Divine Feats!

Jeph

Explorer
Holy Bolts [Divine]
You can focus divine energy into an attack that harms evil outsiders and undead.
Prerequisites: Extra Turning, Cha 13+
Benefit: Spend a turning attempt in order to make a ranged touch attack against a creature within (your Charisma score x 10) feet. If the attack hits, the target takes 1d6 fire damage. If the target is of an evil alignment, they also take your Chairsma modifier in Holy damage. If the target is an evil outsider or undead creature, they instead take 1d6 fire damage and 1d6 plus your Charisma modifier in Holy damage. Using Holy Bolts is a standard action.
You may spend extra turning attempts in order to increase the power of the attack. For each extra turning attmempt that you spend, the target takes +1 fire damage, and +1 Holy damage in the case of evil characters or +1d6 Holy damage in the case of evil outsiders and undead.
For instance, a character with Cha 15 uses 3 turning attempts to attack a Succubus with Holy Bolts. The Succubus takes 1d6+2 fire damage, and 3d6+3 holy damage.

Holy Blast [Divine]
You can channel divine energy to creat an explosion of holy fire.k
Prerequisites: Extra Turning, Cha 15+, Holy Bolts
Benefit: When you use Holy Bolts, instead of making a ranged touch attack, you may choose to create a 10 foot radius burst, instead. The burst deals the same damage that a bolt would, and must still be within range. Targets may halve the amount of damage taken with a successful Reflex save.

Holy Healing [Divine]
Using directly channeled divine energy, you may heal subjects of their wounds.
Prerequisites: Extra Turning, Cha 15+, able to spontaneously cast Curle Light Wounds as a Divine spell or use the Lay on Hands ability.
Benefit: You may use a turning attempt in order to heal a touched subject of 1d6+your Charisma modifier in damage. If you wish, you may spend multiple turning attempts, healing the subject of +1d6 damage per extra attempt spent. Using Holy Healing is a standard action that provokes an attack of opportunity.

Favor of the Diety [Divine]
Your diety smiles upon you and protects you from harm.
Prerequisites: Extra Turning
Benefit: Whenever an attack would reduce you to negative hit points or kill you, and you have at least one turning attempt per day remaining, you may choose to spend a number of turning attempts. If you spend at least one attempt, make a Charisma check, adding +2 per turning attempt spent. If the check beats DC 10, you are instead reduced to 1 HP.

Overchannel [Divine]
You may continue to channel divine energy, even when your daily grace has run out.
Prerequisites: Extra Turning, Concentration 4+
Benefit: When have only one turning attempt left, and you use it, you may make a Concentration check (DC 20) after you have used the attempt. If you succeed, you still have one turning attempt left. If you fail, you take 1d6+2 damage and the same amount of subdual damage, and are Fatigued (-2 to Str, Dex, can't charge or run).

So, whaddaya think?

-Jeph :)
 

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I like the general idea behind most of these feats, but the mechanics for Holy Bolts and Over Channel seem unnecessarily complicated. Why not just make Holy Bolts deal a flat 1d6 holy damage per turning attempt + Charisma modifier to everything, for instance. Similar thing with the "when you only have one turning attempt left..." verbiage in Over Channel.

As for Holy Healing, I'd suggest making it work like a cure wounds spell, damaging undead instead of curing them (since you are channeling positive energy, after all) and making an inflict wounds version (Unholy Harming?) for symmetry (less generally useful, but a clerical lich, vampire, or mummy could get some good use out of it, especially one with undead minions).

Favor of the Deity, though... First of all, you can effectively negate an unlimited amount of damage with it, even at 1st level, and a human could take Extra Turning and Favor of the Deity at 1st level. 2nd, imagine that same 1st level character with 18 Charisma; between the +4 Charisma modifier and Extra Turning, they could use the feat a whopping 11 times per day and make the rather easy DC 10 Charisma check on a roll of a 4 or better (and make it even easier by spending additional turning attempts, which they have in no small quantity, on it). This just seems way too powerful to me.
 

Overchannel is easily abused... Concentration DC 20? A +19 isn't too tough to attain by around, oh, tenth level... And suddenly you have infinite turning attempts.

I'd suggest just allowing infinite turning attempts, but having a sort of cumulative fatigue set in after each one, possibly with subdual damage... Lasts for remainder of day, so that it won't be too taxing, but still somewhat costly.

(Of course, taking Extra Turning is close to infinite attempts per day anyway... Typically, my players don't have four encounters in a day, let alone encounters with undead.)
 

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