source: Pathfinder Core Rulebook (Second Edition)

Found 1515 matches

Necrotic Infusion
Level 4 Concentrate Metamagic Cleric

Prerequisites: harmful font, evil alignment

You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn.

If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6.

Cast Down
Level 6 Concentrate Metamagic Cleric

Prerequisites: harmful font or healing font

The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.

Divine Weapon
Level 6 Cleric

Trigger: You finish Casting a Spell using one of your divine spell slots on your turn.

You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an
additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.

Selective Energy
Level 6 Cleric

As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.

Steady Spellcasting
Level 6 Cleric

Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Advanced Domain
Level 8 Cleric

Prerequisites: Domain Initiate

Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains (as listed in Table 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool by 1.

Special You can select this feat multiple times. Each time, you must select a different advanced domain spell from a domain for which you have an initial domain spell.

Align Armament
Level 8 Cleric Divine Evocation

Prerequisites: chaotic, evil, good, or lawful deity

You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component. When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.

Special You can select this feat a second time, choosing your deity’s other alignment component. When you Align an Armament, you can choose either alignment component.

Channeled Succor
Level 8 Cleric

Prerequisites: healing front

You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.

Cremate Undead
Level 8 Cleric

Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level.

Emblazon Energy
Level 8 Cleric

Prerequisites: Emblazon Armament

With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

  • Shield Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield’s circumstance bonus to
    saving throws against that damage type and can use Shield Block against damage of that type. The shield
    also gains resistance to that damage type equal to half your level if you have a domain spell with a trait
    matching that type (such as fire).

  • Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type.
    Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire).