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===Religion=== Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. Priests use the Religion skill in conjunction with their access to a divine power source to work their miracles. Your Religion skill check is based on your Wisdom modifier. =====Divine Lore===== * (At-will free action * trained skill knowledge) * Check: Religion vs. the obscurity of the information. * Success: You remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand. =====Sense Alignment===== * (At-will free action * basic skill utility) * Requirement: You must have succeeded on a Sense Motive check against the target earlier in this encounter or scene. * Target: One creature (Religion vs. 10 + the target’s Bluff skill) * Success: You gain an reasonably accurate read of the target’s probable alignment. * Special: You may only perform this action once per encounter on any given creature unless they perform an action that the DM deems provides new insight into their ethical values. =====Break Curse===== * (At-will minor action * trained skill saving throw) * Target: One curse or affliction that has been placed upon you or an adjacent ally. * Save: Religion vs. the curse’s check result * Success: You break the curse.
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