TEXT: undeFEATable
  2: CLERICS
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  3.5 SYSTEM COMPATIBLE
  LPJ9610
  Written By Owen Barnes
  NEW CLERIC FEATS
  The feats presented here have all be designed for 
  use with cleric characters or characters with cleric 
  levels, however paladins and prestige classes with 
  class features such as channel energy and domains 
  can also take advantage of them.
  BATTLE PRIEST
  You have spent time training in the arts of war to 
  become a formidable warrior of the faith; this skill 
  in battle has however come at the expense of your 
  magical ability. 
  Prerequisite: Domains class feature, Cleric level 
  1st
  Benefit: Whenever you receive a new spell level 
  you can choose to sacrifice your domain slot 
  (losing the use of it permanently for that level) and 
  take a Combat feat instead. You must still meet the 
  requirements for these feats as normal. This feat 
  does not affect your domain powers.
  Normal: Whenever a cleric gains a new spell level 
  they automatically gain a domain spell slot.
  Special: This feat can only be taken at 1st-level.
  BLAZING AURA
  Your aura is powerful even for one of the faithful, 
  and is a beacon of faith to all who cross your path.
  Prerequisite: Aura class feature
  Benefit: For the purposes of detect spell and spell-
  like effects double your level when determining 
  the strength of your aura. In addition a creature 
  using a detect spell or spell-like effect on you must 
  make a Will save against a Difficulty Class of 10 + 
  your Charisma bonus or become Dazed of 1 round. 
  Creatures with Hit Dice equal to or higher than 
  yours are not affected by this ability.
  Finally, when using the Intimidate skill on those 
  of with an alignment directly opposed to your own 
  (i.e. Chaotic Evil if you are Lawful Good) add a 
  +2 moral bonus on your roll and when using the 
  Diplomacy skill on those of the same alignment as 
  you, add a +2 moral bonus to your rolls.
  BLESSED FURY
  You can channel your god’s power into a divine 
  rage that fills you with strength and vigour though 
  leaves you drained afterwards. 
  Prerequisite: Channel energy class feature
  Benefit: As a swift action you can expend a use 
  of your channel energy ability to grant your-
  self a +2 enhancement bonus to both Strength 
  and Constitution for 1 round. The increase to 
  Constitution grants you 1 extra hit point per Hit 
  Dice, but these disappear when the fury ends and 
  are not lost first like temporary hit points. At 4th-
  level and every 4 levels there after you blessed 
  fury lasts an addition round. Finally, once your 
  blessed fury has finished you a considered fatigued 
  for a numbers of rounds equal to the rounds spent 
  in the fury. 
  CHANNELLING BLAST
  You can expend your divine channelling in a single 
  devastating blast of negative or positive energy. 
  Prerequisite: Channel energy class feature
  Benefit: As a full round action you can use your 
  channel energy ability more than once in a round, 
  combining the effects. At 1st-level you may 
  combine two uses of your channel energy ability 
  into a single effect, and then at 4th-level and every 
  four levels thereafter you may add an additional 
  use. Thus a 5th-level cleric could, as a full round 
  action, expend three uses of her channelling into 
  a single blast, healing or harming for 9d6. In all 
  other respects, such as Will saves, range and resis-
  tances, a channel blast follows the normal rules for 
  channelling energy.
  
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  Normal: Channel energy is a standard action that can only 
  be used once a round.
  CHANNELLING BOLT
  You can focus your channelling into a single bolt allowing 
  you to strike out against a single target at a greater range 
  than normal.
  Prerequisite: Channel energy class feature
  Benefit: As a standard action your can choose to use your 
  channel energy ability as targeted bolt rather than an area 
  effect. Used in this way it becomes a ranged touch attack 
  with a range of 100 ft. In all other respects the bolt func-
  tions as a use of your channel energy ability, inflicting or 
  healing the normal amount of damage you are capable of 
  and granting a Will saves as normal.
  Normal: Channel energy has a 30 ft radius of effect.
  CHANNELLING FOCUS
  You have learnt how to siphon positive or negative energy 
  from your channelling ability into spells that cause either 
  heal or harm.
  Prerequisite: Channel energy class feature
  Benefit: As a swift action you can expend a channel 
  energy use to double the effects of any cure wounds spell 
  you cast, if you channel positive energy, or any cause 
  wounds spell you cast if you channel negative energy. This 
  effect applies only to spells you cast this round.
  CHANNEL MAGIC
  Such is your skill with channelling energy that you can 
  boost any spell you cast with positive or negative energy 
  making it more deadly.
  Prerequisite: Channel energy class feature, Channelling 
  Focus, Caster level 5th or higher
  Benefit: As a swift action you can expend a channel 
  energy use to increase the duration, area of effect or 
  damage of any spell you cast by 50%; chosen when the 
  spell is cast. This effect applies only to spell you cast this 
  round.
  DEVIANT WORSHIPPER
  You have a skewed world view and have either rationalised 
  the nature of your god, or worship an aspect of him, in a 
  way that conforms to your own philosophy. Needless to 
  say, others find you odd and have trouble understanding 
  your reasoning.
  Prerequisite: Cleric level 1st or higher
  Benefit: You can have any alignment, regardless of 
  the alignment of your god. Using your god’s favoured 
  weapon, casting spells from his domains and using his 
  domain powers have no negative effects on your align-
  ment. However, all your other actions, including the use 
  of aligned spells which are not part of your domains will 
  affect your alignment as normal.
  Normal: Your alignment can only be one step removed 
  from your god along either the good/evil axis or the law/
  chaos axis.
  Special: Those with this feat are unlikely to be part of 
  their god’s organised religion and will probably be hunted 
  or reviled by members of their own faith for their warped 
  outlook. This feat can only be taken at 1st-level.
  DIVINE GIFTING
  You have forged a special bond with your god and in times 
  of great need you can call upon him to grant you spells 
  outside of the normal rituals of your faith.
  Prerequisite: Cleric level 3rd or higher
  Benefit: You can pray to recover spells before you would 
  normally be able to. However if you do so you cannot pray 
  for spells for at least a full 24 hours and may not use this 
  feat again until you have had a full 8 hours rest. So, for 
  example if you normally pray for spells at dawn you can 
  instead pray immediately, following all the normal rules 
  for praying for spells. However, you will then not receive 
  spells again for at least 24 hours.
  Normal: A divine spell caster recovers her spells at a set 
  time each day regardless of whether or not they rest.
  DIVINE MAGIC
  You have mastered one of the spells gifted to your by your 
  god, until its use is like second nature.  
  Prerequisite: Domains class feature, Cleric level 7th or 
  higher
  Benefit: Choose one of your 1st-level domain spells to 
  gain as a spell-like ability. You can then use this ability just 
  as if you were casting the spell a number of times a day 
  equal to 3 + your Wisdom bonus. You can still memorise 
  the spell as normal and retain your 1st-level domain slot.
  Special: You may take this feat twice, once for each of 
  your two 1st-level domain spells.
  DIVINE SHIELD
  You can sheath yourself in a nimbus of power fashioned 
  from raw positive or negative energy. 
  Prerequisite: Channel energy class feature.
  
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  Benefit: As a standard action you can expend a use of your 
  channel energy ability to create a shield around yourself of 
  positive or negative energy – depending on which kind you 
  normally channel. This shield lasts for a number rounds 
  equal to your level. During this time any creature striking 
  you with a melee attack will take 1d6 points of damage, 
  as long as they would normally harmed by your channel-
  ling. Creatures are also permitted a Will save as normal to 
  reduce this damage by half. Creatures can also touch you 
  as a standard action to be healed for 1d6 points of damage 
  if they would normally be healed by your channelling. This 
  damage or healing increase to 2d6 at 5th-level, and then by 
  an addition 1d6 for every 5 levels thereafter, to a maximum 
  of 5d6 at 20th-level.
  Normal: Channel energy 
  Special: You can use this feat again while your divine 
  shield is still active to increase its duration by a number of 
  rounds equal to your level. 
  DOMAIN FOCUS
  With prayer and practice you have become more deadly 
  with your domain spells, making their effects harder to 
  resist for your foes.
  Prerequisite: Domains class feature.
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells from your domains. This also 
  increases the Difficult Class for saving throws against 
  domain powers.
  DOMAIN MASTERY
  Through ceaseless pray and adherence to the tenants of 
  your faith you have gained a greater connection to the 
  power of your god and the special blessings he bestows 
  upon his faithful.
  Prerequisite: Domains class feature, domain focus.
  Benefit: Once a day you can cast any memorised domain 
  spell without losing it from memory. In addition when 
  preparing domain spells you can use a higher level slot to 
  memorise a domain spell of a lower level. So for example 
  a cleric could use his 3rd-level domain spell slot to memo-
  rise a 1st or 2nd level domain spell.
  FAVOURED WEAPON FOCUS
  You are in tune with the mystic properties and divine 
  nature of your god’s favoured weapon and when in your 
  hands it is so much more than a simple blade, bow or blud-
  geon.
  Prerequisite: Cleric level 1st or higher, Weapon Focus in 
  your god’s favoured weapon
  Benefit: When wielding your god’s favoured weapon you 
  can reroll the damage dice on a successful hit, though you 
  must accept the second result. Addition dice from such 
  sources as sneak attack, magical properties or spells are 
  never rerolled.
  In addition your god’s favoured weapon counts as a divine 
  focus for the purposes of casting spells.
  FORKED CHANNELLING
  Your skill with channelling energy is such that you can 
  create separate tendrils of power simultaneously; both 
  harming and healing at the same time.
  Prerequisite: Channel energy class feature, Cleric level 
  3rd or higher
  Benefit: When you channel energy you can choose to split 
  your dice between healing and damage. So for example a 
  5th-level cleric channelling energy with a channel energy 
  of 3 dice could choose to either have 1 dice inflict damage 
  and 2 dice heal wounds or vice versa. In all other respects 
  channel energy remains the same when using this feat.
  Normal: When using channel energy a character must 
  choose to either inflict damage or heal wounds.
  HOLY KNIGHT
  You are a divine warrior for your faith, favoured in combat 
  by your god and destined to lead the righteous into battle.
  Prerequisite: At least 1 class level in both cleric and 
  paladin.
  Benefit: You count both cleric and paladin as favoured 
  classes as long as you are both a cleric and paladin of the 
  same god.
  Normal: Characters can only choose a single favoured 
  class.
  MASK AURA
  You have learnt through careful practise to diminish your 
  aura, hiding its power and making it more difficult to 
  detect.
  Prerequisite: Aura class feature, Caster level 5th or higher
  Benefit: As a swift action you can mask your aura for 
  1 round. For the purposes of detect spells and spell-like 
  effects you are considered not to have the aura class 
  feature.
  Normal: Your level determines the strength of your aura 
  when targeted by detect spells and spell-like effects.
  Special: Masking your aura only hides its strength but 
  does not change its alignment.
  
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  MYSTIC PRIEST
  You are more schooled in the arts of magic than war 
  and have given up time in the sparring yard for time 
  communing with your god on the nature of magic.
  Prerequisite: Cleric level 1st
  Benefit: You gain an additional memorisation slot for each 
  spell level. In exchange for this increase in power you 
  start with no armour or shield proficiencies and the only 
  weapons you are proficient in are the club, dagger, heavy 
  crossbow, light crossbow, and quarterstaff. You are also 
  proficient in your god’s favoured weapon.
  Normal: Clerics receive Light Armour Proficiency, 
  Medium Armour Proficiency, Shield Proficiency and 
  Simple Weapon Proficiency as bonus feats at 1st-level.
  Special: This feat can only be taken at 1st-level.
  PARAGON OF THE FAITH
  You have a reputation among the faithful as a staunch 
  protector of the church and blessed guardian of the faith. 
  Prerequisite: Cleric level 7th or higher, Leadership.
  Benefit: Whenever your personal cohort or dedicated 
  followers of your god are within 30 ft of you, and can hear 
  your voice, they gain a +1 moral bonus on attack rolls and 
  saves versus fear effects. At 12th-level, and then every 4 
  levels thereafter, this bonus increases by +1, to a maximum 
  of +4 at 20th-level.
  In addition to this effect you gain a +2 circumstance bonus 
  on all Charisma checks and Charisma based skills when 
  dealing with followers of your god.
  SCHOLAR PRIEST
  You have taken to the path of the scholar, learning the 
  history and nature of your world but leaving behind more 
  martial pursuits.
  Prerequisite: Cleric level 1st
  Benefit: You gain an additional 2 skill points each level 
  and count all Knowledge skills as class skills. In exchange 
  for this increase in knowledge you start with no armour or 
  shield proficiencies.
  Normal: Clerics receive Light Armour Proficiency, 
  Medium Armour Proficiency and Shield Proficiency as 
  bonus feats at 1st-level.
  Special: This feat can only be taken at 1st-level.
  SHADOW PRIEST
  Your order favours the art of killing with stealth and you 
  have received training in their deadly ways.
  Prerequisite: Domain class feature
  Benefit: You gain the sneak attack class feature as if you 
  were a rogue of equal to your current level. In exchange 
  for your specialised training you permanently lose the 
  ability to cast any domain spells and no longer have a 
  domain spell slot for each spell level. You retain your other 
  domain powers as normal.
  Special: This feat can only be taken at 1st-level.
  TOUCH OF PURITY
  You are especially dedicated to your god’s teachings and 
  are extremely difficult to subvert even with the use of 
  magic.
  Prerequisite: Cleric level 7th or higher, Wisdom 15 or 
  greater
  Benefit: If you are the subject of any kind of charm or 
  compulsion spell or spell-like ability that would make 
  you either act against your alignment or against followers 
  of your own god you may make two saving throws and 
  choose the highest one.
  
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