Showing posts with label Divine Feats. Show all posts
Showing posts with label Divine Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Courage

Courage [Divine] (adapted from the Relics & Rituals II)
You can use your divine gifts to protect against fear effects.
   Prerequisites: Paladin level 1st+.
   Benefit: If you are at least a 1st level paladin, this feat grants a +4 sacred bonus to saves against fear effects. If you are a 3rd level or higher paladin, this feat also increases the range of your divine auras by +20 feet.

You may expend one of your turn undead attempts when you are subject to any fear effect to gain the effect of a bless spell for as long as the fear effect's duration would have lasted. You may also expend a turn undead attempt to grant an ally affected by a fear effect a second save against that fear effect with a +2 sacred bonus to their saving throw.

Finally, you may expend one of your turn undead attempts to increase the effectiveness of your aura of courage or aura of resistance by +2. This bonus remains for as long as the aura is active.

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General Rules: Feats - Spirit Burn

Spirit Burn [Divine] (adapted from Path of Faith)
You can convert the spiritual energy of the recently deceased into spellcasting ability.
   Prerequisites: Ability to channel entropic or negative energy, Extra Turning.
   Benefit: You may expend a turn or rebuke attempt in the round immediately following the death of a living creature to convert the spiritual energy of the deceased into a spell that you can spontaneously cast. This spell is cast as standard action, may be of no higher level than the Hit Dice of the creature whose spirit you are burning to power it, and must be a divine spell you can cast spontaneously. The use of this ability is always an evil action as it tortures the spirit used to power the spell.

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General Rules: Feats - Blackwater Invocation

Blackwater Invocation [Divine] (adapted from Stormwrack)
You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water found at the bottom of deepest ocean tranches. This feat is favored by cleric of Iku-Tyrma.
   Prerequisites: Ability to channel negative energy.
   Benefit: By expending a daily rebuke undead attempt, you can infuse the water around you for a 30-foot radius with negative energy. The water darkens and becomes bitterly cold for 10 minutes.

Those entering the water who are not protected from cold must make a DC 15 Fortitude save or take 1d6 nonlethal damage. This damage is the same kind of damage dealt by cold weather and is only taken once (as it would have to last a full hour to deal damage again). Those leaving the area and then returning to it must make another saving throw or take further damage. since their warmed bodies are chilled once again. Those wearing warm clothing or otherwise protected from the cold (whether by any amount of resistance to cold or the endure elements spell) take no damage from this effect.

Those within the area of affected water gain concealment.

Those with the ability to channel negative energy are immune to the cold effects of this feat, but are still subject to its concealment miss chance.

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General Rules: Feats - Holy Glow

Holy Glow [Divine] (adapted from Path of Faith)
You exude the power and light of your divine patron.
   Prerequisites: Ability to channel positive energy.
   Benefit: You may expend a turn attempt to glow with pure radiance. This provides light equivalent to a continual flame spell, and all undead within 30 feet of you suffer a -2 sacred penalty to attack rolls and Armor Class. This effect lasts for 1 minute.

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General Rules: Feats - Heal Undead

Heal Undead [Divine] (adapted from Path of Faith)
You can heal undead creatures by channeling infernal power through your hands.
   Prerequisites: Wisdom 15+, ability to channel negative energy, ability to cast animate dead as a divine spell.
   Benefit: You may infuse undead with negative energy. Doing so is a standard action that heals all undead within 30 feet of you by 1d8 points for every turn or rebuke attempt you expend.

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General Rules: Feats - Harm Undead

Harm Undead [Divine] (adapted from Path of Faith)
You can cause grievous wounds to undead.
   Prerequisites: Wisdom 15+, ability to channel positive energy, ability to cast daylight as a divine spell.
   Benefit: You can channel positive energy in such a way that you disrupt the flow of negative energy that keeps undead animated. You may expend turn attempts as a free action for the purpose of this feat, and any blow you strike against an undead creature during the round in which you use this power deals an additional 1d6 points of damage per turning attempt expended. You may declare that you are using this ability and how many turn attempts you are expending after a hit is scored but before damage is rolled.

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General Rules: Feats - Fuel Spell

Fuel Spell [Divine] (adapted from Path of Faith)
You can increase the power of spells you cast by channeling the power of your deity.
   Prerequisites: Charisma 15+, ability to channel entropic, negative, positive, or principled energy.
   Benefit: You can turn raw divine energy into fuel for your spells. You can expend a turn or rebuke attempts to increase the caster level of a spell you cast this round by one per turn or rebuke attempt expended. These spells may not have a descriptor that differs from the type of energy you are channeling, so you could not channel positive energy to increase the caster level of a spell with the Chaotic, Evil, or Lawful descriptors.

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General Rules: Feats - Divine Sustenance

Divine Sustenance [Divine] (adapted from Path of Faith)
You can sustain yourself in the wild through the power of your faith alone.
   Prerequisites: Constitution 13+, ability to channel entropic, negative, positive, or principled energy, Survival 2+ ranks.
   Benefit: You can fuel your body with channeled energy, rendering it unnecessary for you to eat, drink, or sleep for long periods of time. At the start of each day, you may expend one of your turn or rebuke attempts. You need not eat, drink, or sleep for 24 hours after that time. When you do this, you must make a Fortitude save (DC 10 + the number of days using this ability) or suffer one point of temporary Constitution damage per day that you used this ability. This ability damage cannot be healed by magical means, and returns at a rate of one hit point per full night's rest you get. If you voluntarily end your period of sustenance, you suffer two points of temporary Constitution damage as above.

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General Rules: Feats - Divine Glow

Divine Glow [Divine] (adapted from Path of Faith)
Your divine patron's true light shines from your body.
   Prerequisites: Ability to channel positive energy, Holy Glow.
   Benefit: Whenever you activate your Holy Glow. all undead within 30 feet of you take 1d6 points of damage per round in addition to the normal effects of that feat. Any undead creature that strikes you with a successful melee attack suffers an additional 2d6 points of damage.

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General Rules: Feats - Blood of the Martyr

Blood of the Martyr [Divine] (adapted from Path of Faith)
You may continue to fight when the less faithful would have fallen.
   Prerequisites: Wisdom 17+, ability to channel positive or principled energy.
   Benefit: You may expend a turn attempt to keep yourself from falling unconscious when brought to less than your Constitution modifier below 0 hit points. Whenever you would normally fall unconscious due to hit point loss, you may expend one turn attempt to remain conscious. You still lose one hit point per round, though you may make a stabilization roll, and if you reach a negative hit point total equal to your Constitution score you drop dead automatically. Once you run out of turn attempts or decide not to use one, you immediately fall unconscious as normal.

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General Rules: Feats - Divine Competence

Divine Competence [Divine] (adapted from Path of Faith)
You perform better under pressure by surging the power of your divine patron into your actions.
   Prerequisites: Charisma 13+, ability to channel entropic, negative, positive, or principled energy, 1+ ranks in the targeted skill.
   Benefit: You can tap into your faith the increase your aptitude with a skill. When you are about to use a skill, you can expend a turn or rebuke attempt to grant yourself a +5 divine bonus to the skill check.
   Special: You may not Take 10 or Take 20 when using Divine Competence.

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General Rules: Feats - Eye of Vengeance

Eye of Vengeance [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You can convert any divine spell of at least 9th level to implosion.
   Prerequisites: Eye-of-BÃ¥l, ability to cast 9th level divine spells.
   Benefit: You may "lose" any divine spell of at least 9th level to cast implosion, channeling the spontaneous spell through your one remaining eye.

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General Rules: Feats - Eye-of-BÃ¥l

Eye-of-BÃ¥l [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You sacrifice one of your eyes to BÃ¥l for a bonus to divine spellcasting.
   Prerequisites: Divine caster level 1st+, patron BÃ¥l.
   Benefit: You prepare and cast divine spells as if you were one level higher than your actual divine spellcaster level. This feat does not improve your other class abilities, saves, checks, or base attack bonus.
   Special: To take this feat, you must put out your left eye. A red-hot spear point is traditional, but nearly any method will work. This act imposes a permanent -2 competence penalty on all Appraise, Craft, Decipher Script, Disable Device, Forgery, Open Lock, Read Lips, Search, Sense Motive, Spellcraft, Spot, and Survival skill checks. This penalty also applies to all initiative checks, Dexterity checks, and Reflex saving throws.

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General Rules: Feats - Eye of Fear

Eye of Fear [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You can convert any divine spell of at least 1st level to cause fear.
   Prerequisites: Eye-of-BÃ¥l, ability to cast 1st level divine spells.
   Benefit: You may "lose" any divine spell of at least 1st level to cast cause fear, channeling the spontaneous spell through your one remaining eye.

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General Rules: Feats - Eye of Destruction

Eye of Destruction [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You can convert any divine spell of at least 7th level to destruction.
   Prerequisites: Eye-of-BÃ¥l, ability to cast 7th level divine spells.
   Benefit: You may "lose" any divine spell of at least 7th level to cast destruction, channeling the spontaneous spell through your one remaining eye.

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General Rules: Feats - Eye of Blindness

Eye of Blindness [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You can convert any divine spell of at least 3rd level to blindness.
   Prerequisites: Eye-of-BÃ¥l, ability to cast 3rd level divine spells.
   Benefit: You may "lose" any divine spell of at least 3rd level to cast blindness, channeling the spontaneous spell through your one remaining eye.

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General Rules: Feats - Eye of the Basilisk

Eye of the Basilisk [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You can deliver ranged touch spells as gaze attacks instead.
   Prerequisites: Eye-of-BÃ¥l, ability to cast 6th level divine spells.
   Benefit: Cast any spell that is delivered by a ranged touch attack. This spell does not take immediate effect; instead it is stored in your one remaining eye. The spell becomes a gaze attack, beginning on the round after the spell is cast, and follows all the normal rules for gaze attacks. The gaze attack is active for 10 rounds or until discharged.

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General Rules: Feats - Reaver's Sacrament

Reaver's Sacrament [Divine] (adapted from the Player's Guide to Clerics and Druids)
You can channel negative energy into your weapon, which then inflicts wounds that are difficult to heal by magical means.
   Prerequisites: Ability to channel negative energy.
   Benefit: You may expend one rebuke attempt to charge your weapon with negative energy, allowing it to inflict deadly wounds that resist magical healing. Weapons so empowered remain charged for a number of rounds equal to your Charisma bonus and all wounds inflicted by the weapon during that time are immune to healing by conjuration (healing) spells.

This immunity may be banished by a cleric who is able to channel positive energy. If the opposing cleric makes a turn roll and scores high enough on the chart to effectively "turn" the Hit Dice of the cleric who used Reaver's Sacrament, then the effect of the feat is negated and the wounds can be healed as normal.

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General Rules: Feats - Persistence of Agony

Persistence of Agony [Divine] (adapted from the Player's Guide to Clerics and Druids)
You can channel negative energy to inflict vile damage on the enemies of your faith.
   Prerequisites: Ability to channel negative energy.
   Benefit: You may expend one rebuke attempt to inflict one point of vile damage per die of your damage roll in a single successful melee attack against an enemy of an opposing faith. Once a blow is struck, the feat's effect on that weapon ends and you must expend another rebuke attempt to if you wish to again deal vile damage. This effect may be "stored" in a weapon for up to 24 hours beforehand without penalty. No more than one effect may be stored at a time.

For the purposes of this feat, "an opposing faith" is any that does not share the same ethical (good, evil, neutrality) axis as you do. could use this feat against opponents of chaotic good, chaotic neutral, lawful good, lawful neutral, neutral good, or neutral alignment with equal efficacy. In addition, the opponent cannot hold the same deity as their patron as you do.

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General Rules: Feats - Eye of the Watcher

Eye of the Watcher [Divine] (adapted from Wrath & Rage: A Guidebooks to Orcs and Half-Orcs)
You can convert any divine spell of at least 5th level to scrying or true seeing.
   Prerequisites: Eye-of-BÃ¥l, ability to cast 5th level divine spells.
   Benefit: You may "lose" any divine spell of at least 5th level to cast scrying or true seeing, channeling the spontaneous spell through your one remaining eye.

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