Need the Pathfinder Roleplaying Game Reference Document, including supplemental material? Check out Andrew Stokes' contribution to the site here.

Divine Feats

Anarchic Channeling

You draw upon and bind the energy of chaos into your divine channeling.

Prerequisite
Chaotic alignment, divine channeling

Benefit
When you channel energy, you can expend an additional daily use to infuse it with anarchic energies; this makes the energy chaos aligned and therefore able bypass corresponding damage reduction.

Anarchic Strike

You are able to infuse the power of chaos into your next attack.

Prerequisite
Anarchic Channeling, Divine Channeling

Benefit
When you use your anarchic channeling you can store the divine energies into your weapon making it chaos aligned and therefore able to bypass corresponding damage reduction for a number of rounds equal to half the sum of all class levels that grant divine spellcasting.

Aura of Resolve

You can grant your allies a bonus to resist the effects of charms.

Prerequisite
Divine resolve class feature, able to cast 1st level spells

Benefit
As an immediate action you can expend one daily use of your divine channeling to grant all allies within 10 feet of you a morale bonus on their saving throws against charm spells and spell-like abilities equal to the highest level spell you can cast times two.

Aura of Valor

Your allies gain immunity to fear effects for a limited amount of time.

Prerequisite
Aura class feature, Divine Channeling, Valor class feature or feat

Benefit
By expending one daily use of your divine channeling you and any allies within 60 feet gain immunity to fear (magical or otherwise) for a number of rounds equal the highest level divine spell you can cast +1 (divided by 2 if you are of a class that has full spellcasting).

Axiomatic Channeling

You draw upon and bind the energy of law into your divine channeling.

Prerequisite
Lawful alignment, divine channeling

Benefit
When you channel energy, you can expend an additional daily use to infuse it with lawful energies; this makes the energy lawful aligned and therefore able bypass corresponding damage reduction.

Axiomatic Strike

You are able to infuse the power of law into your next attack.

Prerequisite
Axiomatic Channeling, Divine Channeling

Benefit
When you use your axiomatic channeling you can store the divine energies into your weapon making it law aligned and therefore able to bypass corresponding damage reduction for a number of rounds equal to half the sum of all class levels that grant divine spellcasting.

Benign Channeling

You can choose whether your divine channeling to inflict lethal or nonlethal damage.

Prerequisite
Divine Channeling

Benefit
When you use your divine channeling you can choose to have it inflict nonlethal damage.

Bolstered Channeling

Your divine channeling is more effective

Prerequisite
Divine Channeling

Benefit
When you use your divine channeling, the type of die you use to deal/heal damage is increased to D8.

Channeled Strength

You are able to call upon heavenly power to bolster your Strength.

Prerequisite
Divine Channeling

Benefit
As an immediate action you can expend one daily use of your divine channeling to gain a sacred bonus to your Strength equal to the highest level spell you can cast +1.

Channeled Wind

You are able to heal an ally by sacrificing one daily use of your divine channeling.

Prerequisite
Divine Channeling, Second Wind

Benefit
As an immediate action you can sacrifice one daily use of your divine channeling and touch one creature; the touched creature is healed by an amount that is equal to amount that you heal yourself when you use your second wind.

Chastise Spirits

You can use divine energy to damage hostile spirits

Prerequisite
Divine Channeling

Benefit
You can expend one daily use of your divine channeling to deal damage to all spirits within a 30 foot radius of the character. The damage and saving throw of this effect works just like Divine channeling.
What Is A Spirit?Spirits are all of the following types of creatures; all incorporeal undead, all fey, all elementals, creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane), all creatures with the spirit subtype (see Oriental Adventures), all Spirit Folk and Telthors, spirit creatures created by spells such as dream sight or wood wose (see Complete Divine, Chapter 7).

Command Undead

Drawing upon the negative energy of one use of divine channeling you are able to command undead creatures, making them into your servants.

Prerequisite
Evil alignment, Divine Channeling

Benefit
You can, as a standard action, use one of your uses of divine channeling to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + half the sum of your combined caster levels in all classes that grant divine spellcasting + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed the sum of all classes in which the character has levels in divine spellcasting classes. If you use divine channeling in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Defensive Channeling

You are better able to defend yourself when using divine channeling.

Prerequisite
Divine Channeling

Benefit
You no longer provoke attacks of opportunity when using divine channeling.

Divine Channeling

You are able to channel negative or positive energy.

Prerequisite
Able to cast 1st level divine spells

Benefit
You can release a wave of energy by channeling the power of your faith through your holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. If you are of good alignment (or worship a good deity) you channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. If you are an evil alignment (or worship an evil deity) you channel negative energy and can choose to deal damage to living creatures or to heal undead creatures. Neutral characters that worship a neutral deity (or if you are not devoted to a particular deity) must choose whether you channel negative or positive energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the character. The amount of damage dealt or healed is equal to Xd6 points of damage where X is equal to highest level divine spell that you can cast. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + half the sum of your combined caster levels in all classes that grant divine spellcasting + the character's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost.

You may channel energy three times per day. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.

Divine Fortune

You are able to draw insight from divine sources to grant you a bonus on your next task resolution check.

Prerequisite
Divine Channeling

Benefit
As an immediate action you may sacrifice one daily use of your divine channeling to gain a luck bonus on your next attack roll, saving throw or skill check equal to the highest level spell you can cast +1.

Divine Light

All object capable of illuminating your way provide light for a short while.

Prerequisite
Divine Channeling

Benefit
As an immediate action you can expend one daily use of your divine channeling to cause any source capable of shedding light within 120 feet of you to provide illumination for a number of minutes equal to three times the sum of your combined caster levels in all classes that grant divine spellcasting regardless of whether isn't enough fuel and if there is the use of this ability doesn't start the objects o this ability don't start to consume their fuel until the duration of this ability has lapsed.

Divine Mettle

You are able to help an ally succeed on a saving throw.

Prerequisite
Divine Channeling

Benefit
As an immediate action you can expend one daily use of your divine channeling to grant one ally within 10 feet a sacred bonus on their next saving throw equal to your Charisma modifier.

Divine Transference

You are able to swap places with one creature.

Prerequisite
Divine Channeling

Benefit
Mark one creature you have line of sight to. As an immediate action you can expend on daily use of divine channeling to swap positions with the marked creature.

Domain Aptitude

You are able to use the spell-like granted power from a domain more often.

Prerequisite
Ability to utilize domain granted powers.

Benefit
Choose one domain from which you are able to use its granted powers. You are able to use the spell-like granted power of from the chosen domain two additional times per day.

Special
You can gain this feat multiple times. Each time you take the feat, you may apply its benefit to a different domain or a domain you have previously selected with this feat, gaining additional daily uses of its spell-like ability.

Domain Focus

Spells, spell-like abilities and supernatural abilities you use from the domain you focus in are better at penetrating your enemies’ defenses.

Prerequisite
Cleric Domain

Benefit
Add +1 to the Difficulty Class for all saving throws against spells, spell-like abilities and supernatural abilities from the cleric domain you focus in. This bonus stacks with the bonus from (greater) school focus.

Domain Heresy

You are not typical of those that worship the same deity.

Prerequisite
Heretic of the Faith, Cleric level 1st, must worship specific deity

Benefit
You may select one domain that is not normally accessible by clerics of the deity you worship. You must provide a solid reason why the character has chosen a domain outside of those normally available to her.

Domain Potency

Granted powers and spells from one chosen domain are more potent.

Prerequisite
Domain aptitude with the chosen domain

Benefit
Add +1 to your caster level when casting spells, using spell-like and supernatural abilities from the chosen domain.

Domain Specialization

Spells, spell-like abilities and supernatural abilities you use from the domain you specialize in function to greater effect.

Prerequisite
Cleric Domain, Domain Focus

Benefit
Add +1 to the caster level for all spells, spell-like abilities and supernatural abilities with the domain you specialize in.

Elemental Channeling

You are able to channel the elements to greater effect.

Prerequisite
Air, Earth, Fire or Water domain, Divine Channeling

Benefit
As a free action you sacrifice one of your daily uses of divine channeling to lace your next Lightning Arc, Acid Dart, Fire Bolt or Icicle with greater divine power increasing the damage threshold of the attack as if it was a pure divine channeling attempt (Xd6 points of damage where X is equal to highest level divine spell that you can cast +1 point for every two class level in classes that grant divine spellcasting.)

Empowered Channeling

You increase the power of your divine channeling, causing it to deal more damage.

Prerequisite
Divine Channeling

Benefit
All variable, numeric effects of the characters divine channeling are increased by half. Saving throws are unaffected. An empowered divine channeling requires the character to expend an additional two daily uses of her divine channeling.

Entropic Aura

You can emit a field of entropic energy.

Prerequisite
Spellcraft 10 ranks, Divine Channeling, Entropic Focus, Entropic Specialist, Improved Entropic Focus, Improved Entropic Specialist

Benefit
By expending one daily use of your divine channeling you are able to fill an area with chaotic energies that makes all magical healing fail. Half the sum of your combined caster levels in all classes that grant divine spellcasting is the duration of the effect and multiplying the dividend by 5 determines the radius of it in feet.

As an example, Marindi, a 6th level cleric and 7th level zealot, emits an entropic aura that persists for 4 rounds and has a radius of 20 feet.

Expanded Aura

By sacrificing daily uses of your divine channeling you are able to expand your aura exponentially.

Prerequisite
Aura class feature, Divine Channeling

Benefit
As an immediate action you can expand your aura by 60 feet for every daily use of divine channeling that you expend.

Fearsome Channeling

You instill fear in enemies subject to your divine channeling.

Prerequisite
Divine Channeling

Benefit
When you use your divine channeling, creatures that are subject to its harmful effects must make a Will save (DC 10 + half the sum of your combined caster levels in all classes that grant divine spellcasting). Those that fail the check become frightened.

Feral Kinfolk

You are able to influence animals.

Prerequisite
Divine Channeling

Benefit
By expending one daily use of divine channeling you gain the Wild Empathy extraordinary ability for one hour. In addition you gain a bonus on Wild Empathy check equal to half the sum of your combined caster levels in all classes that grant divine spellcasting.

Focused Channeling

It is hard to resist the effect of your divine channeling.

Prerequisite
Divine Channeling, Focused Channeling

Benefit
The difficulty class to resist the effects of your divine channeling increases by +1.

Ghost Warrior

You are able to imbue any weapon you hold with the Ghost Touch special ability.

Prerequisite
Chastise Spirits, Divine Channeling

Benefit
For a number of rounds equal to the maximum number of times per day that you can use Divine Channeling +1 you can grant one held weapon the Ghost Touch special weapon ability (see Magic Weapon Special Ability Descriptions in Chapter 15 in the Pathfinder Core Rulebook) by expending one daily use of your divine channeling.

Graceful Channeling

You add your Charisma modifier to the number of times per day that you can use divine channeling.

Prerequisite
Charisma 13, Divine Channeling

Benefit
You can use Divine Channeling an additional number of times per day equal to your Charisma modifier.

Greater Domain Potency

Granted powers and spells from one chosen domain are especially potent.

Prerequisite
Domain aptitude with the chosen domain, Domain Potency

Benefit
Add +1 to your caster level when casting spells, using spell-like and supernatural abilities from the chosen domain. This bonus stacks with the bonus from Domain Potency.

Greater Entropic Aura

Wounds created within your entropic aura continue to bleed dealing additional damage.

Prerequisite
Spellcraft 17 ranks, Divine Channeling, Entropic Aura, Entropic Focus, Entropic Specialist, Improved Entropic Aura, Improved Entropic Focus, Improved Entropic Specialist

Benefit
Any wounds created within your entropic aura continue to bleed, dealing an additional 1 point of damage per round thereafter (at the end of the round of the character with this feat) as long creatures affected remain within the entropic aura. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then creatures affected take 1 point of damage per wound (this includes the character that has the entropic aura activate).

Greater Focused Channeling

It is harder to resist the effect of your divine channeling.

Prerequisite
Divine Channeling, Focused Channeling

Benefit
The difficulty class to resist the effects of your divine channeling increases by +1.

Greater Healing Touch

Your healing touch functions to greater effect.

Prerequisite
Able to cast 1st level divine spells, Healing Touch, Improved Healing Touch

Benefit
The additional amount of damage healed is equal to the sum of all the class levels you have in classes that grant divine spell casting times two (maximum of +40).

Greater Metachanneling Focus

You use even less daily uses of channel divine channeling when adding or modifying effects that change or enhance your divine channeling.

Prerequisite
Metachanneling Focus

Benefit
When using a feat that requires you to expend two or more daily uses of your divine channeling to add or modify the effect of your channeling you can expend two less uses of your divine channeling. You cannot lessen the extra amount of divine channeling daily expenditures to less than one; you need to expend one daily use of your divine channeling to channel divine energy and then expend at least one more daily use of your divine channeling to use the desired effect.

Greater Mystic Attrition

By expending one daily use of your divine channeling you are able to shrug off some amount of injury from an attack.

Prerequisite
Able to cast 9th level spells, Divine Channeling, Improved Mystic Attrition, Mystic Attrition

Benefit
By expending one daily use of your divine channeling you gain damage Reduction 3/— for a number of rounds equal to half the sum of your combined caster levels in all classes that grant divine spellcasting.

Greater Transference

You absorb all damage your foes take when use transference.

Prerequisite
Divine Channeling, Transference

Benefit
The amount of damage you heal yourself when you use transference is equal to the full amount of damage that is dealt to the target.

Healing Touch

You are able to mends wounds with a touch.

Prerequisite
Able to cast 1st level divine spells

Benefit
You can sacrifice a prepared spell to heal an ally. The amount of healing is equal to XD8 with X being equal to the level of spell sacrificed. In addition you heal one additional point of damage equal to half your class levels in all classes you have that grant divine spellcasting (minimum of +1, maximum of +10). Use of this ability is a standard action that provokes an attack of opportunity.

Healing Wind

You are able to heal a number of allies that are within the radius of your aura.

Prerequisite
Healing Touch, 6th level

Benefit
When using healing touch you can target a number of allies equal to the level of the spell sacrificed to power the ability +1. Each targeted ally must be within at least 30 feet of another targeted ally. The total from the amount of damage healed is divided by the number of targets healed (if this results in fractional hp, these are lost). You may choose to target yourself with this ability.

As an example Darowen, a 7th level cleric that wants to heal 3 of his allies, sacrifices a 4th level spell and rolls for 24 hp healed; each ally heals 8 hp.
Special: The amount of damage healed from a healing wind is increased if the character has greater healing touch and/or improved healing touch.

Improved Divine Channeling

You are more adept at channeling negative or positive energy.

Prerequisite
Divine Channeling

Benefit
Channeled divine energies deal or heal and additional +1D6 of damage.

Improved Domain Focus

Spells, spell-like abilities and supernatural abilities you use from the domain you improve your focus in slip past your enemies’ defenses with ease.

Prerequisite
Cleric Domain, Domain Focus

Benefit
Add +1 to the Difficulty Class for all saving throws against spells, spell-like abilities and supernatural abilities from the cleric domain you improve your focus in. This bonus stacks with the bonus from domain focus and (greater) school focus.

Improved Domain Specialization

Spells, spell-like abilities and supernatural abilities you use from the domain you improve your specialization in are far more deadly.

Prerequisite
Cleric Domain, Domain Focus, Domain Specialization, Improved Domain Focus

Benefit
Add +1 to the caster level for all saving throws against spells with the chaos descriptor. This bonus stacks with the bonus from domain specialization.

Improved Entropic Aura

You are able to alter the laws of probability.

Prerequisite
Spellcraft 15 ranks, Divine Channeling, Entropic Aura, Entropic Focus, Entropic Specialist, Improved Entropic Focus, Improved Entropic Specialist

Benefit
As a free action you are able to make anyone within your entropic field (including yourself) to reroll a task resolution check (any roll in which a d20 is perused). You must demand the reroll after you know whether the task resolution check failed or succeeded, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it is worse than the original roll.

Improved Healing Touch

Your healing touch functions to greater effect.

Prerequisite
Able to cast 1st level divine spells, Healing Touch

Benefit
The additional amount of damage healed is equal to the sum of all the class levels you have in classes that grant divine spell casting (maximum of +20).

Improved Mystic Attrition

By expending one daily use of your divine channeling you are able to shrug off some amount of injury from an attack.

Prerequisite
Able to cast 6th level spells, Divine Channeling, Mystic Attrition

Benefit
By expending one daily use of your divine channeling you gain Damage Reduction 2/— for a number of rounds equal to half the sum of your combined caster levels in all classes that grant divine spellcasting.

Improved Transference

You absorb more of your foes hit points when use transference.

Prerequisite
Divine Channeling, Transference

Benefit
The amount of damage you heal yourself when you use transference is equal to half the amount of damage that is dealt to the target.

Insightful Channeling

You add your Wisdom modifier to the number of times per day that you can use divine channeling.

Prerequisite
Wisdom 13, Divine Channeling

Benefit
You can use Divine Channeling an additional number of times per day equal to your Wisdom modifier.

Lasting Light

Objects you light up with your divine light shed their illumination longer.

Prerequisite
Divine Channeling, Divine Light

Benefit
When you use Divine Light the duration of the ability increases from minutes to hours.

Maximized Channeling

Your divine channeling has the maximum possible effect.

Prerequisite
Divine Channeling

Benefit
All variable, numeric effects of your divine channeling modified by this feat are maximized. Saving throws are unaffected. Maximized divine channeling requires the character to expend an additional three daily uses of her divine channeling.

Special
An empowered, maximized divine channeling gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Mercy

You are able to remove the affects of conditions that you select as your mercies in creatures that benefit from your healing touch.

Prerequisite
Divine Channeling, Healing Touch

Benefit
Select one of the conditions listed below. When using your healing touch you become aware if the target of the healing is suffering from the condition. By expending the required amount of daily divine channelings the creature has the condition or conditions removed from them.
  • Blinded: By expending three daily uses of divine channeling the target is no longer blinded.
  • Cursed: By expending two daily uses of divine channeling the target the character's healing touch also acts as remove curse, using the sum of your combined caster levels in all classes that grant divine spellcasting as the caster level.
  • Dazed: By expending one daily use of divine channeling the target is no longer dazed.
  • Deafened: By expending three daily uses of divine channeling the target is no longer deafened.
  • Diseased: By expending two daily uses of divine channeling the target the character's healing touch also acts as remove disease, using the sum of your combined caster levels in all classes that grant divine spellcasting as the caster level.
  • Exhausted: By expending two daily uses of divine channeling the target is no longer exhausted. The character needs to have the fatigued condition selected as a mercy before selecting the exhausted mercy.
  • Fatigued: By expending one daily use of divine channeling the target is no longer fatigued.
  • Frightened: By expending two daily uses of divine channeling the target is no longer frightened. The character needs to have the shaken condition selected as a mercy before selecting the frightened mercy.
  • Nauseated: By expending two daily uses of divine channeling the target is no longer nauseated. The character needs to have the sickened condition selected as a mercy before selecting the nauseated mercy.
  • Paralyzed: By expending three daily uses of divine channeling the target is no longer paralyzed.
  • Poisoned: By expending two daily uses of divine channeling the target the character's healing touch also acts as neutralize poison, using the sum of your combined caster levels in all classes that grant divine spellcasting as the caster level.
  • Shaken: By expending one daily use of divine channeling the target is no longer shaken.
  • Sickened: By expending one daily use of divine channeling the target is no longer sickened.
  • Staggered: By expending two daily uses of divine channeling the target is no longer staggered, unless the targets' hit points are 0 even after the effects of the healing are applied.
  • Stunned: By expending three daily uses of divine channeling the target is no longer stunned.
Special
You can take this feat multiple times, each time selecting a new condition that you are able to remove from those that benefit from your healing touch.

Creatures that receive the benefit of your mercy that are suffering from various multiple conditions that you are capable of treating have them treated without needing to expend additional daily uses of your divine channeling than the highest amount necessary for the worst kind of condition they are suffering from. For example one member of the party is suffering from the diseased and fatigued conditions. When they receive the mercy of another character, the character capable of treating them only needs to have those two conditions selected as mercies and expend two daily uses of divine channeling in order to remove both conditions from her.

Metachanneling Focus

You use less daily uses of channel divine channeling when adding or modifying effects that change or enhance your divine channeling.

Prerequisite
One or more of the following divine feats; empowered channeling, maximized channeling, swift channeling.

Benefit
When using a feat that requires you to expend two or more daily uses of your divine channeling to add or modify the effect of your channeling you can expend one less use of your divine channeling. You cannot lessen the extra amount of divine channeling daily expenditures to less than one; you need to expend one daily use of your divine channeling to channel divine energy and then expend at least one more daily use of your divine channeling to use the desired effect.

Mettle

You are able to shrug off magical effects that would otherwise harm you.

Prerequisite
Divine Channeling

Benefit
If you are subject to a Fortitude or Will saving throw that allows you to reduce a spells effect and you succeed on the saving throw you may expend one daily use of your divine channeling as an immediate action to avoid suffering any effect from the spell at all. Only spells with a saving throw entry of "Will partial", "Fortitude half" or similar entries can be negated through this ability; the DM must reveal this to you so you can activate this ability.

Mystic Attrition

By expending one daily use of your divine channeling you are able to shrug off some amount of injury from an attack.

Prerequisite
Able to cast 3rd level spells, Divine Channeling

Benefit
By expending one daily use of your divine channeling you gain damage Reduction 1/— for a number of rounds equal to half the sum of your combined caster levels in all classes that grant divine spellcasting.

Mystic Warrior

You are more martial minded than other divine spellcasting classes.

Prerequisite
Divine Channeling, Martial Aptitude

Benefit
Your effective fighter level for qualifying for fighter bonus feats is equal to the sum of all class level in classes that grant divine spellcasting.

Prescient Awareness

You are able to get out of the way of impending danger quickly.

Prerequisite
Able to cast 4th level divine spells

Benefit
If you make a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a fireball spell), you instead take no damage.

Profane Channeling

You draw upon and bind the energy of evil into your divine channeling.

Prerequisite
Evil alignment, Divine Channeling

Benefit
When you channel energy, you can expend an additional daily use to infuse it with evil energies; this makes the energy evil aligned and therefore able bypass corresponding damage reduction.

Profane Strike

You are able to infuse holy power into your next attack.

Prerequisite
Divine Channeling, Profane Channeling

Benefit
When you use your profane channeling you can store the divine energies into your weapon making it evil aligned and therefore able to bypass corresponding damage reduction for a number of rounds equal to half the sum of all class levels that grant divine spellcasting.

Sacred Channeling

You draw upon and bind the energy of good into your divine channeling.

Prerequisite
Good alignment, Divine Channeling

Benefit
When you channel energy, you can expend an additional daily use to infuse it with lawful energies; this makes the energy good aligned and therefore able bypass corresponding damage reduction.

Sacred Strike

You are able to infuse holy power into your next attack.

Prerequisite
Divine Channeling, Holy Channeling

Benefit
When you use your holy channeling you can store the divine energies into your weapon making it good aligned and therefore able to bypass corresponding damage reduction for a number of rounds equal to half the sum of all class levels that grant divine spellcasting.

Skybourne Spirit

For a short amount of time you are able to ascend into the sky.

Prerequisite
Divine Channeling

Benefit
As an immediate action you can expend one daily use of divine channeling to gain a fly speed equal to your base land speed +10, an average maneuverability, are treated as being trained in the fly skill and gain an amount of phantom ranks in the fly skill equal to half the sum of your combined caster levels in all classes that grant divine spellcasting for a number of minutes equal to twice the sum of your combined caster levels in all classes that grant divine spellcasting plus twice your Dexterity modifier.

Sustained Channeling

For most clerics, channeling divine energies involves a sudden burst of released energy. Clerics that study the art of divine channeling learn that they can delay the departure of the divine energy in order to make the effect last longer.

Prerequisite
Divine Channeling, Improved Divine Channeling

Benefit
You are able to hold onto channeled divine energy, making the effect last longer. When using this feat in conjunction with divine channeling, the first round that you channel divine energies require that you use divine channeling as a full-round action. For every turn that you wish to sustain the effect you must make a Concentration check (DC 15); if the check fails the effect ends immediately and you may act normally in this round. If you suffer damage or succumb to any other distraction that would disrupt the casting of a spell you must make a standard Concentration check to sustain the divine channeling. A failure due to distraction will prevent you from sustaining the divine channeling into the next round, but damage dealt or healed for the current round still applies.

Swift Channeling

You can channel divine energy in a fraction of the normal time.

Prerequisite
Divine Channeling

Benefit
You can use divine channeling as a swift action. You can perform another action, even casting a spell or use divine channeling an additional time in the same round as you use a swift divine channeling. Swift divine channeling requires the character to expend four additional daily uses of your divine channeling. Using swift divine channeling doesn't provoke an attack of opportunity.

Transference

You are able to weaken your foes and heal yourself.

Prerequisite
Divine Channeling

Benefit
As a free action you can expend one use of divine channeling and have your weapon hold and not release it until you hit a target. The target suffers from the full effects of divine channeling, as if they are the exclusive target of the effect. You heal an amount of damage that is equal to one-quarter the amount of damage that is dealt to the target.

Turn Undead

Calling upon higher powers, you cause undead to f lee from the might of your unleashed divine energy.

Prerequisite
Divine Channeling

Benefit
You can, as a standard action, expend one of your daily uses of divine channeling to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + half the sum of your combined caster levels in all classes that grant divine spellcasting + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use divine channeling in this way, it has no other effect (it does not heal or harm nearby creatures).

Tormented Spirit

Your unarmed strikes deal additional negative energy damage.

Prerequisite
Divine Channeling (negative energy), Ghost Warrior

Benefit
By expending one daily use of your divine channeling you lace negative energy into your unarmed attacks; each successful unarmed strike damages living creatures and heals undead creatures by an amount equal to the highest level spell you can cast +1. This effect lasts for a number of rounds equal to half the sum of your combined caster levels in all classes that grant divine spellcasting.

Special
If you can make a flurry of blows, this effect applies to all attacks you make with your flurry.

Unmoving Stance

You cannot be moved or knocked prone.

Prerequisite
Divine Channeling

Benefit
As an immediate action you can expend one daily use of divine channeling to become rooted to the spot. For a number of rounds equal to half the sum of your combined caster levels in all classes that grant divine spellcasting you absolutely cannot be moved from the spot or be knocked prone unless you want to be.

Valor

You can sacrifice one daily use of divine channeling to gain immunity to fear effects.

Prerequisite
Divine Channeling

Benefit
By expending one daily use of your divine channeling you become immune to fear (magical or otherwise) for a number of rounds equal to the highest level divine spell you can cast +1.

Vengeful Spirit

You are able to inspire fear in your foes.

Prerequisite
Divine Channeling (negative energy), Ghost Warrior, Tormented Spirit

Benefit
By expending a daily use of your divine channeling you can become incorporeal for a number of rounds equal to half the sum of your combined caster levels in all classes that grant divine spellcasting. While incorporeal you can attempt to make a touch attack against an opponent; if you make a successful attack, your opponent must make a Will save (DC 10 + the sum of your combined caster levels in all classes that grant divine spellcasting). If your opponent fails the save they are frightened, otherwise they are panicked.

Water to Wine

You can transmute any beverage into an alcoholic one of your choice.

Prerequisite
Divine Channeling

Benefit
By expending one daily use of your divine channeling you can transmute a number of beverages equal to half the sum of your combined caster levels in all classes that grant divine spellcasting (minimum one) into any alcoholic beverages of your choice.

Water Wraith

For a short amount of time you are able survive in the murky depths.

Prerequisite
Divine Channeling

Benefit
As an immediate action you can expend one daily use of divine channeling to gain the amphibious trait and a swim speed equal to your base land speed for a number of minutes equal to twice the sum of your combined caster levels in all classes that grant divine spellcasting plus twice your Constitution modifier.

Widened Channeling

Your divine channeling affects a larger area.

Prerequisite
Divine Channeling

Benefit
You alter your divine channeling to encompass a larger area; divine channeling modified with this feat encompass a 60 foot radius centered on the character. Widened divine channeling requires the character to expend one additional daily use of divine channeling.