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Divine Feats

Corona [Divine]

By channeling positive energy you can blast your foes with holy light.

Prerequisites: Knowledge (religion) 4 ranks, ability to turn undead.

Benefit: You can spend a turn attempt as a standard action to create a flash of light that blasts forth into a 20-foot-radius burst centered on you. Undead creatures in the area that are susceptible to sunlight (such as bodaks, vampires, and wraiths) become frightened for 1d4 rounds unless they succeed at a Will save (DC 10 + half your character level + your Charisma modifier).




Divine Accuracy [Divine]

You can channel positive energy to give your allies' melee attacks another chance to strike true against incorporeal creatures.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: Spend one of your turn or rebuke attempts to grant all your allies (including yourself) within a 60-foot burst the ability to reroll their miss chance with melee attacks whenever they miss a foe because of a miss chance caused by incorporealness. This effect lasts for 1 minute and can be used once per missed attack.




Divine Armor [Divine]

You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks.

Prerequisites: Divine caster level 5th, God Touched or ability to turn or rebuke undead.

Benefit: As a swift action, you can expend a turn or rebuke undead attempt to gain damage reduction 5/- until the start of your next turn.




Divine Cleansing [Divine]

You can channel energy to improve you and your allies’ ability to resist poison, diseases, and curses.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: As a standard action, you may spend one of your turn or rebuke undead attempts to grant all allies (including yourself) within a 60-foot burst a +2 sacred bonus on Fortitude saving throws for a number of minutes equal to your Charisma modifier.




Divine Conduit [Divine]

You can lend your own divine power to a spellcaster of your own faith.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: If you touch a divine spellcaster who worships the same deity as you do, you can expend one of your daily turn or rebuke undead attempts to boost that character’s spellcasting power with your own divine energy. Such a transfer requires a standard action.

On his or her next action, the touched character can cast any prepared divine spell at +2 caster level. If the character casts divine spells spontaneously, he or she may cast any known divine spell at +2 caster level.

The transferred divine energy lasts for one round before it fades away harmlessly.




Divine Enhancement [Divine]

You can call upon your deity to grant a creature a temporary boost to an ability score.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: If you touch a character and expend one of your daily turn or rebuke undead attempts, you may grant the touched character a +4 enhancement bonus to any ability score of your choice. This bonus lasts for a number of minutes equal to your Charisma modifier (minimum 1 minute).

Using this ability is a standard action.




Divine Fortification [Divine]

You can call upon your faith in your deity to gain temporary defensive bonuses.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: As a standard action, you can expend one of your daily turn or rebuke undead attempts to gain a deflection bonus to your Armor Class equal to your Charisma bonus (minimum +1), temporary hit points equal to your character level, and damage reduction of 5/magic. These benefits last a number of rounds equal to your Charisma modifier (minimum 1 round).




Divine Fortune [Divine]

With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect.

Prerequisites: Divine caster level 5th, God Touched or ability to turn or rebuke undead.

Benefit: As an immediate action, you can expend a turn or rebuke undead attempt to gain a +4 bonus on your next saving throw. If this benefit is not used immediately, it lasts until the start of your next turn.




Divine Justice [Divine]

You can channel divine energy to turn your foe's strength against him, striking him with the same force that he used against you.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: As a swift action, you can expend a rtsrn or rebuke undead attempt to mark an opponent as the target of this feat. The next time this opponent strikes you with an armed melee attack or a natural weapon, record the damage he deals. The next time you strike him in melee, you deal that damage or your weapon's normal damage, whichever is greater. Your weapon's qualities still determine if damage reduction applies to the damage you deal.

You can mark only one opponent at a time with this feat. You must take damage from your foe within 1 minute of using this feat, or you turn or rebuke undead attempt is wasted. After taking damage, you must strike your foe within 1 minute, or you lose this feat's benefit. Until you strike your foe and trigger the feat's benefit, you cannot use this feat again to mark the same or a different opponent.




Divine Metamagic [Divine]

You can channel energy into some of your divine spells to make them more powerful.

Prerequisites: God Touched or ability to turn or rebuke undead, selected metamagic feat.

Benefit: When you take this feat, choose a metamagic feat which you already possess. This feat applies only to that metamagic feat.

As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt to activate this feat, plus an additional attempt for each level increase in the metamagic feat you’re using. You may then apply the metamagic feat to a spell you are casting, with no change to the level of the spell.

Special: This feat may be taken multiple times. Each time, it applies to a different metamagic feat you possess.




Divine Might [Divine]

You can call upon your deity to increase the damage you deal in combat.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: As a free action, you may spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage rolls for one full round.

Divine Resistance [Divine]

You can call upon your deity to temporarily reduce damage you and your allies take from some sources.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: You may expend one of your daily turn or rebuke undead attempts to grant yourself and all allies within a 60-foot burst acid, cold, fire, electricity, and sonic resistance 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities.

The protection granted by this feat lasts for a number of minutes equal to your Charisma modifier (minimum 1 round).




Divine Shield [Divine]

You can call upon your deity to make your shield more effective for either offense or defense.

Prerequisites: God Touched or ability to turn or rebuke undead, proficiency with shield.

Benefit: As a standard action, you may expend one of your daily turn or rebuke undead attempts to channel divine energy into your shield. The shield gains an enhancement bonus equal to your Charisma modifier (minimum +1), but only when wielded by you.

This bonus applies to the shield’s Armor Class, as well as to any attack or damage rolls made using the shield. The bonus lasts a number of minutes equal to your Charisma modifier (minimum 1 round).




Divine Spellpower [Divine]

You can channel positive or negative energy to enhance your divine spellcasting ability.

Prerequisites: God Touched or ability to turn or rebuke undead, ability to cast 1st-level divine spells.

Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you'd normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round.

If you don't cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability.




Divine Vengeance [Divine]

You can channel energy to deal additional damage against undead in melee.

Prerequisite: God Touched or ability to turn undead.

Benefit: Spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action.




Divine Vigor [Divine]

You can call upon your deity to increase the speed of you and your allies.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: As a standard action, you may expend one of your daily turn or rebuke undead attempts to increase the base speed of yourself and any allies within a 60-foot burst by 10 feet.

This bonus lasts a number of minutes equal to your Charisma modifier (minimum 1 round).




Divine Ward [Divine]

You create a channel of divine energy between yourself and a willing ally. This link allows you to cast your spells upon him from greater than normal range.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: You can spend 10 minutes creating a magical ward between you and one willing target. For the next 24 hours, you can increase the range of a touch spell to Close range (25 feet + 5 feet per two caster levels) if you target the warded creature, and only the warded creature.

When you cast a spell in this manner, you must expend a turn or rebuke undead attempt.




Domain Spontaneity [Divine]

You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn or rebuke undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells.

Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain.




Elemental Healing [Divine]

You can channel elemental energy to heal creatures of a specific elemental subtype.

Prerequisite: Ability to rebuke creatures with an elemental subtype.

Benefit: You can spend a rebuke attempt as a standard action to send a burst of healing energy in a 60-foot burst. This affects all creatures with an elemental subtype that you could normally rebuke; such creatures are healed for 1d8 points of damage per two divine spellcaster levels you possess.

Special: You can only activate this feat by spending a rebuke attempt that would normally be used to rebuke creatures with a specific elemental subtype (air, earth, fire, or water).




Elemental Smiting [Divine]

You can channel elemental energy to deal extra damage to creatures tied to a specific elemental subtype.

Prerequisite: Ability to rebuke creatures with an element.

Benefit: Once per round, you can spend a turn attempt as a free action when making a melee attack. If you successfully strike a creature that you could turn with that turn attempt due to its elemental subtype, you may add a bonus on your damage roll equal to the level at which you turn that elemental type. If your attack misses, the turn attempt is still expended.

Special: You can only activate this feat by spending a turn attempt that would normally be used to turn creatures with a specific elemental subtype (air, earth, fire, or water).




Eradicate Undead [Divine]

You can destroy undead instead of merely turning them.

Prerequisites: Ability to turn or rebuke undead, good alignment.

Benefit: You may spend two turn undead attempts when you turn undead instead of one. If you do so, any undead you turn are destroyed instead.




Glorious Weapons [Divine]

You can channel positive or negative energy to imbue your allies’ weapons with an alignment.

Prerequisite: God Touched or ability to turn or rebuke undead.

Benefit: You can spend a turn or rebuke undead attempt as a standard action to align the melee weapons (including natural weapons) of all allies within a 60-ft burst with good (if you channel positive energy) or evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had the appropriate alignment.

The bonus lasts a number of minutes equal to your Charisma modifier (minimum 1 round).




Haunting Weapons [Divine]

You have learned the secrets of imbuing weapons with the ability to affect restless spirits.

Prerequisites: Knowledge (religion) 4 ranks, Knowledge (the planes) 4 ranks, God Touched or ability to turn or rebuke undead.

Benefit: You can spend a turn or rebuke attempt as a standard action to grant the melee weapons (including natural weapons) of all allies (including yourself) within a 30-foot burst the ghost touch special ability. Such weapons count as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

This effect lasts until the end of your next turn.




Holy Calling [Divine]

You are able to channel divinely infused life energy that calls to the endless hunger of the undead like a siren's song.

Prerequisites: Cha 15, God Touched or ability to turn undead.

Benefit: As a standard action you may use a turn or rebuke attempt to goad an undead opponent within 60 feet that has line of effect to you. The goaded undead must make a Will save (DC 10 + half your character level + your Charisma modifier). If the undead fails its save, you are the only creature it can attack for 1d4 rounds.

If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make attacks against you, it may make any remaining attacks against other foes, as normal. The undead attacks you in the most efficient way possible, whether through melee or ranged attacks, spells, or other abilities. It may cast spells that affect an area as long as you are within the spell's area. The undead may continue to use appropriate tactics, avoiding attacks of opportunity and the like, but it can only attack you regardless of the actions of your allies.




Holy Fury [Divine]

You can channel positive energy and rage to severely damage undead.

Prerequisites: God Touched or ability to turn undead, Rage or Frenzy ability.

Benefit: As a free action, you may expend one of your daily turn undead attempts during a rage or frenzy to gain the ability to affect undead with critical hits. This benefit lasts until the end of the current rage or frenzy.




Intensify Poison [Divine]

You can infuse poison with minute threads of negative energy, enhancing its deadliness considerably.

Prerequisites: God Touched or ability to rebuke undead.

Benefit: You may expend one of your daily rebuke undead attempts to infuse a single dose of poison with negative energy, granting a profane bonus equal to your Charisma modifier(minimum +1) to the Fortitude save DC of the poison.

A poison remains intensified in this manner for 24 hours, after which it returns to its natural state.




Profane Aura [Divine]

You call upon the dark powers you worship to fill the area around you with a dreadful mist that obscures sight.

Prerequisites: Divine caster level 9th, God Touched or ability to rebuke undead.

Benefit: As a standard action, you can expend one of your rebuke undead attempts to fill the area around you with a cold, clammy mist. The mist extends out in a 60-foot-radius emanation centered on you and flows through the air as you move, keeping you at the center of its area. The mist provides concealment to creatures within the cloud. While in the mist, creatures (including you) 5 feet away from each other have concealment, and creatures separated by more than 5 feet have total concealment from each other.

In addition, mindless undead creatures within the cloud gain a +2 deflection bonus to AC.




Profane Boost [Divine]

You can channel negative energy to increase the power of inflict wounds spells cast near you.

Prerequisite: God Touched or ability to rebuke undead.

Benefit: You can expend one of your daily rebuke undead attempts as a standard action to infuse the area within a 60-ft. burst with negative energy. Any inflict spell cast within this area before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time.




Profane Lifeleech [Divine]

You can channel negative energy to draw the life force from nearby living creatures.

Prerequisite: God Touched or ability to rebuke undead.

Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. This effect cannot reduce any creature's current hit points to less than 0.

You are healed of an amount of damage equal to the total amount of hit points that you drain from affected creatures, but this healing does not allow you to exceed your full normal hit point total.

Special: This feat deals no damage to constructs or undead.




Profane Outburst [Divine]

With a horrendous release of divine energy, you steel your undead allies and minions against harm.

Prerequisites: God Touched or ability to rebuke undead, evil alignment.

Benefit: As a standard action, you can spend one of your rebuke attempts to bathe all undead creatures within 60 feet in divine energy, granting them a +2 profane bonus to Armor Class for 1 minute.




Profane Vigor [Divine]

You can channel negative energy to heal nearby undead allies of physical damage.

Prerequisites: Cha 11, God Touched or ability to rebuke undead.

Benefit: As a standard action, you can spend one of your rebuke attempts to heal one undead ally within 60 feet 2 hit points of damage per divine spellcaster level you possess. This healing does not allow the affected undead to exceed their full normal hit point totals.




Sacred Boost [Divine]

You can channel positive energy to increase the power of cure wounds spells cast near you.

Prerequisite: God Touched or ability to turn undead.

Benefit: You can expend one of your daily turn undead attempts as a standard action to infuse the area within a 60-ft. burst with positive energy. Any cure spell cast within this area before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time.




Sacred Healing [Divine]

You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.

Prerequisites: Heal 8 ranks, God Touched or ability to turn undead.

Benefit: You can expend one of your daily turn undead attempts as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst.

The fast healing granted by this feat lasts a number of minutes equal to your Charisma modifier (minimum 1 round).



Sacred Purification [Divine]

You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead.

Prerequisites: Sacred Healing, God Touched or ability to turn undead.

Benefit: As a swift action, you can expend a turn undead attempt to create a pulse of divine energy. All living creatures within 60 feet of you heal an amount of damage equal to 1d8 points + your Charisma bonus (if any). All undead creatures in this area take damage equal to 1d8 points + your Charisma bonus.




Sacred Radiance [Divine]

You channel divine energy to fill the area around you with a soothing, gentle radiance.

Prerequisites: Divine caster level 9th, God Touched or ability to turn undead.

Benefit: As a standard action, you can expend a turn undead attempt to bathe yourself in light. This light provides bright illumination in a 60-foot-radius emanation centered on you and an additional 60 feet of shadowy illumination beyond that area. The light moves as you move, keeping you at the center of its area. It temporarily negates areas of magical darkness created by spells of 3rd level or lower.

Any non-evil creature within 60 feet of you gains a +2 morale bonus on saves against fear, poison, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects.

This benefit lasts for 10 minutes.




Sacred Vengeance [Divine]

You can channel positive energy to deal additional damage against undead in melee.

Prerequisite: God Touched or ability to turn undead.

Benefit: As a free action, you may expend one of your daily turn undead attempts to add 2d6 points of damage to each of your successful melee attacks made against undead creatures until the end of your next turn.




Sacred Vitality [Divine]

You can channel positive energy to gain protection from damage to your abilities or your life force.

Prerequisite: God Touched or ability to turn undead.

Benefit: As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.




Spurn Death's Touch [Divine]

You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.

Prerequisite: God Touched or ability to turn undead.

Benefit: As a standard action that does not provoke attacks of opportunity, you can spend one of your turning attempts for the day to touch an ally to heal 1d4 points of ability damage, remove a paralysis effect, or remove negative level.

You can only use this effect to heal ability damage dealt by an undead creature or remove effects caused by an undead creature.




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