Name |
Prerequisites |
Benefit |
Sources |
Divine Might |
Str 13, turn or rebuke undead ability, Power Attack. |
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.
| on page 106, on page 19, on page 214, |
Divine Vengeance |
Ability to turn undead, Extra Turning. |
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.
| on page 214, |
Empower Turning |
Ability to turn or rebuke undead. |
| on page 81, on page 214, on page 26 |
Eschew Materials |
|
You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
| on page 214, on page 189, on page 22, on page 94, on page 40 |
Heighten Turning |
Cha 13, Extra Turning. |
| on page 214, on page 27 |
Jack of all Trades |
You must be at least 6th level. |
You can use any skill untrained, even those that normally require training.
| on page 110, on page 214, |
Quicken Manifestation |
Ability to manifest from the Ethereal Plane to the Material Plane. |
| on page 215, on page 29 |
Reach Spell |
|
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.
| on page 84, on page 215, |
Sacred Spell |
|
Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells.
| on page 215, |
Superior Expertise |
Int 13, Combat Expertise, base attack bonus +6. |
When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.
This feat eliminates the +5 maximum for the Combat Expertise feat.
| on page 215, |