Divine Feats

ANCESTRAL WHISPERS [DIVINE]

Through intense focus and divine energies, you can hear the advice of past ancestors.

Prerequisite: Ability to turn undead, any patron deity of The Celestial Council

Benefit: Spend a turn undead attempt as a standard action, and select a single skill. For a number of rounds equal to 1 + your Charisma bonus (if any), you gain a +4 sacred bonus on checks using that skill, thanks to the whispered advice of your deceased ancestors. You are treated as being trained in that skill, even if you have no ranks. You can also take 10 on that skill even when rushed or threatened.

Normal: You cannot make untrained checks using skills that require training if you have no ranks in them. You cannot take 10 when rushed or threatened.

BLACKWATER INVOCATION [DIVINE]

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: Ability to channel negative energy

Benefit: By expending a daily rebuke undead attempt, you can infuse the water around you for a 30-foot radius with negative energy. The water darkens and becomes bitterly cold for 10 minutes.

Those entering the water who are not protected from cold must make a DC 15 Fortitude save or take 1d6 nonlethal damage. This damage is the same kind of damage dealt by cold weather and is only taken once (as it would have to last a full hour to deal damage again). 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.

BLESSED ASSURANCE [DIVINE]

You trust that your faithfulness will see you through the danger and trials of life.

Prerequisites: Ability to channel positive or negative energy

Benefits: You can channel energy to gain a +2 morale bonus to any attack roll, damage roll, saving throw, or spell resistance check only one such use of this ability can be made in any single round.

CONSECRATE SPELL TRIGGER [DIVINE]

You can channel holy power through a spell trigger item, such as a wand or staff.

Prerequisites: Ability to turn undead, Craft Wand or Craft Staff

Benefit: When you use a spell trigger item, such as a wand or staff, you can use one of your turning attempts for the day to trigger the item. You still expend a charge from the wand or staff. The spell cast by the item is modified as though it had the Consecrate Spell feat applied to it.

DISCIPLE OF THE SUN [DIVINE]

You can destroy undead instead of merely turning them.

Prerequisites: Ability to turn or rebuke undead, good alignment

Benefit: You may spend two turn undead attempts when you turn undead instead of one. If you do then you get destroy the undead instead of turning them.

DIVINE ACCURACY [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead

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

DIVINE ALACRITY [DIVINE]

You channel divine energies into your own body, increasing your speed.

Prerequisite: Ability to turn or rebuke undead, access to the Travel domain

Benefit: Spend a turn or rebuke undead attempt as a swift action to gain a +30-foot enhancement bonus to your land speed for 1 round.

DIVINE ARMOR [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead, Divine caster level 5th

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

DIVINE CENSURE [DIVINE]

You can channel divine energy to instill fear in evil outsiders.

Prerequisite: Ability to turn undead, good alignment

Benefit: You can spend one of your turn undead attempts as a standard action to channel your god's outrage, condemning all evil outsiders within 30 feet. Such creatures must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or become shaken for a number of rounds equal to your Charisma modifier (minimum 1 round).

*DIVINE CHANNELING [DIVINE]

Your character can channel positive or negative energy for other purposes than turning undead.

Prerequisite: Cleric Level 1st

Benefit: You know carious ways to channel positive/negative energy. The exact benefit depends on the religion of your character. Note that abilities that affect only the cleric do not require a turning check. Other channel energy abilities require a turning check to determine the highest hit dice and how many hit dice, your cleric can effect.

DIVINE CLEANSING [DIVINE]

You can channel energy to improve your allies’ ability to resist attacks against their vitality and health.

Prerequisites: Turn or rebuke undead ability

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

DIVINE CONDUIT [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead, Cha 13, Divine Fervor, patron deity

Benefit: If you touch a divine spellcaster who worships the same deity as you, you can expend one or more daily uses of your turn undead ability to boost that character's spellcasting power with your own divine energy. Such a transfer requires a standard action. The touched character can apply a metamagic feat to the next spell he casts as a free action. The total level cost of the metamagic feat must be less than or equal to the number of turn undead uses you expended. Unused energy lasts 1 round before it fades. All divine energy transferred in this way is completely absorbed by the touched character and has no other effects. The caster must have access to the metamagic feat as normal. He applies it to the spell while he casts it via the energy you provided. He does not need to prepare the spell with the feat.

You cannot use this ability to boost your own spellcasting talents. The spell your ally uses requires its normal casting time, making quickened spells useless with this ability.

DIVINE COUNTERMAGIC [DIVINE]

You channel divine energies to counter spells.

Prerequisite: Ability to turn or rebuke undead, access to Magic or Spell domain

Benefit: You can counter someone else's spell by expending a turn or rebuke attempt, rather than casting a spell. You must spend one turn or rebuke attempt, plus one additional turn or rebuke attempt per level of the spell being countered. In all other respects, including using a ready action and identifying the spell with Spellcraft, this ability functions the same as a standard counterspell attempt.

Normal: To counter a spell, you must use dispel magic, or the specific spell being cast.

DIVINE DAMAGE REDUCTION [DIVINE]

You can channel energy to give yourself a small amount of protection from weapons.

Prerequisite: Ability to rebuke creature, Earth Sense, Earth's Warding, Con 13, Wis 13

Benefit: As a standard action, you can spend one of your rebuke creature attempts to give yourself damage reduction 2/adamantine. This benefit lasts for a number of rounds equal to your character level. You must be touching the ground to use this feat.

DIVINE DEFIANCE [DIVINE]

You can channel divine energy to counter spells without readying an action in advance.

Prerequisites: Ability to turn or rebuke undead, Divine caster level 3rd

Benefit: You can spend one of your turn or rebuke undead attempts as an immediate action to counter a spell or spelllike effect.

You must have the relevant spell prepared as normal (or dispel magic), and you must make a Spellcraft check to identify the target’s spell if applicable.

Normal: You must typically use a readied action to counter an enemy’s spell.

DIVINE ENERGY FOCUS [DIVINE]

You have a gift for channeling positive or negative energy.

Prerequisite: Ability to turn or rebuke undead, Cha 13

Benefit: You gain a +2 bonus on turning checks and turning damage rolls. Treat your cleric level as two higher than normal for the purpose of determining if you destroy or command 30 rather than just turning or rebuking them.

DIVINE FORTUNE [DIVINE]

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

Prerequisite: ability to turn or rebuke undead, Divine caster level 5th

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

DIVINE INTERCESSION [DIVINE]

You can channel divine energy to remove yourself from a dangerous situation.

Prerequisite: Ability to turn or rebuke undead, Travel or Trickery domain

Benefit: You can spend three turn or rebuke undead attempts to teleport to any point up to 30 feet away within line of sight. This effect functions as dimension door, except that you can't bring along other creatures.

DIVINE JUSTICE [DIVINE]

You can channel divine energy to deal extra melee damage to evil outsiders.

Prerequisite: Ability to turn or rebuke undead

Benefit: As a swift action, spend one of your turn or rebuke undead attempts to deal an extra 2d6 points of damage with all your successful melee attacks against evil outsiders until the end of the round. In addition, evil outsiders struck by one of your attacks while you are using this feat must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute.

DIVINE METAMAGIC [DIVINE]

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

Prerequisite: Ability to turn undead or rebuke undead

Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn't change.

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

DIVINE MIGHT [DIVINE]

Your deity grants you greater power against your foes.

Prerequisite: Ability to turn or rebuke undead , Str 13, Power Attack

Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.

DIVINE PROTECTION [DIVINE]

You seem invulnerable while fighting your god’s foes.

Prerequisites: Ability to channel positive or negative energy, Wis 15, Cha 15

Benefits: You can channel energy to halve the damage from a single attack against you within the next 24 hours. The attacker must be a follower of an enemy faith, and you must declare your use of this protection after the attack hits, but before damage is rolled.

DIVINE RESISTANCE [DIVINE]

You can channel energy to temporarily reduce damage you and your allies take from some sources.

Prerequisites: Ability to turn or rebuke undead , Divine Cleansing

Benefit: As a standard action, spend one of your turn or rebuke undead attempts to imbue all allies within a 60-foot burst (including yourself) with resistance to cold 5, electricity 5, and fire 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts for a number of rounds equal to your Charisma modifier.

DIVINE SHIELD [DIVINE]

You can channel energy to make your shield more effective for either offense or defense.

Prerequisites: Turn or rebuke undead ability, proficiency with a shield

Benefit: As a standard action, spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modifier. This bonus applies to the shield’s bonus to Armor Class and lasts for a number of rounds equal to half your character level.

DIVINE SPELL POWER [DIVINE]

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

Prerequisites: Ability to turn or rebuke undead, Able to cast 1st-level divine spells

Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you’d normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round. If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability.

DIVINE SPELLSHIELD [DIVINE]

You can channel energy to help your allies resist spells and spell-like effects.

Prerequisites: Ability to rebuke, racial bonus on saves against spells

Benefit: As a standard action, you can spend one of your rebuke attempts to grant all allies within 30 feet a +2 sacred bonus on saving throws against spells and spell-like effects. This bonus lasts for a number of rounds equal to your character level.

DIVINE VENGEANCE [DIVINE]

Your deity grants you more powerfully turning, to damage the undead.

Prerequisites: Ability to turn undead, Extra Turning

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

DIVINE VIGOR [DIVINE]

You can channel energy to increase your speed and Constitution.

Prerequisite: Ability to turn or rebuke undead, Extra Turning, Cha 13

Benefit: Spend one of your turn/rebuke undead attempts to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier.

DIVINE WARD [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead

Benefit: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per two caster levels) if you target the warded creature, and only the warded creature. When you cast a spell in this manner, you must expend a turn or rebuke undead attempt. You can create a ward between you and more than one target, so long as you expend the necessary time and turning attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first.

DIVINE WARRIOR [DIVINE]

Through divine power, you wield your deity's favored weapon to devastating effect.

Prerequisite: ability to turn or rebuke undead, Proficiency in deity's favored weapon, Base attack bonus +6

Benefit: Spend a turn or rebuke undead attempt as a swift action to temporarily grant your held weapon (which must be your deity's favored weapon) either the holy or unholy property. T h i s effect applies only to the next attack you make with the weapon; if you do not attack before the start of your next t u r n the effect fades. If you normally turn undead, this feat grants your weapon the holy special ability. If you normally rebuke undead, this feat instead grants your weapon the unholy special ability. This effect overrides any alignment or similar property that the weapon has.

DOMAIN SPONTANEITY [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead

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

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

EARTH’S WARDING [DIVINE]

You can channel energy to infuse your skin with the strength of the earth.

Prerequisites: Ability to rebuke, Con 13, Wis 13, Earth Sense

Benefit: As a standard action, spend one of your rebuke attempts to increase your natural armor bonus by 1. This increase lasts for a number of minutes equal to your Constitution bonus.

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

ELEMENTAL HEALING [DIVINE]

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

Prerequisite: Ability to rebuke creatures with an elemental subtype

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

Special: You may only activate this feat by spending a rebuke attempt that would normally be used to rebuke creatures with a specific elemental subtype (air, earth, fire, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat.

ELEMENTAL SMITING [DIVINE]

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

Prerequisite: Ability to turn creatures with an elemental subtype

Benefit: Once per round, you can spend a turn attempt as a free action when making a melee attack. If you successfully strike a creature that you could turn with that turn attempt because of its elemental subtype, you may add a bonus on your damage roll equal to your cleric level. If your attack misses, the turn attempt is lost to no effect.

Special: You may only activate this feat by spending a turn attempt that would normally be used to turn creatures with a specific elemental subtype (air, earth, fire, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat.

EMPOWER TURNING [DIVINE]

You can turn or rebuke more undead with a single turning attempt.

Prerequisite: Ability to turn or rebuke undead

Benefit: You can turn or rebuke more undead than usual. After adding your cleric level and Charisma modifier to your turning damage roll multiply it by 1.5.

ENERVATE SPELL [Divine]

Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents.

Prerequisite: Ability to turn undead, Non-good alignment

Benefit: Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage to constructs, undead, and objects. An enervated spell uses up a spell slot two levels higher than the spell's actual level.

Special: A character who has the ability to channel positive energy to turn undead cannot select this feat.

FAITH IN THE FROST [Divine]

You channel frozen energies from your deity when you turn or rebuke creatures.

Prerequisite: Ability to turn or rebuke creatures, access to Cold or Winter cleric domain

Benefit: When you successfully turn or rebuke a creature, it takes cold damage equal to your Charisma modifier as blasts of ice and cold energy tear through its body.

GLORIOUS WEAPONS [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead

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

HEIGHTEN TURNING [DIVINE]

You can affect more powerful undead with your turning or rebuking attempts.

Prerequisite: Ability to turn or rebuke undead, Extra Turning, Cha 13

Benefit: When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll. If you're not a cleric, you may choose a number no higher than your effective cleric level (for instance, a paladin could choose a number up to two less than his paladin level). If a prestige class increases your effective turning level, use your effective turning level.

HOLY / UNHOLY BLESSING [DIVINE]

You inflict holy or unholy energy damage on your enemies.

Prerequisites: Ability to channel positive or negative energy, Cha 15

Benefits: You can use one of your channel energy attempts as a standard action to infuse yourself with holy energy or unholy, if you wield negative energy. For one round per divine class level, when you strike a creature of the opposite alignment with a melee weapon, you inflict an additional 1d4 points of holy/unholy damage. This damage stacks with any holy/unholy damage your weapon already inflicts. A cleric who is neither good nor evil can deal holy or unholy damage, depending on whether the cleric is more proficient at wielding positive or negative energy.

IMPROVED TURNING [DIVINE]

Your turning or rebuking attempts are more powerful than normal.

Prerequisite: Ability to turn or rebuke creatures.

Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

LIGHT OF AURIFAR [DIVINE]

Undead that you turn or rebuke immolate.

Prerequisites: Ability to turn or rebuke undead, access to either the Fire or Sun domain

Benefit: Any undead that you successfully turn or rebuke take 2d6 points of fire damage in addition to the normal turning or rebuking effect.

MARTYR’S DESPERATION [DIVINE]

You turn or rebuke more powerfully in a single attempt.

Prerequisites: Ability to turn undead, Cha 15

Benefits: You may sacrifice one of your daily turning attempts to gain +2 effective caster levels to a single turning check.

NEGATIVE ENERGY BURST [DIVINE]

You can use your rebuke/command undead ability to unleash a burst of negative energy.

Prerequisite: Ability to rebuke/command undead, Cha 25, able to cast inflict critical wounds, any evil alignment

Benefit: You can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60' burst. Roll a normal rebuke or command check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels 24 hours later is equal to 10 + 1/2 your effective turning level + your Charisma modifier.

PERSISTENT REFUSAL [DIVINE]

You can channel divine energy to make a second save against an effect that specifically targets you.

Prerequisite: Ability to turn or rebuke undead

Benefit: As a swift action, spend one of your turn or rebuke undead attempts to make another save against any effect that targets you and has a continuing duration. For example, on his turn, a cleric with this feat who fails a saving throw to resist the effect of a hold monster spell can spend a turn undead attempt as a swift action to attempt another save.

PIERCE THE DARKNESS [DIVINE]

You can channel positive energy to temporarily increase the range of your darkvision.

Prerequisites: Ability to turn undead, darkvision

Benefit: As a standard action, spend one of your turn undead attempts to double the range of your darkvision. This increase lasts for a number of minutes equal to your character level.

PIOUS DEFIANCE [DIVINE]

You can channel positive or negative energy to firm your resolve.

Prerequisite: Ability to turn or rebuke undead

Benefit: You can spend a turn or rebuke attempt as an immediate action to gain a bonus on Will saves equal to 1/2 your character level for 1 round.

PLANAR TURNING [DIVINE]

You can channel positive or negative energy to turn or rebuke outsiders.

Prerequisite: Ability to turn or rebuke undead, Wis 25, Cha 25

Benefit: You can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If you can turn undead, you turn (or destroy) all evil outsiders and rebuke (or command) all nonevil outsiders. If you can rebuke undead, you rebuke (or command) all evil outsiders and turn (or destroy) all nonevil outsiders.

POSITIVE ENERGY AURA [DIVINE]

You automatically turn or even destroy lesser undead.

Prerequisite: Ability to turn undead, Cha 25, able to cast dispel evil

Benefit: Every undead creature that comes within 15 feet of you is automatically affected as if you had turned it. This doesn't cost a turning attempt, and you don't have to roll turning damage it automatically affects all undead in a 15-foot burst, but it only turns undead with Hit Dice equal to or less than your effective cleric level minus 10 and automatically destroys undead with Hit Dice equal to or less than your effective cleric level minus 20.

PROFANE AURA [DIVINE]

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

Prerequisite: Ability to rebuke undead, Divine caster level 9th

Benefit: As a standard action, you can expend one of your rebuke undead attempts to fill the area around you with a cold, clammy mist. The mist extends out in a 60-foot-radius emanation centered on you and flows through the air as you move, keeping you at the center of its area. The mist provides concealment to creatures within the cloud. While in the mist, creatures (including you) 5 feet away from each other have concealment, and creatures separated by more than 5 feet have total concealment from each other. In addition, mindless undead creatures within the cloud gain a +2 deflection bonus to AC.

PROFANE BOOST [DIVINE]

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

Prerequisite: Ability to rebuke undead

Benefit: You can spend a rebuke attempt as standard action to place an aura of negative energy upon each creature within a 60-ft. burst. Any inflict spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or

casting time.

PROFANE LIFELEECH [DIVINE]

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

Prerequisite: Ability to rebuke undead

Benefit: As a standard action, you can spend two of your rebuke attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. This effect can't reduce any creature's current hit points to less than 0. You are healed of an amount of damage equal to the total amount of hit points that you drain from affected creatures, but this healing does not allow you to exceed your full normal hit point total.

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

PROFANE OUTBURST [DIVINE]

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

Prerequisite: Ability to rebuke undead, evil alignment

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

PROFANE VIGOR [DIVINE]

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

Prerequisite: Ability to rebuke undead, Cha 11

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

QUICKEN TURNING [DIVINE]

You can turn or rebuke undead with a moment’s thought.

Prerequisite: Ability to turn or rebuke undead

Benefit: You can turn or rebuke undead as a free action. You may still make only one turning attempt per round.

RETRIEVE SPELL [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead, Any two divine feats

Benefit: As a standard action, you can expend turn or rebuke undead attempts 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. You cannot, for example, use this ability to regain a previously cast wizard spell.

ROOTS OF THE MOUNTAIN [DIVINE]

You can channel energy to make yourself immovable.

Prerequisites: Ability to rebuke, stability racial trait

Benefit: As a standard action, spend one of your rebuke attempts to root yourself to the spot where you stand. You automatically win an opposed Strength check when an opponent attempts to bull rush or trip you. 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 your character level, but you can end it at any time as a free action.

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

SACRED BOOST [DIVINE]

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

Prerequisite: Ability to turn undead

Benefit: You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting

time.

SACRED HEALING [DIVINE]

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

Prerequisites: Ability to turn undead, Heal 8 ranks

Benefit: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round).

SACRED PURIFICATION [DIVINE]

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

Prerequisite: Ability to turn undead, Sacred Healing

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

SACRED RADIANCE [DIVINE]

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

Prerequisite: Ability to turn undead, Divine caster level 9th

Benefit: As a standard action, you can expend a turn undead attempt to bathe yourself in light. This light provides bright illumination in a 60-foot-radius emanation centered on you and an additional 60 feet of shadowy illumination beyond that area. The light moves as you move, keeping you at the center of its area. It temporarily negates areas of magical darkness created by spells of 3rd level or lower. Any non-evil creature within 60 feet of you gains a +2 morale bonus on saves against fear, poison, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects. This benefit lasts for 10 minutes.

SACRED VENGEANCE [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead

Benefit: As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.

SACRED VITALITY [DIVINE]

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

Prerequisite: Ability to turn undead

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

SANCTITY WATER [DIVINE]

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.

Prerequisite: Ability to channel positive energy, Cha 13

Benefit: By expending a daily turn undead attempt, you can infuse the water around you with positive energy, which has the same effect as holy water. All creatures within the water and in a 20-foot radius around you immediately take damage as though they'd been struck directly by a flask of holy water. The water retains positive energy for a number of rounds equal to 1 + your Charisma modifier, and deals damage each round. Creatures unaffected by holy water are similarly unaffected by this ability.

SHIELD MAIDEN'S GRACE [DIVINE]

You can channel energy to grant grace and spiritual calm to your companions.

Prerequisite: Ability to turn undead, Divine grace

Benefit: Spend one of your turn undead attempts to grant a touched creature the protection of your divine grace. The creature applies your Charisma modifier at the time it was touched as a bonus on all saving throws. The Shield Maiden's Grace lasts a number of rounds equal to your Charisma modifier (minimum 1 round). The bonus from this ability does not stack with a paladin's divine grace.

SPIRITUAL COUNTER [DIVINE]

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

Prerequisite: Ability to turn or rebuke undead, Any other divine feat

Benefit: As a standard (readied) action, you can expend one or more turn or rebuke undead attempts to counter another caster's spell, as though you had cast the same spell yourself. You must spend a number of daily uses equal to 2+ the level of the spell you wish to counter (minimum l) and be able to cast that spell as if it were on your spell list.

Normal: You can counter a spell only by casting the same spell, a specific counterspell, or dispel magic.

SPURN DEATH'S TOUCH [DIVINE]

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

Prerequisite: Ability to turn undead

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

ZONE OF ANIMATION [DIVINE]

You can channel negative energy to animate undead.

Prerequisite: Ability to rebuke or command undead, Undead Mastery, Cha 25

Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can't animate more undead than there are available corpses within range). You can't animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.