TEXT: 1
  N
  ew feats for characters focused on divine 
  powers and spells should mean more than new 
  metamagic feats, extra uses of abilities each 
  day, and taking Weapon Focus with a deity’s favored 
  weapon.  Just as monks, fighters and rogues can use 
  feats to adjust and modify their fighting styles, clerics, 
  druids, rangers and paladins should have a range of 
  options that let them adapt their divinely-granted 
  abilities.
  Spellcasters may wish to focus on learning new 
  ways to use their divine spells (such as with Healing 
  Benevolence),  increase just one aspect of their 
  spellcasting power (perhaps with Domain Focus), or 
  master a priesthood that grants spells only after the 
  caster’s blood has been spilled (with Blood Priest). There 
  are also numerous feats nonspellcaster characters that 
  are devout followers of a god can qualify for and find 
  useful (such as Domain Acolyte and Miracle Worker).
  With these feats a campaign can include priests 
  who are not clerics, allowing gods of battle to be served 
  by fighters with some access to the War domain and 
  gods of magic and healing to have temples filled with 
  celestial sorcerers able to cast cure light wounds.
  New Feats iN Your CampaigN
  Introducing new feats is fairly easy. Once a GM has 
  decided to allow feats into his campaign, it’s a simple 
  matter to give players a list of the new feats that they 
  may select from at future levels. If a large number of 
  new feats are introduced, the GM may want to allow 
  characters an opportunity to rewrite their characters to 
  incorporate feats they would have chosen earlier but 
  did not know existed. However, sometimes limiting 
  availability somewhat can actually make new feats 
  significantly more interesting to players.
  New feats can be used to distinguish various 
  organizations within a campaign, making membership 
  
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  in those groups an additional prerequisite 
  or stating that the feats can only be learned 
  from specific instructors. Perhaps only the 
  Archprelate of the Branch of Rivalen can 
  teach a character the Healing Benevolence 
  and Healing Focus feats, or acquiring the 
  Acolyte Domain feat requires a special ritual 
  sacrifice to the god granting the domain 
  power. If a GM enjoys building campaign-
  specific prestige classes, new feats may not 
  be generally available at all, instead having 
  them serve as powers for specific prestige 
  Feat
  Prerequisites
  Benefit
  Attentive Benevolence
  Wis 15, able to cast divine spells
  Grant Perception and Sense Motive bonuses to a target when you cast a spell.
  Anchored Soul
  Wis 13, worship a deity
  Take half damage from ability drains and damage.
  Beast Soul
  Wis 13, class ability or spell that allows you to shape change
  Gain bonuses when in alternate forms.
  Beast Voice
  Cha 13
  You may speak when in alternate forms.
  Blood Priest
  Base will save +2, worship a god that grants the death, destruction, evil, or war domain
  Gain ability to cast spells when you take damage.
  Crusader Priest
  Power Attack, base Will save +2, worship a god that grants the community, glory, good, law, 
  liberation, nobility, or protection domain
  Gain ability to cast spells when you make Power Attacks.
  Death Dealer
  Wis 13, worship a good-aligned deity, alignment within one step of your deity's
  Deal extra damage against undead.
  Death Priest
  Base Will save +2, worship a god that grants the animal, death, destruction, glory, repose, 
  strength, or war domain.
  Gain ability to cast spells when you kill foes.
  Demesne
  Wis 15, access to one or more domains
  +5 to class level for domain powers
  Domain Acolyte
  Wis 13, worship a deity, alignment within one step of your deity's
  Gain minor access to a domain's granted powers.
  Domain Devotee
  Wis 13, Domain Acolyte*, base Will save +2, worship a deity, alignment within one step of your 
  deity's
  Gain full access to a domain's granted powers.
  Domain Zealot
  Wis 13, Domain Acolyte*, Domain Devotee*, base Will save +6, worship a deity, alignment 
  within one step of your deity's, ability to cast 3rd-level spells
  Add a domain's spells to your class spell list.
  Empower Channel Energy
  Wis 13, channel energy class feature, able to cast divine spells
  Sacrifice spells for more channel energy dice.
  Gifted Animal Companion
  Animal Affinity
  Your animal companion gains two bonus feats.
  Greater Animal Companion
  Wis 13, Animal Affinity
  +4 class levels to determine your animal companion.
  Greater Beast Soul
  Wis 13, Beast Soul*, base Fort save +6, class ability or spell that allows you to shape change
  Gain additional bonuses when in alternate forms.
  Grieve Enemy
  Wis 12, favored enemy class feature, able to cast divine spells
  Sacrifice spells to boost an attack against a favored enemy.
  Healing Benevolence
  Wis 15, able to cast divine spells
  Grant a target temporary hp when you cast a spell.
  Healing Focus
  Wis 13, base Will save +2
  Restore extra hp when you heal.
  Improved Channel Energy
  Wis 13, channel energy class feature
  +1d6 to you channel energy.
  Improved Domain Power
  Wis 15, alignment exactly matches your deity
  Your domain powers improve.
  Maximize Channel Energy
  Wis 13, channel energy class feature, able to cast divine spells
  Sacrifice spells to maximize channel energy dice.
  Miracle Worker
  Worship a deity
  Cast one cleric spell at each character level.
  Nature Priest
  Base Will save +2, worship a god that grants the air, animal, earth, fire, plant, sun, water, or 
  weather domain
  Gain ability to cast spells in certain terrains.
  Resistant Benevolence
  Wis 15, able to cast divine spells
  Grant a target energy resistance when you cast a spell.
  Smite the Unseen
  Wis 13, BAB +3, smite evil class feature
  Smite and reveal unseen foes.
  Trickster Priest
  Base Will save +2, worship a god that grants the chaos, charm, madness, or trickery domain
  Gain the ability to cast spells through duplicity.
  Widen Channel Energy
  Wis 13, channel energy class feature, able to cast divine spells
  Expend spells to increase your channel energy radius.
  *New feat outlined in this volume.
  
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  classes. Players aren’t likely to complain 
  if Gifted Animal Companion and Greater 
  Animal Companion are actually powers of 
  the Beastlord of the Crosstimbers prestige 
  class, since the players had no expectation 
  of being able to take those feats anyway.
  Another great way to introduce new 
  feats is to make them rewards for players 
  befriending some powerful force or group. 
  If a long plotline had the players clearing 
  the Sanctum of Seven Virtues from an 
  undead infestation, when they gain their 
  next level the GM can inform the PCs that 
  each has picked up a new ability as a reward 
  from the seven archangels of the sanctum, 
  and offer a choice of Anchored Soul, Death 
  Dealer, or Empower Channel Energy. The 
  GM may even opt to waive the feats’ normal 
  prerequisites, as they were gained through 
  divine intervention as boons. This allows 
  a GM to reward characters with abilities 
  that can’t be stolen by a thief in a crowded 
  bazaar, but don’t overpower characters to 
  a point of game imbalance. It’s also a nice 
  way to get some treasure value to a party 
  (a single bonus feat is worth between 2,500 
  and 10,00 gp—or an average of 5,000 gp 
  each) without describing yet another pile of 
  hematite, malachite, and rhodochrosite or 
  a +1 spell resistance (13) wild tower shield no 
  character wants.
  Base save BoNus
  Some feats of divine might (such as 
  Domain Devotee) have a minimum base 
  save bonus as a prerequisite. In these cases, 
  the character’s bonus from class levels to the 
  save in question must meet or exceed the 
  listed minimum. Bonuses to saving throws 
  granted by ability scores, magic items, and 
  racial abilities do not count toward this 
  minimum.
  DiviNe Class levels
  Some feats of divine might (such as 
  Demesne) grant bonuses to your class 
  level for determining the effectiveness of a 
  specific ability. For these feats, the class you 
  gain the effective bonus to is whatever class 
  granted you the ability in question. If you 
  gain the ability from more than one class, 
  choose one to treat as higher level.
  worshipiNg a DeitY
  Many feats of divine might require that a 
  character worship a deity as a prerequisite. 
  These feats represent a direct blessing of 
  supernatural powers upon the character, 
  and such blessings are not given out to 
  characters that are not in service to a divine 
  power. In the vast majority of cases, to 
  access these feats a character should actually 
  worship a specific god, pantheon, or similar 
  divine being (such as an archangel, duke 
  of hell, queen of the fey, or lord of the 
  elemental planes). However, GMs are free to 
  make exceptions if they are appropriate for 
  their campaigns. In such cases, a character 
  devoted to some concept or philosophy 
  capable to empowering a cleric can also 
  qualify for feats requiring worship.
  This limitation is not designed to create 
  power balance—these feats could be allowed 
  to drunken sailors and atheist assassins 
  alike and not imbalance the characters—but 
  to maintain conceptual verisimilitude. Since 
  these feats represent the boon of some divine 
  force being granted to a character, it makes 
  no sense for a character without any religious 
  devotion to gain them. However, the GM of a 
  given campaign is always free to decide what 
  exceptions make sense for his game.
  If a GM wants to rule that the people of the 
  nation of Oenerios are all blessed by the Dawn 
  Lord regardless of their mettle, the Jester King 
  of the Fairy Court likes to pass out boons to 
  fools and nonbelievers, or anyone carrying a 
  common item like one of the Nine Thousand 
  Saints of the Old World can access divine 
  powers, he can do so with no fear of creating 
  a power imbalance. In some cases such odd 
  exceptions to the prerequisites can help in 
  fleshing out a game world. 
  New Feats
  atteNtive BeNevoleNCe
  You can enhance the spells you cast to make 
  allies more alert, at a cost of personal energy.
  Prerequisites: Wis 15, able to cast divine 
  spells
  Benefit: Whenever you cast a divine spell, 
  you may also choose to grant a bonus to 
  Perception and Sense Motive checks to one ally 
  within 30 feet that you can see. That ally gains 
  a bonus to these skills equal to the level of spell 
  you cast, this effect lasts for one round per two 
  caster levels. When you take this action, you 
  take nonlethal damage equal to 1d6 + the level 
  of the spell cast.
  
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  aNChoreD soul
  You are totally dedicated to a divine cause, 
  making it difficult for other creatures and 
  powers to affect your personal might.
  Prerequisites: Wis 13, worship a diety
  Benefit: You take only half the normal 
  damage or drain from ability damage and 
  ability drain attacks.
  Beast soul
  You were born into your natural body, but 
  your true form is one you achieve only through 
  magic.
  Prerequisites: Wis 13, class ability or spell 
  that allows you to shape change
  Benefit: When you use wild shape or a 
  transmutation (polymorph) spell to change 
  shape, you may choose one of the following 
  benefits for the new form: +2 Strength, +2 
  Dexterity, +2 natural armor, +10 feet to once 
  movement rate possessed by the new form. 
  Each time you assume a new form, you can 
  choose a different benefit from this list. The 
  bonus ends when you leave the new form.
  Beast voiCe
  You can speak, even while in animal form.
  Prerequisites: Cha 13
  Benefit: When you shape change into 
  an animal, elemental, or plant, you can still 
  speak any language that you know. Your voice 
  changes to match your new form (quieter and 
  higher pitched for Small, Tiny, and Diminutive 
  animals, deeper and rougher for Large and 
  Huge animals, made of groans and the sound 
  of wind through the leaves for plants, etc.) but 
  still can be clearly understood.
  BlooD priest
  You have learned to gain power by 
  making sacrifices of injury and pain in the 
  name of your god.
  Prerequisites: Base Will save +2, worship 
  a god that grants the death, destruction, evil, 
  or war domain
  Benefit: You may select 2 spells from 
  the following bonus spell list. The spells 
  selected must be no higher level than 1/2 
  your character level. You may not select 
  more spells from a level than you have 
  selected from each level below it. (You may 
  take this feat multiple times to gain higher-
  level spells.) If you are a spellcaster, you 
  must track spells gained through this feat 
  separately from spells gained from your 
  class.
  Each time you take hp damage equal to 
  greater than your character level, or have a 
  –2 or greater penalty inflicted on you as a 
  pain affect, you gain one blood mark. You 
  may never have more blood marks than the 
  number of spells you have gained from the 
  Blood Priest feat. You may cast a spell gained 
  from this feat by spending a blood mark. 
  Treat your caster level as your character 
  level, and use your Wisdom to determine 
  the save DCs of your spells. This does not 
  count against your normal spells per day if 
  you are a spellcaster. You must meet all the 
  normal requirements and components of 
  the blood priest spell.
  Each day when you rest, recover hit 
  points, and regain uses of your spells, you 
  lose any unused blood marks. Any time you 
  recover hit points through any method, you 
  lose one blood mark.
  BlooD priest BoNus spell list
  0 level—bleed, daze, resistance
  1st level—enlarge person, hideous laughter, 
  lesser confusion, true strike
  2nd level—aid, bull’s strength, shatter, 
  touch of idiocy
  3rd level—glyph of warding, heroism, rage, 
  scare
  4th level—crushing despair, confusion, 
  explosive runes
  5th level—lesser planar binding, nightmare, 
  shout
  6th level—greater glyph of warding, 
  phantasmal killer, song of discord
  7th level—blasphemy, insanity, instant 
  summons
  8th level—greater shout, regenerate, symbol
  9th level—unholy aura, weird
  Special: This feat may be selected more 
  than once. Each time it allows you to select 
  2 more spells from the list.
  CrusaDer priest
  You have learned to gain power by 
  combating the foes of your god.
  Prerequisites: Power Attack, base Will 
  save +2, worship a god that grants the 
  community, glory, good, law, liberation, 
  nobility, or protection domain
  Benefit: You may select 2 spells from 
  the following bonus spell list. The spells 
  selected must be no higher level than 1/2 
  your character level. You may not select 
  more spells from a level than you have 
  selected from each level below it. (You may 
  take this feat multiple times to gain higher-
  
  5
  level spells.) If you are a spellcaster, you 
  must track spells gained through this feat 
  separately from spells gained from your 
  class.
  In combat, each time you use Power 
  Attack with a weapon not augmented by 
  a spell (such as true strike or greater magic 
  weapon) in a situation where you cannot take 
  10 on skill checks (situations where you are 
  faced with serious threats or distractions) 
  and you successfully hit a foe with a CR 
  at least equal to your level, you gain one 
  champion mark. You may never have more 
  champion marks than you have gained spells 
  from the Crusader Priest feat. You may cast 
  a spell gained from this feat by spending a 
  champion mark. Treat your caster level as 
  your character level, and use your Wisdom 
  to determine the save DCs of your spells. 
  This does not count against your normal 
  spells per day if you are a spellcaster. You 
  must meet all the normal requirements and 
  components of the crusader priest spell.
  Each day when you rest, recover hit 
  points, and regain uses of your spells, you 
  lose any unused champion marks. At the 
  end of every combat, you lose one champion 
  mark.
  CrusaDer priest BoNus spell list
  0 level —guidance, stabilize, virtue
  1st level—command, expeditious retreat, 
  shield, true strike
  2nd level—align weapon, divine favor, 
  magic weapon, shield other
  3rd level —haste, heroism, magic vestment, 
  rage, see invisibility
  4th level—bless weapon, freedom of 
  movement, phantom steed
  5th level—divine power, greater magic 
  weapon, sending
  6th level—greater command, righteous 
  might, wall of stone
  7th level—antilife shell, blade barrier, giant 
  form I
  8th level—demand, giant form II, moment 
  of prescience
  9th level—iron body, foresight
  Special: This feat may be selected more 
  than once. Each time it allows you to select 
  2 more spells from the list.
  Death Dealer
  You are empowered by the gods to 
  destroy undead.
  Prerequisites: Wis 13, worship a good-
  aligned deity, alignment within one step of 
  your deity’s
  Benefit: As a move action, you use 
  prayer and faith to charge a weapon you 
  are wielding with positive energy. The 
  next attack you make with the weapon 
  before the end of your next turn deals 
  additional damage against undead. The 
  additional damage dealt is equal to the base 
  damage of the weapon (not including any 
  enhancements, abilities, or feats). If the next 
  attack you make is not against an undead, 
  the charge of positive energy is wasted. If the 
  attack is a critical hit, multiply the additional 
  dice by the weapon’s critical multiplier.
  For example, Imet-Toth is a 9th-level paladin 
  with an 18 Strength wielding a +1 holy falchion. 
  Fighting a giant zombie, Imet-Toth takes a move 
  
  6
  action to charge his weapon with Death Dealer, and 
  then takes a standard action to hit the creature. On 
  a normal hit he deals 2d4 (for the falchion) +2d6 (for 
  the holy property) +2d4 (for Death Dealer) +6 (for his 
  Strength) +1 (for the weapon’s enhancement bonus). 
  On a critical hit, he deals 4d4 (for the falchion’s 
  critical damage) +2d6 (for the holy property) +4d4 
  (for Death Dealer’s critical damage) +12 (for his 
  Strength’s critical damage) +2 (for the weapon’s 
  enhancement bonus’s critical damage). 
  Death priest
  You have learned to gain power by slaying 
  others in the name of your god.
  Prerequisites: Base Will save +2, worship a 
  god that grants the animal, death, destruction, 
  glory, repose, strength, or war domain
  Benefit: You may select 2 spells from the 
  following bonus spell list. The spells selected 
  must be no higher level than 1/2 your character 
  level. You may not select more spells from a level 
  than you have selected from each level below it. 
  (You may take this feat multiple times to gain 
  higher-level spells.) If you are a spellcaster, 
  you must track spells gained through this feat 
  separately from spells gained from your class.
  Each time you kill a living creature with a 
  CR of at least your level –3, you gain one death 
  mark. You may never have more death marks 
  than you have gained spells from the Death 
  Priest feat.  You may cast a spell gained from 
  this feat by spending a death mark.  Treat your 
  caster level as your character level, and use 
  your Wisdom to determine the save DCs of 
  your spells. This does not count against your 
  normal spells per day if you are a spellcaster. 
  You must meet all the normal requirements and 
  components of the death priest spell.
  Each day when you rest, recover hit 
  points, and regain uses of your spells, you 
  lose any unused death marks. If a fight ends 
  with a foe you have injured still alive, you 
  lose one death mark.
  Death priest BoNus spell list
  0 level —bleed, disrupt undead, touch of 
  fatigue
  1st level—cause fear, deathwatch, scare, ray 
  of enfeeblement
  2nd level—blindness/deafness, command 
  undead, death knell, gentle repose
  3rd level—animate dead, halt undead, speak 
  with dead, ray of exhaustion
  4th level—contagion, death ward, fear
  5th level—blight, slay living, symbol of 
  pain
  6th level—circle of death, create undead, 
  undeath to death
  7th level—control undead, destruction, 
  finger of death
  8th level—create greater undead, horrid 
  wilting, waves of exhaustion
  9th level—soul bind, wail of the banshee
  Special: This feat may be selected more 
  than once. Each time it allows you to select 
  2 more spells from the list.
  DemesNe
  Your god’s power, represented by your 
  domain abilities, flows strongly through 
  you.
  Prerequisites: Wis 15, access to one or 
  more domains
  Benefit: 
  When 
  determining 
  the 
  effectiveness of any domain granted ability 
  you receive, treat your class level as 5 
  greater. This does not allow you to access 
  domain powers at an earlier level, but does 
  increase any per-level effects of a power.
  For example, Xasha is a 5th-level cleric with 
  the Knowledge domain and Domain Lord. When 
  she uses her lore keeper domain ability, she treats 
  her cleric level as if it was 10. She does not receive 
  the remote viewing domain ability, because she 
  is not actually a 6th level or higher cleric.
  DomaiN aColYte
  Prerequisites: Wis 13, worship a deity, 
  alignment within one step of your deity’s
  Benefit: Select one domain your god can 
  grant that you do not already have access 
  to. You gain the first domain power of that 
  domain. Treat your character level as your 
  class level for powers of this domain.
  DomaiN Devotee
  Prerequisites: Wis 13, Domain Acolyte, 
  base Will save +2, worship a deity, alignment 
  within one step of your deity’s
  Benefit: You gain the second domain 
  power of the domain you selected with the 
  Domain Acolyte feat. Treat your character 
  level as your class level for powers of this 
  domain.
  DomaiN Zealot
  Prerequisites: Wis 13, Domain Acolyte, 
  Domain Devotee, base Will save +6, worship 
  a deity, alignment within one step of your 
  deity’s, ability to cast 3rd-level spells
  Benefit: Add the spells from the domain 
  you selected with the Domain Acolyte feat to 
  
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  your class spell list. You do not automatically 
  know these spells, but may learn them using 
  the normal rules for learning spells for your 
  class.
  empower ChaNNel eNergY
  You can use spells to channel greater 
  energy than normal.
  Prerequisites: Wis 13, channel energy 
  class feature, able to cast divine spells
  Benefit: When you heal or damage 
  creatures with the channel energy class 
  feature, you can expend a spell slot or 
  prepared spell to augment the damage dealt 
  or healed. You deal or heal additional dice 
  of damage equal to half the level of the spell 
  slot expended (rounding down).
  Special: A character with the lay on 
  hands class ability may qualify for this feat, 
  and also use it with lay on hands.
  giFteD aNimal CompaNioN
  You have taught your animal companion 
  some new techniques.
  Prerequisites: Animal Affinity
  Benefit: Your animal companion gains 
  two bonus feats and two additional tricks. It 
  must meet all the prerequisites for the feats.
  greater aNimal CompaNioN
  Your 
  animal 
  companion 
  is 
  more 
  dangerous than normal.
  Prerequisites: Wis 13, Animal Affinity
  Benefit: When determining the statistics 
  of your animal companion, treat your class 
  level as 4 levels higher. For example, a 5th-
  level druid with an animal companion 
  and this feat determines all statistics of his 
  animal companion using the chart for a 9th-
  level druid.
  greater Beast soul
  When you use magic to take a new 
  form, the power of your bestial soul shows 
  through.
  Prerequisites: Wis 13, Beast Soul, base 
  Fort save +6, class ability or spell that allows 
  you to shape change
  Benefit: When you use wild shape or a 
  transmutation (polymorph) spell to change 
  shape, you may choose one of the following 
  benefits for the new form: +4 Strength, +4 
  Dexterity, +3 natural armor, +20 feet to once 
  movement rate possessed by the new form. 
  Each time you assume a new form, you 
  can choose a different benefit from this list. 
  The bonus ends when you leave the new 
  form. The benefits from Beast Soul and 
  Greater Beast Soul do not stack. You 
  may, however, choose two different 
  benefits (one from each feat) and 
  apply both to the same form.
  For example, Riona is a 9th-level druid with 
  Beast Form and Greater Beast Form. She uses wild 
  shape to become a dire bear. She cannot use the two 
  feats to gain a +6 bonus to Strength, as the bonuses 
  do not stack. However, she can decide to gain a +2 
  bonus to her natural armor (from Beast Soul) and a 
  +4 bonus to Strength (from Greater Beast Soul).
  grieve eNemY
  You can channel your divine spells into your 
  blows against your enemies.
  Prerequisites: Wis 12, favored enemy class 
  feature, able to cast divine spells
  
  8
  Benefit: Once per round, when you attack a 
  creature that qualifies as a favored enemy, you 
  may sacrifice a divine spell to gain bonuses to 
  your attack and damage. For every level of the 
  spell you sacrifice, you gain a +1 bonus to the 
  attack roll and deal +1d6 weapon damage on a 
  successful hit.
  healiNg BeNevoleNCe
  Your can infuse your divine spells with the 
  power to ward an ally against some damage.
  Prerequisites: Wis 15, able to cast divine 
  spells
  Benefit: Whenever you cast a divine spell, 
  you may also choose to grant temporary hit 
  points to one ally within 30 feet that you can 
  see. That ally gains a number of temporary hit 
  points equal to the level of spell you cast. When 
  you take this action, you take nonlethal damage 
  equal to 1d6 + the level of the spell cast.
  healiNg FoCus
  Your power to heal is remarkable.
  Prerequisites: Wis 13, base Will save +2
  Benefit: Whenever you restore hit points of 
  damage to a creature, it gains 2 additional hit 
  points. This functions with healing from the 
  Heal skill, cure spells, magic staff, and channel 
  energy ability, but not for healing from a magic 
  item other than a staff.
  improveD ChaNNel eNergY
  You can channel greater energy than most 
  clerics or paladins.
  Prerequisites: Wis 13, channel energy class 
  feature
  Benefit: When you heal or damage creatures 
  with the channel energy class feature, you 
  gain an additional +1d6 to the damage dealt 
  or healed.
  Special: A character with the lay on 
  hands class ability may qualify for this feat, 
  and also use it with lay on hands.
  improveD DomaiN power
  When you draw upon the powers 
  granted by your god, you draw more deeply 
  than most.
  Prerequisites: Wis 15, alignment exactly 
  matches your diety
  Benefit: Domain powers you poses 
  becomes more powerful, or you gain 
  additional uses of the ability each day. 
  •	 If your domain power deals one or 
  more dice of damage, it now deals 
  one additional die of damage. For 
  example, a cleric with the air domain 
  and the Improved Domain Power 
  feat deals 2d6 points of electricity 
  damage  + 1 point for every two 
  levels, as opposed to the normal 1d6 
  + 1 per two levels.
  •	 If your domain power heals one or 
  more dice of damage, it now heals 
  one additional die of damage. For 
  example, a cleric with the community 
  domain and the Improved Domain 
  Power feat heals 2d6 points of 
  nonlethal damage  + 1 point per level, 
  as opposed to the normal 1d6 + 1 per 
  level.
  •	 If your domain power grants you 
  resistance, the amount of resistance 
  you gain increases by +50%.
  •	 If your domain power causes a target 
  to gain a condition for 1 round, it 
  now causes the target to gain the 
  condition for 2 rounds.
  •	 If your domain power does none 
  of the things listed above, but has a 
  number of uses per day equal to 3 + 
  your cleric level, it now has a number 
  of uses equal to 7 + your cleric level.
  •	 If your domain power does none of 
  the things listed above, but has a total 
  number of nonconsecutive rounds 
  per day you can use it, increase this 
  by an additional +3 rounds/day.
  •	 If your domain power doesn’t match 
  any of the previous categories, and 
  has a limited number of uses per day, 
  increase that number by 1 use/day.
  maximiZe ChaNNel eNergY
  You can use spells to get the most out of 
  the energy you channel.
  Prerequisites: Wis 13, channel energy 
  class feature, able to cast divine spells
  Benefit: When you heal or damage 
  creatures with the channel energy class 
  feature, you can expend a spell slot to cause 
  one or more of your channel energy dice to 
  be treated as having rolled their maximum 
  result. For every level of spell slot you 
  expend, treat one die of your channel energy 
  dice as having rolled a natural 6.
  Special: A character with the lay on 
  hands class ability may qualify for this feat, 
  and also use it with lay on hands.
  
  9
  miraCle worker
  Though you are not a cleric, in times of 
  great need your god answers your prayers.
  Prerequisites: Worship a deity
  Benefit: Once per character level, you 
  may cast a single cleric spell of a spell level 
  no greater than half your character level. You 
  must meet all components and requirements 
  of the spell normally.
  Nature priest
  You have learned to gain power from 
  unspoiled land beloved by your god.
  Prerequisites: Base Will save +2, worship 
  a god that grants the air, animal, earth, fire, 
  plant, sun, water, or weather domain
  Benefit: You may select 2 spells from the 
  following bonus spell list. The spells selected 
  must be no higher level than 1/2 your character 
  level. You may not select more spells from a 
  level than you have selected from each level 
  below it. (You may take this feat multiple 
  times to gain higher-level spells.) If you are 
  a spellcaster, you must track spells gained 
  through this feat separately from spells 
  gained from your class.
  Choose one of the following terrains: 
  cold, desert, forest, jungle, mountains, plains, 
  swamp, underground, or water. Each time 
  you wake from a sleep of 8 hours or longer in 
  one of these terrains, your gain a nature mark. 
  You may never have more nature marks than 
  you have gained spells from the Nature Priest 
  feat. You may cast a spell gained from this 
  feat by spending a nature mark. Treat your 
  caster level as your character level, and use 
  your Wisdom to determine the save DCs of 
  your spells. This does not count against your 
  normal spells per day if you are a spellcaster. 
  You must meet all the normal requirements 
  and components of the nature priest spell.
  Each time you wake in a terrain other 
  than one you have selected with this feat, 
  you lose one nature mark. Any settlement or 
  community qualifies as urban terrain, even 
  if it is in the middle of a terrain you have 
  selected.
  Nature priest BoNus spell list
  0 level—create water, detect poison, flare, 
  guidance
  1st level—calm animals, entangle, obscuring 
  mist, wind wall
  2nd level—barkskin, fog cloud, hold animal, 
  soften earth and stone
  3rd level—dominate animal, plant growth, 
  quench, stone shape
  4th level—command plants, sleet storm, 
  spike stones
  5th level—awaken, tree stride, wall of thorns
  6th level—antilife shell, control winds, repel 
  wood
  7th level—animal shapes, animate plants, 
  wind walk
  8th 
  level—control 
  plants, 
  earthquake, 
  whirlwind
  9th level—shambler, shapechange
  Special: This feat may be selected more 
  than once. Each time it allows you to select 
  2 more spells from the nature priest list, and 
  one more terrain from the list of terrains 
  that grant you nature marks.
  
  10
  resistaNt BeNevoleNCe
  You can enhance the spells you cast to protect 
  allies, at a cost of personal energy.
  Prerequisites: Wis 15, able to cast divine spells
  Benefit: Whenever you cast a divine spell, you 
  may also choose to grant resistance against any 
  one energy type to one ally within 30 feet that 
  you can see. That ally gains resistance against the 
  selected energy type equal to the level of spell 
  you cast, this effect lasts for one round per two 
  caster levels. When you take this action, you take 
  nonlethal damage equal to 1d6 + the level of the 
  spell cast.
  smite the uNseeN
  Your righteous fury is not limited by your 
  eyesight.
  Prerequisites: Wis 13, BAB +3, smite evil class 
  feature
  Benefit: You do not have to see a foe to invoke 
  your smite evil ability upon it. When you activate 
  your smite evil, rather than targeting a foe you 
  can see, you may instead name a particular target 
  or identify the target by some title or act that 
  leaves no doubt as to its identity. For example, 
  you could smite evil on “whoever dealt the death 
  blow to the baron of Valeschia,” since only one 
  person will have done so, but not upon “anyone 
  who attacked the baron of Valeschia,” as that 
  could be multiple creatures. The GM has final say 
  on what constitutes “no doubt.”
  While your smite evil is in effect, you gain the 
  scent ability to see invisible (as the spell), against the 
  creature targeted by your smite ability. Because 
  of the additional power required to use these 
  abilities, you do not gain the normal deflection 
  bonus to AC against attacks made by your foe.
  triCkster priest
  You have learned to gain power by 
  performing duplicity for the greater glory of 
  your god.
  Prerequisites: Base Will save +2, worship 
  a god that grants the chaos, charm, madness, 
  or  trickery domain
  Benefit: You may select 2 spells from the 
  following bonus spell list. The spells selected 
  must be no higher level than 1/2 your character 
  level. You may not select more spells from a 
  level than you have selected from each level 
  below it. (You may take this feat multiple 
  times to gain higher-level spells.) If you are 
  a spellcaster, you must track spells gained 
  through this feat separately from spells 
  gained from your class.
  Each time you make a successful Bluff 
  check in a situation where you cannot take 
  10 (situations where you are faced with 
  serious threats or distractions), you gain one 
  duplicity mark. You may never have more 
  duplicity marks than you have gained spells 
  from the Trickster Priest feat. You may cast 
  a spell gained from this feat by spending a 
  duplicity mark. Treat your caster level as 
  your character level, and use your Wisdom 
  to determine the save DCs of your spells. 
  This does not count against your normal 
  spells per day if you are a spellcaster. You 
  must meet all the normal requirements and 
  components of the trickster priest spell.
  Each day when you rest, recover hit 
  points, and regain uses of your spells, you 
  lose any unused duplicity marks. Any 
  time you fail a Bluff or Disguise check, or a 
  Linguistics check to pass off a forgery, you 
  lose one duplicity mark.
  triCkster priest BoNus spell list
  0 
  level—ghost 
  sound, 
  open/close, 
  prestidigitation
  1st level—disguise self, lesser confusion, 
  silent image, undetectable alignment
  2nd level—alter self, detect thoughts, 
  hypnotic pattern, minor image
  3rd level—phantom trap, soften earth and 
  stone, wood shape 
  4th level—major image, meld into stone, 
  stone shape
  5th level—glibness, seeming, transmute 
  rock to mud
  6th 
  level—mislead, 
  modify 
  memory, 
  programmed image
  7th level—insanity, project image, reverse 
  gravity
  8th level—demand, polymorph any object, 
  sympathy
  9th level—summon nature’s ally IX (pixie 
  only), time stop
  Special: This feat may be selected more 
  than once. Each time it allows you to select 
  2 more spells from the list.
  wiDeN ChaNNel eNergY
  You can use spells to increase the area of 
  energy you channel.
  Prerequisites: Wis 13, channel energy 
  class feature, able to cast divine spells
  Benefit: When you heal or damage 
  creatures with the channel energy class 
  feature, you can expend a spell slot to 
  increase the radius of your channel energy 
  ability. For every level of spell slot you 
  expend, increase the channel energy radius 
  by 5 feet.
  
  11
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: Feats of Divine Might. Copyright 2010, Super Genius Games. Author: 
  Owen K.C. Stephens
  we err oN the side oF awesome!
  Credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Joeseph Calkins and Cerebus Illustrations
  Interior Art:
  Kimagu, Shaman Stockart, and Joeseph Calkins and 
  Cerebus Illustrations
  Graphic Design and Typesetting:
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  Produced By:
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  Used with permission.
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