Latest News

End of July Update!

Home > Feats >

Fayth Feats

Fayth feats grant the ability to draw energies and famous abilities from a god or an Astral that is centered on the individual’s or a region’s faith in them. The effects of fayth feats are supernatural and do not function in an antimagic field or similar effect. In addition, these abilities require the religion, practices, and traditions of the corresponding god or Astral to be present on that plane of existence. For example, in one campaign setting Kefka and his followers are present on the material plane but Ifrit and Phoenix’s followers are more concentrated on the Plane of Fire and don’t have a strong presence on the material plane. In instances like that, it may be up to GM fiat to see if the feats work properly in that plane of existence. At minimum, these feats can be used if the faintest of folk tales and stories of the deity(or Astral) are prevalent. They can also be used if the setting has gods/ deities with similar alignments and abilities as the deities mentioned in these feats.

The following format is used for all feat descriptions.

Feat Name: The feat’s name.

Category/Type: Some feats fit into more than one category, such as Teamwork or Channeling feats. While Teamwork feats are an official “category”, “Channeling” is not. Channeling feats are those which require the Channel Energy feat or class feature as a prerequisite. This category (or subcategory) is created by d20pfsrd.com editors simply for convenience in sorting feats and clustering them together along “like” themes etc.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Feat NamePrerequisitesBenefits
Artifice's DesolationKnowledge (Religion) 3 ranksAs a standard action, you cause all constructed objects and constructs within 30 feet of you to weaken significantly, effectively reducing their hardness, and/or damage reduction, to zero for 1 round, with a Fortitude save (DC 10 + your ranks in Knowledge: Religion) to negate the effect. Unattended non-magical items or constructs with a hit dice of half your ranks in Knowledge (Religion) or less do not get a save. The duration of this ability increases by 1 round for every 5 ranks in Knowledge (Religion) you have. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you have. This feat does not function in a region or plane of existence that does not worship Yevon or have Sin as a notable "enemy" of machina.
Artisan of ArkKnowledge (Religion) 1 Ranks, Pilot 1 RankYou treat the following skills as class skills: Navigation and Pilot. When piloting an airship, you treat the wind speeds involved in turbulence as 10 lower(minimum of 0). In addition, you gain no penalty for operating an airship. This counts as having the Airship Operation feat for the purposes of prerequisites. This feat does not function in a region or plane of existence that does not worship or have heard of Ark.
Bismarckian BuoyancyKnowledge (Religion) 3 ranks, Swim 1 RankYou gain a Swim speed equal to half your land speed. If you already have a swim speed, it increases by half your land speed. For every 5 ranks in Knowledge (Religion) you have, your swim speed increases by 5 ft. In addition, when you reach 10 ranks in Knowledge (Religion), you gain a fly speed (average maneuverability) equal to half your swim speed and can use your ranks in Swim for Fly checks. You cannot use this feat in a region or plane of existence that does not worship or have heard of Bismarck.
Breath of the VoidKnowledge (Religion) 10 ranks, Knowledge (Planes) 5 ranksYou can create a crushing field of gravity down on an area. Choose an area within 100 feet. You create a 60-ft.-tall, 30-ft.-wide cylinder of gravitational pull. This field must be maintained each round as a full-round action. Any attack, feint or other form of distraction that succeeds against you forces you to make a concentration check using your ranks in Knowledge (Religion) as your caster level and your Wisdom or Charisma modifier as your casting modifier. When you use this feat, you can perform one of two options each round: Hold or Crush. Ending either effect is a free action. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or have heard of The Void.

• Hold: As a full-round action, you can cause all corporeal creatures in its area of effect to become too heavy to move. Creatures in the gravity field must succeed on a Fortitude save (DC 10 + Your Ranks in Knowledge: Religion) or gain the Immobilized status effect until you release them or they break free. A flying creature has a –4 penalty applied to the save; failure means it is unable to remain airborne and must land. If the user maintains this ability, on successive rounds a held creature can break free by succeeding on a Strength check with a DC equal to the initial Fortitude save. Any land-bound creature two size categories smaller than the user of this feat has its speed automatically reduced by half, even if the Strength check is successful. This ability only works on creatures with weight and mass; incorporeal and gaseous creatures are immune to this power.
• Crush: As a full-round action, you can attempt to crush all corporeal creatures and objects (Constructs and unattended objects) to be subject bonus extreme force. Each corporeal creature in the field must make a Fortitude save (DC 10 + your ranks in Knowledge: Religion) or take 3d6 bludgeoning damage. Success reduces this damage by half. Objects automatically fail the save. This damage is treated as non-elemental damage for the purposes of bypassing damage reduction. In addition, the damage is increased by 1d6 per 100 lbs of weight the creature has.
Doomtrain's VoyageKnowledge (Religion) 3 ranksOnce a day, you can perform a special charge attack or bull rush combat maneuver. Upon landing a hit you deal an extra 1d6 points of shadow damage that increases per extra 10 feet past the minimum needed to charge. In addition, you count as one size higher for the purposes of bull rushing when using this feat. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or have heard of Doomtrain.
Drive to LiveKnowledge (Religion) 1 RankAs a standard action, you can touch a creature to instill them with the will to live. By giving them flashes of family, loved ones, or anything else that inspires them to go on, creatures touched in this fashion receive a +1 sacred bonus on saves against death effects and checks to stabilize when dying. This benefit lasts for 1 minute. This bonus is increased for every 5 ranks in Knowledge (Religion) you possess. You can use this feat once per day, plus an additional time per day per 5 ranks in Knowledge (Religion) you have. This feat does not function in regions or planes of existence that do not worship, or have heard of Melphina, Althena, Hydaelyn or similar deities like them.
Draconian DiplomacyKnowledge (Religion) 10 ranksAs a full-round action, you let loose a guttural cry that echoes with draconic fury. Make a Diplomacy check against all enemy creatures that can hear you within 60 feet (DC 25 + the creature’s Charisma modifier for Hostile creatures). If you succeed the check, those creatures are shaken for a number of rounds equal to your Charisma modifier. If you succeed the check by 5 or more, affected creatures are Panicked instead. If you succeed the check by 10 or more, affected creatures are Cowering instead. This is a mind affecting, fear and sonic effect. Creatures affected by this feat cannot be affected again for 24 hours. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion). You cannot use this feat in regions or planes of existence that do not worship or have heard of Bahamut.
Dueling Slash (Combat)Knowledge (Religion) 5 ranks, Weapon Focus (one handed exotic blades, such as a Katana)As a standard action, make an Intimidate check to Antagonize an enemy creature. On a success, if the creature attacks you, regardless if they hit or miss, within the next round, you can make a life-threatening cut. You can spend an immediate action to make an attack roll at your highest base attack bonus. If you hit your antagonized opponent, in addition to your weapon damage, you can add double your critical modifier as precision damage. If it is a critical hit and you confirm it, you add triple your critical modifier on the damage roll. Creatures immune to critical hits and precision damage are immune to the effects of this feat. You can use this feat once per day, plus an additional time per day per every 5 ranks in Knowledge (Religion) you have. This feat does not function in regions or planes of existence that do not worship or have heard of Yojimbo.
Eden's RefuseKnowledge (Religion) 1 RankAt the beginning of each day, You can meditate for 1 hour to gain a +1 bonus to any one D20 within the next 8 hours. If it is not used within that time it is lost. This bonus increases by 1 for every 5 ranks in Knowledge (Religion) you possess. In addition, you can spend 1 point of the bonus to reroll a single failed d20 roll. You must take the second result, even if it's worse. (For example: With 15 ranks, you have a +3 bonus. You can spend 1 point of that bonus, lowering it to a +2 and either add that to the reroll or use it for later.) This feat does not function in a region or plane of existence that does not worship or have heard of Eden.
Etro's ChaosKnowledge (Religion) 5 RanksAs an immediate action, whenever you are subject to an effect that forces you to roll a percentile die (such as wild magic, primal events or similar effects) you treat the result of the die as 5 lower if it would present you with an advantage. If you subject a creature to an effect that forces them roll a percentile die, you can use this feat as an immediate action to treat their result as 5 higher if it would instill a disadvantage. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or have heard of Etro.
Flames of RestorationKnowledge (Religion) 5 Ranks, Must know at least one [Fire] spell or otherwise be able to deal non-extraordinary fire damageYou may activate this feat when casting a [Fire] spell, or activating a non-extraordinary effect that deals fire damage, with an area of effect. Select a number of creatures within the area of effect to a maximum of your ranks in Knowledge (Religion). Instead of taking fire damage, those creatures are healed a number of hit points equal to your ranks in Knowledge (Religion). You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you have. This feat does not function in a region or plane of existence that does not worship or has heard of Phoenix.
Fulgarian's SparkKnowledge (Religion) 3 RanksAs a standard action, you send a ripple of lightning through the ground in a 20-ft.-diameter circle centered around yourself. Enemy creatures caught in the area must make a Fortitude save (DC 10 + your ranks in Knowledge (Religion) or receive the Static status for 1 round. A success negates this effect. The charged area lingers for one round per rank in Knowledge (Religion). If created on a metal surface, the area is increased by 10 feet. If used on a surface drenched with water, it increases by 20 feet and the DC increases by 2. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you have. This feat does not function in a region or plane of existence that does not worship or have heard of Ramuh or Ixion.
Good King Moggle Mog XII's Great Rescue Knowledge (Religion) 3 ranksOnce per day as an immediate action when a friendly character within 30 feet (+5 feet for every rank in Knowledge (Religion) after 3) would be reduced to 0 or less hit points, you may instead move that friendly character to the closest point out of sight of any enemy, set their hit points to 1 and remove all status effects from that friendly character.
Halone's ProwessKnowledge (Religion) 3 ranks, Profession (Soldier, Mercenary) 3 ranksWhenever you are about to make an initiative check for a surprise round, you can spend a use of this feat to gain the benefits of the Quick Draw or Quick Stow combat feats for the duration of the surprise round without needing to meet their prerequisites. You can only use this feat if you are aware of a threat in your immediate vicinity (usually within 30 to 50 feet but can be subject to GM discretion). You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or has heard of Halone.
Hydaelyn's GraceKnowledge (Religion) 3 ranksWhen you cast a spell, spell-like ability, or supernatural ability that deals holy damage to an opponent, you heal 1d4 hit points. This increases by 1d4 per 5 ranks in Knowledge (Religion) you have. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship Hydaelyn.
Hydraean's FloodKnowledge (Religion) 10 RanksAs a full-round action, you send out a 30-ft.-cone of torrential waters at your foes. Enemy creatures caught in the area must make a Fortitude save (DC 10 + half your character level + your Charisma or Wisdom modifier) or take 4d6 + your ranks in Knowledge (Religion) in water damage and be knocked prone and Drenched. The Drench status lasts for a number of rounds equal to your Charisma or Wisdom modifier. A success lets them take half damage and negate the prone and Drench effect. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in regions or planes of existence that do not worship or have heard of Leviathan.
Infernian's BlazeKnowledge (Religion) 1 RankYou can focus and touch an object as a standard action. Flammable objects will be set on fire immediately. Fire generated in this manner is non-magical and can be put out with mundane means. You can also attempt to touch a creature using this feat as a melee touch attack. On a successful hit, you deal 1 point of fire damage equal to the number of ranks in Knowledge (Religion) you have. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion). This feat does not work in regions or planes of existence that does not worship or have heard of Ifrit.
Infernian's PyreKnowledge (Religion) 5 ranks, Knowledge (Planes or Nature) 3 Ranks, Infernian’s BlazeAs a standard action, you gain the Burning status effect for a number of rounds equal to your ranks in Knowledge (Religion). While under this status effect, you can gain a number of benefits. Using a benefit consumes a round of Burning. If the duration of this feat or the Burning status is removed from you, any benefits you are using, immediately ends. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or have heard of Ifrit.

• Enblaze: As a standard action, you can super heat your melee weapon attack, unarmed strike, or natural attack with scorching fire. This benefit lasts for 3 rounds until expended. When you hit, you deal normal weapon damage + 1 point of fire damage and 10-ft.-cone of flame erupts from your opponent. Your opponent and any enemies within the cone must make a Reflex save (DC 10 + your ranks in Knowledge: Religion) or take 2d6 points of fire damage and gain the Burning status. A success halves the damage and negates the Burning status. This consumes 2 rounds of Burning status.
• Conflagration: As a full-round action, you summon a gaping maw of flame from the ground. Choose a square within 30 feet. A 40-ft.-tall, 20-ft.-wide pillar of flame erupts from the ground. All enemy creatures within the area of effect must make a Reflex save (DC 10 + your ranks in Knowledge: Religion) or take 5d6 points of fire damage and gain the Burning status. You can spend an additional round of Burning status to increase the damage an additional 1d6 per round spent (maximum of 10 rounds). This consumes 3 rounds of Burning status.
Levin's ArbiterKnowledge (Religion) 5 ranks, Knowledge (Nature or Arcana) 3 ranks, Fulgarian’s SparkAs a standard action, you can give yourself the Static status effect for a number of rounds equal to your ranks in Knowledge (Religion). While under this status effect, you can gain a number of benefits. Using a benefit consumes a round of Static. If the duration of this feat or the Static status is removed from you, any benefits you are using, immediately ends. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or have heard of Ramuh.

• Stride: As a move action, you can teleport by transforming into a bolt of lightning. You can teleport to a point in space within 30 feet. You can use this movement to travel up, down, or across surfaces that conduct electricity. Doing so increases your movement by an additional 10 feet. This consumes 1 round of the Static status.
• Jolt: As a standard action, you can fire off a bolt of lightning from your fingertips. Make a ranged touch attack to a target within 30 feet. On a hit, you deal 2d4 points of lightning damage. You can sacrifice additional rounds of Static to increase the damage by an additional 1d4 per round sacrificed (maximum of 10d4). This consumes two rounds of Static status.
Llymlaen's CompassKnowledge (Religion) 1 Rank, Profession (Sailor) or Survival 1 RankOnce per day, when you are subject to a Survival check to not become lost or explore uncharted regions, you can use this feat to take a 10 on the check even when you would normally not be able to. You can also spend a use of this feat to take a 10 on Profession (Sailor) or Perception checks to navigate through bad weather on land or at sea. Lastly, you can spend a use of this feat to always determine where north is from your current position, so long as you are in a plane of existence with discernible cardinal direction. You can use this feat an additional time per day for every 5 ranks in Knowledge (Religion) you possess.
Mote of ZomalaKnowledge (Religion) 7 Ranks, Intelligence 15 or Wisdom 15Once per day, whenever you make an initiative check, you can roll twice and take the better result as your actual result. Alternatively, you can spend a use of this feat to act normally in a surprise round so long as you are aware of a threat. You can use this feat an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in regions or planes of existence that do not worship or have heard of Zomala.
Nald'thal's PouchKnowledge (Religion) 5 Ranks, Appraise 1 RankOnce per day, you can cast Secret Coffer as a spell-like ability using your ranks in Knowledge (Religion) as your caster level. In addition, when bargaining with other creatures, you can use your ranks in Appraise instead of Diplomacy in the Initial and Final Offers. When you reach 10 ranks in Knowledge (Religion), you can cast Secret Chest once per day as a spell-like ability. You use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion). This feat cannot be used in a region or plane of existence that does not worship or has heard of Nald'thal.
Odin's Zeal (Combat)Knowledge (Religion) 5 Ranks, Power Attack, Weapon Focus with a one-handed or two-handed melee weaponOnce per day, you can perform a special attack. Make an attack roll as a standard action with a -5 penalty. Should you hit, you deal double weapon damage and reduce the amount of damage reduction or hardness your opponent possesses by an amount equal to half your ranks in Knowledge (Religion), rounded down. This reduction lasts for 3 rounds. You can use this feat an additional time per day for every 5 ranks of Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or has heard of Odin.
Oschon's Wayward WindsKnowledge (Religion) 5 ranks, Vagrant of the WorldYou can cast either Air Bubble or Alter Winds as a spell-like ability, using your ranks in Knowledge (Religion) as your caster level. In addition, when you are under the effects of Vagrant of the World, you can spend a use of this feat as a free action to give your unarmed strikes, 10 pieces of ammunition, or a single melee weapon the Roaring special quality. This quality does count against the cost and total enhancement bonus you can have on a weapon. This benefit lasts for the duration of Vagrant of the World. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship or have heard of Oschon.
Songstress's VoiceKnowledge (Religion) 4 ranks, Perform (Sing) 4 ranksOnce per day, you may perform one 1st level Bard Song as a song-like ability, chosen when you take this feat. You may use this song, as well as learn an additional 1st level Bard Song at ranks 10, 15 and 20 in Knowledge (Religion). You may use either Wisdom or Charisma to determine DCs and your total class level is your caster level for the songs chosen. This feat does not function in a region or plane of existence that does not worship or has heard of Siren.
Thaliak's RepositoryKnowledge (Religion) 3 ranks, Linguistics 1 rank, Spellcraft 1 rankOnce per day, you can cast either Identify or Comprehend Languages using your ranks in Knowledge (Religion) as your caster level. In addition, you gain a +2 bonus on Research checks. You can use this feat once per day, plus an additional time per day for every 5 ranks in Knowledge (Religion). You cannot use this feat in a region or plane of existence that does not worship or has heard of Thaliak.
Vagrant of the WorldKnowledge (Religion) 3 RanksAs a swift action, you wrap airy energies around your body. You gain a +30 enhancement bonus to your base land speed. If you use a standard action instead of a swift to activate this feat, you can apply half of the enhancement to any other modes of above ground movement you have (such as a Climb speed and Fly speed but not a Burrow or Swim speed). This enhancement lasts for a number of rounds per day equal to your ranks in Knowledge (Religion). These rounds need not be consecutive. This feat does not function in regions or planes of existence that do not worship or have heard of Oschon.
Zodiark's ConfluenceKnowledge (Religion) 3 ranksBy meditating for 1 hour, you gain shadow resistance 5 for the next 8 hours. In addition, if you are in an area of non-magical darkness, you treat the first 30 feet around yourself as Dim Light. The shadow resistance increases by 5 for every 5 ranks in Knowledge (Religion) you possess. This feat does not function in a region or plane of existence that does not worship Zodiark.