Divine Fighting Technique (Combat)

**Prerequisites**: Must worship a deity that has an established divine fighting technique, and be within one step of that deity's alignment.

**Benefit**: You can use your deity’s fighting technique and receive any benefit associated with that technique for which you qualify, as described in the Divine Fighting Techniques section below.

**Special**: A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites.

### Divine Fighting Techniques

#### Brimgan's Glorious Carnage

**Initial** **Benefit**: Whenever a target you've previously dealt damage to in the current encounter becomes staggered or unconscious (regardless of whether they are your ally, enemy, or neutral party), gain 1d8 temp hp, and a +1 untyped bonus to damage for 2 rounds that stacks with itself and refreshes the duration with subsequent triggers.

**Advanced** **Prerequisites**: Any Betrayal Feat; Improved Called Shot; Savage Display; base attack bonus +10; Intimidate 5 ranks

**Advanced** **Benefit**: You may attempt a called shot to an ally or a neutral party as a swift action once per combat encounter, against their flat-footed AC. If you succeed the called shot, you deal 1d4 wisdom damage to all creatures within 30ft who can see you. If the called shot was a Critical Called Shot, this increases to 1d6 wisdom damage. If the called shot was a debilitating blow, this further increases to 2d4 wisdom damage. Allies and creatures who have seen you do this before receive a Will Save (DC 10+Intimidate Bonus) to halve the wisdom damage. Regardless of type of called shot success, all creatures within 30ft who an see you are shaken for the duration of combat, with all creatures receiving a Will save (DC 10+Intimidate Bonus) to reduce this duration to 1d4 rounds.

#### Gravik's Wizened Tome

**Initial** **Benefit**: Whenever you wield a book as an improvised weapon, you may reroll your first attack each round. This reroll cannot be modified by any spells cast by any source outside of the user, but can be chosen after the results of the roll are revealed. In addition, you take no penalties for using a book as an improvised weapon, treating it as a light hammer for the purposes of feats, damage dice, damage type, and thrown weapon range.

**Advanced** **Prerequisites**: Grab and Go; base attack bonus +10 or Sense Motive 10 ranks

**Advanced** **Benefit**: You may retrieve a number of books with Grab and Go equal to your Wisdom modifier (minimum 1) and can equip books already on your person as a free action. In addition, your attacks with books have a chance to render the target flat-footed for all subsequent turns until its next turn, Fort Save (DC = 10+Sense Motive bonus).

#### Haela's Reassuring Presence

**Initial Benefit:** Whenever an ally adjacent to you makes a Will Save against a fear effect, you may instead make the roll for them - applying any spells, modifiers, and immunities you possess.

**Advanced Prerequisites:** Golem's Conviction; Wisdom 13+; Heal 8 ranks.

**Advanced Benefit:** Adjacent allies may benefit from Golem's Conviction, even if they themselves do not possess it. This only applies if the ally is adjacent to you when the mind effect is initiated, and is not applied if a mind-controlled ally moves into adjacency. When using Golem's Conviction for yourself, you may also choose to stabilize the dying, going to the nearest staggered or unconscious creature and using any form of healing, stabilize cantrip/orison, or heal check to stabilize them. You do not provoke attacks of opportunity when casting spells in this way.

#### Krovangar's Immovable Wall

**Initial Benefit:** Whenever you wield a weapon with the Hammer weapon group, you gain a +5 sacred bonus to CMD and AC vs attempts to bull rush, drag, or otherwise displace you. In addition, when an enemy fails an attempt to bull rush, drag, or otherwise displace you (regardless of source, or supporting feats) you receive an attack of opportunity.

**Advanced Prerequisites:** Combat Reflexes; Shield Focus; Weapon Focus (any hammer); base attack bonus +10 or Knowledge (Engineering) 10 ranks.

**Advanced Benefit:** While wielding a weapon with the Hammer weapon group and a shield, you may make a number of attacks of opportunity per round equal to 1+WIS mod+STR mod. In addition, while wielding a weapon with the Hammer weapon group and a shield, you gain an attack of opportunity when an enemy enters your reach or takes a 5ft-step within your reach if their size class is greater than your own.

#### Talpipari's Mole Hole

**Initial Benefit:** Enemies do not receive a high ground advantage against you, and do not benefit from feats such as Death From Above against you. If you have any form of cover or concealment vs an enemy with a high ground advantage, it is treated as total cover or total concealment if you have not attacked since your last turn.

**Advanced Prerequisites:** Fast Crawl; Lie Low; Vindictive Fall; base attack bonus +8

**Advanced Benefit:** While prone, you may move at full speed, and take no penalties for being prone. In addition, you gain a +5 to hit and to damage on melee attacks vs enemies standing while you are prone, and gain a +2 AC vs standing targets while prone. These bonuses also apply to quadrapeds while on all fours against creatures with a larger size class.