TEXT: FEAts of
  legend:
  20 Celestial feats
  
  FEATS OF LEGEND: 
  20 Celestial Feats 
  CREDITS 
  Designed & Written by: Neal Litherland and Simon Muñoz 
  Additional Content by: Brian Berg 
  Editing: Brian Berg 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: Publisher’s Choice Quality Stock Art ‘Angel’ © Rick Hershey/Fat Goblin Games. 
  LEGALESE 
  Product Identity: The Total Party Kill Games (TPK Games) company, names and logos; the “Feats of Legend” name and logo; all 
  original artwork, backgrounds, and logos; all trade dress, and graphic design elements. 
  Open Content: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, 
  rituals, artifacts AND/OR the names of abilities presented within this book are open game content as described in Section 1(d) of the 
  License. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game compatibility logo are the trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
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  See http://Paizo.com/PathfinderRPG/compatibility for more information on the compatibility license. 
  Published by Total Party Kill Games, LLC. 1st printing, October 14, 2015. 
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  FEATS OF LEGEND: 
  20 Celestial Feats 
  Feat 
  Prerequisites 
  Benefits 
  Angelic Reputation 
  Terrify 20 evil outsiders at least two CR 
  higher than your level 
  You gain a bonus to fear DCs and to 
  Intimidate evil outsiders. 
  August General of Heaven 
  None 
  Gain a bonus in combat when 
  challenging evil outsiders.  Upon 
  completion, you gain a celestial cohort. 
  Blood of the Fold 
  Aasimar or Celestial bloodline 
  You gain a +4 bonus to identify good 
  or evil extraplanar creatures. 
  Celestial Pushback 
  Channel Positive Energy, must worship 
  a good deity 
  You push evil creatures struck by your 
  channeled energy. 
  Choir of the Host 
  Heavenly Mandate, Bardic Performance 
  (Inspire Greatness) 
  Those inspired by the bard’s 
  performance can overcome DR/Evil. 
  Demon Hunter 
  Defeat a demon with HD equal or 
  greater than your own 
  Gain a bonus to attacks, saves or SR 
  against demons or their servants.  Upon 
  completion, you can freely demoralize 
  demons when you attack them. 
  Dimming the Light 
  Favored Enemy (Good Outsiders), 
  Must be of Evil alignment 
  Gain additional saves against the 
  abilities of good-aligned outsiders. 
  Divine Aura 
  Ability to channel positive energy, 
  Alignment Channel (Evil) 
  You can demoralize evil outsiders when 
  you channel energy. 
  Fiend Foe 
  Knowledge (planes) 5+ ranks 
  You gain a bonus to attack evil 
  outsiders. 
  Find the Conduit 
  Must worship a good-aligned deity or 
  celestial lord 
  Whenever you use positive energy to 
  heal, you do so more effectively. 
  Fires of Heaven 
  Must worship a good-aligned deity or 
  celestial lord 
  Your fire spells ignore fire resistance. 
  Friends in High Places 
  Spell Focus (Conjuration), good 
  alignment 
  You can add the celestial template to 
  summoned creatures. 
  Heaven Sent 
  Must worship a good-aligned deity or 
  celestial lord and been returned to life 
  You become immune to fear effects. 
  Heavenly Mandate 
  Voice of Angels, Bardic Performance 
  (Inspire Competence) 
  Your bardic ability can force a target to 
  tell the truth. 
  Heavenly Weapon 
  Bane class ability, must follow a good-
  aligned deity or empyreal lord 
  Your bane effect causes dread in your 
  opponents. 
  Holy Warrior 
  Able to cast divine spells, must worship 
  a good-aligned deity or good-aligned 
  celestial lord 
  You gain a bonus to AC or to attacks 
  from brandishing your holy symbol. 
  Strengthened Aura 
  Aura of Good class feature 
  You can force evil back with your holy 
  aura. 
  Strong-Willed 
  Aasimar or celestial bloodline, or must 
  worship a good-aligned deity or good-
  aligned celestial lord 
  You gain a bonus on Will saves against 
  charm and compulsion effects. 
  Sword of Heaven 
  Aasimar or celestial bloodline, base 
  attack bonus +5 
  You gain a bonus on damage against 
  evil outsiders and can overcome their 
  resistances. 
  Voice of Angels 
  Bardic Performance (Inspire Courage), 
  worship a good deity, good alignment 
  Those influenced by the bard gain a 
  bonus to Intimidate and save against 
  evil outsiders and the undead. 
  
   
   
  Angelic Reputation 
  (Achievement Feat) 
  As a staunch warrior for the forces of good, you 
  have gained a reputation among their 
  adversaries in the lower planes. Your name has 
  become synonymous with fear among evil 
  outsiders—so much so that the mere thought of 
  you on the battlefield can cause demons and 
  devils alike to lose confidence. 
    Prerequisites: Successfully cause the shaken, 
  frightened or panicked condition in 20 evil 
  outsider denizens of the lower planes (Devils, 
  Hellspawn, Asuras, Daemons, Divs, Demons, 
  Demodands, Evil Titans, and Qlippoth) of at 
  least 2 CR higher than your level. 
    Benefit: The save DC for any fear spells or 
  spell-like abilities is increased by +2 against the 
  same set of evil outsiders. You also gain a +5 
  bonus on Intimidate checks to demoralize these 
  evil outsiders.  In addition, the duration of the 
  shaken condition is increased by 1 round. 
   
  August General of Heaven 
  (Story Feat) 
  From birth, your calling has been to aid the 
  armies of heaven. When faced by the enemies of 
  the celestial realms you seek to prove your 
  worth by defeating them as only a true agent of 
  heaven can; through single combat. Fighting off 
  the agents of hell and the abyss will never truly 
  gain you acceptance among the ranks of the 
  celestials though.  To do that you must defeat 
  some of their own in single combat without 
  killing them. Prove your strength to the divine 
  servitors and you will become a general of 
  heaven’s armies. 
    Benefit: As a swift action, you can declare a 
  single combat challenge to one evil outsider 
  within 50 feet and in line of sight. Upon doing 
  so, you gain a +1 bonus on attack rolls and a +1 
  dodge bonus to AC against that outsider as long 
  as no one else threatens that opponent or until 
  the single combat challenge ends. If another 
  combatant attacks you or your foe, the 
  challenge ends and you take a -2 penalty on 
  attack rolls and to AC for 1 round. Though you 
  can declare a single combat challenge at will, 
  once you declare it on a foe you can't declare it 
  on the same foe for another 24 hours. 
    Goal: Defeat the appropriate number of 
  challenging good outsiders in nonlethal single 
  combat. These combats must not be interrupted 
  by other creatures, and the foes must not have 
  already been substantially injured or impaired 
  prior to combat with you. 
    Completion Benefit: You gain a celestial cohort 
  as per the leadership feat and your leadership 
  score is considered +2 for determining that 
  cohort’s level. 
   
  Blood of the Fold 
  Your angelic bloodline marked you from birth. 
  This entitled you to know some of the great 
  secrets of the celestial realms; both good and 
  evil. 
    Prerequisites: Aasimar or celestial bloodline 
    Benefits: You gain a +4 on any Knowledge 
  check made to identify good or evil extraplanar 
  creatures and entities. 
    Special: Eldritch Heritage qualifies you for this 
  feat, if you take the celestial bloodline.  In 
  addition, if you have 10 or more ranks in the 
  appropriate Knowledge skill, this bonus 
  increases to +6. 
   
  Celestial Pushback 
  The force of your Channel Energy is more than 
  just metaphysical; it also manifests as a physical 
  force field against evil. In addition to the normal 
  effects of your ability, your enemies are also 
  physically pushed back away from you. 
    Prerequisites: Channel Positive Energy, must 
  worship a deity of good alignment   
    Benefit: An evil creature who fails their will 
  save and is damaged by your Channel Energy is 
  also subject to a Bull Rush attempt. You may 
  make a free Bull Rush attempt against any 
  creature that has failed its save against your 
  channel energy damage using your cleric level + 
  your Charisma bonus in place of your CMB 
  check. 
  
   
   
   
  Choir of the Host 
  Where a single angel's voice may be captivating 
  and humbling, the unleashed power of an 
  angelic choir can be a force that is not only 
  incomprehensible to the ears of man, but 
  devastating to beings from the lower planes. 
  The celestial beings of the heavens are known to 
  sing in battle, bringing low their infernal and 
  demonic enemies. 
    Prerequisites: Heavenly Mandate, Bardic 
  Performance (Inspire Greatness) 
    Benefit: When under the influence of the 
  bard’s Inspire Greatness ability, a number of 
  affected allies equal to the bard’s Charisma  
   
  modifier (minimum 1) also gain the ability to 
  overcome DR/Evil. 
   
  Demon Hunter 
  Your zealous pursuit of demons has earned you 
  a reputation that has made you loved by the 
  people, and feared by the lords of the abyss. 
    Prerequisites: You must have previously 
  encountered a demon with hit dice equal to or 
  greater than your own. The encounter with 
  something so profoundly evil has attuned you 
  to demonic influences, and made it nearly 
  impossible for you to turn your back when you 
  have a chance to cleanse them. 
  
   
   
    Benefits: Once per day you may elect to gain a 
  +2 bonus on a single attack roll, saving throw, 
  or spell resistance check against a demon or 
  known servant of a demon. You may opt to 
  add this bonus after the die has been rolled, but 
  before success or failure is determined, and any 
  damage dice are rolled. If you have 10 or more 
  levels or hit dice, this bonus increases to a +4. 
    Goal: Slay a named demon. You must deliver 
  the deathblow to a powerful, named demon 
  whose hit dice are greater than your own. 
  Though you may have assistance in the fight, it 
  must be killed or banished to the abyss from the 
  mortal plane by your own hand. 
    Completion Benefit: Your name becomes 
  feared among the legions of the abyss. Any time 
  you deal damage to a demon with an attack, or 
  with a targeted spell, you may make an 
  Intimidate check to demoralize that demon as a 
  free action. If a demon would normally be 
  immune to fear, your ability ignores that 
  immunity. 
   
  Dimming the Light 
  When battling against the forces of heaven, 
  simply being able to hit the enemy is not always 
  sufficient for success. With a myriad of special 
  power Angels, Archons, and Azata can be quite 
  formidable. Those who track the celestial planes 
  for prey learn to defend themselves from these 
  powers very quickly. 
    Prerequisites: Favored Enemy (Good 
  Outsiders), Must be of Evil alignment 
    Benefit: In addition to the normal bonuses 
  granted from the favored enemy ability the 
  ranger also gains +2 to saving throws versus any 
  supernatural or extraordinary abilities of good-
  aligned outsiders. 
   
  Divine Aura 
  The goodly gods give a portion of their divine 
  essence to their chosen, allowing them to 
  channel positive energy. For some this ability 
  allows them to not only project that energy as a 
  weapon against the enemies of heaven, but to 
  directly manifest an aura of staunch 
  determination -- Much like that of heaven’s 
  celestial servitors, who terrify the evil outsiders 
  they stand against. 
    Prerequisites: Ability to channel positive 
  energy, Alignment Channel (Evil) 
    Benefit: When you use your channel energy 
  ability to harm evil outsiders you may make an 
  intimation check as a free action to demoralize 
  them. For every four rounds of shaken you may 
  instead give the evil outsider one round of 
  frightened. 
   
  Fiend Foe 
  You have studied demons and devils 
  extensively, all to increase your effectiveness in 
  fighting them. 
    Prerequisites: Knowledge (Planes) 5+ ranks 
    Benefits: You gain a +2 bonus on all attack 
  rolls against evil outsiders. 
   
  Find the Conduit 
  Your faith in the forces of good is enough to 
  open the hearts of those who believe the same 
  way you do. 
    Prerequisites: You must worship a good-
  aligned deity, or good-aligned celestial lord. 
    Benefits: Your healing abilities have a greater 
  effect on good-aligned allies. Whenever you 
  channel energy, lay on hands, or cast a spell that 
  heals hit point damage, add a bonus to the 
  damage healed equal to ½ your character level, 
  rounded down (minimum of +1). This bonus 
  does not apply to scrolls, wands, or potions, 
  even if you were the one who created them. 
   
  Fires of Heaven 
  Whenever you conjure flames, they are fueled 
  by the holy and pure fires of the celestial planes. 
    Prerequisites: You must worship a good-
  aligned deity, or good-aligned celestial lord. 
    Benefits: Whenever you cast a spell with the 
  fire descriptor, it is empowered by your holy 
  patron. Your fire spells ignore 5 points of fire 
  resistance. 
   
  
   
   
  Friends in High Places 
  Through study of the arcane rites that call forth 
  the armies of heaven you have learned how to 
  summon powerful allies from the celestial 
  realms. 
    Prerequisites: Spell Focus (Conjuration), 
  character must be good-aligned 
    Benefits: Once per day you may add the 
  celestial template to any neutral or good-aligned 
  creature on the Summon Monster spell list. 
    Special: If you have the feat Skeleton 
  Summoner, then you may add the skeleton 
  template, and the celestial template, to the same 
  creature, provided it is neutral or good-aligned. 
   
  Heaven Sent 
  You were given a glimpse of heaven. Then you 
  were sent back with a purpose, and the 
  determination to fulfill it. 
    Prerequisites: You must worship a good-
  aligned deity, or a good-aligned celestial lord. 
  You must have died, and been returned to life 
  somehow. 
    Benefits: When you died, you saw the realm 
  that waited for your soul. Because of the 
  certainty that your reward is waiting, you are 
  unshakable. You gain immunity to fear. 
    Special: If you were the subject of a breath of 
  life spell when you should have died, you 
  qualify for this feat. 
   
  Heavenly Weapon 
  Imbued with the power of your chosen deity’s 
  divine servants, when an inquisitor uses their 
  ability to make their weapon more effective 
  against certain foes, the brightness within also 
  causes terror in their dark hearts. 
    Prerequisites: Bane class ability, must follow a 
  good-aligned deity or Empyreal Lord 
    Benefit: While your bane ability is activated 
  your weapon exudes an aura that cause dread in 
  the type of creature your bane affects. This 
  works as an archon’s aura of menace 
  supernatural ability. 
   
  Holy Warrior 
  While peace and love is the message of the 
  divine, there will always be forces bent on hate 
  and destruction. Your job is to stand firm, and 
  to protect others from those forces. 
    Prerequisites: Able to cast divine spells, must 
  worship a good-aligned deity or good-aligned 
  celestial lord 
    Benefits: You carry the standard of your patron 
  into battle. If you wear armor or wield a shield 
  with your patron’s holy symbol on it, you gain a 
  +1 sacred bonus to your armor class (or a +2 
  sacred bonus if your armor and shield both bear 
  the symbol). Alternatively, if you wield your 
  deity’s favored weapon, or a weapon that bears 
  your deity’s symbol on it, you gain a +1 sacred 
  bonus to your attack rolls (or a +2 if it is both 
  your deity’s favored weapon and bears the 
  symbol of the church). You must choose either 
  the defensive or offensive version of this feat 
  when you take it. 
    Special: You may take this feat twice in order 
  to gain both the offensive and defensive ability. 
   
  Strengthened Aura 
  Your aura of good and righteousness can be 
  used to channel the purity of a celestial being, 
  causing your aura to flare and affording you 
  protection from the terrors around you. 
    Prerequisites: Aura of Good class feature 
    Benefit: Once per day as an immediate action, 
  the celestial sertivor’s Aura of Good becomes so 
  strong it forces back evil. This works as the spell 
  circle of protection against evil except the 
  duration is 1 round per level of the classes that 
  give the character Aura of Good. 
   
  Strong-Willed 
  The power of your faith, or even of your 
  bloodline, has made subverting your will an 
  extremely difficult feat. 
    Prerequisites: Aasimar or celestial bloodline, or 
  must worship a good-aligned deity or good-
  aligned celestial lord 
  
   
   
    Benefits: You gain a +4 divine bonus on Will 
  saves against charm and compulsion effects. 
   
  Sword of Heaven 
  There is no denying your celestial heritage, 
  especially when you have a sword in your hand. 
    Prerequisites: Aasimar or celestial bloodline, 
  base attack bonus +5 
    Benefits: You gain a +2 racial bonus on all 
  damage rolls against evil outsiders. Any weapon 
  you wield is considered to be good-aligned for 
  the purposes of overcoming damage reduction, 
  and your unarmed strikes and natural attacks are 
  considered good-aligned for the purposes of 
  overcoming damage reduction. This ability is 
  not powerful enough to overcome weapons 
  that have the evil descriptor, and such weapons, 
  as well as any attacks made with them, remain 
  evil. 
    Special: Eldritch Heritage qualifies you for this 
  feat, if you take the celestial bloodline. 
   
  Voice of Angels 
  The voices of angels are not meant for mortal 
  ears. Their celestial tenor can terrify their 
  enemies or bolster their allies on the battlefield. 
  The celestial bard can grant a little bit of this 
  angelic gravitas to those he affects with his 
  performance. 
    Prerequisites: Bardic Performance (Inspire 
  Courage), worship a good deity, good 
  alignment 
    Benefit: When under the influence of the bard's 
  Inspire Courage ability those allies affected also 
  gain a +2 morale bonus on Intimidate checks 
  and a +2 to Will saves against evil outsiders and 
  the undead. 
   
  Heavenly Mandate 
  In the presence of the celestial accuser no 
  falsehood may stand. With this, the bard 
  conveys such righteous power in their voice that 
  one can neither lie nor obfuscate in response to 
  a direct question. 
    Prerequisites: Voice of Angels, Bardic 
  Performance (Inspire Competence) 
    Benefits: When the bard uses his inspire 
  competence ability he may force a target to tell 
  the truth. This works as if he had cast zone of 
  truth, except it targets all who can hear him. 
   
   
   
   
   
   
   
  
   
   
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  Feats of Legend: 20 Celestial Feats. Copyright, 2015 Total Party Kill Games. 
  Author(s): Neal Litherland and Simon Muñoz. 
  
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