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Allies within range of the energy wave released through this feat are surrounded by force that protects them from physical harm. BATTLE CRY: FEAR (GENERAL) Characters possessing this feat are able to summon their fury and release it through a terrifying battle cry. This has the effect of demoralising nearby enemies. Requirements: Constitution 13+, Expertise, Toughness, ability Turn Undead Benefits: The character must expend one of their turn undead attempts for that day, thus using a standard action.

Cure Moderate Wounds. Cures 2d8+1/level (max +10). Discern Lies. Reveals deliberate falsehoods. Dispel Magic. Cancels magical spells and effects. Divine Warding. Cancel half damage from evil sources (max. Cha bonus/level). Greater Magic Weapon. +1 Bonus/three levels (max +5) Heal Mount. As Heal on warhorse or other mount. Heart of Valour. Augments aura of courage, grants attack bonuses, causes fear in opponents. Magic Circle against Evil. As Protection from Evil, but 10 ft radius and 10 min/level.

Benefits: Heart of glory allows characters to gain the leadership feat from 4 th level. In addition, they gain a +2 bonus to their leadership score and a +1 bonus to Diplomacy skill checks relating to leading and motivating others. HEART OF MIGHT (PALADIN) Divine might and strength of purpose drive characters possessing this feat. This blessing makes these characters formidable warriors against the forces of evil, overcoming their enemies through powerful resolve. Requirements: Charisma 15+, Wisdom 15+, Leadership Requirements: Strength 17+ Benefits: Using this feat requires a full round action.

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