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Blindsight, 5-ft. RadiusEdit

Deities and Demigods, p. 49) 

[General


The deity senses opponents in the darkness.

PrerequisiteEdit

Blind-Fight (PH) , Base attack bonus +4, WIS 19,

BenefitEdit

Using senses such as acute hearing and sensitivity to vibrations, the deity detects the location of opponents who are no more than 5 feet away from it. Invisibility and darkness are irrelevant, though it cannot discern incorporeal beings. (Except for the decreased range, this feat is identical with the exceptional ability blindsight defined in the Monster Manual.)

Disguise SpellEdit

Deities and Demigods, p. 50) 

[General

The deity can cast spells without observers noticing it.

PrerequisiteEdit

Perform 12 ranks, Bardic music,

BenefitEdit

The deity has mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch the deity in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. The deity's performance is obvious to everyone in the vicinity, but the fact that the deity is casting a spell isn't. Unless the spell visibly emanates from the deity or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level

Divine MightEdit

Deities and Demigods, p. 50) 

[Divine

The deity can channel energy to increase its damage in combat.

PrerequisiteEdit

Power Attack (PH) , CHA 13, STR 13, Ability to turn or rebuke undead,

BenefitEdit

The deity can spend one of its turn/rebuke undead attempts to add its Charisma modifier to its weapon damage for a number of rounds equal to its Charisma modifier. This is a supernatural ability

Divine VengeanceEdit

Deities and Demigods, p. 50) 

[Divine

The deity can channel energy to do additional energy damage in combat against undead.

PrerequisiteEdit

Extra Turning (PH) , Ability to turn undead,

BenefitEdit

The deity can spend one of its turn undead attempts to add 2d6 points of sacred energy damage to all its successful melee attacks against undead until the end of its next action. This is a supernatural ability

Energy SubstitutionEdit

Deities and Demigods, p. 50) 

[Metamagic

The deity can modify a spell that uses energy to use another type of energy.

PrerequisiteEdit

Knowledge (arcana) 5 ranks, Any other metamagic feat,

BenefitEdit

The deity chooses one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, it can modify the spell to use its chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level.

The altered spell works normally in all respects except the type of damage dealt. For example, a fireball spell changed to a sonicball spell works like a fireball, but deals sonic damage instead of fire damage.

SpecialEdit

A deity can gain this feat multiple times. Each time the feat applies to a different type of energy.

Eschew MaterialsEdit

Deities and Demigods, p. 50) 

[Metamagic

The deity can cast spells without material components.

PrerequisiteEdit

Any other metamagic feat,

BenefitEdit

A spell cast with Eschew Materials can be cast with no material components. Spells without material components are not affected. Spells with material components with a cost of more than 1 gp are not affected. An eschewed spell uses up a spell slot of the spell's normal level

Extra MusicEdit

Deities and Demigods, p. 50) 

[General

The deity can use its bardic songs more often than it otherwise could.

PrerequisiteEdit

Bardic music,

BenefitEdit

The deity can use its bardic music four extra times per day.

SpecialEdit

A deity can gain this feat multiple times, adding another four uses of bardic music each time.

NormalEdit

Bards without the Extra Music feat can use bardic music once per day per level

Eyes in the Back of Your HeadEdit

Deities and Demigods, p. 50) 

[General

The deity's superior battle sense helps minimize the threat of flanking attacks.

PrerequisiteEdit

Base attack bonus +3, Wis 19,

BenefitEdit

Attackers do not gain the usual +2 attack bonus when flanking the deity. This feat grants no effect whenever the deity is attacked without benefit of its Dexterity modifier to AC, such as when it is flat-footed or when it is the target of a rogue's sneak attack

Fleet of FootEdit

Deities and Demigods, p. 50) 

[General

The deity runs so nimbly that it can turn corners without losing momentum.

PrerequisiteEdit

Run (PH) , DEX 15,

BenefitEdit

When running or charging, the deity can make a single direction change of 90 degrees or less. A deity can't use this feat while wearing medium or heavy armor, or if it is carrying a load heavier than light.

NormalEdit

Without this feat, a deity can run or charge only in a straight line.

Greater Multiweapon FightingEdit

Deities and Demigods, p. 50) 

[General

A deity with three or more hands can fight with a weapon in each hand. The deity can make up to three attacks per round with each extra weapon.

PrerequisiteEdit

Improved Multiweapon Fighting (DD) , Multiweapon Fighting (MM) , DEX 19, base attack bonus +15, Multidexterity, three or more hands,

BenefitEdit

The deity may make up to three extra attacks with each weapon it wields, albeit with a -5 penalty on the second attack with each weapon and a -10 penalty on the third.

SpecialEdit

This feat replaces the Greater Two-Weapon Fighting feat for deities with more than two arms

Greater Spell FocusEdit

Deities and Demigods, p. 50) 

[General

The deity chooses a school of magic to which it already has applied the Spell Focus feat. Its magic spells of that school are even more potent than normal.

PrerequisiteEdit

Spell Focus (PH) ,

BenefitEdit

Add +4 to the DC for all saving throws against spells from the school of magic the deity selects to focus on. This bonus overlaps (does not stack with) the bonus from Spell Focus.

SpecialEdit

A deity can gain this feat multiple times, choosing a different school of magic each time

Greater Spell PenetrationEdit

Deities and Demigods, p. 50) 

[General

The deity's spells are especially potent, defeating spell resistance more readily than normal.

PrerequisiteEdit

Spell Penetration (PH) ,

BenefitEdit

The deity gets a +4 bonus on caster level checks (1d20 + caster level) to beat a creature's spell resistance. This bonus overlaps (does not stack with) the bonus from Spell Penetration

Greater Two-Weapon FightingEdit

Deities and Demigods, p. 50) 

[General

The deity is a master at fighting two-handed.

PrerequisiteEdit

Improved Two-Weapon Fighting (PH) , Two-Weapon Fighting (PH) , Ambidexterity, base attack bonus +15,

BenefitEdit

In addition to the standard extra attack the deity gets with an off-hand weapon and the second attack with the off-hand weapon provided by Improved Two-Weapon Fighting, the deity gets a third attack with the off-hand weapon, albeit at a -10 penalty (see Table 8-2: Two-Weapon Fighting Penalties in the Player's Handbook).

SpecialEdit

A ranger who meets only the base attack bonus prerequisite and the Improved Two-Weapon Fighting prerequisite can gain this feat but can only use it when wearing light or no armor. This feat can be taken as one of a fighter's bonus feats

Hold the LineEdit

Deities and Demigods, p. 51) 

[General

The deity is trained in defensive techniques against charging opponents.

PrerequisiteEdit

Combat Reflexes (PH) , Base attack bonus +2,

BenefitEdit

The deity may make an attack of opportunity against an opponent who charges it. The attack of opportunity happens immediately before the charge attack is resolved.

Improved GrappleEdit

Deities and Demigods, p. 51) 

[General

The deity is skilled in martial arts that emphasize holds and throws.

PrerequisiteEdit

Improved Unarmed Strike (PH) ,

BenefitEdit

If the deity hits with an unarmed strike, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. The deity can deal normal damage while grappling, rather than subdual damage, without suffering a penalty on its grapple check.

NormalEdit

Characters without this feat make a melee touch attack to grab their opponent and provoke an attack of opportunity doing so. They also suffer a -4 penalty on their grapple checks when trying to deal normal damage in a grapple

Improved Multiweapon FightingEdit

Deities and Demigods, p. 51) 

[General

A deity with three or more hands can fight with a weapon in each hand. The deity can make up to two attacks per round with each extra weapon.

PrerequisiteEdit

Multiweapon Fighting (MM) , DEX 15, base attack bonus +9, Multidexterity, three or more hands,

Required forEdit

Greater Multiweapon Fighting (DD) ,

BenefitEdit

In addition to the single extra attack the deity gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty.

SpecialEdit

This feat replaces the Improved Two-Weapon Fighting feat for deities with more than two arms.

NormalEdit

With only Multiweapon Fighting, a deity can only get a single extra attack with each extra weapon

Improved SunderEdit

Deities and Demigods, p. 51) 

[General

The deity is adept at placing its attacks precisely where it wants them to land.

PrerequisiteEdit

Sunder (PH) , Base attack bonus +2,

BenefitEdit

When the deity strikes an opponent's weapon, it deals double damage

Jack of All TradesEdit

Deities and Demigods, p. 51) 

[General

The deity has picked up a smattering of even the most obscure skills.

PrerequisiteEdit

The deity must be at least 6th level,

BenefitEdit

The deity can use any skill untrained, even those that normally require training

Knock-downEdit

Deities and Demigods, p. 51) 

[General

The deity's mighty blows can knock foes off their feet.

PrerequisiteEdit

Improved Trip (PH) , Base attack bonus +2, Str 15,

BenefitEdit

Whenever the deity deals 10 or more points of damage to its opponent in melee, it makes a trip attack as a free action against the same target

Persistent SpellEdit

Deities and Demigods, p. 51) 

[Metamagic

The deity makes one of its spells last all day.

PrerequisiteEdit

Extend Spell (PH) ,

BenefitEdit

A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (comprehend languages or detect magic, for example). The deity is still required to concentrate on spells such as detect magic and detect thoughts to use their effects. Concentrating on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level

Repeat SpellEdit

Deities and Demigods, p. 51) 

[Metamagic

The deity can cast a spell that repeats the following round.

PrerequisiteEdit

Any other metamagic feat,

BenefitEdit

A repeated spell is automatically cast again at the beginning of the deity's next round of actions. No matter where the deity is, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell's actual level. Repeat Spell cannot be used on spells with a range of touch

Sacred SpellEdit

Deities and Demigods, p. 51) 

[Metamagic

The deity's damaging spells are imbued with divine power.

PrerequisiteEdit

BenefitEdit

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 elements 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

Sharp-ShootingEdit

Deities and Demigods, p. 52) 

[General

The deity's skill with ranged weapons lets it score hits others would miss due to an opponent's cover.

PrerequisiteEdit

Point Blank Shot (PH) , Precise Shot (PH) , Base attack bonus +3,

BenefitEdit

The deity gains a +2 bonus on its ranged attack rolls against targets with some degree of cover. This feat has no effect against foes with zero or total cover

Subdual SubstitutionEdit

Deities and Demigods, p. 52) 

[Metamagic

The deity can modify a spell that uses energy to deal damage to deal subdual damage instead.

PrerequisiteEdit

Knowledge (arcana) 5 ranks, Any other metamagic feat,

BenefitEdit

When employing a spell with the acid, cold, electricity, fire, or sonic designator, the deity can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level. The altered spell works normally in all respects except the type of damage dealt. For example, a fireball spell changed to a subdualball spell works like a fireball, but it deals subdual damage instead of fire damage

Superior ExpertiseEdit

Deities and Demigods, p. 52) 

[General

The deity has mastered the art of defense in combat.

PrerequisiteEdit

Combat Expertise (PH) , INT 13, base attack bonus +6,

BenefitEdit

When the deity uses the Expertise feat to improve its Armor Class, the number it subtracts from its attack and adds to its AC can be any number that does not exceed its base attack bonus. This feat eliminates the +5 maximum for the Expertise feat

Widen SpellEdit

Deities and Demigods, p. 52) 

[Metamagic

The deity can increase the area of its spells.

PrerequisiteEdit

BenefitEdit

A widened burst, emanation, or spread spell has its area increased by 50%. Spells that do not have an area of one of the three sorts listed above are not affected by this feat. A widened spell uses up a spell slot three levels higher than the spell's actual level.

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