Divine Feats Divine feats are the province of those who are able to turn or rebuke undead. Instead of attempting to affect an undead creature, you expend a turn or rebuke attempt to trigger the benefit of a divine feat you have. You can activate only one divine feat per round, though overlapping durations might allow you the benefits of more than one divine feat at a time. Activating a divine feat is a supernatural ability, requires a type of action or an amount of time depending on the feat, and does not provoke attacks of opportunity unless otherwise noted in the feat description. Activating a divine feat is not considered an attack unless doing so would directly cause damage to a target. The eight feats described below are divine feats. Their prerequisites and benefits are summarized on Table 3-4. Divine Armor You call upon your deity for protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks. Prerequisites: Divine caster level 5th, ability to turn or rebuke undead. Benefit: As a swift action, you can expend a turn or rebuke undead attempt to gain damage reduction 5/- until the start of your next turn. Divine Fortune With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect. Prerequisites: Divine caster level 5th, ability to turn or rebuke undead. Benefit: As an immediate action, you can expend a turn or rebuke undead attempt to gain a +4 bonus on your next saving throw. If this benefit is not used immediately, it lasts until the start of your next turn. Divine Justice You can channel divine energy to turn your foe's strength against him, striking him with the same force that he used against you. Prerequisite: Ability to turn or rebuke undead. As a swift action, you can expend a turn or rebuke undead attempt to mark an opponent as the target of this feat. The next time this opponent strikes you with an armed melee attack or a natural weapon, record the damage he deals. The next time you strike him in melee, you deal that damage or your weapon's normal damage, whichever is higher. Your weapon's qualities still determine if damage reduction applies to the damage you deal. You can mark only one opponent at a time with this feat. You must take damage from your foe within 1 minute of using this feat, or your turn or rebuke undead attempt is wasted. After taking damage, you must strike your foe within 1 minute, or you lose this feat's benefit. Until you strike your foe and trigger the feat's benefit, you cannot use this feat again to mark the same or a different opponent. Divine Ward Your create a channel of divine energy between yourself and a willing ally. This link allows you to cast your spells upon him from greater than normal range. Prerequisite: Ability to turn or rebuke undead. Benefit: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per two caster levels). If you target the warded creature, and only the warded creature. When you cast a spell in this manner, you must expend a turn or rebuke undead attempt. You can create a ward between you and more than one target, so long as you expend the necessary time and turning attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first. Profane Aura You call upon the dark powers you worship to fill the area around you with a dreadful mist that obscures sight. Prerequisites: Divine caster level 9th, ability to rebuke undead. Benefit: As a standard action, you can expend one of your rebuke undead attempts to fill the area around you with a cold, clammy mist. The mist extends out in a 60-foot radius emanation centered on you and flows through the air as you move, keeping you at the center of its area. The mist provides concealment to creatures within the cloud. While in the mist, creatures (including you) 5 feet away from each other have concealment, and creatures separated by more than 5 feet have total concealment from each other. In addition, mindless undead creatures within the cloud gain a +2 deflection bonus to AC. Sacred Healing You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions. Prerequisite: Ability to turn undead. Benefit: As a swift action, you can expend a turn undead attempt to augment your ability to tend to the wounds of others. You gain a +5 bonus on Heal checks and a +2 bonus per die on the damage healed by any conjuration (healing) spells you cast. This benefit lasts until the end of your current turn. Sacred Purification You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead. Prerequisites: Sacred Healing, ability to turn undead. Benefit: As a swift action, you can expend a turn undead attempt to create a pulse of divine energy. All living creatures within 60 feet of you heal an amount of damage equal to 1d8 points + your Charisma bonus (if any). All undead creatures in the area take damage equal to 1d8 + your Charisma bonus. Sacred Radiance You channel divine energy to fill the area around you with a soothing, gentle radiance. Prerequisites: Divine caster level 9th, ability to turn undead. Benefit: As a standard action, you can expend a turn undead attempt to bathe yourself in light. This light provides bright illumination in a 60-foot-radius emanation centered on you and an additional 60 feet of shadowy illumination beyond that area. The light moves as you move, keeping you at the center of its area. It temporarily negates areas of magical darkness created by spells of 3rd level or lower. Any non-evil creature within 60 feet of you gains a +2 morale bonus on saves against fear, poison, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects. This benefit lasts for 10 minutes.