Expanded Domains

In an effort to equalize the domains and spread out their progression over the first 10 levels of Cleric I had to make a few substantial additions and add a lot of abilities that were otherwise not present.  I did not take into account, nor did I alter, granted domain spell lists when making these adjustments.  I don’t believe that the difference in spell availability should play a factor in the domain abilities themselves.  The problem here of course is that not all domain abilities unto themselves are created equal.  Of particular note are the random base abilities that are placed within the text for certain domains (Travel and it’s inherent +10 bonus to land speed comes to mind).  So in spreading out these abilities it is my hopes that the domains are a little more balanced against one another.  

–GM

 

Air Domain

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.  You treat Fly as a class skill.

  • Minor Power – Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Electricity Resistance (Ex): You gain electricity resistance 10. This resistance increases to 20 at 12th level.  At 20th level, you gain immunity to electricity.
  • Greater Power – Lightning Spear (Su): You can give a weapon touched the shocking burst special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Animal Domain

You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

  • Minor Power – Speak with Animals (Sp): You can use speak with animals, as per the spell, as a spell-like ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Animal Companion (Ex): You gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
  • Greater Power – Lesser Animal Focus (Su) – You can temporarily grant yourself or your animal companion the aspect of an animal as per the hunter’s Animal Focus class feature. You can use this ability once per day at for every four cleric levels you possess and it lasts for 1 round per cleric level.  Your effective hunter level for this ability is equal to your cleric level – 5.

 

Animal Domain

You can repair damage to objects, animate objects with life, and create objects from nothing.  You treat Knowledge (engineering) as a class skill.

  • Minor Power – Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Crafting Specialist (Ex): You gain a single Item Creation feat of your choice as a bonus feat. You gain a bonus on craft checks when crafting magical items equal to ½ your cleric level.
  • Greater Power – Dancing Weapons (Su): You can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at for every four cleric levels you possess.

 

Chaos Domain

Your touch infuses life and weapons with chaos, and you revel in all things anarchic.  You treat Bluff as a class skill.

  • Minor Power – Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Chaos Affinity (Ex): You gain a +2 bonus on saving throws vs. spells with the law descriptor and treat your caster level as 1 higher when casting spells of the chaos descriptor.
  • Greater Power – Chaos Blade (Su): You can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Charm Domain

You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.  It takes you half as long to gather information when using the diplomacy skill.

  • Minor Power – Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Charming Presence (Ex): You gain Spell Focus (Enchantment) as a bonus feat and gain a bonus on diplomacy checks equal to ½ your cleric level.
  • Greater Power – Charming Smile (Sp): You can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time.  The total number of minutes of this effect per day is equal to your cleric level.  The minutes do not need to be consecutive, and you can dismiss the charm at any time as a free action.  Each attempt to use this ability consumes 1 minute of its duration, whether or not the creature succeeds on its save to resist the effect.

 

Community Domain

Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.  You treat Knowledge (local) as a class skill.

  • Minor Power – Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions).  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Teamwork (Ex): You gain a teamwork feat as a bonus feat. As a standard action you can choose to learn a new bonus teamwork feat in place of the previously chosen feat.  You can change this bonus teamwork feat a number of times per day equal to your Wisdom modifier.  Additionally all of the your allies are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats (whether granted by this ability or otherwise).  Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves.  The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.
  • Greater Power – Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action.  You can use this ability once per day at for every four cleric levels you possess.

 

Darkness Domain

You manipulate shadows and darkness. In addition, you treat Stealth as a class skill.

  • Minor Power – Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Darkness Senses (Ex): You gain Blind-Fight as a bonus feat and gain darkvision to a range of 30 ft. If you already possess darkvision, the range of your sight extends by 30 ft.
  • Greater Power – Eyes of Darkness (Su): Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You gain the see in darkness universal monster ability for a limited time.  You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

 

Death Domain

You can cause the living to bleed at a touch, and find comfort in the presence of the dead.  When you channel negative energy to harm the living, the save DC to resist your channeled energy increases by 1.

  • Minor Power – Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Grasp of Death (Su): All of your inflict spells are treated as if they were empowered, increasing the amount of damage dealt by half (+50%). This does not apply to damage healed to undead with an inflict spell. This does not stack with the Empower Spell metamagic feat.
  • Greater Power – Death’s Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

 

Destruction Domain

You revel in ruin and devastation, and can deliver particularly destructive attacks.  You treat intimidate as a class skill.

  • Minor Power – Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Shattering Strikes (Ex): Your natural and weapon attacks ignore an amount of object hardness and construct damage reduction equal to ½ your cleric level. This does not ignore DR/- or DR of creatures that are not constructs.
  • Greater Power – Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

 

Earth Domain

You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.  You treat Climb as a class skill.

  • Minor Power – Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Acid Resistance (Ex): You gain acid resistance 10. This resistance increases to 20 at 12th level.  At 20th level, you gain immunity to acid.
  • Greater Power – Corrosive Sheathe (Su): You can give a weapon touched the corrosive burst special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Evil Domain

You are sinister and cruel, and have wholly pledged your soul to the cause of evil.  You treat Intimidate as a class skill.

  • Minor Power – Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Unholy Affinity (Ex): You gain a +2 bonus on saving throws vs. spells with the good descriptor and treat your caster level as 1 higher when casting spells of the evil descriptor.
  • Greater Power – Scythe of Evil (Su): You can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Fire Domain

You can call forth fire, command creatures of the inferno, and your flesh does not burn.  You treat Intimidate as a class skill.

  • Minor Power – Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Fire Resistance (Ex): You gain fire resistance 10. This resistance increases to 20 at 12th level.  At 20th level, you gain immunity to fire.
  • Greater Power – Flaming Corona (Su): You can give a weapon touched the flaming burst special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Glory Domain

You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 1.

  • Minor Power – Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Courage (Su): You and each ally within 10 ft. gain a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
  • Greater Power – Divine Presence (Su): You can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

 

Good Domain

You have pledged your life and soul to goodness and purity.  You gain a +2 bonus on all diplomacy checks.

  • Minor Power – Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Holy Affinity (Ex): You gain a +2 bonus on saving throws vs. spells with the evil descriptor and treat your caster level as 1 higher when casting spells of the good descriptor.
  • Greater Power – Holy Lance (Su): You can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Healing Domain

Your touch staves off pain and death, and your healing magic is particularly vital and potent.  When you channel positive energy to heal the living, you heal an additional point of damage per die rolled.

  • Minor Power – Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell.  This does not stack with the Empower Spell metamagic feat.
  • Greater Power – Deny Death (Sp): With a touch you can remove a single temporary negative level from a living creature. This cannot be used to remove permanent negative levels.  You can use this ability once per day for every four cleric levels you possess.

 

Knowledge Domain

You are a scholar and a sage of legends. In addition, you treat a single Knowledge skill of your choice as a class skill.

  • Minor Power – Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
  • Moderate Power – Remote Viewing (Sp): You can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level.  These rounds do not need to be consecutive.
  • Greater Power – Great Scholar (Ex): You add ½ your cleric level to all knowledge skill checks and may make all knowledge skill checks untrained.

 

Law Domain

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.  You gain a +2 bonus on sense motive checks.

  • Minor Power – Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Order Affinity (Ex): You gain a +2 bonus on saving throws vs. spells with the chaos descriptor and treat your caster level as 1 higher when casting spells of the law descriptor.
  • Greater Power – Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Liberation Domain

You are a spirit of freedom and a staunch foe against all who would enslave and oppress.  You treat Escape Artist as a class skill.

  • Minor Power – Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement.  This effect occurs automatically as soon as it applies.  These rounds do not need to be consecutive.
  • Moderate Power – Resist Tyranny (Ex): You gain a +2 bonus on saving throws vs. compulsion, curse, and polymorph effects.
  • Greater Power – Freedom’s Call (Su): You can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.  This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.  These rounds do not need to be consecutive.

 

Luck Domain

You are infused with luck, and your mere presence can spread good fortune.  You gain a +1 bonus to a single saving throw type (fortitude, reflex, or will) of your choice.  Once this choice has been made, it cannot be changed.

  • Minor Power – Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Good Fortune (Ex): As an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day for every six cleric levels you possess.
  • Greater Power – Serendipitous Aura (Su): As a swift action you can emit a 30-foot aura of good luck for a number of rounds per day equal to your cleric level. Allies within this aura gain a +1 luck bonus on attack rolls, saving throws, skill checks, and ability checks.  These rounds do not need to be consecutive.  This ability stacks with other luck bonuses granted from other sources.

 

Madness Domain

You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.  You may add your charisma bonus to a single type of Knowledge skill checks.  Once this choice has been made it cannot be changed.

  • Minor Power – Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1).  This effect fades after 3 rounds.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Insane Focus (Ex): You gain a +2 bonus on mind-affecting effects. When you are afflicted by a confusion effect you can roll twice on the confusion table to determine your actions for the turn and choose which result you wish.
  • Greater Power – Aura of Madness (Su): You can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier.  The confusion effect ends immediately when the creature leaves the area or the aura expires.  Creatures that succeed on their saving throw are immune to this aura for 24 hours.  These rounds do not need to be consecutive.

 

Magic Domain

You are a true student of all things mystical, and see divinity in the purity of magic.  You may treat Use Magic Device as a class skill.

  • Minor Power – Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet.  This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength).  This ability cannot be used to perform a combat maneuver.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Mysticism (Ex): You gain a bonus metamagic feat of your choice. You gain a bonus on spellcraft checks equal to ½ your cleric level.
  • Greater Power – Dispelling Touch (Sp): You can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day for every four cleric levels you possess.

 

Nobility Domain

You are a great leader, an inspiration to all who follow the teachings of your faith.  You gain a +1 bonus on diplomacy and knowledge (nobility) checks.

  • Minor Power – Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Noblesse Oblige (Ex): When you successfully use the aid another action the bonus your ally receives increases by +1. You gain a bonus on knowledge (nobility) checks equal to ½ your cleric level.
  • Greater Power – Leadership (Ex): You receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

 

Plant Domain

You find solace in the green, can grow defensive thorns, and can communicate with plants.  You treat Knowledge (nature) as a class skill.

  • Minor Power – Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1).  You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.  These rounds do not need to be consecutive.
  • Moderate Power – Bramble Armor (Su): You can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
  • Greater Power – Tree Shape (Sp): You can take the shape of a tree as per tree shape. You can use this ability once per day for every four cleric levels you possess.

 

Protection Domain

Your faith is your greatest source of protection, and you can use that faith to defend others.  When using the aid another action to increase an ally’s AC, their AC increases by an additional +1.

  • Minor Power – Protection of the Gods (Ex): You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 cleric levels you possess.
  • Moderate Power – Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, resistance bonus granted by the Protection of the Gods ability is halved (round down) for 1 minute.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Greater Power – Aura of Protection (Su): You can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th.  At 14th level, the resistance against all elements increases to 10.  These rounds do not need to be consecutive.

 

Repose Domain

You see death not as something to be feared, but as a final rest and reward for a life well spent.  The taint of undeath is a mockery of what you hold dear.  You gain an additional use of channel energy which can only be used to harm the undead.

  • Minor Power – Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead.  Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Resist the Grave (Ex): You gain a +2 bonus on saving throws against fear effects and the special abilities of undead creature.
  • Greater Power – Ward Against Death (Su): You can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels.  This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area.  These rounds do not need to be consecutive.

 

Rune Domain

In strange and eldritch runes you find potent magic.  You gain a +2 bonus on linguistic checks.

  • Minor Power – Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess.  This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune.  The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged.  You cannot create a blast rune in a square occupied by another creature.  This rune counts as a 1st-level spell for the purposes of dispelling.  It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Runecrafting (Ex): You gain Scribe Scroll as a bonus feat. You gain a bonus on linguistics checks equal to 1/2 your cleric level and may use the linguistics skill to craft magical scrolls instead of the standard skills.
  • Greater Power – Spell Rune (Sp): You can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures.  Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.

 

Strength Domain

In strength and brawn there is truth — your faith gives you incredible might and power.  You may treat Climb and Swim as class skills.

  • Minor Power – Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Indomitable Might (Ex): You may add your cleric class level instead of your base attack bonus when calculating your combat maneuver bonus and combat maneuver defense. Your strength score for determining your carrying capacity increases by 1/2 your cleric level.
  • Greater Power – Might of the Gods (Su): You can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks.  These rounds do not need to be consecutive.

 

Sun Domain

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.  You are immune to the dazzled condition.

  • Minor Power – Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
  • Moderate Power –
  • Greater Power – Nimbus of Light (Su): You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell.  In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus.  Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus.  These rounds do not need to be consecutive.

 

Travel Domain

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.  You treat Knowledge (local) or Survival as a class skill.  Once this choice has been made it cannot be changed.

  • Minor Power – Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Fleetness (Ex): Your base speed increases by 10 feet.
  • Greater Power – Dimensional Hop (Sp): You can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity.  You must have line of sight to your destination to use this ability.  You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

 

Trickery Domain

You are a master of illusions and deceptions.  You treat either Bluff, Disguise, or Stealth as a class skill.  Once this choice has been made it cannot be changed.

  • Minor Power – Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time.  This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Trickster’s Proficiency (Ex): Choose either Bluff, Disguise, or Stealth (one that was not chosen when you gained the Trickery domain). The chosen skill becomes a class skill.  You gain 2 additional skill points per cleric level.  This bonus applies retroactively.
  • Greater Power – Master’s Illusion (Sp): You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil.  The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier.  The rounds do not need to be consecutive.

 

War Domain

You are a crusader for your god, always ready and willing to fight to defend your faith.  Reduce the armor check penalty of worn armors and wielded shields by 1.

  • Minor Power – Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Divine Warrior (Ex): You gain proficiency in heavy armor and the Weapon Focus feat for your deity’s favored weapon.
  • Greater Power – Weapon Master (Su): As a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability.  You must meet the prerequisites to use this feat.

 

Water Domain

You can manipulate water and mist and ice, conjure creatures of water, and resist cold.  You treat Swim as a class skill.

  • Minor Power – Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
  • Greater Power – Frozen Weapon (Su): You can give a weapon touched the icy burst special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day for every four cleric levels you possess.

 

Weather Domain

With power over storm and sky, you can call down the wrath of the gods upon the world below.  You treat Survival as a class skill.

  • Minor Power – Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess.  In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Moderate Power – Storm Savant (Su): You treat all penalties from inclement weather effects as if the weather effect was one category weaker. You gain DR 2/- magic vs. ranged attacks.
  • Greater Power – Lightning Lord (Sp): You can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart.  This ability otherwise functions as call lightning.