General | General (No Skill) | Filter

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


PFS StandardSacred Defense Single ActionFeat 7

DivineGeneralSkill
Source Gods & Magic pg. 105
Frequency once per hour
Prerequisites master in Religion, you follow a deity

You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success).

Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
Success You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
Critical Failure Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day.

Traits

Divine:

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

General:

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Skill:

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.