Temperance

**TEMPERANCE**
TYPE

Temperance: If you abstain from damaging any opponents
for 1 round, you may grant an ally +2d6 damage on attacks for one round as an
immediate action. Abstaining from damage means causing hit point damage or
lowering hit points in any way.

Improved Temperance: Requires Temperance to
take. The bonus you grant an ally is +4d6 damage

Greater Temperance: Requires Improved
Temperance to take. The bonus you grant an ally is +6d6 damage

Superior Temperance: Requires Greater
Temperance to take. You may effect a second ally with Temperance. You may take
this multiple times to grant this bonus to more allies on a one for one basis.

Chastity: While you refrain from damaging
foes, you may grant an ally +2 to Attack and AC for one round as an immediate
action. You may take this multiple times to increase the bonus to attack and AC
rolls by +2.

Improved Chastity: Requires Chastity to take.
You may effect a second target with Chastity. You may take this multiple times
to increase the number of allies you may apply this to by 1.

Piety: Requires Temperance to take. While you
abstain from damaging opponents, you gain a +4 bonus do AC and +4/- Damage
reduction. You may take this multiple times to add +2 to the AC bonus or +1 to
the Damage Reduction.

Improved Piety: Requires Piety to take. While
you abstain from damaging opponents, you gain 10 energy resistance to all
energy types. You may take this multiple times to increase the energy
resistance by 5

Elemental Piety: Requires Piety to take. While
you abstain from damaging opponents, you deal elemental damage to opponents
attacking you. Choose an element (Fire, Cold, Electricity, Acid, Sonic, Force
or Water). You deal 2d6 + Level damage to any opponent attacking you in melee
as long as you abstain from damaging opponents. This is an exception to the
rule of abstaining from damaging opponents, as you are not causing the damage
yourself.

End to Excess: While within 30 feet of you, as
long as you abstain from damaging them, opponents lose any temporary hit points
they may have gained, or gain in the future while within 30 feet of you. You
may take this multiple times to increase the area by 10 feet.

Improved End to Excess: Requires End to Excess
to take. While within 30 feet of you, opponents lower any resistance to
elements they may have by 10 as long as you abstain from damaging opponents
yourself. You may take this multiple times to lower the resistances by an
additional 10 or increase the area by 10 feet.

Greater End to Excess: Requires Improved End
to Excess to take. While within 30 feet of you, as long as you refrain from
damaging opponents, they take a -2 penalty to all saving throws. You may take
this multiple times to increase the penalty by an additional -2.

Superior End to Excess: Requires Greater End
to Excess to take. While within 30 feet of you, as long as you abstain from
damaging them, opponents lower their attack and damage rolls by 2. You may take
this multiple times, each time reduce the attack and damage rolls by an
additional 2 or increase the area by 10 feet.

Temperance Enhanced: As long as you abstain
from damaging opponents, you gain an additional immediate action per round. You
may take this multiple times, it's effects stack.