source: Pathfinder Core Rulebook (Second Edition)

Found 1515 matches

Castigating Weapon
Level 10 Cleric

Prerequisites: Holy Castigation

The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).

Heroic Recovery
Level 10 Concentrate Metamagic Cleric

Prerequisites: healing font, good alignment

The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.

Improved Command Undead
Level 10 Cleric

Prerequisites: harmful font, Command Undead, evil alignment

Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours.

Replenishment of War
Level 10 Cleric

Prerequisites: expert in your deity’s favored weapon

Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.

Defensive Recovery
Level 12 Concentrate Metamagic Cleric

Prerequisites: harmful font or healing font

Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.

Domain Focus
Level 12 Cleric

Prerequisites: one or more domain spells

Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Emblazon Antimagic
Level 12 Cleric

Prerequisites: Emblazon Armament

Your deity’s symbol protects against offensive magic. 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 When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells.

  • Weapon When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using their level as the counteract level. If they attempt to do so, the emblazoned symbol immediately disappears.

Shared Replenishment
Level 12 Cleric

Prerequisites: Replenishment of War

When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.

Deity's Protection
Level 14 Cleric

Prerequisites: Advanced Domain

When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast.

Extend Armament Alignment
Level 14 Cleric

Prerequisites: Align Armament

The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.