Strength
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Knight's Training Knight's Training
+1 to Attack and Damage with all weapons and +1 to Attack and Damage with Favored Weapons. You also gain the Knight's Training feat and the Shot on the Run feat.
AP Cost
2
Ranks
1
Progression
20
Censure Demons Censure Demons
You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds.
AP Cost
1
Ranks
1
Progression
20
Vigor of Life Vigor of Life
+30 Positive Healing Amplification
-30 Negative Healing Amplification
AP Cost
2
Ranks
1
Progression
20
Improved Turning Improved Turning
Rank 1
You count as 1 level higher when turning undead, add 2 to the number of hit dice turned, and gain +1 use of Turn Undead per rest. Your Turn Undead ability now also deals 6d6 light damage to nearby undead which scales with 200% of the higher of Melee or Ranged Power.
Rank 2
You count as 2 levels higher when turning undead, add 4 to the number of hit dice turned, and gain +2 uses of Turn Undead per rest. Your Turn Undead ability now also deals 12d6 light damage to nearby undead which scales with 200% of the higher of Melee or Ranged Power.
Rank 3
You count as 3 levels higher when turning undead, add 6 to the number of hit dice turned, and gain +3 uses of Turn Undead per rest. Your Turn Undead ability now also deals 18d6 light damage to nearby undead which scales with 200% of the higher of Melee or Ranged Power.
AP Cost
1
Ranks
3
Progression
20
Ability Score Ability Score
+1 Charisma or Strength
Charisma+1 Charisma
Strength+1 Strength
AP Cost
2
Ranks
1
Progression
20
Prereqs
Ability Score
Tier 5
Enhancement Description
Ascendancy Ascendancy
+2 to Attack and Damage with all weapons. An additional +2 to Attack and Damage with Favored Weapons. You gain 15% Fortification Bypass.

Whenever you attack an Undead or Evil Outsider with a Favored Weapon, you gain a stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts for 6 seconds. You can acquire up to 15 stacks of this by continuing to attack Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your stacks of Blessed Purpose.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Knight's Training
Censure Outsiders Censure Outsiders
Your Censure Demons ability now applies to all Chaotic or Evil outsiders.

Passive: +10 Melee and Ranged Power
AP Cost
1
Ranks
1
Progression
30
Prereqs
Censure Demons
Vigor of Life Vigor of Life
+30 Positive Healing Amplification
-30 Negative Healing Amplification

You gain a +25% Competence bonus to Max Hit Points
AP Cost
2
Ranks
1
Progression
30
Prereqs
Vigor of Life
Avenging Attack Avenging Attack
Choose a Melee Cleave or Ranged Attack
Avenging CleaveMake a sweeping weapon attack against all nearby enemies. Damaged enemies gain one stack of Vulnerability.

Shares its cooldown with the Great Cleave feat.

Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
Avenging ShotAOE Ranged Attack: Fire a single shot, hitting every enemy in an area around where the shot hits. Damaged enemies gain one stack of Vulnerability.

Shares its cooldown with the Greate Cleave feat.

Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
AP Cost
2
Ranks
1
Progression
30
Holy Retribution Holy Retribution
Choose a Melee or Ranged Attack
Holy RetributionMelee Attack: Executes a powerful holy cleave against nearby targets that deals 100 extra holy damage that scales with 200% Melee or Ranged Power, -6 to all ability scores for ten seconds, and recharges one Smite Evil charge to you. On Damage: Evil creatures may be forced to make a Will save (DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed.

Evil creatures with under 1000 HP must always make this save or die.
Evil creatures with between 5000 and 1000 HP have a 50% chance to be forced to make this save or die.
Evil creatures with more than 5000 HP have a 33% chance to be forced to make this save or die.
Holy Retribution ShotRanged Attack: Deals 100 extra holy damage that scales with 200% Melee or Ranged Power, applies a debuff of -6 to all ability scores to enemies for ten seconds, and recharges one Smite Evil charge to you. On Damage: Evil creatures may be forced to make a Will save (DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed.

Evil creatures under 1000 HP must always make this save or die.
Evil creatures between 5000 and 1000 HP have a 50% chance to be forced to make this save or die.
Evil creatures with more than 5000 HP have a 33% chance to be forced to make this save or die.
AP Cost
1
Ranks
1
Progression
30