All right, you know the deal – 3 pages – 1 page front cover, 1 page SRD, 1 page content, let’s go!
-Abundant Revelations: + 1/2 mythic tier uses of chosen revelation; You change the revelation to which this applies by spending 1 mythic power upon meditating to refresh your spellcasting ability.
-Channeled Revival: Adds healing for allies in range of the effect as if you had expended channel energy for this purpose. The target of the channeled revival does not receive this healing. Expend one use of mythic power and mythic breath of life the target. If you can cast breath of life, you can expend mythic power or an equal number of channel energy uses to cast the mythic or augmented versions of the spell. I’m not sure I’m reading this correctly – how much mythic power? One? Regular (1 or 2 at 9th tier)?
-Channeling Scourge: +tier to cleric levels for determining channel energy damage dice and DC. Spend 1 mythic power to extend the effect by 5 ft., +5 ft per mythic tiers. I consider this one to be too strong; the damage-escalation feels excessive.
-Contingent Channeling: If a target imbued is reduced to 0 HP, the character triggers a 30-ft burst of positive healing energy, while ALSO damaging undead. Has synergy with Selective Channeling. I think this effect should cost mythic power – this is essentially a powerful contingency healing with area effect.
-Create Reliquary Arms and Shields: Your creation can serve any creature serving your religion/deity. Mythic creatures wielding it can spend mythic power to consecrate/desecrate as an SP, centered on the item. When crafting the item, you can also imbue mythic divine spells equal to your tier in the object by expending mythic power. Once completed, mythic divine spellcasters following your patron deity may spend mythic power to cast these spells. You may change the imbued spells. I really like this one, even though, personally, I’d prevent some spells from being included in items like this!
-Crusader’s Fist: Spend 1 mythic power to have Crusader’s Fist’s bonus damage also multiply on a crit. Numerical escalation, and for crits to boot. Not a fan.
-Double Bane: For mythic tier rounds per day, apply bane to two weapons while only expending 1 round of bane. If you hit the same creature with both bane weapons in a round, you may expend mythic power to make the second attack a critical threat. Nasty, cool and mechanically interesting. Like it.
-Extra Bane: Spend mythic power to extend the bane duration by 1/2 tier. these rounds do not count against your maximum, but end immediately upon changing the bane effect. Awesome!
-Instant Judgment: Spend 1 mythic power to pronounce a judgment or change an active one as a free action.
-Menacing Bane: Weapon is considered BOTH menacing and bane; synergy with Double Bane. Nice.
-Merciful Bane: When using non-lethal damage via bane, you increase the critical multiplier by 1/2 your tier. I really like nonlethal…wait. WHAT? + 1/2 TIER? I can break x10 crit damage with this. Not gonna happen in my game.
The SRD page has even more material:
-Planar Wild Shape: Spend +2 wild shape uses and 2 mythic power to wild-shape into half-fiend or half-celestial animal forms. Nice.
-Righteous Healing: Maximizes all your cure spells while a judgment is in effect. This is pretty powerful – imho a tad bit too powerful.
-Shapeshifting Hunter: Whenever you reduce a favored enemy (with minimum HD equal to yours -4) to -1 hit points or less, you regain one use of wild shape. While it has a means of preventing being kitten’d at higher levels, I’d still have preferred an absolute cap based on mythic tier, with mythic power as a means to increase the cap/daily uses beyond tier uses to prevent a limited resource being unlimited. Some always tries to cheese options like this.
-Shared Judgment: +1 ally can share in the judgment per tier you have. OUCH!
-Spell Bane: Use mythic power to force two saves with your Spell bane, targets taking the worse result.
Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games’ 2-column full color standard and the pdf has no bookmarks, but needs none at this length.
Jason Nelson, Jonathan H. Keith and Robert Brookes’ divine feats have been a mixed bag for me – I am wary of the balance implications of quite a few of these feats, with several breaking even the increased power-levels of mythic gameplay. At the same time, some of the options herein are pretty creative and honestly, a capable GM can enforce additional restrictions on some of the less refined feats herein. While one of the more problematic mythic feat-collections out there, this is not bad per se and thus, my final verdict will clock in at 2.5 stars, rounded up to 3 for the purpose of this platform.