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Divine Feats

Page history last edited by nellisir 2 yrs ago

Divine Feats

 


Divine Might

(Divine)

Prerequisites: Wisdom +1, blessings, Power Attack.

Benefit: As a free action, spend one of your blessings to add your Wisdom bonus to your weapon damage for 2 full rounds.

 

Divine Vengeance

(Divine)

Prerequisites: Blessings, Extra Divine Power.

Benefit: You can spend one of your blessings 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.

 

Plant Control

(Divine)

Prerequisites: Plant Defiance, ability to cast speak with plants.

Benefit: You can rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you rebuke plants.

 

Plant Defiance

(Divine)

Prerequisite: Ability to cast detect animals or plants.

Benefit: You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you turns plants.

 

Smite

(Divine)

Prerequisites: Divine power, Divine Might

Benefit: As a free action, you can spend one of your divine power uses to make a smite attack against an enemy. Your foe cannot be a follower of your favored deity, and cannot be of the same primary alignment as your favored deity.

You gain a +1 damage bonus per level, and add your Wisdom bonus, if any, to your smite attack roll. If you miss, or smite a creature that is not affected, the smite attempt is still expended.

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