Holy Potency

Type: Tactical
Source: Complete Champion

You have learned to manipulate the energies of the divine to great martial effect.
Prerequisite: Base attack bonus +4, ability to spontaneously cast cure or inflict spells, ability to turn or rebuke undead.
Benefit: This feat allows you the use of two of the four following tactical maneuvers. The first two maneuvers are available only if you channel positive energy, while the latter two are available only if you channel negative energy.
Balance of Life: The positive energy you channel when healing temporarily bolsters you physically. To use this maneuver, you must first cast a cure spell, then attempt either a melee attack or a Strength-based check in the following round. You gain a bonus on that attack roll or check equal to the level of the cure spell cast.
Conduit of Life: Two conduits of positive energy (turning and healing) reinforce each other, making your cure spells more potent. To use this maneuver, you must first attempt to turn undead, then make an attack with a cure spell (or other positive-energy spell) against an undead creature in the following round. You gain a bonus on your damage roll for the spell equal to one-half the result of the initial turning check, and the save DC increases by an amount equal to your Charisma bonus (if any). If you roll a natural 20 on your attack roll when delivering the spell (assuming one is necessary) and the target fails its save, the spell deals double damage.
Conduit of Death: Two conduits of negative energy (rebuking and dealing damage) reinforce each other, making your inflict spells more potent. To use this maneuver, you must first attempt to rebuke undead, then make an attack with an inflict spell (or other negative-energy spell) against a living creature in the following round. You gain a bonus on your damage roll for the spell equal to one-half the result of the initial turning check, and the save DC increases by an amount equal to your Charisma bonus (if any). Furthermore, the critical threat range of the attack increases by 1.
Touch of Death: The negative energy you channel lingers, increasing the severity of the wounds you inflict. To use this maneuver, you must first cast an inflict spell, then attempt a melee attack against a living creature in the following round. If the attack hits, it deals extra damage equal to twice the level of the inflict spell cast.

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