Complete Champion and Divine Feats Converted

Divine Feats

Divine feats all require a divine worshipper of a single patron deity with access to any domains specified in the feats. Some of these feats are Reserve feats — these require the ability to prepare divine spells, and require having a divine spell of a certain level prepared and ready to cast as specified in the feat. Spontaneous casters cannot take reserve feats.

Blessing of Spell Combat (Divine, Combat)

You can draw upon your sacred power to cast spells quicker in the heat of battle.

Prerequisites: Lay on Hands, Touch of Corruption or similar ability, ability to cast divine spells.

Benefit: You can expend a use of your Lay on Hands or Touch of Corruption ability to quicken the casting of a spell on the spell list for the class that grants your Lay on Hands or Touch of Corruption ability. A spell that has a casting time of standard or less instead can be cast as a swift action, a full round spell can be cast as a standard action. Casting a spell in this fashion can only target yourself or your possessions carried, even if the spell would normally effect an area or more targets than you.

Charnel Miasma (Divine, Reserve)

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

Prerequisites: Death domain or blessing or its subdomains.

Benefit: As long as you have a 2nd-level or higher Death domain spell available to cast, 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.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells.

Divine Metamagic (Divine)

You can channel energy into your divine spells to augment their power.

Prerequisite: Channel energy ability.

Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat, and it cannot be changed. As a swift action, you can channel your divine energies into applying the chosen metamagic effect into the spell you cast in that same round, without changing the effective level of the spell or affecting the casting time. You must spend one use of channel energy, plus an additional use for each level increase of the chosen metamagic feat.

For example, if you choose to Empower spells with this feat, it will cost 1+1= 2 uses of channel energy to empower the spell you are about to cast. If you interrupt your spellcasting for any reason or the spell is disrupted or countered, the spent channel energy uses are still expended.

Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it.

Domain Devotion (Divine)

You draw power from special connection to one or more aspects of your patron’s portfolio.

Prerequisites: Knowledge (Religion) 5 ranks, a patron a deity whose portfolio includes the chosen domain (or its subdomain), and with whom you share the same alignment.

Benefit: Select a domain that your patron deity has access to, once selected, it cannot be changed. You gain a special ability as listed in the domains below. Unless otherwise specified, this ability is a supernatural effect, and can be activated once per day as a swift action, and its effects last for one minute; dismissing the effects before the end of its duration is a free action.

If you have the domains or blessings ability, you may sacrifice a domain or blessing power for the power granted from this feat that matches the domain of the sacrificed power. If you have the mercy or cruelty ability, you may sacrifice up to two mercies or cruelties to choose up to two powers from your patron’s domains. Gaining the benefits of the feats in this way still requires meeting the deity and alignment requirements of the feat. If you have the channel energy ability, you can activate a power an additional time by expending three uses of your channeling.

  • Air: You can activate this feat to shroud yourself in a mantle of air. This effect grants you a +1 sacred (if your deity is good or neutral) or profane (if your deity is evil) 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.
  • Animal: When you activate this ability, you can give yourself the power of a specific animal, selected each time you activate this feat. This functions as the hunter’s animal focus ability using your character level as your hunter level for all effects, except the duration is one minute, and you gain physical features (feathers or scales in spots, long ape-like arms, etc) that emulate the animal you assume the power of.
  • Chaos: When you activate this ability, roll 1d6. If the result is odd, add that number as a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls until your next action. If the result is even, add that number as a sacred or profane bonus to your AC. At the beginning of each action thereafter, roll the die again and apply the designated bonus. This effect lasts for 1 minute. When you attain 10th level, the die you roll increases to a d8. When you attain 15th level, the die increases to a d10.
  • Community: You herald teamwork and cooperation wherever you go; as a standard action, you can petition your patron for yourself and one adjacent ally to gain the benefit of one Teamwork feat you do not normally know for one minute. You and any ally receiving the feat must otherwise meet the prerequisites of the chosen feat. You can grant this chosen feat to an additional chosen ally at 10th, 15th, and 20th levels. You cannot have this feat in effect at the same time as martial flexibility or a similar feat, and the uses of this feat and such similar abilities do not stack.
  • Death: You call upon the power of feath to cause one of your weapons (or a melee touch attach) to radiate negative energy for 1 minute. When you make a successful attack with this weapon, the target must succeed on a Fortitude save (DC 10 +1/2 your character level + your Cha modifier) or gain a negative level. You can bestow only one negative level per target for every four character levels you possess (minimum one, maximum five negative levels at 20th level).
  • Destruction: You can call upon the gods of destruction to sunder your opponents’ defenses. For your remaining attacks in the round, if you deal damage with a melee attack (but not a melee touch attack), 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 you use this feat in conjunction with Vital Strike, multiply this reduction by the numer of times you multiply your base weapon damage. 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. The effects last for 1 minute, after which all armor and natural armor bonuses reduced in this way return to normal. Your attacks gain this power for an additional round at 5th level, and every 5 levels thereafter for a total of four rounds at 20th level.
  • Earth: As an immediate action, you can ignore the effects of difficult terrain or make terrain near you more difficult to move through. If you use this ability on yourself, you can ignore the effects of difficult terrain for 1 minute. This ability also grants you a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Balance, Climb, and Jump checks. If you use this ability to affect nearby terrain, you can change one 5-foot square of earth or stone from normal to difficult terrain for every three character levels you possess (minimum 1 square; maximum 6 squares at 18th level) for one minute. The first square you change must be within 30 feet of you, and all other squares must be linked to that one in an unbroken line; at 10th level, you can opt to give this difficult terrain the quality of caltrops for anyone within the area, except that the stoney spikes cannot be brushed or swept away.
  • Evil: 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 + 1/five 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.
  • Fire: 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 + 1 point for every three character 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 1d4 points of fire damage per round unless it succeeds on a Reflex save (DC 10 + 1/2 your character level + your Cha modifier).
  • Good: You can surround yourself with an aura of good that grants youand 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 + 1/five 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.
  • Healing: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). You can activate this feat as an immediate action or, it can automatically activate if you are reduced to 0 hit points or below (but not killed) and have at least one daily use available. 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
  • Knowledge: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills, that skill is hence always a class skill for you. Whenever you fight a creature, you can make a Knowledge check based on its type against a DC of (10 + the creature’s CR + any modifiers for rarity or other conditions adjudicated by the DM), provided that you have at least one rank in the appropriate Knowledge skill. Succcess grants you an insight bonus of +1 on attack rolls and damage rolls against that creature type for the remainder of combat. This bonus increases by +1 for every 4 points you beat the DC (maximum bonus +5). You can only make one Knowledge check per creature type, per combat.
  • Law: You can summon the power of order to strengthen your resolve. Upon activating this ability, you immediately gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your Will saves and against effects with the [Chaos] descriptor. The bonus increases by +1 for every 4 levels you possess beyond 5th to a maximum of +5 at 17th level.
  • Luck: You can activate this ability to improve your odds of a telling blow in combat. 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.
  • Magic: As a standard action, you can launch an energy bolt as a ranged touch attack against a target within 30 feet, + 5 feet per two character levels you possess. If this attack hits, it deals 1d6 points of damage per two character levels you possess. This is raw arcane energy, not subject to resistance or damage reductions.
  • Moon: You can supplicate the powers of the moon to light your way in darkness. Activating this feat creates an aura of moonlight around you that illuminates a 30ft radius, centered on you; this aura illuminates the level natural or magical of darkness in this area by one step, negating the effects of dim light. This does not dispel any darkness in the area, and when you move, the area you leave returns to its prior illumination. When you attain 10th level, this aura illuminates the darkness by two steps. When you reach 15th level, it increases the illumination by three steps. While this feat is active, you also gain a +1 sacred bonus to saves against effects with the [Darkness] descriptor.
  • Plant: You can assume plant characteristics to fortify your body. Your skin becomes brown and bark-like, your hair becomes leafy, and your blood oozes like sap. While in this form, your natural armor bonus increases by 2, and you gain light fortification, which does not stack with fortification granted by other items or effects. The fortification effect increases to 50% at 10th level and to 75% at 15th level. At 20th level, you are immune to critical hits and sneak attack damage while in this form.
  • Protection: You can activate a protective aura around yourself and any allies within 10 feet of you; this aura treats you and your allies as if you had soft cover (+4 vs. ranged attacks), and also the benefits of evasion for one minute. Hostile creatures within the radius of your aura are able to affect you as normal. At 10th level the aura confers the benefits of improved evasion.
  • Strength: You can draw upon powers of strength to bypass hardness with your melee attacks, treating them as adamantine for those attacks which you use Strength to modify your bonus to damage; further, you gain a +2 circumstance bonus on any melee damage rolls you make.
  • Sun: Once per day as a swift action, you can cause one of your melee weapons to glow with the power of the sun. The illumination radius is the same as that of a torch, but the light is true sunlight and affects creatures within a 10-foot radius who are susceptible to such. While your weapon glows, it deals an additional 1 point of sacred (if your deity is good or neutral) or profane (if your deity is evil) damage per character level you possess to any undead it strikes.
  • Travel: You can move quickly around the battlefield. Once per day as a swift action, you can activate this ability to move up to your speed. 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), but you cannot move a total of feet more than your speed in the round. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. If you wish to expend uses of channel energy to use this ability more than once per day, you have to wait for one minute after you previously used the ability.
  • Trickery: You can create an exact duplicate of yourself up to 30 feet away as a standard action. You can control this simulacrum’s movements as a free action. 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. As long as the simulacrum remains within 5 feet of your position, 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’ Sense Motive checks. If you are successful, your foes believe the image is you (and vice versa) for 1 round. Once you reach 10th level, 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. At 15th level, the image gains a Strength score equal to half of your own, and you can cast spells using the duplicate’s line of sight and line of effect, so long as you remain in line of effect with the image.
  • War: You can supplicate the gods of battle can impart new secrets of prowess. As a move action, you can gain the benefits of a combat feat that you don’t already know for one minute. You must otherwise meet the prerequisites for the feat. When you reach 12th level, you can use this move action to gain the benefits of two combat feats you do not know. This benefit is an extraordinary ability. If you have martial flexibility or similar class feature, this feat instead adds to the number of times per day you can use that ability.
  • Water: You can petition your patron to create and give temporary life to a water guardian from the water in your possession. Once per day as a standard action, you can pour the contents of a full waterskin on the ground, this conjures a medium water elemental on that spot. The creature remains and follows your commands for 1 minute before dissipating into a puddle once more. When you reach 11th level, this conjures a large elemental; when you reach 16th level, it conjures a huge elemental.

Destructive Touch (Divine, Reserve)

Your innate attunement to the forces of entropy allows you to weaken objects with the force of your will.

Prerequisites: Access to the Destruction domain or blessing or it’s subdomains, ability to cast 3rd-level divine spells.

Benefit: As long as you have a 3rd-level or higher Destruction domain spell available to cast, you can enhance the inherent flaws of objects. Using this ability requires a touch or a melee touch attack (if used against an opponent).

For a number of rounds equal to your caster level, the hardness or damage reduction of the touched object or construct is reduced by an amount equal to the level of the highest-level Destruction domain spell you have available to cast. This ability cannot reduce an object’s hardness or damage reduction below 0. As a secondary benefit, you gain a +1 insight bonus on all sunder attempts that you make.

Holy Warrior (Divine, Reserve)

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

Prerequisites: Access to the War domain or blessing or its subdomains, ability to cast 4th-level spells.

Benefit: As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War domain spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting spells with the [Evocation] descriptor.

Mitigate Suffering (Divine, Reserve)

You can temporarily relieve ability damage.

Prerequisite: Access to the Healing domain or blessing or its subdomains, ability to cast 2nd-level spells.

Benefit: As long as you have any restoration spell or another conjuration (healing) spell that cures ability damage available to cast, you can confer temporary ability points on yourself or an ally. As a standard action, you can bestow 2 points + 1 point per level of the highest-level such spell you have available to cast. These ability points can be applied to any single damaged ability, raising it to a maximum of its original score. Temporary ability points granted in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost ability points first. You can use this effect on the same individual as many times as you wish. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Protective Ward (Divine, Reserve)

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

Prerequisite: Access to the Protection domain or blessing or its subdomains, ability to cast 2nd-level abjuration spells.

Benefit: As long as you have an abjuration spell available to cast, 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 to cast.

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.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Spell Retrieval (Divine)

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

Prerequisite: Any other divine feat, Knowledge (Religion) 5 ranks, ability to channel energy.

Benefit: As a standard action, you can expend daily uses of your channel energy ability to recover a spell you have already cast that day. You must spend a number of daily uses equal to 1 + the level of the spell you wish to recover. You can recover only spells within the class that grants your turn or rebuke undead ability.

Spiritual Counter (Divine)

Your devotion and faith allow you to counter the effects of other spells.

Prerequisite: Any other divine feat, Spellcraft 5 ranks, ability to channel energy.

Benefit: As a standard (readied) action, you can expend one or more uses of channel energy to counter another caster’s spell, as though you had cast the same spell or a specific counterspell yourself. You must spend a number of daily uses equal to the level of the spell you wish to counter (minimum l) and be able to cast that spell or a specific countering spell as if it were on your spell list. If you do not have the spell on your spell list, then to counter it increases the number of uses of channel energy by 3.

Spontaneouns Healer (Divine)

Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to prepare divine spells, able to cast any cure wounds spell.

Benefit: You can use your spellcasting ability to spontaneously cast cure spells from your class spell list just as a cleric can.

Spontaneouns Infliction (Divine)

Prerequisites: Knowledge (religion) 4 ranks, evil alignment, able to prepare divine spells, able to cast any inflict wounds spell.

Benefit: You can use your spellcasting ability to spontaneously cast inflict spells from your class spell list just as a cleric can.

Spontaneous Summoner (Divine)

Prerequisites: Knowledge (nature) 4 ranks, any neutral alignment, able to prepare divine spells, able to cast any summon nature’s ally spell.

Benefit: You can spontaneously cast summon nature’s ally spells from your class spell list just as a druid can.

Umbral Shroud (Divine, Reserve)

Your devotion to darkness and shadows puts them at your command.

Prerequisites: Access to the Darkness domain or blessing or its subdomains, ability to cast 3rd-level spells.

Benefit: As long as you have a 3rd-level or higher Darkness domain spell, or spell with the [Darkness] descriptor available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save (against a DC 0f 10 + the level of the highest-level darkness spell you have available to cast + your primary casting modifier), its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet.