Domains (Apath)

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Unofficial rules compendium

This page is mostly a compilation of the full spells and powers of all the normal Pathfinder cleric domains. There are a few new domains and subdomains, so noted. Text in brown is a change from a domain to a subdomain.

Air Domain

Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

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.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Cloud

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.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. 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.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—solid fog, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—storm of vengeance.

Wind

Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—whispering wind, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—winds of vengeance.

Animal Domain

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

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, 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).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Feather

Granted Powers: You treat Knowledge (nature) as a class skill.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, 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). Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Fur

Granted Powers: You treat Knowledge (nature) as a class skill.

Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, 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). Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons

Domain Spells: 1st—magic fang, 2nd—hold animal, 3rd—beast shape I, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Vermin

This is a new domain, original to this site.

Granted Powers: You gain Handle Animal as a class skill. In your spells replace all references to animals with vermin.

Vermin Bond (Su): You can understand and manipulate the reactions of vermin. Vermin are not immune to mind-affecting effects you use, and you can use Handle Animal to train vermin as if they were animals with an Intelligence of 1. You can pass these trained vermin on to others to use.

Vermin Companion (Ex): At 4th level, you gain the service of a vermin animal companion. Your effective druid level for this vermin 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). Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (vermin only), 5th—vermin shape II, 6th—antilife shell, 7th—animal shapes, 8th—mass atavism, 9th—summon elder worm.

Artifice Domain

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

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.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Construct

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.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—limited wish, 8th—polymorph any object, 9th—prismatic sphere.

Industry

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.

Aura of Efficiency (Su): At 8th level, you can emit a30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. Any equipment wielded by your allies within this area gets a bonus to hardness equal to 1/2 your cleric level, and your allies' attacks against targets within this area ignore an equal amount of hardness. You can use this aura for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—crafter’s fortune, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—mage’s magnificent mansion, 8th—statue, 9th—wooden phalanx..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Toil

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.

Aura of Repetition (Su): At 8th level, you can emit a 30- foot aura of repetition for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even if they can only drink from an empty bottle. Actions that cannot be repeated are wasted.

Domain Spells: 1st—command, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—waves of fatigue, 6th—major creation, 7th—waves of exhaustion, 8th—statue, 9th—prismatic sphere.

Trap

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.

Supernatural Trap (Su): At 8th level, select a supernatural ranger trap. You can use this trap a number of times per day equal to your Wisdom bonus. The DCs for Perception checks, Disable Device checks, and saving throws against the trap are equal to 10 + 1/2 your character level + your Wisdom bonus. The trap lasts for 1 hour or until triggered.

Domain Spells: 1st—animate rope, 2nd—snare, 3rd—improve trap, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—teleport trap, 8th—statue, 9th—prismatic sphere.

Chaos Domain

Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

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.

Chaos Blade (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Azata (Chaos)

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes.

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.

Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—expeditious retreat, 2nd—align weapon (chaos only), 3rd—fly, 4th—chaos hammer, 5th—dispel law, 6th—planar ally (azata only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Demodand (Chaos)

Demodands are chaotic evil outsiders, spawn and servants of the thanatotic titans.

Faith-Stealing Strike (Su) You can make a single melee attack using your highest base attack bonus against a creature capable of casting divine spells. If you damage the creature, it must succeed at a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If you do not damage your target with the attack, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—corrosive consumption, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Demon (Chaos)

Demons are chaotic evil outsiders that call the Abyss their home.

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—doom, 2nd—align weapon (chaos only), 3rd—rage, 4th—chaos hammer, 5th—dispel law, 6th—planar binding (demons only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Entropy

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.

Hasten the End (Su) At 8th level, as an immediate action upon successfully hitting an opponent with a melee attack, you reduce the remaining duration of all beneficial magical effects currently affecting the target by 1 round, minute, hour, or day—whichever measurement is used to determine the duration of each particular magical effect. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st—entropic shield, 2nd—align weapon (chaos only), 3rd—dispel magic, 4th—chaos hammer, 5th—confusion, 6th—animate objects, 7th—destruction, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Protean

Proteans are serpentine outsiders of pure chaos.

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.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.

Domain Spells: 1st—lesser confusion, 2nd—align weapon (chaos only), 3rd—displacement, 4th—chaos hammer, 5th—dispel law, 6th—planar binding (proteans only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Revelry

You know how to best celebrate the good times in life.

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.

Intense Celebration (Su) At 8th level, any spells you cast that confer a morale effect upon you or your allies are automatically affected as if by the Extend Spell metamagic feat, with no increase in spell level.

Domain Spells: 1st—protection from law, 2nd—hideous laughter, 3rd—good hope, 4th—chaos hammer, 5th—dispel law, 6th—heroe's feast, 7th—word of chaos, 8th—irresistible dance, 9th—summon monster IX (chaos spell only).

Riot

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.

Aura of Bedlam (Su): At 8th level, you can emit a 30-foot-radius aura of chaos and strife for 1 round per cleric level. Enemies in the aura take a –4penalty on concentration checks and are treated as experiencing vigorous motion (concentration DC = 10 + spell level) when attempting to cast spells. This penalty increases by 1 for every 2 cleric levels you have beyond 8th.This is a mind-affecting effect. These rounds need not be consecutive.

Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—confusion, 5th—dispel law, 6th—animate objects, 7th—song of discord, 8th—cloak of chaos, 9th—symbol of strife..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Whimsy

You find the humor in all things, and enjoy spreading laughter through pranks and trickery, even in the direst of situations.

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.

Unexpected Whimsy (Su) As a standard action, you dance, act like a buffoon, or commit some other act of whimsy. When you do, enemies within 30 feet of you that can see and hear you must succeed a Will saving throw (DC = 10 + 1/2 your cleric level + half your Wisdom modifier) or they collapse into gales of manic laughter, falling prone.

Those who fail their saving throws can take no actions other than laughing for 1 round, but are not considered helpless. You can use this ability once per day at 8th level and one additional time for every 4 levels you possess beyond 8th.

Domain Spells: 1st—hideous laughter, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—confusion, 5th—dispel law, 6th—cloak of dreams, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Charm Domain

Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

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.

Charming Smile (Sp): At 8th level, 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 rounds of this effect per day is equal to your cleric level. The rounds 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 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Love

Adoration (Su):As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Charming Smile (Sp): At 8th level, 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 rounds of this effect per day is equal to your cleric level. The rounds 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 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster.

Lust

Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

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.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Domain Spells: 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Community Domain

Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

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.

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 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Cooperation

Synergistic Touch (Sp): You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists 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.

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 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—borrow skill, 2nd—share language, 3rd—coordinated effort, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Education

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.

Teaching Moment (Su): At 8th level, when you or an ally within 30 feet rolls a natural 1 or a natural 20 on an attack roll, an ability check, a skill check, or a saving throw, as an immediate action you can grant all allies within 30 feet special insights that help them overcome similar challenges. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at 8th level, and one additional time per day for every4 cleric levels beyond 8th.

Domain Spells: 1st—know the enemy, 2nd—fox’s cunning, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—battlemind link, 7th—refuge, 8th—circle of clarity, 9th—miracle.

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Family

Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—calm emotions, 3rd—create food and water, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Home

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.

Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.

Domain Spells: 1st—alarm, 2nd—shield other, 3rd—glyph of warding, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—guards and wards, 8th—mass cure critical wounds, 9th—miracle.

Darkness Domain

Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

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.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Loss

You receive Blind-Fight as a bonus feat.

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.

Aura of Forgetfulness (Su): At 8th level, you can emit a 30- foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—enervation, 6th—modify memory, 7th—power word blind, 8th—greater shadow evocation, 9th—energy drain.

Moon

You receive Blind-Fight as a bonus feat.

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.

Moonfire (Su): At 8th level, as a standard action you can shoot a blast of divine moonlight from your eyes, as a ranged touch attack against a single target within 30 feet. Moonfire deals 1d8 points of damage per 2 cleric levels, and the target is dazzled for 1 round per cleric level. Moonfire deals 1d10 points of damage per cleric level against lycanthropes. You can use this ability once per day at 8th level, and one additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st—farie fire, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—moonstuck, 5th—summon monster V (summons 1d3 shadows), 6th—dream, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Source: Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing.

Night

You receive Blind-Fight as a bonus feat.

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.

Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—sleep, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—nightmare, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Source: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Death Domain

Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

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.

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.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.

Murder

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.

Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—keen edge, 4th—death ward, 5th—suffocation'', 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—suffocation (mass).

Plague

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.

Touch of Virulence (Su): As a standard action, you can touch a diseased creature and exacerbate its condition. If it fails a Fortitude save (DC = 10 + 1/2 your cleric level+ your Wisdom modifier), the creature takes damage as though it had failed its Fortitude save against the disease and any remaining onset time for the disease ends. You can use this ability once per day at 8th level, plus one additional time per day at 14thlevel and 20th level.

Domain Spells: 1st—ray of sickening, 2nd—death knell, 3rd— contagion, 4th—death ward, 5th—slay living, 6th—plaguestorm, 7th—destruction, 8th—horrid wilting, 9th—wail of the banshee..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Psychopomp

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.

Spirit Touch (Su): At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—chain of perdition, 4th—death ward, 5th—slay living, 6th—planar ally (psychopomps only), 7th—destruction, 8th—trap the soul, 9th—wail of the banshee.

Undead

Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.

Undertaker

In the default Pathfinder campaign setting, the principal goddess of death is stringently anti-undead. Clerics of that goddess may take the Death domain with the following modifications:

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.

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.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—anti-life shell, 7th—destruction, 8th—symbol of death, 9th—wail of the banshee.

Source: Paizo Blog

Destruction Domain

Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

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.

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.

Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Catastrophe

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.

Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive.

Domain Spells: 1st—true strike, 2nd—gust of wind, 3rd—call lightning, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—control weather, 8th—earthquake, 9th—implosion.

Hatred

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.

Hateful Aura (Su): At 8th level, you can emit a 30-foot aura of hatred for a number of rounds per day equal to your cleric level. These rounds need not be consecutive. Enemies within this aura must attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Characters who fail their save are filled with hatred, and cannot consider other characters allies for the purpose of any actions or use any teamwork feats. The effect ends immediately if the creature leaves the aura, you end the aura as a free action, or you expend all rounds of this ability.

Domain Spells: 1st—murderous command, 2nd—wrathful mantle, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Rage

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.

Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Domain Spells: 1st—true strike, 2nd—bull's stength, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Torture

You revel in the pleasure of causing pain in others, whether to extract information or simply for the sake of causing suffering.

Painful Smite (Su): Prior to making a melee attack roll, you can choose to convert all damage from that strike into nonlethal damage, adding your Wisdom modifier to the damage. If you succeed in your attack, as a free action you can make an Intimidate check against your target to demoralize the target. You gain a bonus on your Intimidate check equal to the amount of nonlethal damage dealt by the painful smite. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

Domain Spells: 1st—true strike, 2nd—pain strike, 3rd—rage, 4th—inflict critical wounds, 5th—symbol of pain, 6th—harm, 7th—disintegrate, 8th—demand, 9th—implosion.

Earth Domain

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

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.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Caves

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.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Domain Spells: 1st—magic stone, 2nd—create pit, 3rd—spiked pit, 4th—spike stones, 5th—wall of stone, 6th—hungry pit, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Metal

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—heat metal, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—wall of iron, 7th—elemental body IV (earth only), 8th—iron body, 9th—elemental swarm (earth spell only).

Radiation

Radiating Touch (Su): As a standard action that provokes attacks of opportunity, you can irradiate any unattended object for a number of rounds equal to your cleric level. While an object is irradiated, it emits a faint aura of transmutation.

Any creature that passes within 5 feet of the aura must succeed at a Will save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier) or become sickened. You're immune to this object's effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—defoliate, 3rd—stone shape, 4th—blight, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—horrid wilting, 9th—elemental swarm (earth spell only).

Source: Pathfinder Player Companion: Kobolds of Golarion. © 2013 Paizo Publishing, LLC; Authors: Tork Shaw, Mat Smith, and Jerome Virnich.

Elements Domain

Granted Powers: You have an affinity for all the classic elements; air, earth, fire, and water.

Elemental Burst (Sp): You unleash a burst of elemental energy as a ranged touch attack at a target within 30 ft. This deals 1d6 points of damage + 1 point for every two cleric levels you possess. Damage is either acid, cold, electricity or fire, as you select. You cannot choose the same kind of energy as the last burst you released. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Elemental Resistance (Su): At 6th level, you gain resistance 10 against the most recent kind of energy you used with elemental burst. At level 12, you instead gain resistance 10 against acid, cold, electricity, and fire.

Domain Spells: 1st—endure elements, 2nd—elemental touch (can add to weapon damage), 3rd—elemental aura, 4th—plane shift (elemental or material planes only), 5th—dragon's breath, 6th—elemental assessor, 7th—form of the dragon II, 8th—planar binding (greater) (elementals only), 9th—elemental swarm.

Evil Domain

Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

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.

Scythe of Evil (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Cannibalism

Consume the Enemy (Su): As a full-round action that is considered an evil act and provokes attacks of opportunity, you can bite a helpless living or freshly killed creature, dealing 1d3 points of damage. By consuming the creature's flesh, you gain a +1 profane bonus on saving throw DCs for all spells, spell-like abilities, and supernatural abilities you use against creatures of the same type (and subtype, if humanoid or outsider) as the cannibalized creature. This effect lasts for a number of minutes equal to 1/2 your cleric level or until you use this ability against a different creature.

At 5th, 10th, 15th, and 20th level, this bonus increases by 1 (+5 maximum). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—magic fang, 2nd—enemy's heart'', 3rd—greater magic fang, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Corruption

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.

Spark Malfeasance (Su) At 8th level, you can awaken the sinful desires of a target within 30 feet with a ranged touch attack. The target suffers extreme guilt and is sickened for a number of rounds equal to 1/2 your cleric level. To end the effect earlier, the target can willingly commit an evil act (if it is of good alignment) or attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) at the beginning of its turn each round. Creatures that succeed at their saving throws are immune to this ability for 24 hours.

You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st—protection from good, 2nd—suggestion, 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—greater bestow curse, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Daemon

Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin.

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.

Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Domain Spells: 1st—cause fear, 2nd—align weapon (evil only), 3rd—vampiric touch, 4th—unholy blight, 5th—dispel good, 6th—planar binding (daemons only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Demodand (Evil)

Demodands are chaotic evil outsiders, spawn and servants of the thanatotic titans.

Faith-Stealing Strike (Su) You can make a single melee attack using your highest base attack bonus against a creature capable of casting divine spells. If you damage the creature, it must succeed at a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If you do not damage your target with the attack, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—corrosive consumption, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Demon (Evil)

Demons are chaotic evil outsiders that call the Abyss their home.

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—doom, 2nd—align weapon (evil only), 3rd—rage, 4th—unholy blight, 5th—dispel good, 6th—planar binding (demons only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Devil (Evil)

Devils are lawful evil outsiders native to the outer plane of hell, who constantly try to corrupt mortals.

Hell’s Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—command, 2nd—align weapon (evil only), 3rd—suggestion, 4th—unholy blight, 5th—dispel good, 6th—planar binding (devils only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Fear

You relish the feeling of power that rises in you when your enemies quake before you in fear.

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.

Feed on Fear (Su): At 8th level, as an immediate action upon successfully hitting a creature with a melee attack that's already suffering from a fear effect, you deal 2d6 extra points of damage and gain that amount in temporary hit points. These temporary hit points last for 24 hours or until lost. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st—cause fear, 2nd—align weapon (evil only), 3rd—scare, 4th—fear, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Kyton (Evil)

Kytons are lawful evil outsiders wholly dedicated to metamorphosis achieved through horrific trials of self-mutilation and the mystical power provided them by their sapping of mortal anguish.

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.

Pain Is Power (Su): At 8th level, after taking damage from any source, you may attempt a DC 25 concentration check as an immediate action. If you succeed, you gain the benefits of a blessing of fervor spell for a number of rounds equal to 1/2 your cleric level. If you fail, this ability is expended with no effect. You can use this ability once at 8th level, plus an additional time for every 4 levels you are beyond 8th.

Domain Spells: 1st—delay pain, 2nd—instrument of agony, 3rd—agonize, 4th—unholy blight, 5th—symbol of pain, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Plague

Touch of Virulence (Su): As a standard action, you can touch a diseased creature and exacerbate its condition. If it fails a Fortitude save (DC = 10 + 1/2 your cleric level+ your Wisdom modifier), the creature takes damage as though it had failed its Fortitude save against the disease and any remaining onset time for the disease ends. You can use this ability once per day at 8th level, plus one additional time per day at 14thlevel and 20th level.

Scythe of Evil (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—ray of sickening, 2nd—align weapon (evil only), 3rd—contagion, 4th—unholy blight, 5th—dispel good, 6th—plaguestorm, 7th—blasphemy, 8th—horrid wilting, 9th—summon monster IX (evil spell only)..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Fire Domain

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

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.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Arson

Call Fire (Su): As a standard action, you can stretch out your hand toward any visible fire source within 60 feet and beckon it toward you. This causes a ribbon-thin streak of fire to approach you in a straight line through the air. Any creature directly in the fire ribbon's path takes 1d4 points of fire damage; a successful Reflex save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) negates this damage. When the ribbon of fire reaches your hand, it either extinguishes or lights a flammable object of your choice that you're holding. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—flaming sphere, 3rd—fireball, 4th—wall of fire, 5th—flame strike, 6th—fire seeds, 7th—delayed blast fireball, 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Ash

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.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate, 8th—incendiary cloud, 9th—fire body.

Smoke

Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a –2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—pyrotechnics, 3rd—stinking cloud, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Source: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Glory Domain

Granted Powers: 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 2.

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.

Divine Presence (Su): At 8th level, 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.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Heroism

Granted Powers: 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 2.

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.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—greater heroism, 8th—holy aura, 9th—gate.

Honor

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, 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.

Domain Spells: 1st—shield of faith, 2nd—zone of truth, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—geas/quest, 7th—holy sword, 8th—holy aura, 9th—gate.

Good Domain

Granted Powers: You have pledged your life and soul to goodness and purity.

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.

Holy Lance (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Agathion (Good)

Agathions are beast-aspect outsiders native to Nirvana.

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.

Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—align weapon (good only), 3rd—tounges, 4th—holy smite, 5th—dispel evil, 6th—planar ally (agathions only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Archon (Good)

Archons are a race of celestials, or good outsiders, native to lawful good-aligned outer planes.

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.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. 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.

Domain Spells: 1st—divine favor, 2nd—align weapon (good only), 3rd—prayer, 4th—holy smite, 5th—dispel evil, 6th—planar ally (archons only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Azata (Good)

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes.

Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—expeditious retreat, 2nd—align weapon (good only), 3rd—fly, 4th—holy smite, 5th—dispel evil, 6th—planar ally (azata only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Friendship

Your faith in your friends bolsters the strength of your faith in your god.

Powerful Bond (Su): As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, 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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—shield other, 3rd—magic circle against evil, 4th—holy smite, 5th—telepathic bond, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Redemption

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.

Aura of Sanctification (Su): At 8th level, as an immediate action, you can emit a 30-foot-radius aura of sanctification for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.

Domain Spells: 1st—protection from evil, 2nd—qualm, 3rd—magic circle against evil, 4th—forced repentance, 5th—atonement, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

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.

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.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Restoration

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

Domain Spells: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Resurrection

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.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it.

You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—raise dead, 6th—heal, 7th—resurrection, 8th—mass cure critical wounds, 9th—true resurrection.

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. You treat all Knowledge skills as class skills.

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.

Remote Viewing (Sp): Starting at 6th level, 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.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Aeon

Aeons are a race of neutral outsiders who roam the planes maintaining the balance of reality.

Granted Powers: You treat all Knowledge skills as class skills.

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.

Void Form (Su): At 6th level, you can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels thereafter. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.

Domain Spells: 1st—sanctuary, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—telepathic bond, 6th—planar binding (aeons only), 7th—legend lore, 8th—discern location, 9th—foresight.

Pathfinder Player Companion: Champions of Balance: © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.

Augury

This is a new domain, original to this site.

Granted Powers: You treat all Knowledge skills as class skills.

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.

Portent (Sp): At 6th level, you can look around for a portent while specifying an action you are about to take. You can use this ability a number of times each day equal to 3 + your Wisdom modifier. This works like augury, but you can specify how far into the future you will look; one minute, one hour, or one day. Looking a day into the future consumes two of your daily uses.

Domain Spells: 1st—identify, 2nd—see invisible, 3rd—clairaudience/clairvoyance, 4th—divination, 5th—commune, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Education

Granted Powers: You treat all Knowledge skills as class skills.

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.

Teaching Moment (Su): At 8th level, when you or an ally within 30 feet rolls a natural 1 or a natural 20 on an attack roll, an ability check, a skill check, or a saving throw, as an immediate action you can grant all allies within 30feet special insights that help them overcome similar challenges. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at 8th level, and one additional time per day for every4 cleric levels beyond 8th.

Domain Spells: 1st—know the enemy, 2nd—fox’s cunning, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—battlemind link, 7th—legend lore, 8th—circle of clarity, 9th—foresight..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Espionage

Granted Powers: You treat all Knowledge skills as class skills.

Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC =10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, 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.

Domain Spells: 1st—comprehend languages, 2nd—anonymous interaction, 3rd—speak with dead, 4th—zone of silence, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Memory

Granted Powers: You treat all Knowledge skills as class skills.

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, 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.

Domain Spells: 1st—comprehend languages, 2nd—memory lapse, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—modify memory, 7th—legend lore, 8th—moment of prescience, 9th—foresight.

Thought

Granted Powers: You treat all Knowledge skills as class skills.

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.

Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. 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.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek toughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight.

Law Domain

Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

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.

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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Archon (Law)

Archons are a race of celestials, or good outsiders, native to lawful good-aligned outer planes.

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.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. 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.

Domain Spells: 1st—divine favor, 2nd—align weapon (law only), 3rd—prayer, 4th—order's wrath, 5th—dispel chaos, 6th—planar ally (archons only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Devil (Law)

Devils are lawful evil outsiders native to the outer plane of hell, who constantly try to corrupt mortals.

Hell’s Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—command, 2nd—align weapon (law only), 3rd—suggestion, 4th—order's wrath, 5th—dispel chaos, 6th—planar binding (devils only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Inevitable

Inevitables are a race of lawful neutral outsiders.

Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—command undead, 4th—order's wrath, 5th—command, 6th—planar binding (inevitables only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Judgment

Chastisement (Su): As a standard action, you can cast a strengthened spell against a creature that damaged you since your last turn. This spell must target the creature that damaged you, and is cast at +1 caster level. Area of effect spells cannot be used in conjunction with this ability, but other spells that target multiple creatures may be. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—castigate, 3rd—magic circle against chaos, 4th—rebuke, 5th—mark of justice, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Kyton (Law)

Kytons are lawful evil outsiders wholly dedicated to metamorphosis achieved through horrific trials of self-mutilation and the mystical power provided them by their sapping of mortal anguish.

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.

Pain Is Power (Su): At 8th level, after taking damage from any source, you may attempt a DC 25 concentration check as an immediate action. If you succeed, you gain the benefits of a blessing of fervor spell for a number of rounds equal to 1/2 your cleric level. If you fail, this ability is expended with no effect. You can use this ability once at 8th level, plus an additional time for every 4 levels you are beyond 8th.

Domain Spells: 1st—delay pain, 2nd—instrument of agony, 3rd—agonize, 4th—order's wrath, 5th—symbol of pain, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).'

Legislation

Prohibition (Su): As a standard action, you can command a creature within30 feet to refrain from committing a particular action (including any referenced in the spell forbid action UM). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage + 1 point for every 2 cleric levels you possess and the effect ends. This is a language-dependent effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If you have the spell rune domain power, you can attach a spell effect to the prohibition as if it were the spell rune domain ability; the spell takes effect if the creature performs the named action. This spell must be of at least 1 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 affects only the creature that triggers the rune. Attaching a spell in this way extends the duration of the prohibition by a number of rounds equal to the spell’s level, or until it is discharged.

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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—forbid action, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—greater forbid action, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—mass hold monster..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Loyalty

Nothing can dissuade you and your allies from fulfilling your sworn duty.

Touch of Loyalty (Su): As a standard action, you can touch a willing creature, granting it a +4 sacred bonus on saving throws to resist charm, compulsion, and fear effects for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—remove fear, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—greater command, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Slavery

You believe the natural order of the world is for the strong to subjugate the weak, so you work to spread slavery.

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.

Master's Yoke (Su): At 8th level, you can attempt to assert your dominance over any visible creature within 30 feet by declaring the target your property. The target can resist this effect with a successful Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your cleric level, save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th. This is a language-based mind-affecting effect.

Domain Spells: 1st—charm person, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dominate person, 6th—hold monster, 7th—dictum, 8th—binding, 9th—summon monster IX (law spell only).

Source: Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

Tyranny

Nothing—not even the suffering of others—will stand between you and the power you seek.

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.

Tyrannical Strike (Su): At 8th level, as an immediate action upon successfully hitting an opponent with a melee attack, you can choose to forgo the damage (but not any other effects of the attack) to instead affect the creature you hit as a greater command spell, with a caster level equal to your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.

Domain Spells: 1st—command, 2nd—align weapon (law only), 3rd—bestow curse, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—symbol of persuasion, 8th—shield of law, 9th—summon monster IX (law spell only).

Source: Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

Liberation Domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

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.

Freedom's Call (Su): At 8th level, 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.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Freedom

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Freedom's Call (Su): At 8th level, 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.

Domain Spells: 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—plane shift, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Revolution

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

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.

Powerful Persuader (Su): At 8th level, when you make a Diplomacy or Intimidate check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Domain Spells: 1st—remove fear, 2nd—enthrall, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—symbol of persuasion, 7th—refuge, 8th—mind blank, 9th—freedom.

Luck Domain

Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

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.

Good Fortune (Ex): At 6th level, 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 at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Curse

Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, 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 at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—bane, 2nd—aid, 3rd—bestow curse, 4th—freedom of movement, 5th—break enchantment, 6th—eyebite, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Fate

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.

Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Domain Spells: 1st—true strike, 2nd—augury, 3rd—borrow fortune, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Imagination

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.

Haze of Daydreams (Su): At 6th level, you can emit a 15-foot-radius haze of daydreams for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Creatures within the haze gain the fascinated condition unless they succeed at a Will save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). You may designate a number of creatures equal to your cleric level that are not affected by the haze. The fascinated condition ends immediately when the creatures leave the area or the aura expires.

Domain Spells: 1st—silent image, 2nd—minor image, 3rd—major image, 4th—freedom of movement, 5th—dream, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Section 15: Copyright Notice: Pathfinder Player Companion: Champions of Purity © 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles.

Madness Domain

Granted Powers: 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.

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 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 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.

Aura of Madness (Su): At 8th level, 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.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Insanity

Insane Focus (Su): You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, 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.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—moonstuck, 5th—nightmare, 6th—phantasmal web, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Section 15: Copyright Notice - Advanced Player's Guide: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Nightmare

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, 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.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—phantasmal killer, 5th—nightmare, 6th—cloak of dreams, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Section 15: Copyright Notice - Advanced Player's Guide: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Magic Domain

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

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.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Arcane

Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—magic aura, 2nd—magic mouth, 3rd—dispel magic, 4th—arcane eye, 5th—spell resistance, 6th—analyze dweomer, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Divine

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—cleanse, 6th—antimagic field, 7th—resurrection, 8th—protection from spells, 9th—miracle.

Neutral Domain

This is a new domain, original to this site.

This is an alignment domain of the neutral alignment. You must have a neutral component to your alignment to take or use this domain. Druids that gain domains from the nature bond class feature can pick this domain.

Granted Powers: You seek to uphold the balance between extremes of alignment.

Touch of Reality (Sp): You can touch a creature as a standard action, granting a sacred (or profane if you are evil) 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.

Weapon of Balance (Su): At 8th level, you can give a weapon you touch the a special weapon quality (either anarchic, axiomatic, holy, or unholy) for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. You cannot use this to give a weapon a bonus against your own alignment.

Domain Spells: 1st—protection from (chaos/evil/good/law), 2nd—align weapon, 3rd—magic circle against (chaos/evil/good/law), 4th—planeslayer's call, 5th—dispel (chaos/evil/good/law), 6th—forbiddance, 7th—arbitrament, 8th—frightful aspect, 9th—storm of vengeance.

Nobility Domain

Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.

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.

Leadership (Ex): At 8th level, 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).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Aristocracy

Noble Visage (Su): You gain a +1 bonus on Charisma checks and Charisma-based skill checks against creatures that share your creature type (and subtype, if you are a humanoid). This bonus increases by 1 for every 5 levels you possess.

As a standard action, you can touch an ally to grant her your noble visage bonus against creatures that share her creature type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex): At 8th level, 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).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—enter image, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—overwhelming presence.

Section 15: Copyright Notice: Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.

Leadership

Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Leadership (Ex): At 8th level, 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).

Domain Spells: 1st—bless, 2nd—enthrall, 3rd—prayer, 4th—discern lies, 5th—greater command, 6th—brilliant inspiration, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Section 15: Copyright Notice: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Martyr

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.

Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.

Domain Spells: 1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Section 15: Copyright Notice: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Phantasm Domain

This is a new domain, original to this site.

Granted Powers: You have power over dreams and the unreal.

Reinforce Illusion (Su): As a standard action you can reinforce one illusion spell you cast, forcing those who saved against that illusion to re-roll their saving throws. If the new saving throw fails, the victim is overwhelmed by the dream state you are projecting, and will act as if the initial saving throw failed. They will remember their earlier doubts but ascribe them illusions. You can do this a number times per day equal to your Wisdom bonus plus three.

Illusory Reality (Ex): At 8th level, you can interact with an illusion as if it was real. This allows you to walk across an illusory bridge, ride an illusory mount and otherwise exploit an illusion as if it was real. This cannot emulate a magical effect, so you cannot benefit from an illusion of a potion or other magical item. Nor can it affect another creature or an object; using an illusory backpack, wielding illusory weapons, or wearing illusory armor has no effect.

Domain Spells: 1st—silent image, 2nd—silence, 3rd—isolate, 4th—major image, 5th—mirage arcana, 6th—greater shadow conjuration, 7th—screen, 8th—shades, 9th—astral projection.

Dream

This is a new domain, original to this site.

Granted Powers: You live on the border between dreams and reality.

Dream Encounter (Su): You make a creature you touch enter a hallucinatory state where all creatures other than you and itself seem to be invisible for ten minutes or until you choose to end the effect. If any of these seemingly invisible creatures attack the target, that creature becomes visible to the target. The target gets a Will save (DC 10 + 1/2 your level + your Wisdom bonus) to resist the effect. You can use this ability 3 times per day plus a number of times per day equal to your Wisdom bonus. This is a phantasm, mind-affecting effect. The victim really sees normally, this perception just doesn't reach its conscious mind. This means that "invisible" attackers gain no advantage. If the target tries to move through an opponent's space, that opponent can let the target pass. If the opponent doesn't it becomes visible.

Illusory Reality (Ex): At 8th level, you can interact with an illusion as if it was real. This allows you to walk across an illusory bridge, ride an illusory mount and otherwise exploit an illusion as if it was real. This cannot produce a magical effect, so you cannot benefit from an illusion of a potion of cure light wounds or similar effect. Nor can it affect another creature or object, even indirectly, so using an illusory backpack, wielding illusory weapons, or wearing illusory armor will not help you.

Domain Spells: 1st—lesser confusion, 2nd—silence, 3rd—isolate, 4th—dream, 5th—mirage arcana, 6th—cloak of dreams, 7th—screen. 8th—create demiplane. 9th—astral projection.

Illusion

This is a new domain, original to this site.

Granted Powers: You create illusions so convincing they make reality seem unreal.

Reinforce Illusion (Su): As a standard action you can reinforce one illusion spell you cast, forcing those who saved against that illusion to re-roll their saving throws. If the new saving throw fails, the victim is overwhelmed by the dream state you are projecting, and will act as if the initial saving throw failed. They will remember their earlier doubts but ascribe them illusions. You can do this a number times per day equal to your Wisdom bonus plus three.

Illusion Concentration (Ex): At 8th level, you can concentrate to maintain the duration of a spell or control the details of an adjustable spell of the illusion school as a swift action rather than a move or standard action.

Domain Spells: 1st—silent image, 2rd—disguise other, 3nd—minor image, 4th—major image, 5th—mirage arcana, 6th—greater shadow conjuration, 7th—screen, 8th—shades, 9th—project image.

Plant Domain

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

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.

Bramble Armor (Su): At 6th level, 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.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Decay

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.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. 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.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—contagion, 4th—poison, 5th—wall of thorns, 6th—harm, 7th—animate plants, 8th—control plants, 9th—shambler.

Growth

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bramble Armor (Su): At 6th level, 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.

Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Protection Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

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, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, 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.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Defense

Granted Powers: Your faith is your greatest source of protection, and you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, 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.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Fortifications

You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Sheltering Walls (Sp): As a standard action, you can touch an ally to summon a floating blockade of stone, granting the ally the benefits of partial cover for 1 round plus 1 round for every 6 cleric levels you possess. This ability does not grant the ally enough cover to attempt a Stealth check or avoid provoking attacks of opportunity. If the ally benefits from any other form of cover against an attack, the bonuses to AC and on Reflex saving throws increase by 1. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, 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.

Domain Spells: 1st—hold portal, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—wall of stone, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic wall..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Purity

Granted Powers: Your faith is your greatest source of protection, and you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

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, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.

Domain Spells: 1st—protection from chaos/evil/good/law, 2nd—shield other, 3rd—remove blindness/deafness, 4th—spell immunity, 5th—atonement, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Section 15: Copyright Notice - Advanced Player's Guide: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Solitude

Granted Powers: Your receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Taboo (Su): When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, 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.

Domain Spells: 1st—sanctuary, 2nd—silence, 3rd—protection from energy, 4th—detect scrying, 5th—mirage arcana, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—greater create demiplane.

Section 15: Copyright Notice: Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.

Repose Domain

Granted Powers: 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.

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.

Ward Against Death (Su): At 8th level, 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.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Ancestors

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.

Speak With Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—rest eternal, 5th—slay living, 6th—geas/quest, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Section 15: Copyright Notice: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Gravekeeper

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, 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.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—antilife shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.

Section 15: Copyright Notice - Advanced Player's Guide: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Psychopomp

Psychopomps are a race of neutral outsiders.

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.

Spirit Touch (Su): At 6th level, as a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—chain of perdition, 4th—death ward, 5th—slay living, 6th—planar ally, 7th—destruction, 8th—trap the soul, 9th—wail of the banshee.

Souls

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, 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.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—antilife shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.

Section 15: Copyright Notice - Advanced Player's Guide: Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Rune Domain

Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

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.

Spell Rune (Sp): At 8th level, 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.

Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Language

Granted Powers: You gain Scribe Scroll as a bonus feat.

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.

Rune Shift (Su): At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.

Domain Spells: 1st—comprehend languages, 2nd—share language, 3rd—tounges, 4th—explosive runes, 5th—telepathic bond, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Legislation

Granted Powers: You gain Scribe Scroll as a bonus feat.

Prohibition (Su): As a standard action, you can command a creature within 30 feet to refrain from committing a particular action (including any referenced in the spell forbid action UM). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage + 1 point for every 2 cleric levels you possess and the effect ends. This is a language-dependent effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If you have the spell rune domain power, you can attach a spell effect to the prohibition as if it were the spell rune domain ability; the spell takes effect if the creature performs the named action. This spell must be of at least 1 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 affects only the creature that triggers the rune. Attaching a spell in this way extends the duration of the prohibition by a number of rounds equal to the spell’s level, or until it is discharged.

Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your prohibitions, causing that spell to affect the creature that triggers the prohibition, 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 prohibition. Added minor changes to make this work with prohibition.

Domain Spells: 1st—forbid action, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—greater forbid action, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—mass hold monster..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Wards

Granted Powers: You gain Scribe Scroll as a bonus feat.

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.

Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell sanctuary. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.

Domain Spells: 1st—arcane lock, 2nd—secret page, 3rd—glyph of warding, 4th—dimensional lock, 5th—lesser planar binding, 6th—guards and wards, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Scalykind Domain

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Serpent Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons

Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—greater magic fang, 4th—poison, 5th—animal growth (only viper and constrictor snakes), 6th—eyebite, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes (only viper and constrictor snakes), 9th—shapechange.

Section 15: Copyright Notice - Pathfinder Campaign Setting: The Inner Sea World Guide: Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.

Dragon

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Dragonbreath (Su): At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it three times per day.

Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—draconic reservoir, 4th—dragon breath, 5th—animal growth (only viper and constrictor snakes), 6th—form of the dragon I, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes (only viper and constrictor snakes), 9th—shapechange.

Section 15: Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

Saurian

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Dinosaur Companion (Ex): At 4th level, you gain the service of a loyal animal companion. Your effective druid level for this animal companion is equal to your cleric level -3. You may only choose a dinosaur as your companion. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons

Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—greater magic fang, 4th—summon nature's ally IV (deinonychus or pteranodon only), 5th—beast shape II, 6th—eyebite, 7th—summon nature's ally VII (brachiosaurus or tyrannosaurus only), 8th—animal shapes (only viper and constrictor snakes), 9th—shapechange.

Section 15: Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

Venom

Poison may not course through your veins, but it's ever on your mind and plays a vital part in your faith and your daily worship.

Venomous Saliva (Su): As a swift action, you can spit a gout of life-stealing venom onto a weapon you are wielding. The poison lasts for 1 minute or until you make an attack that injures a foe with that weapon.

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 your cleric level + your Wisdom modifier; frequency 1/round for 3 rounds; effect 1 Con damage; cure 1 save.

You can use the venomous saliva ability a number of times per day equal to 3 + your Wisdom modifier.

Serpent Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion. Your animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons

Domain Spells: 1st—magic fang, 2nd—pernicious poison, 3rd—greater magic fang, 4th—poison, 5th—animal growth (only viper and constrictor snakes), 6th—cloudkill, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes (only viper and constrictor snakes), 9th—shapechange.

Section 15: Copyright Notice: Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

Strength Domain

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and 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.

Might of the Gods (Su): At 8th level, 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.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Competition

Athletic Exploit (Su): As a swift action, you gain the ability to overcome physical obstacles with ease. Until the beginning of your next turn, you halve your armor check penalty when attempting Acrobatics, Climb, Escape Artist, and Swim skill checks, and you gain a bonus equal to 1/2 your cleric level (minimum +1) on such skill checks.

Might of the Gods (Su): At 8th level, 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.

Domain Spells: 1st—jump, 2nd—bull's strength, 3rd—greater animal aspect, 4th—spell immunity, 5th—righteous might, 6th—greater heroism, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Ferocity

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage 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.

Might of the Gods (Su): At 8th level, 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.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—rage, 4th—spell immunity, 5th—righteous might, 6th—- mass mass bull's strength, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Fist

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.

Might of the Gods (Su): At 8th level, 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.

Domain Spells: 1st—true strike, 2nd—bull's strength, 3rd—magic fang, 4th—force punch, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Resolve

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.

Bestow Resolve (Su): At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.

Domain Spells: 1st—bless, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—heroes' feast, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Sun Domain

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

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.

Nimbus of Light (Su): At 8th level, 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.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Day

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.

Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Domain Spells: 1st—endure elements, 2nd—continual flame, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Light

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled 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.

Nimbus of Light (Su): At 8th level, 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.

Domain Spells: 1st—faerie fire, 2nd—heat metal, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Revelation

Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Nimbus of Light (Su): At 8th level, 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.

Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 3rd—banish seeming, 4th—fire shield, 5th—true seeing, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

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.

Dimensional Hop (Sp): At 8th level, 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.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Exploration

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, 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.

Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world weave.

Trade

Granted Powers: Increase your base speed by 10 feet.

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll 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.

Dimensional Hop (Sp): At 8th level, 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.

Domain Spells: 1st—floating disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—overland flight, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—gate.

Trickery Domain

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

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.

Master's Illusion (Sp): At 8th level, 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.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Ambush

Granted Powers: Bluff, Disguise, and Stealth are class skills.

Chameleon Aspect (Su): As a swift action, you can subtly alter the color of your scales, blending them with the surrounding environment. While under the effect of this power, you gain concealment from creatures more than 10 feet away (attacks have a 20% miss chance), and total concealment from creatures more than 40 feet away (attacks have a 50% miss chance). You can use this ability a number of rounds per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, 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.

Domain Spells: 1st—alarm, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—illusory wall, 6th—veil, 7th—screen, 8th—mass invisibility, 9th—time stop.

Deception

Granted Powers: Bluff, Disguise, and Stealth are class skills.

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, 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.

Domain Spells: 1st—disguise self, 2nd—mirror image, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image, 8th—mass invisibility, 9th—time stop.

Espionage

Granted Powers: Bluff, Disguise, and Stealth are class skills.

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.

Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC =10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—disguise self, 2nd—anonymous interaction, 3rd—nondetection, 4th—zone of silence, 5th—false vision, 6th—mislead, 7th—screen, 8th—mind blank, 9th—time stop..

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Greed

Granted Powers: Bluff, Disguise, and Stealth are class skills.

More for Me (Su): When another character within 30 feet casts a spell with a range greater than touch, you can attempt a caster level check as an immediate action (DC = 15 + the spell's level). If you succeed at the check, you receive the spell's benefit instead of one of the spell's intended targets (chosen by you). If you are already a target of the spell, you are affected as though you were targeted by the same spell twice (which may or may not benefit you; remember that bonuses from the same source do not stack). This ability does not grant you knowledge of the spell being cast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, 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.

Domain Spells: 1st—disguise self, 2nd—masterwork transformation, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—guards and wards, 7th—screen, 8th—create demiplane, 9th—time stop.

Innuendo

Granted Powers: Bluff, Disguise, and Stealth are class skills.

Fool's Privilege (Su): You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

Master's Illusion (Sp): At 8th level, 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.

Domain Spells: 1st—sow thought, 2nd—invisibility, 3rd—suggestion, 4th—confusion, 5th—false vision, 6th—mass suggestion, 7th—screen, 8th—mass invisibility, 9th—time stop.

Thievery

Granted Powers: Bluff, Sleight of Hand, and Stealth are class skills.

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.

Thief of the Gods (Su): At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—locate object, 4th—confusion, 5th—false vision, 6th—mislead, 7th—ethereal jaunt, 8th—mass invisibility, 9th—time stop.

Void Domain

Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.

Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell's primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level as visions of the void cause temporary insanity.

The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.

Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—lesser planar binding, 5th—overland flight, 6th—planar binding, 7th—reverse gravity, 8th—greater planar binding, 9th—interplanetary teleport.

Dark Tapestry

It Came from Beyond (Su): Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void. This ability works only on spells you cast as a cleric—it does not work on spellcasting abilities gained from any other spellcasting classes you might have.

Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell's primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level as visions of the void cause temporary insanity.

The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.

Domain Spells: 1st—feather fall, 2nd—summon monster II, 3rd—fly, 4th—lesser planar binding, 5th—overland flight, 6th—summon monster V, 7th—insanity, 8th—greater planar binding, 9th—interplanetary teleport.

Isolation

Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Aura of Isolation (Su): As a standard action, you can create a 20-foot aura that causes enemies within to be overcome with feelings of isolation and loss. Your enemies treat the aura as difficult terrain, as they become sluggish within its area of effect. Furthermore, while within the aura, your enemies cannot provide flanking, nor can they use or benefit from the aid another action. The aura lasts for a number of rounds equal to 3 + your Wisdom modifier, but the rounds need not be consecutive. This is a mind-affecting emotion effect.

Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—crushing despair, 5th—overland flight, 6th—wall of force, 7th—reverse gravity, 8th—prismatic wall, 9th—interplanetary teleport.

Stars

The firmament provides you inspiration, and you draw power from the stars' distant light.

Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.

The Stars Are Right (Su): If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain spells by swapping out a spell of an equal spell level. Any Stars subdomain spell that you cast while the stars are visible to you heals you of an amount of hit point damage equal to the spell's level; this effect happens as you cast the spell.

Domain Spells: 1st—feather fall, 2nd—hypnotic pattern, 3rd—fly, 4th—lesser planar binding, 5th—overland flight, 6th—planar binding, 7th—sunbeam, 8th—greater planar binding, 9th—meteor swarm.

War Domain

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

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.

Weapon Master (Su): At 8th level, 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.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Duels

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Divine Challenge (Su): As a swift action, you can challenge a visible foe within 30 feet, gaining a +1 sacred bonus to your AC against that creature’s attacks and a bonus equal to 1/2 your cleric level on Bluff skill checks to feint against it. These bonuses last for a number of rounds equal to 1/2 your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, 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.

Domain Spells: 1st—magic weapon, 2nd—warding weapons, 3rd—magic vestment, 4th—divine power, 5th—dance of a hundred cuts, 6th—blade barrier, 7th—power word blind, 8th—dance of a thousand cuts, 9th—power word kill.

Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross.

Blood

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.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—vampiric touch, 4th—divine power, 5th—wall of thorns, 6th—blade barrier, 7th—mass inflict serious wounds, 8th—power word stun, 9th—power word kill.

Tactics

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, 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.

Domain Spells: 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—Greater greater command, 6th—blade barrier, 7th—power word blind, 8th—greater planar ally, 9th—power word kill.

Water Domain

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

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.

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.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Flotsam

You know that the sea's bounty takes many forms, including hidden treasures among refuse.

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.

Sift (Su): At 6th level, once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp × your cleric level. This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then.

Domain Spells: 1st—obscuring mist, 2nd—make whole, 3rd—water breathing, 4th—control water, 5th—major creation, 6th—animate objects, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Flowing

Go with the Flow (Su): You can touch a creature as a standard action to suppress its strong emotions. The target is affected as the calm emotions spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number times per day equal to 3 + your Wisdom modifier.

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.

Domain Spells: 1st—obscuring mist, 2nd—cat's grace, 3rd—water breathing, 4th—freedom of movement, 5th—ice storm, 6th—fluid form, 7th—elemental body IV (water only), 8th—mind blank, 9th—elemental swarm (water spell only).

Ice

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.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—freezing sphere, 8th—horrid wilting, 9th—polar ray.

Oceans

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

Domain Spells: 1st—obscuring mist, 2nd—slipstream, 3rd—water walk, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—tsunami.

Rivers

Current Flow (Su): As a free action, you can increase either your land or swim speed by 10 feet. While swimming, you gain a bonus on Swim checks equal to your 1/2 your cleric level (minimum 1). These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—control water, 5th—elemental body II, 6th—fluid form, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Weather Domain

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

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.

Lightning Lord (Sp): At 8th level, 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.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

Seasons

Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, 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.

Domain Spells: 1st—goodberry, 2nd—fog cloud, 3rd—call lightning, 4th—blight, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—sunburst, 9th—storm of vengeance.

Storms

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.

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

Animal and Terrain Domains

Mainly intended for druids, these domains might at the GM's discretion be available to clerics and other classes using domains as long as the character's faith has a strong focus on nature or on what a specif domain focuses on. Read "druid" levels as level in whatever class grants the domain. Clerics taking these domains do not gain additional uses of channel energy if domains powers give that ability, they only gain new ways to use their existing channel energy ability.

Aquatic Domain

You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.

Granted Powers:

Sealord (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the aquatic or water subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Seastrike (Su): At 6th level, as a free action, you may use natural and manufactured weapons in water as if you had continuous freedom of movement. As a standard action, you can throw a weapon underwater without the normal penalties for throwing weapons; if your target is in or under the water, the weapon also acts as a returning weapon for that attack.

Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—freedom of movement, 5th—black tentacles, 6th—freezing sphere, 7th—animal shapes (aquatic creatures only), 8th—seamantle, 9th—tsunami.

Arctic Domain

You master the might of the endless, snow-covered wastes beneath the midnight sun, where icy polar winds blow.

Call Cold (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal creatures with the cold subtype or to command them (similar to using the Command Undead feat against undead). You can take other feats that add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against this ability is equal to 10 + 1/2 your druid level + your Charisma modifier.

Banish Flame (Su): At 6th level, you may use your call cold ability to damage creatures with the fire subtype (as a cleric channeling negative energy) or to cause them to flee from you (as the Turn Undead feat). Alternatively, you may use this ability to negate magical fire effects as if using a targeted dispel magic; at 12th level, this functions as targeted or area greater dispel magic instead of dispel magic.

Domain Spells: 1st—frostbite, 2nd—aspect of the bear, 3rd—sleet storm, 4th—wall of ice, 5th—aspect of the wolf , 6th—freezing sphere, 7th—wind walk, 8th—polar ray, 9th—polar midnight.

Badlands Domain

Your spirit knows both the harshness of the drying wind and the raw beauty of painted canyons.

Granted Powers:

Subsistence (Ex): You can survive on very little food or water while helping others survive in harsh climates. When determining how long you can withstand starvation and thirst, including checks to avoid nonlethal damage, treat your Constitution score as though it were 10 points higher. Additionally, you gain a bonus equal to one half your druid level (minimum 1) on Survival checks in dry hills or desert terrain.

Wasteland Stride (Ex): At 2nd level, you may move through light or dense rubble, as well as up or down steep slopes, at your normal speed without suffering any impairment. Areas that have been magically manipulated to impede motion still affect you, however. This replaces woodland stride.

Badlands Spirit (Su) : At 8th level, whenever you use wild shape to take on the form of an earth elemental, you also gain the following spell-like abilities, depending on your druid class level: geyser (8th); sirocco (12th), scouring winds (15th). Each spell-like ability is usable once per day.

Domain Spells: 1st—cloak of shade, 2nd—feast of ashes, 3rd—cloak of winds, 4th—spike stones, 5th—wind blades, 6th—find the path, 7th—fire storm, 8th—earthquake, 9th—storm of vengeance.

Cave Domain

The wonders and dark secrets of the deepest caves give you strength.

Granted Powers:

Cavesight (Sp): You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tremorsense (Ex): At 6th level, you gain tremorsense 30 feet. At 12th level, you gain tremorsense 60 feet.

Domain Spells: 1st—detect aberration, 2nd—stone call, 3rd—deeper darkness, 4th—echolocation, 5th—wall of stone, 6th—conjure black pudding, 7th—statue (looking like a stalagmite or stalactite), 8th—earthquake, 9th—imprisonment.

Crocodile Domain

You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.

Granted Powers:

Familiar: You gain a dwarf caiman familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Death Roll (Ex): While grappling an enemy up to one size category larger than you, you may make a grapple check to roll wildly, knocking your enemy prone and dealing 1d8 points of damage. When using this ability, you gain a bonus to your CMB equal to one half your druid level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ambush (Ex) : At 6th level, you gain sneak attack +1d6. This increase to sneak attack damage stacks with sneak attack damage you may have from other sources. This sneak attack damage increases by +1d6 for every 5 druid levels you possess beyond 6th, to a maximum of +3d6 at 16th level.

Domain Spells: 1st—touch of the sea, 2nd—savage maw, 3rd—water walk, 4th—strong jaw, 5th—legend lore, 6th—mass owl's wisdom, 7th—true seeing, 8th—mass heal, 9th—regenerate.

Desert Domain

The spirits and secrets of the endless wastes are yours to command.

Granted Powers:

Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.

Servant of the Sands (Sp): At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.

Domain Spells: 1st—cloak of shade, 2nd—shifting sand, 3rd—cup of dust, 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco, 7th—sunbeam, 8th—sunburst, 9th—horrid wilting.

Eagle Domain

Your spirit soars with the mightiest and noblest of all winged creatures.

Granted Powers:

Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.

Domain Spells: 1st—aspect of the falcon, 2nd—eagle’s splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.

Frog Domain

You venerate the elder amphibians that first brought life to land.

Granted Powers:

Familiar: You may gain a toad familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Sticky Strike (Su): As a standard action, you can attempt a ranged touch attack with a sticky tendril against a target up to 15 feet away, then use the pull universal monster ability to pull the target 5 feet toward you. You gain a bonus on the pull’s combat maneuver check equal to 1/2 your druid level. If the target is larger than you, you may pull yourself 5 feet toward the target without making a check. The target can remove the tendril by making an opposed Strength check as a standard action, or by dealing enough slashing damage to the tendril (hit points equal to your druid level, Armor Class equal to your touch Armor Class). You can dissolve the tendril as a free action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Webfoot (Ex): At 6th level, you gain the amphibious special quality and a swim speed equal to your land speed. At 12th level, you gain a climb speed equal to your land speed.

Domain Spells: 1st—jump, 2nd—delay poison, 3rd—lily pad stride, 4th—shout, 5th—blessing of the salamander, 6th—confusion, 7th—animal shapes (amphibians only), 8th—greater shout, 9th—summon froghemoth.

Jungle Domain

The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.

Granted Powers:

Brachiation (Ex): As a free action for a number of rounds per day equal to your druid level, you may climb with a climb speed equal to your land speed, and gain a bonus on Acrobatics checks equal to your druid level. These rounds do not have to be consecutive.

Trap Sense (Ex): At 3rd level, you gain the trap sense ability. This is identical to the rogue class ability. Your effective rogue level is equal to your druid level for the purpose of determining your trap sense bonus. Trap sense bonuses gained from multiple classes stack.

Domain Spells: 1st—glide, 2nd—tar ball, 3rd—venomous bolt, 4th—arboreal hammer, 5th—blessing of the salamander, 6th—swarm skin, 7th—creeping doom, 8th—wall of lava, 9th—shambler.

Monkey Domain

The balanced wisdom, skill, agility, and playfulness of the monkey are the model for your spiritual discipline.

Granted Powers:

Familiar: You gain a monkey familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Monkey Athletics (Su): As a free action, you may add a competence bonus equal to half your druid level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ranged Legerdemain (Su): At 6th level, you can use the Disable Device and Sleight of Hand skills at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.

Domain Spells: 1st—beguiling gift, 2nd—spider climb, 3rd—cacophonous call, 4th—freedom of movement, 5th—summon nature’s ally V (dire ape or girallon only), 6th—confusion, 7th—animal shapes (apes and monkeys only), 8th—clenched fist, 9th—foresight.

Mountain Domain

You have mastered the mighty powers of the great mountains that pierce the sky and stand aloof above the lowlands.

Granted Powers:

Foothold (Su): As a standard action, you can cause an adjacent stone surface up to 10 feet square to mold itself into ridges and creases. A foothold that is created on a horizontal surface is treated as difficult terrain, and a Medium or smaller creature standing in the area or moving through it takes a –2 penalty on Acrobatics checks and to CMD due to poor footing. A foothold that is created on a vertical surface grants a +10 bonus on Climb checks to climb it. The stone remains altered for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thin Air (Su): At 8th level, as a free action, you can surround yourself with a 5-foot aura of supernaturally thin air that draws the breath from creatures adjacent to you. Creatures beginning their turn in the aura are fatigued (Fortitude negates). A fatigued creature that begins its turn in the aura must save or suffer from altitude sickness, taking 1 point of ability damage to all ability scores. At 16th level, the aura increases to 10 feet. Creatures that do not breathe are immune to this aura. You can use this ability for a number of rounds per day equal to your druid level; the rounds need not be consecutive.

Domain Spells: 1st—stone fist, 2nd—stone call, 3rd—cloak of winds, 4th—stoneskin, 5th—geyser, 6th—suffocation, 7th—flesh to stone, 8th—reverse gravity, 9th—clashing rocks.

Panther Domain

You share the power of the Hunter in Darkness. The potent magic of an ancient predator spirit flows through you.

Granted Powers:

Hunter's Senses (Ex): You gain the ability to augment your senses on command. As a standard action, you grant yourself the scent special ability and improved vision. If you have normal vision, you gain low-light vision. If you have low-light vision, you gain darkvision out to a range of 30 feet. If you have darkvision, the range of your darkvision increases by 30 feet. You may use this ability a number of minutes per day equal to your druid level, in 1 minute increments. Dismissing these augmented senses is a free action.

Move in Darkness (Ex): At 8th level, in areas of normal or magical darkness or dim light, you gain a +2 bonus on Stealth skill checks and initiative checks for every 4 druid levels you possess, to a maximum bonus of +10 at 20th level.

Domain Spells: 1st—true strike, 2nd—darkness, 3rd—deeper darkness, 4th—moonstruck, 5th—commune with nature, 6th—mislead, 7th—true seeing, 8th—nine lives, 9th—greater spell immunity.

Plains Domain

The wide open spaces of the prairie, savanna, and steppe are yours to master.

Granted Powers:

Migrating Herd (Su): When you summon an aurochs, bison, elephant, horse, mastodon, pony, or similar quadruped herbivore with a summoning spell, the duration of the spell is increased by 100% (this does not stack with Extend Spell). The creature’s land speed is increased by 10 feet.

Pounce (Ex): At 6th level, you may use the pounce special attack once per day. You may pounce one additional time per day for every 3 levels after 6th.

Domain Spells: 1st—mount, 2nd—chameleon stride, 3rd—haste, 4th—aspect of the stag, 5th—control winds, 6th—find the path, 7th—whirlwind, 8th—animal shapes, 9th—worldwave.

Serpent Domain

You serve ancient serpentine mysteries whose coils still encircle the world.

Granted Powers:

Familiar: You gain a viper familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Class against attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Venom Immunity (Ex): At 6th level, you gain immunity to poisons from snakes, reptiles, and creatures with the reptilian subtype. At 12th level, you gain immunity to all poisons. This replaces venom immunity.

Domain Spells: 1st—charm animal, 2nd—animal trance, 3rd—poison, 4th—strong jaw, 5th—snakestaff, 6th—charm monster, 7th—animal shapes (reptiles and snakes only), 8th—scintillating pattern, 9th—crushing hand.

Swamp Domain

The sour-sweet depths of bogs, marshes, and swamps are your places of power.

Granted Powers:

Natural Healing (Su): You can channel energy (as a cleric of your druid level) a number of times per day equal to 3 + your Charisma modifier, but only to heal animals, plants, and vermin. You may reduce the number of dice healed to cure ability damage (your choice) to all affected creatures, curing 1 point of ability damage for each d6 that the channel energy is reduced. You can take other feats to add to this ability, such as Extra Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel.

Reed Hunter (Ex): At 6th level, you gain blindsense 30 feet with respect to concealment and cover from fog, vegetation, or water. At 12th level, this improves to blindsight 30 feet with respect to these conditions.

Domain Spells: 1st—hydraulic push, 2nd—burst of nettles, 3rd—lily pad stride, 4th—cape of wasps, 5th—insect plague, 6th—mass fester, 7th—animate plants, 8th—blood mist, 9th—shambler.

Vulture Domain

Yours is the power of death and rebirth. Your spirit soars above all and moves with the flow of unseen currents.

Granted Powers:

Death's Companion (Ex): Your totem grants you protection from the harbingers of death. As an immediate action, you gain a +2 bonus on saving throws against disease, death spells, and death effects that lasts a number of rounds equal to your druid level. This bonus increases by 2 at 6th level and every 5 levels thereafter, to a maximum of +8 at 16th level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Agent of Rebirth (Sp): At 8th level, you may expend a quantity of special oils worth 1,000 gp to cast reincarnate as a spell-like ability usable once per day. Additionally, when using this ability or casting reincarnate as a prepared spell, you have some influence over the physical form that the reincarnated spirit will take. When rolling against the spell’s incarnation table, you may roll twice and choose between the two results.

Domain Spells: 1st—deathwatch, 2nd—glide, 3rd—death knell, 4th—death ward, 5th—breath of life, 6th—circle of death, 7th—resurrection, 8th—finger of death, 9th—winds of vengeance.

Wolf Domain

You run with the pack and are the master of the cold hunt of your spirit totem.

Granted Powers:

Improved Trip: You gain Improved Trip as a bonus feat.

Pack Tactics (Ex): At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—hunter’s howl, 2nd—bloodhound, 3rd—aspect of the wolf, 4th—strong jaw, 5th—tireless pursuers, 6th—find the path, 7th—animal shapes (canines only), 8th—phantasmal revenge, 9th—freedom.

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