Divine Feats

All feats in this section have the [Divine] descriptor. Divine feats with the [Channeling] descriptor also require and/or make use of the Channel Energy class feature.

Aligned Strike [Strike]

Benefit: As a standard action, you can make a single melee or ranged attack that is treated as either a [good], [evil], [chaotic], or [lawful] attack (depending on your original choice) for the purpose of overcoming damage reduction.

  • If your base attack bonus is +6 or higher, the weapon, while aligned, also deals +2d6 holy, unholy, anarchic, or axiomatic damage to outsiders of the opposite alignment (or mortals whose souls are sworn to an aligned cause, such as clerics, paladins, cultists, etc.), as appropriate to the alignment it carries.

  • If your base attack bonus is +11 or greater, the weapon actually gains the holy (or unholy, anarchic, or axiomatic) weapon property while aligned, dealing +2d6 damage of the appropriate type (negative energy, radiant energy, etc.).

  • If your base attack bonus is +16 or greater, the damage bonus is +3d6.

You can use this feat in conjunction with a full attack, but doing so reduces your effective base attack bonus by 5, for purposes of determining the effects.

Source: 3.5 edition System Reference Document, “Psionic Feats.” This feat also supersedes the Align Weapon ability from Complete Champion and the Planar Handbook.

Avenging Smite [Combat]

Your strength of will and strong sense of justice allow you to smite your foes.

Prerequisite: Patron deity or cause.

Benefit: As a swift action, you can use the power of your faith to enhance attacks you make against a single enemy of your deity or cause. You gain a sacred (or profane) bonus equal to your Charisma bonus (if any) on attacks and damage you make against that opponent; these bonuses last until that enemy is defeated or slain, or until that encounter ends.

You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).

Special: Instead of a single opponent, you can designate a group of weaker opponents of the same type and general specs (i.e., all the 1st level warriors in a tribe of goblins).

Source: This supersedes the Avenging Strike feat, from the Tome of Battle.

Bastion of Righteous War [Channeling]

Prerequisite: Able to channel energy.

Benefit: When an enemy scores a critical threat against you, as an immediate action you can spend one channel energy attempt in order to reduce or negate the threat. The critical multiplier of the hit, if it is confirmed as a crit, is reduced according to the number of dice worth of energy you would normally channel, according to the following table:

Dice of Energy Channeled Multiplier Reduced By
1d6 -1
5d6 -2
9d6 -3

Any multiplier reduced to x1 means that a confirmed crit is treated as a normal hit. If the multiplier is reduced to 0 or below, that hit deals no damage to you.

Source: Adapted from the magic shield of the same name from Complete Champion.

Bleed Holy Power [Channeling]

Prerequisite: Able to channel positive energy.

Benefit: When an undead creature damages you with a melee attack, you can expend one use of channeled energy as an immediate action to channel positive energy to deal damage to undead creatures around you. Alternatively, you may focus this channeled energy so it affects only the undead creature that hit you. If you focus solely on that creature, the damage dealt by the channeled positive energy is increased by +2d6.

Source: This feat emulates the Hierophant’s 1st tier ability of the same name, from Mythic Adventures.

Castigating Strike [Channeling]

Prerequisite: Ability to channel energy, Channeling Smite.

Benefit: When you execute a Channeling Smite, the channeled energy also affects a 30-ft. radius area from the point of impact, although with only half as many dice. For example, if you execute a Channeling Strike against an undead opponent that deals 8d6 positive energy damage, you would also fill a 30-ft. area from the point of impact with 4d6 positive energy.

Special: If you expend an additional use of channel energy when using this feat, the full effects occur, rather than halving the number of dice.

Synergy: If you also have the Debilitating Strike feat, you can use that in conjunction with your Castigating Strike. This is a specific exception to the general rule against activating multiple Strike effects. If you do so, enemies within 30 ft. who take full damage from the additional channeled energy (i.e., who do not save for half) also suffer half the attack penalty as the target of the strike.

Source: Tome of Battle.

Channeled Metamagic [Channeling]

Prerequisite: Able to channel energy.

Benefit: This functions similarly to Innate Metamagic (Chapter 7), but the metamagic effect applies when you channel energy. Your total channeled energy is reduced by a number of dice equal to the metamagic cost of the effect.

Each time you channel energy, you decide whether to apply this feat and reduce the amount of energy channeled accordingly, or whether to simply channel the full normal amount (without applying this feat).

Special: You may gain this feat multiple times. Each time, select a different metamagic effect.

Normal: Innate Metamagic cannot be applied to supernatural abilities.

Source: This feat subsumes the Profane Agony feat, from Drow of the Underdark. With the Sickening Spell feat, it supersedes the Blasphemous Incantation feat from Exemplars of Evil.

Channeling, Baleful [Reserve]

Prerequisites: Ability to channel negative energy.

Benefit: As long as you have one of the listed spells ready for use, you can choose to infuse your channeled energy with the effects of that spell. This affects all targets of the channeled energy exactly as if you had cast the spell on them, and reduces the number of channeling dice by the amount listed. If you channel an insufficient number of dice, you cannot apply the listed effect.

Dice Reduced Spells
1d6 Bane
2d6 Cause fear
4d6 Death knell (apply channeling damage 1st)
6d6 Bestow curse, blindness/deafness, contagion
8d6 Enervation, poison

Channeling, Contingent [Channeling]

You can imbue others with your healing energy so that they can use it at the moment of greatest need.

Prerequisites: Selective Channeling.

Benefit: You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository’s dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.

Source: Ultimate Combat.

Channeling, Extra [Channeling]

You can channel divine energy more often.

Prerequisite: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Special: If a paladin with the ability to channel positive energy takes this feat, he or she can use lay on hands four additional times a day, but only to channel positive energy.

Channeling, Improved [Channeling]

Prerequisites: Ability to channel energy.

Benefit: Add +2 to the DC of your channel energy ability. This stacks with the benefit from Ability Focus (channeling), if applicable.

Channeling, Merciful [Reserve]

Prerequisites: Ability to channel positive energy.

Benefit: As long as you have one of the listed spells ready for use, you can choose to infuse your channeled energy with the effects of that spell. This affects all targets of the channeled energy exactly as if you had cast the spell on them, and reduces the number of channeling dice by the amount listed. If you channel an insufficient number of dice, you cannot apply the listed effect.

Dice Reduced Spells
1d6 Bless, invigorate
2d6 Remove fear
4d6 Remove paralysis, lesser restoration
6d6 Remove blindness/deafness, remove curse, remove disease
8d6 Death ward, neutralize poison, restoration

Channeling, Planar [Channeling]

Prerequisite: Ability to channel energy.

Benefit: When you channel positive energy, [evil] creatures within the area also take damage as if they were undead. If you channel Law domain energy, you damage [chaotic] creatures (including fey) and heal [lawful] ones; if you channel Chaos domain energy, you can damage [lawful] creatures and heal [chaotic] ones; Evil domain energy damages [good] creatures and heals [evil] ones.

Synergy: If you also have the Turn Undead feat (q.v.), you gain the ability to dismiss evil outsiders by channeling positive energy. To attempt this, you spend a channel energy use. The total number of Hit Dice you can dismiss with one channeling attempt is equal to your channeler level + your Charisma modifier. Evil outsiders are entitled to a Will save to negate the effect.

If the outsiders in question have been summoned, you instead make a Concentration check against a DC of 16 + the caster level of the summoner (saving throws do not apply in this case). If the summoning creature doesn't have a caster level, use its Hit Dice instead. Success indicates that the summoned creature(s) are returned to their home plane.

If you channel negative energy and Command Undead, you can dismiss good outsiders the way a cleric who channels positive energy dismisses evil outsiders.

Source: This feat supersedes the variant class feature of the same name from the Planar Handbook, and also the Aligned Channeling feat from the Pathfinder core rules.

Channeling, Practiced [Channeling]

Prerequisite: Ability to channel energy.

Benefit: Your cleric level for purposes of channeling energy is 4 higher than normal, to a maximum effective level equal to your total number of Hit Dice.

Special: The effects of feat stack with class synergy features improving your effective channeling level; this a specific exception to the non-stacking rule. Your total limit based on character level, as described in Chapter 1, remains in force.

Channeling, Quick [Channeling]

Prerequisites: Ability to channel energy.

Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

Source: Ultimate Magic.

Channeling, Selective [Channeling]

You can choose whom to affect when you channel energy.

Prerequisites: Cha 13, ability to channel energy.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Channeling, Shaped [Channeling]

Prerequisite: Ability to channel energy.

Benefits: When you channel energy, you can create a standard 30-ft. burst, a 60-ft. cone, or a 120-ft. line, at your option. Choose the shape each time you channel energy.

Source: This feat supersedes the Holy Vindicator’s “versatile channeling” prestige class feature from the Advanced Player’s Guide.

Channeling, Versatile [Channeling]

Prerequisite: Channel energy class feature, access to a domain.

Benefit: You gain the ability to channel energy for a different effect, chosen from the following:

  • Positive energy;

  • Negative energy;

  • Domain channeling (choose one domain).

You retain channeling ability you already had. Thereafter, each time you channel energy, you choose which type of energy or effect you channel. You can also choose to channel both types of energy at once by expending two uses of channel energy simultaneously. You do not gain additional channel uses per day.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new domain channeling effect.

Channeling Smite [Strike]

You can channel divine energy through a weapon.

Prerequisites: Ability to channel energy.

Benefit: As a standard action, you can make a single melee attack and simultaneously expend a channel energy use. You gain a sacred/profane bonus to the attack roll equal to the number of dice of energy you channel; if it successfully hits, also carries the effects of your channel energy ability upon the target (if you channel positive energy, it damages creatures with the [evil] descriptor or with an evil aura as if they were undead). If the attack misses, you can Hold the Charge, per the rules for touch spells.

Synergy:

  • If you have the Lay on Hands class feature, you can expend one of those uses to activate this feat, rather than expending an entire channel energy use.

  • If your base attack bonus is at least +6 and you have the Battle Touch feat, you can use this feat in conjunction with iterative attacks, either expending one lay on hands use per attack, or else one Channel Energy use for one round worth of attacks.

Source: This feat also subsumes the Crusader’s Fist feat from Ultimate Combat.

Command/Turn Elemental

He forgot where he was; he forgot his own identity; he forgot those who were with him as his whole mind concentrated upon the Summoning. He sent his call out beyond the confines of the world, unto that strange plane where the elementals dwelled—where the powerful creatures of the air could still be found—the sylphs of the breeze, and the sharnahs, who lived in the storms, and the most powerful of all, the h’Haashanns, creatures of the whirlwind. And now at last some of them began to come at his summons, ready to serve him as, by virtue of an ancient pact, the elementals had served his forefathers. ―Michael Moorcock,

A Sailor on the Seas of Fate (1973)

Prerequisites: Elemental domain, bloodline, or mystery, or elemental favored terrain; Knowledge (the planes) 1 rank.

Benefit: This feat functions as the druid’s mark of the wild ability (Chapter 3), but applies to creatures native to an elemental plane corresponding to your bloodline, mystery, domain, or planar terrain (this includes true elementals, as well as creatures such as salamanders, arrowhawks, xorns, etc.). Your control capacity is calculated using your ranks in Knowledge (the planes), rather than Handle Animal.

If you have unallocated potential, as a standard action, you can attempt to take control of one or more elementals of the appropriate type within 30 ft. of you, so long as you do not exceed your potential. Elementals receive a Will save to negate the effect (DC 10 + half your number of ranks in Knowledge (the planes) + your Charisma modifier). Elementals that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead (but affecting elementals instead of undead). Intelligent elementals receive a new saving throw each day to resist your command.

Elementals of other types are turned instead of commanded (see Turn Undead for details).

Command Undead [Channeling]

Using foul powers of necromancy, you can command undead creatures, making them into your servants.

Prerequisite: Ability to channel negative energy; Knowledge (the planes) 1 rank.

Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this save is equal to 10 + half your channeler level + your Charisma modifier. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Mindless undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead, and remain permanently under control if within your CR limit (see below). Intelligent undead are affected as if by command undead instead. Mindless undead fall permanently under your control.

The total number and CR of undead you can control by this or any other means is limited by your ranks in Knowledge (the planes) as described under the Druid’s mark of the wild ability (Chapter 3) and Leadership feat (above), but substituting Knowledge (the planes) instead of Handle Animal or Diplomacy.

  • If you have at least 6 ranks in Knowledge (the planes), you can attract intelligent corporeal undead followers, as described under Leadership.

  • If you have at least 11 ranks in Knowledge (the planes), you are a master of shrouds and can attract incorporeal undead followers, subject to the total CR limits described for Leadership.

  • If you have at least 16 ranks, when you channel energy to command undead, even intelligent undead are affected as by control undead.

Source: This feat supersedes the feat of the same name, and also provides a means for low-level necromancers to control mindless undead, and for high-level necromancers to control armies of undead. It also provides more realistic limits than simply a large number of Hit Dice.

Contingent Channel Energy [Channeling]

Prerequisite: Ability to channel energy.

Benefit: You can expend a use of your channel energy ability to create a contingency, causing another use of your channel energy ability to trigger instantaneously in response to some condition you dictate. The conditions needed to bring the channel energy into effect must be clear, although they can be general. For example, you could create a trigger that uses your channel positive energy if you are reduced to 0 or fewer hit points. If you prescribe complicated or convoluted conditions, your contingent channel energy ability could fail to trigger.

The ability triggers based solely on the stated conditions, regardless of whether you want it to. You make all decisions about the ability (type of energy channeled, etc.) when you set the contingency, according to what you can normally do with your channel energy ability; if you wish to exclude targets, you must name them at that time. If you have no uses of channel energy remaining when the conditions occur, the ability fails.

Special: You can have only one use of this ability waiting to be triggered at a time; if you use this ability again, the previous use expires. This use also expires after 1 day if it hasn't been triggered. The use of channel energy required to create the contingency can't be regained until after the contingent channel energy ability is triggered or expires.

Source: This feat emulates the 1st tier Hierophant ability of the same name, from Mythic Adventures.

Cursed by the Gods

You were cursed by the gods, but this curse comes with a benefit as well as a hindrance.

Benefit: Upon choosing this feat, select one of the curses below (once made, this selection cannot be changed). Level-dependent effects are based upon your total character level.

Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see within this range as if you had darkvision. At 6th level, this distance increases to 60 feet. At 11th level, you gain blindsense out to a range of 30 feet. At 16th level, you gain blindsight out to a range of 15 feet.

Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 6th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 11th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 16th level, you gain tremorsense out to a range of 30 feet.

Deliberate: You must carefully weigh dangerous situations before reacting. During the first round of combat, you must delay your actions until everyone else has acted. This reasoned approach allows you to recognize your opponents' weaknesses and grants you a +1 sacred/profane bonus to your first attack in any round. At 6th level, the +1 bonus applies to all of your attacks. At 11th level, you also receive a +1 bonus to any damage you inflict. At 16th level, both bonuses to attack and damage increase to +2. Source: Oracle Curses (Above Average Creations).

Dependent: You must choose a unique, living focus (other than yourself) for your spell casting (including spell-like abilities, ki powers, and skill tricks). To cast a spell without this focus, you must first roll a concentration check (DC 10 + spell level). Failure means the action is lost, but the spell is not. This focus replaces any material component with a value of 10 gp or less. At 6th level, you gain a +4 sacred/profane bonus to Spellcraft checks when attempting to counter spells. At 11th level, you gain a +4 bonus to concentration checks when casting defensively. At 16th level, your focus allows you to ignore somatic requirements when casting spells. Source: Oracle Curses (Above Average Creations).

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a move action, unless it would normally take longer. Add mage hand and ghost sound to your list of spells known; if you have no spellcasting ability, you can use each once per day as a spell-like ability. At 6th level, add levitate and minor image to your list of spells known (or you can use each once per day). Any item you drop lands 10 feet away from you in a random direction. At 11th level, add telekinesis to your list of spells known (or gain it 1/day as a spell-like ability). At 16th level, add reverse gravity to your list of spells known (or gain it 1/day as a spell-like ability).

Lame: One of your legs is permanently wounded, reducing your base land speed by 5 feet. Your speed is never reduced due to encumbrance. At 6th level, you are immune to the fatigued condition (but not exhaustion). At 11th level, your base land speed is reduced by an additional 5 ft. (unless you are size Small), but is never reduced by armor. At 16th level, you are immune to the exhausted condition.

Wasting: Your body is slowly rotting away. You take a –2 penalty on Charisma-based skill checks, except for Bluff checks to intimidate or sense motive. You gain a +4 sacred/profane bonus on saves made against disease. At 6th level, your penalty to Charisma-based checks increases to –3, but you are immune to the sickened condition (but not nauseated). At 11th level, your penalty to Charisma-based checks increases to –4, but you gain immunity to disease. At 16th level, your penalty to Charisma-based checks increases to –5, but you are immune to the nauseated condition.

Tongues: In times of stress, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language-dependent. You gain the selected language as a bonus language. At 6th level, pick an additional language to speak in combat and add it to your list of known languages. At 11th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 16th level, you can speak and understand any language, except your speech is still restricted during combat.

Source: This feat supersedes the Oracle’s curse from the core rules. An Incarnate (Chapter 3) can gain Cursed by the Gods as a bonus feat at any time.

Divine Healing

Prerequisite: Divine (mystery or domain) bonus spells.

Benefit: Every time you cast one of your domain or mystery bonus spells, you heal a number of hit points of damage equal to twice the spell’s level.

Source: This emulates part of the Divine Scion’s domain specialization ability, from Inner Sea Magic.

Divine Accuracy [Channeling, Combat]

Prerequisite: Ability to channel positive energy.

Benefit: As a standard action, spend one of your channel uses to grant all your allies (including yourself) within a 60-foot burst the ability to deal full damage to incorporeal targets, as if wielding ghost touch weapons. This effect lasts for a number of rounds equal to the number of channeling dice you would normally receive.

Source: Libris Mortis: The Book of the Dead.

Divine Armor [Channeling, Combat]

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: Ability to channel energy.

Benefit: As a swift action, you can expend a channel energy use to gain damage reduction for a number of rounds equal to your Charisma modifier (minimum 1 round). If you channel positive energy, the damage reduction is overcome by evil-aligned attacks; if negative energy, by good-aligned attacks The magnitude of the damage reduction is equal to 1 hp per channeling die you would normally receive (maximum DR 10/evil or good at 19th level).

Source: Player's Handbook II.

Divine Cleansing [Channeling]

You can channel energy to improve you and your allies' ability to resist poison and curses.

Prerequisite: Ability to channel positive energy, Cha 13, Extra Channeling.

Benefit: As a standard action, spend one of your channel uses to grant all allies within a 60-foot burst (including yourself) a sacred bonus on Fortitude saving throws equal to the number of channeling dice you would normally receive (i.e., +1 at 1st level, +2 at 3rd, etc.). This bonus lasts for a number of rounds equal to your Charisma modifier.

Source: Complete Warrior.

Divine Impetus [Channeling, Combat]

Prerequisites: Base attack bonus +6, able to channel energy.

Benefit: You can expend one channel energy use as a free action in order to gain one additional swift action this round.

Source: This feat supersedes the Ruby Knight Vindicator’s prestige class feature of the same name, from the Tome of Battle.

Divine Interference [Combat]

You can convert a spell to interfere with an enemy’s attack.

Prerequisites: Divine spellcaster, Concentration 10 ranks.

Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st level or higher to use this ability.

Source: Ultimate Magic.

Divine Judgment [Combat]

Prerequisites: Base attack bonus +6, able to cast 1st level cleric/archivist spells.

Benefit: Whenever you make a melee attack in the heat of combat that reduces a credible threat to -1 hp or below, your blow also creates a death knell effect on that creature (DC 10 + half your base attack bonus + your Charisma modifier). The save DC is increased by +2 if your weapon has a ×3 damage multiplier, or by +4 if it is ×4.

Special: If you are sworn to a good-aligned deity or cause, this effect is considered the meting out of divine judgment, and is therefore not an evil act.

Source: This feat supersedes the Holy Vindicator’s prestige class feature of the same name from the Advanced Player’s Guide.

Divine Shield [Channeling, Combat]

You can channel energy to make your shield more effective.

Prerequisite: Ability to channel energy, Simple shield proficiency.

Benefit: As a standard action, spend one of your channel energy uses to channel divine energy into your shield. For a number of rounds equal to your Charisma modifier (minimum 1 round), as long as you actively use this shield it grants you a sacred/profane bonus to AC equal to your number of channeling dice (+1 at 1st level, +2 at 3rd, etc.).

Special: Instead of the limited duration, you can choose to create a more fragile channeled shield effect that lasts 24 hours or until you are struck in combat, whichever comes first.

Source: Complete Warrior. This feat also supersedes the Holy Vindicator’s “vindicator’s shield” prestige class feature, from the Advanced Player’s Guide.

Divine Surge [Channeling]

Prerequisites: Ability to channel energy, Channeling Smite.

Benefit: Before attempting a Channeling Smite attack, you can also decide to take a number of points of Constitution damage equal to your channeling level or lower. For each point of Constitution damage you take, you gain a +1 bonus on your attack roll and deal an extra 2d8 points of damage. After using this maneuver, you are considered flat-footed until the beginning of your next turn.

Special: You cannot use this maneuver if you are immune to Constitution damage.

Source: Tome of Battle.

Divine Wrath [Strike]

Prerequisites: Base attack bonus +6, able to cast 1st level cleric/archivist spells.

Synergy: As a standard action, make a single melee attack. Any creature struck must also save vs. Will (DC 10 + half your base attack bonus + your Charisma modifier) or be affected as if by a bane spell.

  • If your base attack bonus is +11 or higher, the target is instead affected by bestow curse.

  • If your base attack bonus is +16 or higher, the target is instead affected by a holy word (or blasphemy, dictum, or word of chaos, as appropriate to your deity’s alignment).

Special: In addition to the normal activation conditions for a [strike] feat, you can activate this ability as an immediate action in response to a confirmed critical hit made against you (even if it incapacitates or kills you). In that case, you need not make an attack to inflict the spell condition (the opponent’s attack carries it for you).

Source: This feat supersedes the Holy Vindicator’s prestige class feature of the same name, and also the divine retribution feature, from the Advanced Player’s Guide.

Domain Access

Prerequisites: Knowledge (the planes) 1 rank; ability to cast spells; must follow a god or philosophy consistent with the chosen domain.

Benefit: Choose one domain consistent with the patron deity or philosophy you espouse. You can select domain spells in place of your bonus spells (the “+1” notation in Table 1 of Chapter 7). If you have no bonus spell slots (as in the case of the ranger), you gain them and can fill them with the domain spells.

Special: Having access to a domain also allows you to gain domain feats from that domain (see Cleric) in place of normal feats when leveling up.

Synergy:

  • If you also have Skill Focus in the archivist skill listed for the chosen domain, you gain the 1st level granted power for that domain as well; it functions at an effective cleric level equal to your number of ranks in Knowledge (the planes).

  • If you have at least 4 or 8 ranks in Knowledge (the planes) and in the appropriate domain skill, you can select the 4th or 8th level granted power (respectively) for that domain as if it were a feat.

Domain Channeling [Skill]

Prerequisite: Domain Access; Knowledge (the planes) 1 rank.

Benefit: You gain the ability to channel energy a number of times per day equal to 3 + your Charisma modifier. The effects of this channeled energy are as listed under the Variant Channeling entry for your specific domain (see Cleric Appendix A). You channel energy with an effective cleric level equal to number of ranks in Knowledge (the planes).

Special: If you already have the ability to channel energy, you cannot select this feat; instead, use your existing channeling ability and/or the Versatile Channeling feat (q.v.).

Synergy: If you have levels in Bard and choose the Plant domain, you can elect to trade the channel energy ability, losing the ability to command plants. Instead, you gain the benefits of the bard’s green ear lore.

Godhammer [Combat, Reserve]

You draw upon your divine power to enhance your weapons.

Reserve Spell: 1st level divine spell (any).

Benefit: As a swift action, you can imbue your deity’s favored weapon (or heavy mace, if you have no specific deity) with a fraction of your power. For 1 round, this weapon deals +1 sacred or profane damage (depending on the alignment of your deity or cause) per level of the highest-level spell or spell slot you have available and uncast, and is treated as aligned (as your deity’s alignment) for the purpose of overcoming damage reduction. You must wield the weapon yourself to gain these benefits.

Special: The Holy Warrior domain feat (see below) works similarly except it does not require a swift action to activate, and automatically applies to all weapons you wield.

Source: Book of Experimental Might (Malhavoc Press).

Handle Relic

Prerequisite: Able to cast cleric/archivist spells or use rogue skill tricks.

Benefit: The power of your faith (or simply long practice) allows you to handle cursed relics and other objects without fear. Objects that would normally curse you, or magically damage you due to class, alignment, etc., have no such effect on you. This includes things like bane weapons, books of vile darkness, bracers of defenselessness, etc., but not items that are simply trapped or inherently damaging (like burns from a red-hot metal object).

Source: This feat supersedes the Reliquarian’s “Faith Upholds Me” prestige class feature from Relics & Rituals: Excalibur (Sword & Sorcery Studios).

Holy Shield [Channeling, Combat]

You can channel your faith into your shield, protecting any nearby allies.

Prerequisites: Channel positive energy; paladin or access to Good domain; shield proficiency.

Benefit: You can expend a channel energy use to grant one adjacent ally a shield bonus equal to AC equal to your own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. You radiate light as a light spell while the shielding is active. All effects last for 3 rounds plus a number of rounds equal to your Charisma bonus (if any).

  • If you can channel at least 3d6 hp of positive energy, the effects extend to all adjacent allies.

  • If you can channel at least 6d6 hp of positive energy, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.

  • If you can channel at least 9d6 hp, any allies within 20 feet are protected.

Source: This feat supersedes the Sacred Shield’s variant class feature of the same name, from Ultimate Combat.

Lamashtu's Mark [Skill]

You have been marked as one of Lamashtu’s favored minions.

Prerequisites: Con 13, Knowledge (the planes) 1 rank; Lamashtu (or similar goddess) as patron deity.

Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 profane bonus on Bluff checks to browbeat or demoralize, but a –2 profane penalty on Diplomacy checks.

  • Deforming Strike [Strike]: If you have at least 6 ranks in Knowledge (the planes), you may invoke Lamashtu’s name as you strike a non-evil foe with a melee attack as a standard action. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigial limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the physical deformity vanishes as soon as the Charisma penalty fades. The target can resist this effect by making a Fortitude save; the DC is equal to 10 + half your number of ranks in Knowledge (the planes) + your Charisma modifier.

  • If you have at least 11 ranks in Knowledge (the planes), any offspring you sire or give birth to gain the fiendish template.

  • If you have at least 16 ranks in Knowledge (the planes), any offspring you sire or give birth to gain the half-fiend template instead.

Source: Pathfinder Campaign Setting.

Lay on Hands [Channeling]

Prerequisite: Ability to channel positive energy.

Benefit: You can channel positive energy by touch, instead of as a burst. The effects are the same, but apply only to the creature touched. A melee touch attack roll (that does not provoke an attack of opportunity) is needed to touch an unwilling undead target; if you miss, you can Hold the Charge as if it were a touch spell. A creature touched does not gain a saving throw for reduced damage.

For every daily channel energy use you expend, you gain two uses of lay on hands.

Life Lure [Channeling]

Your channeled positive energy is irresistibly sweet to nearby undead.

Prerequisites: Ability to channel positive energy.

Benefit: As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to the number of dice worth of energy you would normally channel. Undead that succeed at a Intuition save (DC 10 + half your channeler level + your Charisma modifier) are unaffected. Channeling energy for this purpose does not heal or harm creatures.

Source: Ultimate Magic.

Lingering Immunities

Prerequisites: Ability to cast 4th level necromancy spells or channel positive or negative energy.

Benefit: Whenever you cast a necromancy spell or channel positive or negative energy, you are immune to ability damage, ability drain, energy drain, and negative levels for a number of rounds equal to the level of the spell or the number of dice worth of energy you channel.

Special: Remember that the conjuration (healing) subschool from the core rules is now the necromancy [healing] subschool.

Source: This feat supersedes the moderate necromancy esoterica from the Master Specialist prestige class (Complete Mage).

Lolth's Caress [Channeling]

You can channel negative energy to accelerate poisonous effects.

Prerequisite: Able to channel negative energy.

Benefit: You can spend one use of channel negative energy to speed up the effects of poison, affecting all creatures within 20 feet of you. Any poisoned creature within the area immediately suffers the effects of all remaining rounds of the poison, as if the appropriate number of rounds were going by.

Source: Drow of the Underdark.

Profane Lifeleech [Channeling]

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

Prerequisite: Ability to channel negative energy.

Benefit: When you channel negative energy, you can spend an additional use to heal yourself 1d6 points of damage per creature damaged by the channeled energy. This healing does not allow you to exceed your full normal hit point total.

Source: Libris Mortis.

Resurrection Sense

Prerequisites: Knowledge (the planes) 6 ranks.

Benefit: You become supernaturally sensitive to the movement of the souls of those you kill. This allows you a chance to notice if anyone slain by you within the last year is brought back to life. If such an event occurs, you notice the resurrection unless it takes place on another plane or in an area that prevents scrying effects, and even then, you can sense the previously assassinated life the instant it returns to the Prime Material Plane or steps out of the protected area. The sensation does not tell you where the resurrected victim is located, only which victim has returned to life.

Source: This feat duplicates the Red Mantis prestige class feature of the same name, from Pathfinder Adventure Path vol. 9, “Escape from Old Korvosa.”

Retrieve Spell [Channeling]

You can channel raw divine energy to recharge a previously cast spell.

Prerequisite: Any two divine feats, ability to channel energy.

Benefit: As a standard action, you can expend channeling uses to recover a spell you have already cast that day. You must spend a number of daily uses equal to the level of the spell you wish to recover.

Source: Complete Champion.

Sacred Radiance [Channeling]

Prerequisites: Ability to channel positive energy.

Benefit: As a standard action, you can expend a channel use 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 creatures within 60 feet of you gain a morale bonus on saves against death effects, disease, fear, and poison equal to half the number of dice you would normally channel; evil creatures take a penalty of the same magnitude on saves against fear effects. This benefit lasts for 10 minutes.

Source: Player's Handbook II.

Shared Defense [Channeling, Combat]

Prerequisite: Ability to channel positive energy.

Benefit: You can spend one use of your channel energy ability as a standard action to grant yourself a protective aura emanating to 5 ft. that affects you and all allies within the area. Those affected gain a sacred bonus to AC, CMD, and all saving throws equal to half the number of channeling dice you would normally receive (i.e., +1 at 2d6, etc., to a maximum of +5 at 10d6). The aura lasts for a number of rounds equal to your Charisma modifier.

  • If you would normally channel at least 5 dice of positive energy, the bonus is granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within the affected area are automatically stabilized.

  • If you would normally channel at least 7 dice, these benefits are granted to all allies within 15 feet, and those affected are immune to bleed damage. Ongoing bleed damage already incurred is suspended while the effects last, but is not cured.

  • If you would normally channel at least 9 dice, these benefits are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities.

These benefits are cumulative. Allies who leave the emanation lose the effects; allies entering the emanation gain them.

Source: This feat supersedes the Paladin’s variant class feature of the same name, from the Advanced Player’s Guide

Spell Focus, Malign

Prerequisite: Allegiance to an evil power.

Benefit: Add +1 to the DC for all saving throws against any of your spells that have the [evil] descriptor.

Special: You are treated as being [evil] aligned for purposes of alignment-specific spells and items.

Source: Champions of Ruin.

Touch of Corruption [Channeling]

Prerequisite: Ability to channel negative energy.

Benefit: You can channel negative energy as a melee touch attack (that does not provoke an attack of opportunity), instead of as a burst. The effects are the same, but apply only to the creature touched. If you miss, you can Hold the Charge as if it were a touch spell. A creature touched does not gain a saving throw for reduced damage.

For every daily channel energy use you expend, you gain two uses of this ability.

Synergy: Your touch of corruption can deliver the effects of [Strike] feats as if it were a weapon.

Turn Undead [Channeling]

Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.

Prerequisite: Ability to channel positive energy

Benefit: In addition to damaging undead, your channeled positive energy also causes all undead within 30 feet of you to flee for 1 minute, as if panicked (Will save negates; DC as per your channel energy DC). Intelligent undead receive a new saving throw each round to end the effect.

Vile Strike [Strike]

Prerequisite: Sworn to an evil deity and/or cause, able to channel negative energy (3d6 hp minimum).

Benefit: As a standard action, make a single melee attack that deals an additional 1 point of Vile damage. This vile damage is multiplied on a successful crit.

Vile damage cannot be cured by natural or magical healing, fast healing, or regeneration; it can be cured only by healing or restoration magic that is cast within an area sanctified by the forces of good―such as within a consecrate or a hallow spell.

  • If you can channel at least 6d6 hp worth of negative energy, every successful attack deals an additional point of Vile damage, even if the normal activating conditions are not met. A Vile Strike made as a standard action, attack of opportunity, etc. (normal Strike activating condition) deals an additional 2 points of vile damage instead. In addition, a consecrated area does not suffice for curing the vile damage; the minimum effect is per a hallow spell.

  • If you can channel at least 9d6 worth of negative energy, every successful attack deals an additional 2 points of vile damage, and a standard-action Vile Strike deals an additional 4. In addition, a hallow spell is insufficient; a greater restoration or miracle within such an area is needed.

Synergy: If you also have the Channeling Smite feat, each die of negative energy you channel into the attack deals an additional point of Vile damage. For example, a Channeling Smite carrying 6d6 negative energy damage deals an additional 8 points of Vile damage as well (+2 for this feat, +6 for the channeled energy). This is a specific exception to the general rule of non-stacking of Strike effects.

If you can channel 10d6 hp worth of negative energy, all of the negative energy damage channeled into your attack is also Vile damage (this supersedes the feat’s normal effects). You cannot use this in conjunction with a full attack.

Source: Book of Vile Darkness; the synergy effects also subsume the Vile Smite feat from the Wizards of the Coast website (“Epic Insights: Book of Vile Darkness”).

Violate Spell [Metamagic]

You can transform one of your spells into an evil spell, and the wounds the spell inflicts are tainted with the foulest evil.

Prerequisite: Any evil alignment.

Benefit: Choose one spell you know, or (for clerics) that is on your class list. This feat adds the [evil] descriptor to that spell. Furthermore, if the spell deals damage, half of the damage dealt is Vile damage, which can only be healed by healing or restoration magic that is cast within an area sanctified by the forces of good (such as within a consecrate or a hallow spell). Natural healing, regeneration, fast healing and magical healing are otherwise ineffective in restoring the lost hit points or ability points.

Metamagic Cost: +1 level.

Special: A character may take this feat multiple times, choosing a different spell each time.

Source: Book of Vile Darkness.

Domain Feats

All feats in this section have the [Domain] descriptor, and unless otherwise noted also have the [Divine] descriptor, in addition to any other descriptors listed. They are intended as selections for bonus feats for clerics and archivists with access to the appropriate domains; other characters may qualify as well according to the prerequisites listed.

Domain feats that require allegiance to an aligned deity or cause also give the user those alignment descriptors, for purposes of detecting alignment and determining alignment-specific spell effects.

Unless otherwise noted, the save DC for Domain feats allowing a saving throw is equal to 10 + half your number of ranks in Concentration + your Charisma modifier.

In order to keep like-themed feats together, Domain feats are alphabetized primarily by their primary descriptors, rather than by feat names.

Air Devotion [Air]

Prerequisite: Access to the Air domain, Winds mystery, or Elemental Air or Djinni bloodline; or [air elemental] subtype.

Benefit: Once per day as a swift action, you can shroud yourself in a mantle of air. This effect grants you a +1 deflection bonus to AC. This bonus increases by 1 for every four character levels you possess (maximum +6 at 20th level). In addition, thrown and projectile weapons have an automatic 50% miss chance against you while the air mantle is active. This protection lasts for 1 minute.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel elemental energy, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.

Source: Complete Champion.

Far-Reaching Wind [Air]

Prerequisite: Access to the Air domain, Winds mystery, or Elemental Air or Djinni bloodline; or [air elemental] subtype.

Benefit: At will as a standard action, you can imbue a weapon with the lofting of the winds as a supernatural ability. All range increments of a missile affected in this way are doubled; a melee weapon can be thrown with a range increment of 20 ft., even if this is not normally possible. The effect lasts for 1 minute or until expended, whichever comes first.

Note that this is equivalent to the Arcane Talent feat, selecting longshot (Ultimate Combat) as the spell.

Source: Dragon magazine, issue 342.

Hurricane Breath [Air]

The power of elemental air you hold in your mind allows you to exhale the wind.

Prerequisite: Access to the Air domain, Winds mystery, or Elemental Air or Djinni bloodline; or [air elemental] subtype.

Benefit: As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, making a Concentration check in place of the combat maneuver check. Treat the results as a bull rush attempt.

Source: Complete Mage; this feat also supersedes the wind blast subdomain ability from the Advanced Player’s Guide.

Thundercloud [Air]

Prerequisite: Access to the Air domain, Winds mystery, or Elemental Air or Djinni bloodline; or [air elemental] type; Knowledge (the planes) 8 ranks.

Benefit: As a standard action, you can summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened while they remain within and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your number of ranks in Knowledge (the planes); these rounds do not need to be consecutive.

Source: Advanced Player’s Guide.

Animal Devotion [Animal]

You enhance your own abilities with the characteristics of animals.

Prerequisite: Access to the Animal domain, Bestial bloodline, or Nature mystery, or ability to wild shape.

Benefit: Once per day as a swift action, you can give yourself the power of a specific animal. Select one of the following abilities each time you activate the feat. Each effect lasts for 1 minute.

  • Ape's Fury: Gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your Strength score. The value of this bonus increases by 2 for every six class levels you possess (maximum +8 at 18th level). When you activate ape's jury, fur sprouts all over your body and remains until the effect ends.

  • Cheetah's Sprint: Gain a +5-foot sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your base land speed. The value of this bonus increases by 5 feet for every four class levels you possess (maximum +30 feet at 20th level). Your body is covered in black spots while cheetah's sprint is active.

  • Hawk's Flight: You can fly as if using the overland flight spell. At 5th level and every five levels thereafter, you gain a +5-foot sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your base fly speed (maximum +20 feet at 20th level). Intangible, luminescent wings grow from your back when you activate hawk's flight and remain as long as the effect is active.

  • Serpent's Strike: You gain a natural bite attack (base damage 1d4) that injects poison (injury DC 10 + half your class level + your Charisma modifier; damage ld3 Con/round for 1 round; cure 1 save). Your upper canine teeth grow into fangs when you activate serpent's strike and remain in that form as long as the effect is active.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each three daily channeling uses you expend. You can have multiple abilities active simultaneously. However, you can still activate only one ability per round.

Source: Complete Champion.

Eyes of the Hawk [Animal]

Prerequisite: Access to the Animal domain, Bestial bloodline, or Nature mystery, or ability to wild shape.

Benefit: As Skill Focus (Perception), and if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Source: Advanced Player’s Guide.

Predator's Grace [Animal]

Prerequisite: Access to the Animal domain, Bestial bloodline, or Nature mystery, or ability to wild shape.

Benefit: As a swift action, you can grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 ranks in Knowledge (the planes) you possess. In addition, you gain low-light vision for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Aura of Chaos [Chaotic, Stance]

Prerequisite: Access to the Chaos domain or bloodline, or fealty to a Chaotic deity or cause.

Benefit: While you are in this stance, whenever one or more of your damage dice show a maximum possible result (for example, one of the d6s when rolling greatsword damage results in a 6), reroll each such die and add its result to the original damage total. You can continue to reroll as long as a die shows its maximum possible result, adding each new number to the damage total until each die has shown less than a maximum result

Source: Tome of Battle.

Chaos Devotion [Chaotic, Combat]

Prerequisite: Access to the Chaos domain or bloodline, or fealty to a Chaotic deity or cause.

Benefit: As a swift action, you can summon the force of chaos to aid you. When you activate this ability, roll ld6 (when you attain 10th level, the die you roll increases to a d8; when you attain 15th level, the die increases to a d10). If the result is odd, add that number as a luck bonus on your attack rolls until your next turn. If the result is even, add that number as a luck to your AC. You can use this ability a number of rounds per day equal to half your class level; these rounds need not be consecutive.

Special: You can select this feat multiple times, gaining additional daily rounds of use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each three channel uses you expend.

Source: Complete Champion.

Chaos Curse [Chaotic]

Prerequisite: Access to the Chaos domain or bloodline, or fealty to a Chaotic deity or cause.

Benefit: You gain a ranged touch attack (a ray) with a range of 30 ft. Any target struck must save vs. Intuition or become stricken with random misfortune for 1 minute. Each round, the target has a 50% of dropping whatever it is holding; if not holding anything, it instead provokes an attack of opportunity from each threatening opponent. If not holding anything and not threatened, the victim falls prone instead.

You can use this ability a number of times per day equal to half your class level (minimum 1/day).

Source: Dragon magazine, issue 342.

Elysium's Call [Chaotic, Good]

Prerequisites: Access to the Chaos or Good domain; Chaotic Good deity or cause.

Benefit: With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment [charm] and [compulsion] sub-schools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round.

These bonuses last for a number of rounds equal to half your number of ranks in Knowledge (the planes) (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a total number of rounds per day equal to 3 + your Wisdom modifier; these rounds need not be concurrent, but each affected creature counts against the duration. You can cancel the effect on each subject with a free action.

Source: Advanced Player’s Guide.

Fury of the Abyss

[Chaotic, Evil, Channeling]

Prerequisite: Ability to channel energy; access to the Chaos, Evil, or Fury domain; [chaotic] and [evil] alignment or subtype or allegiance to a Chaotic Evil patron.

Benefit: As a swift action, you can channel energy to give yourself an enhancement bonus equal to the number of dice you would normally channel on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC.

Source: Advanced Player’s Guide.

Protean Aura [Chaotic]

Prerequisites: Access to the Chaos domain or Protean bloodline, or planetouched (protean) race; Knowledge (the planes) 8 ranks.

Benefit: You can surround yourself with a 30-ft. aura of wild energies for a number of rounds per day equal to your number of ranks in Concentration (these rounds need not be consecutive, but activating this ability is a standard action). All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make an Intuition save. Creatures that fail the save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.

Source: Advanced Player’s Guide.

Adoration [Charm]

Prerequisite: Access to the Charm domain, Beguiler bloodline, or Lust mystery.

Benefit: As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack (Intuition save negates). You must use the ability after the attack is declared but before the roll is made. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Source: Advanced Player’s Guide.

Anything to Please [Charm]

Prerequisites: Access to the Charm domain, Beguiler bloodline, or Lust mystery; Bluff 8 ranks.

Benefit: You can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (referee's choice). You can use this ability once per day per 4 ranks in Bluff you possess. This is a mind-affecting effect.

Binding Ties [Community]

Prerequisite: Access to the Community Domain.

Benefit: As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your number of ranks in Concentration, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Guarded Hearth [Community]

Prerequisites: Access to the Community domain; Knowledge (the planes) 8 ranks.

Benefit: You can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 ranks in Concentration you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per rank in Knowledge (the planes) you possess. You can use this ability once per day.

Source: Advanced Player’s Guide.

Energumen [Cultist, Skill]

Prerequisite: Access to the Cultist domain and/or demon lord/archdevil/Great Old One patron deity; Knowledge (the planes) 6 ranks.

Benefit: Once per day, you can open your soul to a demonic spirit as a free action. This spirit possesses you for a number of rounds equal to your Wisdom modifier (minimum 1), granting you a +2 profane bonus to one attribute score of your choice.

  • If you have at least 11 ranks in Knowledge (the planes), energumen grants a +4 profane bonus to one attribute score, electricity resistance 10, and a +4 profane bonus on saves vs. poison.

  • If you have at least 16 ranks in Knowledge (the planes), energumen grants a +6 profane bonus to one attribute score and immunity to electricity and poison.

When the effect ends, you become confused for a number of rounds equal to your Wisdom modifier (minimum 1) as the demonic spirit has its way with your mind. At the start of each round of confusion, you can attempt a DC 25 Intuition save to end the confusion effect immediately.

Energumen is a possession effect, and is negated by protection from evil or protection from chaos. You can prevent or end the confusion side effect by having one of these spells cast on you when (or before) the energumen ends, but being affected by such a spell before the energumen has run its course also causes the benefits granted to end prematurely.

Source: This feat supersedes the Demoniac’s prestige class feature of the same name from Lords of Chaos: Book of the Damned, Vol. 2.

False Priest [Cultist]

Prerequisites: Access to the Cultist domain and/or demon lord/archdevil/Great Old One patron deity and ability to cast divine spells.

Benefit: As long as you carry your unholy symbol, you are immune to magical attempts to uncover falsehood such as discern lies, zone of truth, and similar effects.

Source: Dragon magazine, issue 353.

Night Hunter [Darkness]

Prerequisite: Access to the Darkness domain or Shadow bloodline, or Shade racial levels (Chapter 2).

Benefit: As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to half your number of rounds in Concentration (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Shadow Chains [Darkness]

Prerequisites: Access to the Darkness domain, touch of darkness granted power; Knowledge (the planes) 6 ranks; service to a [lawful, evil] deity or cause.

Benefit: When using your touch of darkness ability, you manifest shadowy chains that increase the reach of the melee touch attack by 5 feet. A creature struck by these chains must succeed at a Reflex save or be entangled for 1d4 rounds in addition to the normal effects of the ability.

  • If you have at least 11 ranks in Knowledge (the planes), the reach of your shadow chains increases by 5 feet (to a total 10 foot increase). In place of entangling the target, you can attempt to grapple the target without provoking an attack of opportunity, using your Charisma modifier in place of your Strength modifier for the purpose of determining CMB. If both you and the target are in an area of dim or darker light, you gain a +4 profane bonus on this grapple check. You do not gain the grappled condition when using your shadow chains this way. You may make combat maneuver checks to maintain the grapple for as long as the effects of the touch of darkness persist.

  • If you have at least 16 ranks in Knowledge (the planes), the reach provided by your shadow chains increases by another 5 feet (to a total 20 foot reach). When you successfully grapple a creature with your shadow chains, you can begin constricting the victim as a free action, dealing 1d6 points of damage per level of the highest-level Darkness domain spell you have prepared whenever you make a successful grapple check. Creatures constricted in this way are also considered strangled, and cannot speak or cast spells with verbal components.

Source: This feat emulates the Umbral Court Agent’s prestige class feature of the same name (and its improvements), from Paths of Prestige.

Unnerving Gaze [Darkness, Skill]

Prerequisites: Access to the Darkness domain, Shadow bloodline, or Shade racial levels; Bluff 6 ranks, Knowledge (the planes) 6 ranks; must serve a [lawful, evil] deity or cause.

Benefit: You gain a gaze attack similar to the kyton ability of the same name. Creatures within 30 feet must succeed at a Will save or be shaken for 1 round. You can use this ability for a number of rounds per day equal to your number of ranks in Bluff; these rounds do not need to be consecutive. Activating this ability is a swift action.

You are immune to the unnerving gaze of kytons (whether or not your own unnerving gaze is active). This is a mind-affecting fear effect that follows all the normal rules for a gaze attack.

  • If you have at least 11 ranks in Bluff, creatures that fail their save are shaken for 1d4 rounds.

  • If you have at least 16 ranks in Bluff, they are staggered for 1 round and shaken for 1d4 rounds thereafter.

Source: This feat emulates the Umbral Court Agent’s prestige class feature of the same name, from Paths of Prestige.

Death Devotion [Death]

The power of death imbues your weapon with exceptional might.

Prerequisite: Access to the Death domain, Undead bloodline, or Graves mystery.

Benefit: Once per day as a swift action, you can cause one of your melee weapons to radiate life-draining energy for 1 minute. When you make a successful attack with this weapon, the target must succeed on a Fortitude save or gain a negative level. You can bestow only one negative level per target for every four class levels you possess (maximum five negative levels at 20th level).

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel negative energy, you gain one additional daily use of this feat for each three daily channel uses you expend.

Source: Complete Champion.

Death's Kiss [Death]

Prerequisite: Access to the Death domain, Undead bloodline, or Graves mystery.

Benefit: You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to half your number of ranks in Knowledge (the planes) (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Undying Fate [Death]

Prerequisites: Able to cast 2nd level divine spells, access to the Death domain, Undead bloodline, or Graves mystery.

Benefit: As a swift action, you can determine how close creatures are to death. This extraordinary ability can be used at will but otherwise functions like the deathwatch spell. In addition, you add the following spells to your class spell list: 2ndfalse life; 3rdhalt undead; 5thblight; 7thfinger of death.

Source: Races of Destiny.

Heat Shimmer [Desert]

Prerequisite: Access to the Desert domain.

Benefit: As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.

Priest of the Waste [Desert]

You can swap out prepared spells for others that aid in exploring and surviving in wastelands.

Prerequisite: Favored terrain (deserts) or access to the Sun domain.

Benefit: This works similarly to the Spontaneous Spell feat (q.v.), giving access to the following list of spells: 1stendure elements; 2ndresist energy; 3rdcreate food and water; 4thcommunal protection from energyUC; 5thcontrol winds; 6thheroes’ feast; 7thcontrol weather; 8thwhirlwind; 9thantipathy.

Source: Sandstorm.

Deadly Weather [Destruction]

Prerequisite: Access to the Destruction or Weather domain; Concentration 8 ranks.

Benefit: As a standard action, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your number of ranks in Concentration. This storm has a radius of 5 feet per rank in Concentration you possess. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.

Source: Advanced Player’s Guide.

Destruction Devotion [Destruction]

Your attacks weaken your opponents' defenses.

Prerequisite: Access to the Destruction domain.

Benefit: Once per day as an immediate action, you can call upon the forces of destruction to weaken your opponents' defenses. If you deal damage with a melee attack (but not a melee touch attack) while this ability is active, you temporarily reduce the struck opponent's armor bonus or natural armor bonus by 1. Reductions from multiple hits stack, to a minimum bonus of +0. If the opponent has both armor and natural armor bonuses, it chooses which one to reduce. Once one bonus reaches +0, the other bonus automatically gets reduced until it too reaches +0 or the effect ends.

This effect lasts for 1 minute, after which all armor and natural armor bonuses reduced in this way return to normal. Upon reaching 10th level, you reduce your opponent's armor or natural armor bonus by 2 per successful hit.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel negative energy, you gain one additional daily use of this feat for each daily channel use you expend.

Source: Complete Champion.

Fragile Construct [Destruction, Reserve]

Your innate attunement to the forces of entropy allows you to weaken objects.

Reserve Spell: 1st level Destruction or Artifice domain spell.

Benefit: You can enhance the inherent flaws of objects. Using this ability requires a touch or a melee touch attack (if used against an opponent) that does not provoke an attack of opportunity. For a number of rounds equal to your number of ranks in Concentration, the hardness or damage reduction of the touched object or construct is reduced by an amount equal to the level of the highest-level reserve spell you have available to cast. This ability cannot reduce an object's hardness or damage reduction below 0.

Armor of Stone [Earth, Channeling]

Prerequisites: Access to the Earth domain, or Elemental Earth or Deep Earth or Genie (dao/shaitan) bloodline, or Stone mystery, or [Earth] subtype; ability to channel elemental energy (earth).

Benefit: By spending one channel energy use as a standard action, you can grant yourself damage reduction (overcome by adamantine weapons) to a number of points of damage equal to the number of dice worth of energy you would normally channel (e.g., a 5th level cleric would gain DR 3/adamantine). The effects last for 1 round per character level you possess.

Source: This emulates the Divine Damage Reduction feat from Races of Stone.

Acid Resistance [Earth]

Prerequisite: Access to the Earth domain, or Elemental Earth or Deep Earth or Genie (dao/shaitan) bloodline, or Stone mystery, or [Earth] subtype.

Benefit: You gain resistance to acid 5. This resistance increases by 5 points per 4 ranks in Knowledge (the planes) you possess, to resistance 20 at 16 ranks. At 20 ranks, you are immune to acid.

Earth Devotion [Earth]

You can manipulate the earth to your advantage.

Prerequisite: Access to the Earth domain, or Elemental Earth or Deep Earth or Genie (dao/shaitan) bloodline, or Stone mystery, or [Earth] subtype; Concentration 3 ranks.

Benefit: Once per day as an immediate action, you can affect one 5-ft. square of earth or stone per 3 ranks in Concentration you possess (minimum 1 square; maximum 6 squares at 18th level), changing it from normal to difficult terrain. The first square you change must be within 30 ft. of you, and all other squares must be linked to that one in an unbroken line. This change lasts for 1 minute.

On attaining 11th level, you can cause stone spikes to grow from any surface you have changed to difficult terrain using this ability. These spikes work like caltrops, except that the bonus on attack rolls for each spike equals your base attack bonus, and they cannot be swept away. This effect also lasts 1 minute. If you cause spikes to appear underneath a creature on the affected surface, they immediately "attack."

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel elemental energy (earth), you gain one use of this feat for each daily channel use you expend.

Source: Complete Champion.

Roots of the Mountain [Earth, Channeling]

You can channel energy to make yourself immovable.

Prerequisites: Access to the Earth domain, or Elemental Earth or Deep Earth or Genie (dao/shaitan) bloodline, or Stone mystery, or [Earth] subtype; ability to channel elemental energy (earth).

Benefit: As a standard action, spend one of your channel energy uses to root yourself to the spot where you stand. You cannot be bull rushed, tripped, lifted up, or thrown. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. If you are grappling, you automatically win an opposed grapple check when an opponent tries to move you. No spell or other effect can force you to move. If you become frightened or panicked, you experience the full effect of the fear but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect. This ability lasts for a number of rounds equal to the number of dice you would normally channel, but you can end it at any time as a free action.

Special: You must be touching the ground to use this feat.

Source: Races of Stone.

Tremor Step [Earth]

Prerequisite: Access to the Earth domain, or Elemental Earth or Deep Earth or Genie (dao/shaitan) bloodline, or Stone mystery, or [Earth] subtype.

Benefit: While standing on a solid, natural surface (e.g., fields or a cave floor, but not the upper storey of a tower) you can strike the ground as a free action to produce highly localized seismic vibrations. Roll a Concentration check; those within 20 ft. with CMD less than the results are knocked prone. You may use this ability once per day per 2 class levels you possess (minimum 1/day).

Source: Dragon magazine, issue 342.

Aura of Tyranny [Evil, Stance]

Prerequisite: Access to Evil domain, Infernal bloodline, Planetouched (tiefling) levels, Incarnate (fiendish aspirancy), or allegiance to Evil deity or cause.

Benefit: While you are in this stance, you drain hit points from your allies. At the end of your turn, you can choose to deal 2 points of damage to each willing ally within 10 feet. For each ally who takes this damage, you heal 1 point of damage.

Source: Tome of Battle.

Evil Devotion [Evil]

The power of evil cloaks you and your allies.

Prerequisite: Access to Evil domain, Abyssal or Daemon or Infernal or Rakshasa bloodline, Aspirancy (fiendish) mystery, or Planetouched (tiefling) levels, or allegiance to Evil deity or cause.

Benefit: Once per day as an immediate action, you can surround yourself with an aura of evil that grants you and each of your allies within 30 feet damage reduction that can be overcome only by good-aligned weapons. The numeric value of this damage reduction is 1 + l/5 character levels you possess (maximum 5/good at 20th level). In addition, your and your allies' natural and weapon attacks are evil-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel negative energy, you gain one additional daily use of this feat for each daily channel use you expend.

Source: Complete Champion.

Hell's Corruption [Evil, Lawful]

Prerequisite: Access to Evil domain, Infernal bloodline, or Aspirancy (fiendish) mystery; [Lawful] and [Evil] alignment/subtypes or allegiance to a Lawful Evil deity or cause.

Benefit: You can cause a creature to become more susceptible to corruption as a melee touch attack that does not provoke attacks of opportunity. Any creature touched takes a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to half your number of ranks in Knowledge (the planes) (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Whispering Evil [Evil]

Prerequisite: Access to Evil domain, Abyssal or Daemon or Infernal or Rakshasa bloodline, Aspirancy (fiendish) mystery, or [evil] alignment or subtype or allegiance to Evil deity or cause; Knowledge (the planes) 8 ranks.

Benefit: As a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your number of ranks in Knowledge (the planes), but these rounds do not need to be consecutive. This is a mind-affecting effect.

Source: Advanced Player’s Guide.

Fire Devotion [Fire]

You can burn your enemies with your melee attacks.

Prerequisite: Access to the Fire domain, Elemental Fire or Genie (efreet) bloodline, or Flame mystery; or [fire] subtype.

Benefit: Once per day as a swift action, you can sheathe your body in red and orange flames. The fire does not harm you, but you illuminate the nearby area as a torch would. While you are thus alight, each of your melee attacks deals 1 extra point of fire damage, plus an additional point for every three class levels you possess (maximum +7 at 18th level). This effect lasts for 1 minute.

Any foe injured by this fire ignites and burns for an additional ld4 points of fire damage per round unless it succeeds on a Reflex save. A burning creature can take a move action to automatically douse the flames.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel elemental [fire] energy, you gain one additional daily use of this feat for each two daily uses you expend.

Source: Complete Champion.

Fire-Guiding Song [Fire]

Your voice has a hypnotic power over fire.

Prerequisite: Access to the Fire domain, Elemental Fire or Genie (efreet) bloodline, or Flame mystery; or [fire] subtype.

Benefit: As a standard action, you can cause an existing fire to lash out at one creature within 10 ft. of it, dealing 2d6 fire damage and forcing a Reflex saving throw to avoid catching on fire.

You may also use this ability to automatically extinguish a non-magical fire no larger than a bonfire. In either case, your total number of uses per day is equal to half your class level.

Source: Dragon magazine, issue 342.

Aura of Heroism [Glory]

Prerequisite: Access to the Glory domain, Knowledge (the planes) 8 ranks.

Benefit: You can emit a 30-foot aura of heroism for a number of rounds per day equal to your number of ranks in Concentration. These rounds do not need to be consecutive, but each activation requires a swift action. Allies in the area are treated as if they were under the effects of the heroism spell.

Source: Advanced Player’s Guide.

Honor Bound [Glory]

Prerequisite: Access to the Glory domain.

Benefit: With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment [charm] or [compulsion] effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Good Devotion [Good]

The power of good shields you and your allies.

Prerequisite: Access to the Good domain, Celestial bloodline, Aspirant (celestial) mystery; or [Good] alignment or subtype.

Benefit: Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/5 character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies’ natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel positive energy, you gain one additional daily use of this feat for each daily channel use you expend.

Source: Complete Champion.

Protective Aura [Good]

Prerequisites: Access to the Good domain or Lawful Neutral deity or cause; Knowledge (the planes) 8 ranks.

Benefit: You can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your number of ranks in Knowledge (the planes). These rounds do not have to be consecutive.

Source: This is the Agathion subdomain power from the Advanced Player’s Guide.

Saving Grace [Good]

Prerequisite: Access to the Good domain, Celestial bloodline, Aspirant (celestial) mystery; or [Good] alignment or subtype.

Benefit: As a move action, you can grant one ally within 30 ft. a sacred bonus equal to your Charisma bonus to the next saving throw, attack roll, or attribute check made within 1 minute. You may use this ability once per day per 2 class levels you possess (minimum 1/day).

Source: Dragon magazine, issue 342.

Healing Devotion [Healing]

You can heal damage faster than normal.

Prerequisite: Access to the Healing domain or Life mystery or Greenbond initiation.

Benefit: Once per day, you can gain fast healing 1, +1 per 5 character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed). As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel positive energy, you gain one additional daily use of this feat for each channeling use you expend.

Source: Complete Champion.

Healing Kicker [Healing, Skill]

Prerequisites: Access to the Healing domain or Life mystery; Heal 1 rank.

Benefit: Whenever you cast a cure spell, you can also imbue the recipient with a sanctuary effect (DC 10 + your Heal skill bonus). You can use this ability a number of times per day equal to half your class level + your Wisdom modifier.

  • If you have at least 6 ranks in Heal, you can instead choose to imbue the recipient with a sacred bonus on Reflex saves equal to half your class level. This effect likewise lasts 1 round.

  • If you have at least 11 ranks in Heal, you can instead choose to imbue the recipient with a maximized aid effect for 1 minute (or until the temporary hp so granted are depleted, whichever comes first).

Source: This feat supersedes the Combat Medic prestige class feature of the same name, from Heroes of Battle.

Healing Light [Healing, Skill]

Prerequisite: Access to the Healing domain or Life mystery or Greenbond initiation; Heal 1 rank.

Benefit: Spells you cast with “cure” in the name have a range of Close, rather than Touch (as if affected by the Reach Spell feat, but with no increase in spell level or casting time). You need not make a ranged touch attack against a willing target, but you must do so to affect an unwilling target (e.g., when using a cure spell to inflict damage on undead).

  • If you have at least 6 ranks in Heal, the range is Medium instead.

  • If you have at least 11 ranks in Heal, increase the effect to Long range.

  • If you have at least 16 ranks in Heal, you can cast cure spells on any willing recipient on the same plane.

Source: Dragon magazine, issue 342.

Healing, Merciful [Healing, Skill]

Prerequisite: Access to the Healing domain or Life mystery or Greenbond initiation; Heal 1 rank.

Benefit: Choose one of the following harmful conditions: fatigued, shaken, or sickened. When you channel energy you can also remove the chosen condition from one living creature that you heal within your channel energy burst.

  • If you have at least 6 ranks in Heal, you can choose another condition. It can be one of those you didn’t choose at initially, or one of the following conditions: dazed, diseased, or staggered. You can remove the selected condition or the one you chose at initially from up to two creatures within your channel energy burst.

  • If you have at least 11 ranks in Heal, you gain another condition, choosing an above option or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. You can remove that condition, or a condition you previously chose, from one or two creatures within the burst.

  • If you have at least 16 ranks in Heal, you can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. You can remove that condition or one she previously chose from one, two, or three creatures within your channel energy burst.

Special: Feats and effects that affect a paladin’s mercy also affect this ability.

Source: Ultimate Combat. Used in conjunction with the Lay on Hands feat, this supersedes the Restorative Touch ability from the Advanced Player’s Guide.

Touch of Healing [Healing, Reserve]

Prerequisite: Access to the Healing domain or Life mystery or Greenbond initiation; Heal 1 rank.

Reserve Spell: 2nd level Necromancy [healing].

Benefit: You can spend a standard action to touch a target creature and heal 1d6 points of damage per level of the highest-level [healing] spell you have available to cast. You can use this ability only on a target that has been reduced to one-fourth or fewer of its total hit points (heavily wounded or worse). The effect ends once you've healed the subject up to ¼ its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.

If you have at least 11 ranks in Heal, you can use this ability on lightly wounded creatures as well, restoring lost hit points up to half its normal maximum.

Source: Complete Champion.

Inquisitor’s Zeal [Inquisition, Skill]

Your zeal in carrying out your duties prevents you from being subverted by magical means.

Prerequisites: Access to the Inquisition domain; Bluff 5 ranks.

Benefits: You gain immunity to [charm] effects.

  • If you have at least 11 ranks in Bluff, you are immune to [compulsion] effects as well.

  • If you have at least 16 ranks in Bluff, you are also immune to possession (including magic jar and the ghost’s malevolence ability) and effects that would normally displace or trap your life force or soul (soul bind, trap the soul, etc.).

Source: This feat provides the immunities of the Church Inquisitor prestige class, from Complete Divine.

Divine Inspiration [Knowledge]

Prerequisites: Access to the Knowledge domain or Akashic or Oracular mystery.

Benefit: You can make Knowledge skill checks untrained. Once per day per class level, you can grant yourself an enhancement bonus equal to your Charisma modifier to any Knowledge check as a free action.

Source: Dragon magazine, issue 342.

Paragnostic Disciple [Knowledge]

You gain enhancements to your spellcasting based on the skills knowledge you possess.

Prerequisites: Access to the Knowledge domain or Akashic mystery; minimum 6 ranks in the applicable skill, as indicated in the table.

Benefit: Each time you select this feat, choose two abilities from the table for which you meet the skill prerequisites.

Source: This feat supersedes the prestige class of the same name, from Complete Champion.

Table: Paragnostic Disciple Abilities

Ability Name Skill Description
Accurate Retort Spellcraft You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus.
Backhanded Attack Spellcraft If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, non-damaging effect (such as the orb of acid spell, add 1 to the DC of the saving throw.
Call of Worlds Knowledge (planes) Each creature you summon with a [summoning] spell gains the fast healing ability. The damage healed per round begins at 1 hit point and increases by 1 for every three class levels above the 6th (maximum 5 at 18th level).
Discern Weakness Special Choose one creature type or subtype from the ranger's favored enemy list. If you have 8 ranks in the appropriate Knowledge skill (such as Knowledge [lore] for dragons, or Streetwise for civilized humanoids), the save DC of every spell that you target on a creature of that type increases by 1. You can select this ability multiple times, choosing a different creature type each time.
Divine Understanding Knowledge (planes) Choose one clerical domain. For the purpose of this ability, you can choose any domain, whether or not your deity offers it. Your effective caster level increases by 1 when you cast spells that appear on that domain's spell list. You can select this ability multiple times, choosing a different domain each time.
Energy Supremacy Knowledge (planes) Choose an energy type. Your effective caster level increases by 1 when you cast spells of that energy type. You can select this ability multiple times, choosing a different energy type each time.
Manifest Ethos Knowledge (planes) Choose one non-neutral aspect of your deity’s alignment. When you cast an energy-based offensive spell against a creature with an opposing alignment component, one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance. You can select this ability multiple times, assuming that your deity’s alignment permits it, choosing a different aspect of your deity’s alignment each time.
Mind over Body Survival Your effective caster level increases by 1 when you cast [healing] spells or transmutation spells that grant ability bonuses or penalties.
Mind over Matter Craft (construction) Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2.
Mortal Coil Survival Your effective caster level increases by 1 when you cast spells that physically change the subject's form (such as enlarge person or baleful polymorph).
Noble Presence Diplomacy Whenever you cast a charm spell, or a compulsion that affects the subject's emotions but not specific actions (such as good hope or rage, but not dominate person), the save DC increases by 1.
Penetrating Insight Spellcraft You gain a +1 insight bonus on checks made to overcome spell resistance, or to successfully dispel another caster's spell.
See Through the Veil Knowledge (planes) Whenever you cast a necromantic spell that targets undead, the save DC increases by 1. In addition, your effective channeling level increases by 2, if you possess the ability to channel negative energy.
Spatial Awareness Survival Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed.

Aura of Menace [Lawful, Good]

Prerequisites: Access to the Law domain or Celestial bloodline or Aspirancy (celestial) mystery, or [Lawful] and [Good] alignment descriptors or subtype; Knowledge (the planes) 8 ranks.

Benefit: You can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your number of ranks in Knowledge (the planes). These rounds do not need to be consecutive.

Source: Advanced Player’s Guide.

Aura of Perfect Order [Lawful, Stance]

Prerequisite: Access to the Law domain, [Lawful] alignment or subtype, or allegiance to a Lawful deity or cause.

Benefit: This stance allows you to treat a potential d20 result as an 11. You must decide to use this ability immediately before rolling the d20. You can use this ability once per round. Using this ability does not take an action; you simply decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check.

Source: Tome of Battle.

Aura of Repetition [Lawful]

Prerequisites: Access to the Law domain; Knowledge (the planes) 8 ranks.

Benefit: You can emit a 30-foot aura of repetition for a number of rounds per day equal to your number of ranks in Concentration. These rounds do not need to be consecutive. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted.

Source: Advanced Player’s Guide.

Inevitable Command [Lawful]

Prerequisite: Access to the Law or Nobility domain.

Benefit: At will as a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. If you have at least 12 ranks in Concentration, the effect is as a greater command instead.

Source: Advanced Player’s Guide.

Law Devotion [Lawful]

Prerequisite: Access to the Law domain.

Benefit: Once per day as a swift action, you can summon the power of law to aid you. Upon activating this ability, you immediately gain a +3 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls or to your AC until your next action. At the beginning of your next action, you can reallocate the bonus if desired. This effect lasts for 1 minute. The bonus increases to +5 when you attain 10th level, and to +7 when you attain 15th level.

Synergy: If you have the ability to channel energy, you can gain an additional use of this feat by expending a channel use.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it.

Source: Complete Champion.

Law Inviolate [Lawful]

Your unshakable faith in law allows you to better apprehend fugitives or overcome villains who transgress it.

Prerequisite: Access to the Law domain.

Benefit: Your natural weapons, as well as any weapons you wield, are treated as [lawful] aligned for the purpose of overcoming damage reduction.
In addition, you may add the following spells to your class spell list: 1stcolor spray; 2nddaze monster; 3rdsuggestion; 5thpasswall; 6thmass suggestion; 8thpower word: stun.

Source: Races of Destiny.

Liberty's Blessing [Liberation]

Prerequisite: Access to the Liberation domain, or [chaotic] and [good] alignment, subtypes, or deity or cause.

Benefit: You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make another saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends.

This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Luck Devotion [Luck]

Luck makes your attacks more effective.

Prerequisite: Patron deity with the Luck domain.

Benefit: Once per day as a swift action, you can activate this ability to improve your combat prowess. For 1 minute, if the result of any damage roll you make is below average, you can increase it to one-half the maximum possible (rounded up). This effect works for all damage you deal, whether from physical or magical attacks.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel positive energy, you gain one additional daily use of this feat for each channel use you expend.

Source: Complete Champion.

Malign Eye [Luck ]

Prerequisite: Access to the Luck domain.

Benefit: As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 profane penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Tugging Strands [Luck]

Prerequisite: Access to the Luck domain, divine caster level 8th.

Benefit: As an immediate action, you can force a creature within your line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th (maximum 3/day at 20th level).

Source: Advanced Player’s Guide.

Fearful Touch [Madness]

Benefit: As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any resistance or immunity to fear effects it might possess and takes a –2 morale penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to half your number of ranks in Knowledge (religion) (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Insane Focus [Madness]

Prerequisite: Access to the Madness domain.

Benefit: You can touch a willing creature as a standard action, granting it a +4 profane bonus on all saving throws made against mind-affecting effects, and immunity to confusion. This bonus lasts for 1 round per rank in Concentration you possess. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Arcane Insight [Magic, Arcane]

By immersing yourself in the reverence of magic, you have unearthed magical secrets and gained special insight into arcane spellcasting.

Prerequisites: Access to the Magic or Mystic domain.

Benefit: You gain a +2 insight bonus on Spellcraft checks. In addition, you may add the following spells to your class and domain spell lists: 1sttrue strike; 3rdarcane sight; 5thtelepathic bond; 7thgreater arcane sight; 8thmoment of prescience.

Source: Races of Destiny.

Channel Magical Might [Magic, Arcane, Channeling]

Prerequisites: Access to the Magic or Mystic domain; able to channel energy.

Benefit: When you cast a spell, you can expend a channel energy use as a swift action to make the spell more effective against one target you specify, as follows:

  • Target gains a sacred/profane penalty to its spell resistance against the spell equal to the number of dice you would normally channel.

  • Target gains a sacred/profane penalty to its saving throw against that spell equal to half the number of dice you would normally channel.

Source: D&D Next Index.

Divine Vessel [Magic]

Prerequisite: Access to the Magic domain.

Benefit: Whenever you are the target of a divine spell, as an immediate action you can grant each ally within 15 feet of you a divine boon. This boon grants a +2 sacred bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Power Magic Device [Magic, Arcane]

Prerequisites: Access to the Magic or Mystic domain.

Benefit: When activating a charged magic item, you can power the item with divine magic, rather than expending charges. You must have a number of ranks in Spellcraft greater than or equal to the item’s caster level. You can use this ability a number of times per day equal to half your class level (minimum 1/day); for activations normally requiring more than one charge, you must expend an equal number of daily uses of this ability. This ability applies only to items with finite charges, not items with a limited number of daily uses.

Source: Dragon magazine, issue 342.

Inspiring Command [Nobility]

Prerequisite: Access to the Nobility domain.

Benefit: As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three ranks in Knowledge (the planes) you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant, mind-affecting effect.

Sacrificial Bond [Nobility]

Prerequisites: Access to the Nobility domain; Knowledge (the planes) 4 ranks.

Benefit: When an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day per 4 ranks in Knowledge (the planes) you possess.

Source: Advanced Player’s Guide.

Splendor [Nobility]

Prerequisites: Access to the Nobility domain; Knowledge (the planes) 12 ranks.

Benefit: This functions as the bardic lore of the same name (q.v.).

Aura of Decomposition [Plant]

Prerequisite: Access to the Destruction or Plant domain, Nature mystery, or Blighter initiation; Concentration 8 ranks.

Benefit: You can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Source: This feat supersedes the Aura of Decay ability of the Decay subdomain, from the Advanced Player’s Guide.

Plant Devotion [Plant, Skill]

Your body takes on the resilience of plants.

Prerequisite: Access to the Plant domain, Verdant bloodline, Greenbond or Verdant Lord initiation, or Nature mystery; Profession (horticulture) 1 rank.

Benefit: Once per day as an immediate action, you can force your body to take on plant characteristics for 1 round per rank in Craft (horticulture) you possess. Your skin becomes brown and bark-like, your hair becomes leafy, and your blood oozes like sap. While in this form, you gain a +2 enhancement bonus to natural armor (as barkskin); thus improves by an additional +1 per 4 ranks in Craft (horticulture) you possess. In addition, while this feat is active you gain fortification (chance to ignore extra damage from critical hits and sneak attacks) equal to 5% per rank in Craft (horticulture) you possess.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel elemental energy, you gain one additional daily use of this feat for each two daily channel uses you expend.

Source: Complete Champion.

Protective Ward [Protection, Reserve]

Your connection to the divine principle of protection shields you or an ally from attacks.

Prerequisite: Access to the Protection domain.

Reserve Spell: 1st level Abjuration.

Benefit: You can use a standard action to provide a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC equal to the level of the highest-level abjuration spell you have available. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn.

Source: Complete Champion.

Protection Devotion [Protection]

You exude an aura that protects you and those around you.

Prerequisite: Access to the Protection domain.

Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four class levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each three daily channel uses you expend.

Source: Complete Champion.

Shield of the Martyr [Protection]

Prerequisite: Access to the Protection domain.

Benefit: When an ally within 30 ft. takes damage, you can spend an immediate action to split the damage evenly between that ally and yourself. You may use this ability once per day per two class levels you possess (minimum 1/day).

Source: Dragon magazine, issue 342.

Runic Spell [Rune, Metamagic]

You can carve the words to spells in the form of runes on rocks or tablets.

Prerequisite: Access to the Rune domain, Knowledge (linguistics) 2 ranks per level of the spell to be affected.

Benefit: A Runic spell has no Verbal components. Instead, it gains an additional material component (the carved runes), which cannot be eliminated using a focus or with Eschew Materials. Carving the runes for a Runic spell can be done when you prepare spells, or at any other time as a full-round action.

A runic spell is otherwise similar to a spell affected by the Silent Spell feat.

Metamagic Cost: +0 levels.

Rune Shift [Rune]

Prerequisites: Access to the Rune domain; Knowledge (linguistics) 6 ranks, blast rune granted power.

Benefit: As a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.

Source: Advanced Player’s Guide.

Warding Rune [Rune]

Prerequisites: Access to the Rune domain; Knowledge (linguistics) 6 ranks, blast rune granted power.

Benefit: When a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to half your number of ranks in Concentration unless it succeeds at a Will save, as per the spell sanctuary. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities.

You can use this ability once per day per 6 ranks in Knowledge (linguistics) you possess.

Source: Advanced Player’s Guide.

Bestow Resolve [Strength]

Prerequisites: Access to the Strength domain or aura of courage class feature; Knowledge (the planes) 4 ranks.

Benefit: You can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your number of ranks in Concentration + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day per 4 ranks in Knowledge (the planes) you possess.

Source: Advanced Player’s Guide.

Eternal Strength [Strength]

Prerequisites: Access to the Strength domain.

Benefit: You gain a +4 bonus on saving throws to resist effects that deal Strength damage or cause Strength drain. In addition, you may add the following spells to your class spell list: 3rdheroism, 5thwaves of fatigue; 6thgreater heroism; 7thwaves of exhaustion

Source: Races of Destiny.

Strength Devotion [Strength]

You can overcome an opponent's normal resistance to damage.

Prerequisite: Patron deity with the Strength domain.

Benefit: Once per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction.

As a natural weapon, your slam attack does not provoke attacks of opportunity. It deals damage based on your size and character level, as given on the following table.

Character Level Damage (Small) Damage (Medium) Damage (Large)
1st - 5th 1d4 1d6 1d8
6th - 10th 1d6 1d8 2d6
11th - 15th 1d8 1d10 2d8
16th - 20th 1d10 2d6 3d6

If you already have a natural weapon, use whichever damage value is higher, and you gain a +2 circumstance bonus on any damage rolls you make with that weapon.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each daily channel use you expend.

Source: Complete Champion.

Torture Strike [Suffering, Strike]

Prerequisite: Access to the Suffering domain or the Evil domain; base attack bonus +6.

Benefit: As a standard action, make a single melee attack with a weapon that deals nonlethal damage. If the target takes nonlethal damage from this attack, it also takes 1d4 points of Strength damage and is nauseated for 1 round. A successful Fortitude save reduces the condition to sickened and negates the Strength damage. In addition, for the next minute you gain a profane bonus on Bluff checks to demoralize the victim.

Source: Dragon magazine, issue 342.

Blinding Flash [Sun]

Prerequisite: Access to the Sun domain, Starsoul bloodline, or Heavens mystery.

Benefit: As a standard action, you can emit a 20-ft. radius flash of light from your holy symbol or divine focus. Creatures within this area who have fewer HD than your number of ranks in Knowledge (the planes) are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your number of ranks in Concentration (minimum 1 round), no save. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Source: Advanced Player’s Guide.

Day's Resurgence [Sun]

Prerequisites: Access to the Sun domain, Starsoul bloodline, or Heavens mystery; Knowledge (the planes) 8 ranks.

Benefit: By performing a 10-minute ritual with prayers, you can restore a single creature as if it had just completed 8 hours of rest. If the ritual is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night, and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day.

You can use this ability once per day, plus one additional time per day for every 2 additional ranks in Knowledge (the planes) (maximum 7/day at 20 ranks).

Source: Advanced Player’s Guide.

Sun's Blessing [Sun]

Prerequisites: Access to the Sun domain, Starsoul bloodline, or Heavens mystery.

Benefit: You shed an aura instilling you with the warm blessings of the sun. You and all allies within 10 feet gain a +2 morale bonus on all Will saving throws.

Source: This emulates the Radiant Servant of Pelor’s “aura of warding” prestige class feature, from Complete Divine.

Sun's Fury [Sun, Channeling]

Prerequisites: Access to the Sun domain; able to channel positive energy.

Benefit: You can channel positive energy (or Sun domain variant channeling) solely to damage undead. If you do so, undead take double damage and do not add their channel resistance to their saves.

Vengeance of Day [Sun, Reserve]

Reserve Spell: 1st level Sun domain, Starsoul bloodline, or Heavens mystery spell.

Benefit: As a standard action you can project a 30-ft. cone of light. Those caught in the cone must save vs. Intuition or be dazzled for 1 round per level of the highest-level reserve spell you have. Undead and creatures with light blindness are blinded instead of dazzled on a failed save.

Source: Dragon magazine, issue 342.

Thief of the Gods [Thievery]

Prerequisites: Access to the Thievery domain or Spellthief bloodline; Knowledge (the planes) 4 ranks.

Benefit: When you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day per 4 ranks in Knowledge (the planes) you possess.

Source: Advanced Player’s Guide.

Door Sight [Travel]

Prerequisite: Access to the Travel domain or Starsoul bloodline.

Benefit: You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Far Horizons [Travel]

By dedicating yourself to the philosophies of your domain, you have become a more world-wise and capable traveler.

Prerequisite: Access to the Travel domain or Starsoul bloodline.

Benefit: Add Athletics and Survival to your list of class skills. Furthermore, you always know the direction of north from your current position (you cannot use this ability in any environment where "north" does not exist.

In addition, you may add the following spells to your class spell list: 1stexpeditious retreat; 3rdLeomund’s tiny hut; 5thoverland flight; 6thshadow walk.

Source: Races of Destiny.

Second Wind [Travel]

Prerequisite: Access to the Travel domain.

Benefit: As a standard action, you can touch one creature with your holy symbol and remove the fatigued condition. An exhausted creature becomes fatigued instead. A creature with neither condition instead gains a +30 ft. enhancement bonus to its speed for 1 round.

Source: Dragon magazine, issue 342.

Travel Devotion [Travel]

You can move quickly around the battlefield.

Prerequisite: Access to the Travel domain or Starsoul bloodline.

Benefit: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each two daily channel uses you expend.

Source: Complete Champion.

Sudden Shift [Trickery]

Prerequisite: Access to the Trickery domain.

Benefit: In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Trickery Devotion [Trickery, Skill]

You project a simulacrum of yourself that can perform limited tasks.

Prerequisite: Access to the Trickery domain, copycat domain power, Concentration 4 ranks.

Benefit: Once per day as a standard action, you can create an exact duplicate of yourself up to 30 feet away. You can control this simulacrum's movements as a free action. This ability is usable up to a maximum of 1 minute per rank in Concentration each day.

The simulacrum combines the characteristics of the silent image and unseen servant spells. Its hit points are equal to 6 + your character level. It ignores terrain effects and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air. You can do anything with this image that you could do with the unseen servant spell and are under the same limitations.

The image becomes more "real" as you advance in level:

  • If you have at least 8 ranks in Concentration, you gain more control over the simulacrum. At this point, it behaves more like a major image spell, though it still performs actions like an unseen servant. As long as the simulacrum remains within 5 feet of your position (and you can direct it to do so as a free action), you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this check, which is opposed by your opponents' Bluff checks to sense motive. If you are successful, your foes believe the image is you (and vice versa) for 1 round.

  • If you have at least 12 ranks in Concentration, you can spend a swift action to transfer your perceptions to the simulacrum and perceive the world from its point of view rather than your own. You can move the image as if it were your own body, using the simulacrum's movement characteristics (ignoring terrain, "flying, " and the like). You can also perform any skill and ability checks using the simulacrum, as long as they do not require a Strength score higher than 2. The image has phantom versions of all your equipment (such as lockpicks), but any such items that lose direct contact with it immediately dissipate.

  • If you have at least 16 ranks in Concentration, the image can become more "real" at your command. It gains a Strength score equal to one-half your own and can perform combat actions using phantom versions of your gear. Any of these items that lose contact with the image dissipate immediately. Thus, the image can wield a sword, but if it shoots a bow, the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance. In addition, you can now cast spells originating from the image as if with a project image spell, with one exception. If you lose line of effect to the image, the effect does not end; you just can't cast spells originating from the image until you gain line of effect again.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to channel energy, you gain one additional daily use of this feat for each three daily channel uses you expend.

Source: Complete Champion.

Holy Warrior [War, Reserve]

Your zeal on the battlefield allows you to deal extra damage in combat.

Reserve Spell: 1st level War domain or Battle mystery spell.

Benefit: You gain a sacred (or profane) bonus on damage rolls equal to the level of the highest-level reserve spell you have available to cast.

War Devotion [War, Reserve]

You control your abilities more effectively in combat.

Reserve Spell: 1st level War domain or Battle mystery spell.

Benefit: When fighting defensively as a standard or full-round action, your penalty to attack rolls when fighting defensively or using Combat Expertise is reduced by –1, although you do not lose the corresponding bonus to AC.

  • If your highest-level reserve spell is at least 4th, your penalty on attack rolls drops by an additional –1 (to a total of –2).

  • If your highest-level reserve spell is at least 7th, your penalty on attack rolls drops by an additional –1 (to a total of –3).

Source: Complete Champion.

Wounding Blade [War, Skill]

Prerequisites: Access to the War domain, Orc bloodline, or Battle mystery; Knowledge (warfare) 8 ranks.

Benefit: Once per day, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to half your number of ranks in Knowledge (warfare). You can use this ability once per day; for every 4 additional ranks in Knowledge (warfare), you gain an additional daily use (maximum 4/day at 20 ranks).

Source: Advanced Player’s Guide.

Blackwater Invocation [Water, Channeling]

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 trenches. This feat is favored by the clerics of wicked sea gods and the masters of the deep pelagic abysses.

Prerequisite: Cha 13; ability to channel negative energy.

Benefit: By expending a daily channeling use while standing at least waist-deep in water (or swimming), in addition to the normal (instantaneous) effects of the channeled negative energy, you infuse the water around you for a 30-ft. radius with negative energy. The affected water darkens and becomes bitterly cold for 10 minutes; those entering or within the water who are not protected from cold must make an Endurance check or Fortitude save or take 1d6 nonlethal damage per die of energy you are capable of channeling. 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). However, 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.

Additionally, 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.

Source: Stormwrack.

Sanctify Water [Water, Channeling]

You can call upon positive energy to momentarily transform normal water around you into holy water. This feat is often learned by the clerics and paladins of sea gods, as well as aquatic clerics of all stripes.

Prerequisites: Cha 13, ability to channel positive energy.

Benefit: If you channel positive energy while standing at least waist-deep in water (or swimming), in addition to the normal (instantaneous) effects, you infuse the water in a 30-ft. radius around you with positive energy, turning it into holy water. All susceptible creatures in the affected radius take damage each round thereafter as though they’d been struck directly by a flask of holy water. The water remains holy for a number of rounds equal to 1 + your Charisma modifier.

Source: Stormwrack.

Seastrike [Water, Strike]

Prerequisite: Access to the Water domain, Elemental Water or Deep One or Genie (Marid) bloodline, or Waves mystery.

Benefit: As a standard action you can throw a weapon underwater without the normal penalties for throwing weapons. If your target is in or under the water, the weapon also acts as a returning weapon for that attack.

Surge [Water]

Prerequisite: Access to the Water domain, Elemental Water or Genie (Marid) bloodline, or Waves mystery.

Benefit: As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Source: Advanced Player’s Guide.

Water Devotion [Water]

You can create a water guardian.

Prerequisite: Access to the Water domain, Elemental Water or Genie (Marid) bloodline, or Waves mystery.

Benefit: Once per day as a full attack action, you can pour the contents of a full waterskin on the ground and summon forth a water elemental on that spot, as a summon monster spell-like ability. The size and power (and possibly numbers) of the elemental(s) are based on your number of ranks in Concentration, as given in the table below.

Minimum Ranks Elemental(s) Summoned Spell Duplicated
1st – 3rd Young Small Summon nature’s ally I
4th – 5th Small Summon nature’s ally II
6th – 7th 1d3 Small Summon nature’s ally III
8th – 9th Medium Summon nature’s ally IV
10th – 11th Large Summon nature’s ally V
12th – 13th Huge Summon nature’s ally VI
14th – 15th Greater Summon nature’s ally VII
16th – 17th Elder Summon nature’s ally VIII
18th + Water-veiled assassin Summon nature’s ally IX

Special: If you have the ability to channel energy, you can expend 2 daily uses of channel energy to gain an additional use of this feat.

Source: Complete Champion.

Gale Aura [Weather]

Prerequisites: Access to the Weather domain or Stormborn bloodline; Knowledge (the planes) 6 ranks.

Benefit: As a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain (they can move normally in any other direction). You can use this ability for a number of rounds per day equal to your number of ranks in Concentration. The rounds do not need to be consecutive.

Arctic Priest [Winter]

Prerequisite: Access to Winter domain, Boreal bloodline, or Frost mystery.

Benefit: You can channel stored spell energy into spells that aid in surviving in the Frostfell. You can ‘lose' any prepared spell that is not a domain spell in order to spontaneously cast any of the spells that appear on the list below, as long as the spell to be cast is of an equal or lower level to the one you lose. Spells you can spontaneously cast when using this feat include: 1stendure elements; 2ndresist energy; 3rdcreate food and water; 4thcommunal protection from energyUC; 5thhibernateFB; 6thheroes’ feast; 7thcontrol weather; 8thsunburst; 9thregenerate.

Body of Ice [Winter]

Prerequisites: Access to the Winter domain, Boreal bloodline, or Frost mystery; Knowledge (the planes) 8 ranks.

Benefit: As a standard action, you can transmute your body and equipment to ice. In this form, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive, but each activation requires a standard action (you can dismiss the effect as a free action).

Source: Advanced Player’s Guide.

Necromantic Feats

Unless otherwise noted, each of these feats should be assumed to have the [arcane] and [domain] descriptors, specifically for the school of Necromancy and the Death domain.

Prerequisite: All [necromantic] feats require access to the Death domain, Graves mystery, Necromancy specialist school, or Daemon or Undead bloodline, in addition to any other additional prerequisite(s) listed.

Black Lore of Moil [Metamagic]

You have studied the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil, making necromancy spells especially potent.

Benefit: Any necromancy spell you cast can be cast as a Moilian spell, dealing an extra 1d6 points of negative energy damage per level of the spell. If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect.

Metamagic Cost: +0. However, in addition to its normal spell components, a Moilian spell requires a Moilian runebone as a focus—a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 1,000 gp per die of negative energy damage to be generated; this total counts against your personal numen (Chapter 6). For example, a runebone capable of adding 3d6 points of negative energy damage to a spell costs 3,000 gp to craft. If your arcane bond is with a specialist implement, you can convert that implement to double as a runebone.

While the maximum negative energy damage dealt by a Moilian spell is based on the spell's level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th level spell, so normally +7d6) with a 3,000 gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage.

Source: Complete Arcane.

Bolster Resistance

Undead you raise or create are more resistant to turning than normal.

Benefit: Each undead you raise or create gains channel resistance +4.

Source: Libris Mortis.

Call of the Grave [Reserve]

Creatures near you feel the inevitability of death and resist attempts to keep them among the living.

Reserve Spell: Death domain, Graves mystery, Undead bloodline, or Necromancy school spell.

Benefit: You exude an aura of radius 5 ft. x the level of the highest-level reserve spell you have available. with effects that depend on the level of the highest-level reserve spell you have available.

  • Cure wounds spells (including heal) of a level less than or equal to your highest reserve spell level cure only half as much damage as normal.

  • Channeled positive energy is reduced by a number of dice equal to your highest reserve spell level.

  • The resurrection save DC (chapter ) is increased by your highest reserve spell level (this is considered a profane bonus)..

You can suppress this aura as a free action, but activating it again requires a swift action.

Source: Dragon magazine, issue 342.

Charnel Miasma [Reserve]

Your close connection to death magic causes others to find your company unpleasant.

Reserve Spell: 2nd level Necromancy.

Benefit: You exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours.

Corpsecrafter

Benefit: Each time you raise undead or create them by means of a necromancy spell, you can choose to imbue them with the Advanced simple template (+4 to all attributes, +2 to natural armor, and +1 to CR).

Source: This feat subsumes the feat of the same name, and also the Hardened Flesh feat, from Libris Mortis.

Deadly Chill

Undead you raise or create deal more damage than normal.

Additional Prerequisite: Corpsecrafter.

Benefit: You can choose to imbue corporeal undead you raise (or create with any necromancy spell) with the chill of the grave. Such undead gain the [cold] subtype, are immune to cold and vulnerable to fire, and gain an aura of cold and the freezing death ability (see below). They gain a +2 enhancement bonus to Charisma and +1 to their CR.

Aura of Cold (Ex): Creatures adjacent to a deadly chill undead take 1d6 points of cold damage at the start of their turns. Anyone striking a deadly chill undead with an unarmed strike or natural attack takes 1d6 cold damage. The undead’s own melee attacks deal an additional 1d6 cold damage as well.

Freezing Death (Su): A deadly chill undead explodes into a burst of frost when it dies. Anyone adjacent to the undead when it is destroyed takes 1d6 points of cold damage per 2 Hit Dice the monster possessed (minimum 1d6). A Reflex save (DC 10 + half the undead’s Hit Dice + the undead’s Charisma modifier) halves this damage.

Source: Libris Mortis.

Destructive Retribution

Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.

Additional Prerequisite: Corpsecrafter.

Benefit: Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction. This is similar to channeled negative energy, except the radius is only 10 feet and the number of dice is equal to the CR of the destroyed undead. The save DC is 10 + half the undead’s HD + the undead’s Charisma modifier.

Source: Libris Mortis.

Master of Shrouds [Skill]

Incorporeal and undead creatures you summon are stronger than normal.

Additional Prerequisites: Knowledge (the planes) 4 ranks.

Benefit: Incorporeal creatures summoned by your summon undead spells (Chapter 7) receive an enhancement bonus to attacks, damage, and Charisma equal to +1 per 4 ranks in Knowledge (the planes) you possess.

Source: This feat subsumes the Master of Shroud’s “improved summoning” prestige class feature, from Libris Mortis.

Necromantic Might

Additional Prerequisite: Necromantic Presence.

Benefit: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.

Source: Libris Mortis.

Necromantic Presence

Undead you control are harder to turn when they are near you.

Benefit: Whenever undead you control are within 60 feet of you, they gain +4 channel resistance.

Source: Libris Mortis.

Nimble Bones

Undead you raise or create are faster and more nimble than normal.

Additional Prerequisite: Corpsecrafter.

Benefit: Each corporeal undead you raise or create gains a +2 profane bonus to Dexterity, a 10-foot increase to its base land speed, and, when taking a full attack, can make one additional natural attack at its highest attack bonus. Such undead are immune to the staggered condition (meaning that these zombies lose the staggered condition).

However, nimble undead lose any damage reduction they would normally possess.

Source: Libris Mortis. This feat has been altered somewhat so as to produce fast zombies, per the Pathfinder Bestiary.

Reaping Spell [Metamagic]

The dark energy of your spell devours the soul of any creature killed by it.

Benefit: A raise dead, reincarnate, or resurrection spell cannot return to life a creature killed by a reaping spell, and a true resurrection spell has only a 50% chance of succeeding. A reaping spell that fails to kill the target has no additional effect.

Metamagic Cost: +3 spell levels.

Source: Champions of Ruin.

Soulcrafting

Additional Prerequisites: Knowledge (the planes) 6 ranks, Imbue Item.

Benefit: You can craft magic items using the numen from trapped souls, instead of your own. The amount of numen available from a trapped soul is detailed in Chapter 6. In addition to the use of the soul’s numen, you can use any of the spell-like abilities formerly possessed by the soul’s owner as prerequisites for the item to be crafted.

Special: Any item created using this feat radiates evil as well as magic.

Swallowing Glyph

Benefit: Any time you slay a creature with a necromancy spell, you can spend a swift action to gain a number of temporary hit points equal to 1d6 x the spell's level or the creature’s Hit Dice (whichever is lower). Temporary hit points gained from subsequent uses of this ability do not stack.

Source: This feat supersedes the Tattooed Mystic prestige class feature of the same name, from Paths of Prestige.

Thanatopic Spell [Metamagic]

Your spells can pierce wards against negative energy or even affect undead targets.

Additional Prerequisite: Knowledge (the planes) 6 ranks.

Benefit: A thanatopic spell pierces defenses that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or enervation on a target under the effects of death ward and they would suffer the normal effect of the spell. Saving throws and SR (if any) still apply.

Undead are susceptible to spells augmented by this feat, as it retunes the negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative levels equal to its hit dice) destroys an undead (ghosts, liches, and vampires may reform as normal), though they automatically make their saving throws to recover negative levels after 24 hours.

Metamagic Cost: +2 levels.

Normal: Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.

Source: Osirion: Land of Pharaohs (and reprinted in Ultimate Magic).

Unnatural Vitality

Your sickly appearance belies your powerful vitality.

Benefit: Use your Charisma modifier in place of your Constitution modifier when determining hit points and your Fortitude saving throw bonus.

Special: Undead gain Unnatural Vitality as a bonus feat.