| quest-master |
Okay true believers, this is a thread for posting your home-made divine feats or your comments on the divine feats already posted.
The rules for Divine Feats are in the SRD (EpicFeats.rtf). Two non-epic divine feats are given in the SRD (DivineAbilitiesandFeats.rtf). Here they are as an example of what a divine feat should generally look like.
DIVINE MIGHT [DIVINE ]
Prerequisites: Str 13, turn or rebuke undead ability, 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 VENGEANCE [DIVINE ]
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. This is a supernatural ability.
Here is two custom feats of my own to start with:
POSITIVE BLADE [DIVINE ]
Prerequisites: Cha 13, ability to channel positive energy.
Benefit: As a swift action, you can spend one of your channel energy attempts to project a 3-foot long beam of positive energy from your hand. It is treated as a +1 brilliant energy longsword except that its damage instead heals the same amount of hit points for all creatures except undead and evil outsiders. The beam remains for 1 + your Cha bonus rounds. You may dismiss the beam at any time as a free action.
Special: The beam's enhancement bonus is increased by 1 for every two dice of damage that you can deal when channeling energy.
NEGATIVE BLADE [DIVINE ]
Prerequisites: Cha 13, ability to channel negative energy.
Benefit: As a swift action, you can spend one of your channel energy attempts to project a 3-foot long beam of negative energy from your hand. It is treated as a +1 brilliant energy longsword except that its damage instead heals the same amount of hit points for undead and evil outsiders. The beam remains for 1 + your Cha bonus rounds. You may dismiss the beam at any time as a free action.
Special: The beam's enhancement bonus is increased by 1 for every two dice of damage that you can deal when channeling energy.
P.S. Don't forget to replace the term turn/rebuke with channel energy in your text.
| quest-master |
POSITIVE ENERGY BOLT [DIVINE]
Prerequisites: Ability to channel positive energy.
Benefit: When channeling positive energy, instead of producing a burst effect, you may produce a ray of energy that hits a single target as a ranged touch attack. The ray has a range of 120 feet.
Against an undead creature, it deals 1d6 points of damage per cleric level you have attained and the creature must flee from you (as if frightened) for 2d4 rounds + your Charisma modifier. The affected creature is allowed a Will save to negate the frightened condition and halve the damage dealt. the DC of this save is 15 + 1/2 your cleric level + your Charisma modifier.
An affected living creature is instead healed by this ray.
The affected creature, whether undead or living, is otherwise treated as if it is affected by a normal channel positive energy burst.
NEGATIVE ENERGY BOLT [DIVINE]
Prerequisites: Ability to channel negative energy.
Benefit: When channeling negative energy, instead of producing a burst effect, you may produce a ray of energy that hits a single target as a ranged touch attack. The ray has a range of 120 feet.
Against a living creature, it deals 1d6 points of damage per cleric level you have attained. The affected creature is allowed a Will save to halve the damage dealt. the DC of this save is 15 + 1/2 your cleric level + your Charisma modifier.
An affected undead creature is instead healed by this ray.
The affected creature, whether undead or living, is otherwise treated as if it is affected by a normal channel negative energy burst.
| quest-master |
SURGE OF DIVINE STRENGTH [DIVINE]
Prerequisites: Ability to channel energy.
Benefit: You may expend a use of channel positive energy if you are a living creature or channel negative energy if you are undead or an evil outsider to gain a +1 bonus to Strength per die of damage that your channel energy ability would normally deal to a creature. Use of this feat requires a swift action.
Come to think of it, are Divine Feats going to be included in Pathfinder feats?
| Fischkopp |
SURGE OF DIVINE STRENGTH [DIVINE]
Prerequisites: Ability to channel energy.
Benefit: You may expend a use of channel positive energy if you are a living creature or channel negative energy if you are undead or an evil outsider to gain a +1 bonus to Strength per die of damage that your channel energy ability would normally deal to a creature. Use of this feat requires a swift action.Come to think of it, are Divine Feats going to be included in Pathfinder feats?
Does it really matter if its a divine feat or a general feat with the line:
Prerequisite: Ability to channel energy ?| quest-master |
Does it really matter if its a divine feat or a general feat with the line:
Prerequisite: Ability to channel energy ?
Perhaps not, but in 3.5 books there are numerous references to divine feats as a separate group of feats for things like prerequisites for prestige classes, prerequisites for nondivine feats and class features for some classes.
It would be more backwards compatible to maintain the differentiation as well as maintain higher flexibility in the designing of class features and prerequisites for new classes and feats.