Initiate Feats

Initiate feats show that a follower has achieved some distinction with his or her patron deity, and therefore has gained access to additional spells and abilities. Some of these feats allow the addition of these spells to the spell lists of other classes. If you have more than one class that qualifies for this addition, you must choose only one spell list to which they will be added. No character can have more than one initiate feat, since such a feat presumes a deep level of commitment to a single deity.

ARCANE INSIGHT [INITIATE]

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

Prerequisites: Cleric level 3rd, Worship The Riftmaster

Benefit: Add Knowledge (arcana) to your list of cleric class skills. You gain a +2 insight bonus on Spellcraft checks.

In addition, you may add the following spells to your cleric spell list:

1st True Strike: +20 on your next attack roll.

3rd Arcane Sight: Magical auras become visible to you.

5th Rary’s Telepathic Bond: Link lets allies communicate.

7th Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.

8th Moment of Prescience: You gain insight bonus on a single attack roll, check, or save.

DREAD TYRANNY [INITIATE]

A devoted student of the Battle Ranger’s militant teachings, you are skilled at intimidating and dominating weaker beings.

Prerequisites: Cleric level 3rd, Str 13, Worship the Battle Ranger

Benefit: Add Intimidate to your list of cleric class skills. You add your Strength bonus in addition to your Charisma bonus on Intimidate checks. Furthermore, when you use a lethal weapon to deal nonlethal damage, you lessen the penalty on attack rolls by 2 (–2 penalty instead of –4).

In addition, you may add the following spells to your cleric spell list:

2nd Scare: Frightens creatures of less than 6 HD.

4th Evard’s Black Tentacles: Tentacles grapple all within 15-ft. spread.

5th Dominate Person: Controls humanoid telepathically.

6th Eyebite: Target becomes panicked, sickened, and comatose.

8th Demand: Delivers short message and suggestion anywhere, instantly.

9th Dominate Monster: As dominate person, but any creature.

MISSIONARY TO THE HOLY MOTHER [INITIATE]

Your training has emphasized spells that help you spread the word of your faith.

Prerequisite: ability to cast divine spells, Worship the Holy Mother

Benefit: You gain +1 caster level when casting a spell from the list below, or +2 caster level if you're actually using the spell to proselytize to a reasonably receptive audience (indifferent attitude or better). The tradition of the missionary consists of the following spells at the appropriate levels:

0-purify food and drink

1st-bless, sanctuary

2nd-calm emotions, consecrate, enthrall

3rd-prayer, remove disease

4th-discern lies, tongues

5th-atonement, hallow

6th-heroes' feast

7th-resurrection

8th-mass heal

9th-miracle

ETERNAL STRENGTH [INITIATE]

You have taken Powermaster’s fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity’s strength.

Prerequisites: Cleric level 5th, Str 13, Worship Powermaster

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 cleric spell list:

3rd Heroism: Gives +2 bonus on attack rolls, saves, and skill checks.

5th Waves of Fatigue: Several targets become fatigued.

6th Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

7th Waves of Exhaustion: Several targets become exhausted.

FAR HORIZONS [INITIATE]

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

Prerequisites: Cleric level 1st, Worship The Traveler

Benefit: Add Climb, Jump, and Swim to your list of cleric class skills. Furthermore, you always know the direction of north from your current position. You cannot use this extraordinary ability in any environment where “north” does not exist.

In addition, you may add the following spells to your cleric spell list:

1st Expeditious Retreat: Your speed increases by 30 ft.

3rd Leomund’s Tiny Hut: Creates shelter for ten creatures.

5th Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.

6th Shadow Walk: Step into shadow to travel rapidly.

LAW INVIOLATE [INITIATE]

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

Prerequisites: Cleric level 1st, must be lawful, Worship The True

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 cleric spell list:

1st Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

2nd Daze Monster: Living creature of 6 HD or less loses next action.

3rd Suggestion: Compels subject to follow stated course of action.

5th Passwall: Creates passage through wood or stone wall.

6th Suggestion, Mass: As suggestion, plus one subject/ level.

8th Power Word Stun: Stuns creature with 150 hp or less.

RADIANT FIRE [INITIATE]

The Eternal Lantern has ignited your faith and conviction, making you better able to fight the creatures of darkness.

Prerequisites: Cleric level 3rd, Worship The Eternal Lantern

Benefit: You gain a +2 insight bonus on damage rolls against creatures with the evil subtype.

In addition, you may add the following spells to your cleric spell list:

2nd Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (maximum 3).

3rd Summon Monster III*: Calls extraplanar creature to fight for you.

5th Summon Monster V*: Calls extraplanar creature to fight for you.

6th Summon Monster VI*: Calls extraplanar creature to fight for you.

8th Summon Monster VIII*: Calls extraplanar creature to fight for you.

*Fire elementals only.

UNDYING FATE [INITIATE]

You have pledged your unswerving obedience to the Harvester of Souls, and she in turn has granted you special insight into life and death.

Prerequisites: Cleric level 3rd, Worship Harvester of Souls

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 may add the following spells to your cleric spell list:

2nd False Life: Gain 1d10 temporary hp +1/level (max +10).

3rd Halt Undead: Immobilizes undead for 1 round/level.

5th Blight: Withers one plant or deals 1d6/level damage to plant creature.

7th Finger of Death: Kills one subject or deals 3d6 damage +1/level (max +25).

WHISPERED SECRETS [INITIATE]

You revere the The Corrupter and have devoted your miserable, worthless life to learning but a few of the Whispered One’s secrets.

Prerequisites: Cleric level 1st, Worship The Corrupter

Benefit: Add Listen and Spot to your list of cleric class skills. Furthermore, you automatically become aware of any attempt to observe you by means of a divination (scrying) spell or effect. This extraordinary ability does not enable you to discern the scrier, the type of scrying device or spell used, or the scrier’s location.

In addition, you may add the following spells to your cleric spell list:

1st Disguise Self: Changes your appearance.

2nd Darkvision: See 60 ft. in total darkness.

3rd Glibness: You gain +30 on Bluff checks and your lies can escape magical discernment.

4th Arcane Eye: Invisible floating eye moves 30 ft./round.

5th Prying Eyes: 1d4 +1/level floating eyes scout for you.

6th Analyze DweomerF: Reveals magical aspects of subject.

8th Mind Blank: Subject is immune to mental/emotional magic and scrying.