Difference between revisions of "Domains (Apath)"

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{{Apath}}
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===Deeds ===
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Quartermasters spend resource points to accomplish deeds. Most deeds grant the quartermaster some momentary bonus or effect, but many provide longer-lasting benefits in the form of gear. Deeds with a duration of one round take effect immediately and last until just before quartermasters' next turn begins.
  
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. <span style="color:#800000">Text in brown is a change from a domain to a subdomain.</span>
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The following is the list of quartermasters' deeds. A quartermaster can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple times in the same round, as long as the appropriate amount of resources are spent to perform the deed. Total the resource cost of a deed used several times in a round before applying any reduction in resource point costs. When using deeds to place traps or create danger zones, any one particular square can only hold one danger or trigger one trap. Stacking dangers on top of each other is impossible.
  
== Air Domain ==
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The quartermaster needs equipment to perform certain deeds. If separated from all his gear, a quartermaster can't use the resourceful strike, thrift, right stuff, repurpose construct, and overcome reality deeds. In the GM may allow the use of these deeds with improvised tools, but the player should then describe what he does in some detail. Even one gp value put into the deep pockets pool restores all these abilities.  
'''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.
+
<span style="color:#800000">'''Field Instruction (Ex):'''</span> At first level, by spending one point of resources per item, a quartermaster can hand any number of items at hand to allies within 30 ft. and instruct them in their use. Bundles of identical items like a bandolier of splash weapons, or sets of items used together like a bow and quiver of arrows, count as one item. This is a move action, regardless of the number of items or allies involved. For the next 5 minutes creatures so instructed are considered proficient with any item handed out that the quartermaster is proficient in and to know any equipment tricks the quartermaster can use relating to the item and allies can double any bonuses provided by the item as the peak performance deed. At level 3, the quartermaster can hand out any item he prepares with rapid deployment. At level 7 allies gain the benefits of the constant bonus provided by the weapon leverage deed with these items, but cannot spend resources on bonus actions. At level 11 allies gain the benefits from any proficiency or equipment trick the quartermaster temporarily gains from the equipment trick mastery deed. When an ally first uses an item that has been given this way (within the time limit), the quartermaster recovers one point of resources.
 +
{| class="wikitable" align="right"
 +
|+Quartermasters and Range
 +
|-
 +
|
  
''Electricity Resistance (Ex):'' At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level'',
+
Many quartermaster abilities have a range of 30 ft. How does this work, is it telekinesis? The answer is that the quartermasters improvises; he uses a ranged weapon to deliver the effect if he has one in hand, a reach weapon if within reach, tosses something if that is an option, or takes a small detour. Even with the exact movement rules in Pathfinder, the position of characters is still something of an abstraction. This is why speed is a limit on the Chaotic Everywhere feat.
you gain immunity to electricity.
+
|}
 +
<span style="color:#800000">''Makeshift Crafting (Ex):'''</span> A quartermaster can quickly make improvised items. He can make makeshift masterwork items, special materials, alchemical items, expendables, and non-magical trap kits but not living creatures, spell components, crafting components, food, drink, holy water, or magic of any kind. Make a Disable Device check for each hour spent making makeshift items; the quartermaster makes items with a total cost in gold pieces equal to his class level squared times the result of the roll. The Disable Device check also needs to beat the Craft check DC of each item created. Creating an expensive item can take several hours and the duration is counted from when it is completed. If the quartermaster re-crafts the same item before the 8 hours are up, the duration is reset to 8 hours (important for makeshift boats and the like). The quartermaster recovers one point of resources per hour spent makeshift crafting.  
  
'''Domain Spells:''' 1st—''obscuring mist'',
+
Makeshift items are never as good as the real thing, but work with some limitations. A makeshift weapon has the fragile quality. Only a quartermaster and someone he gives the items to using the field instruction deed can use a makeshift item, and after 8 hours it deteriorates into worthless scrap.  
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  ===
+
Makeshift crafting has no monetary cost. It is generally possible to salvage the materials needed for makeshift crafting from gear, nature, or from the scrap and detritus that litters a city, dungeon, or battlefield. Parts are stored with the deep pockets ability.
''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.
 
  
<span style="color:#800000">''Thundercloud (Su):'' At 8th level'',
+
<span style="color:#800000">'''Peak Performance (Ex):'''</span> At 1st level, as long as he has at least one point of resources, a quartermaster can ignore the broken condition when using any item or vehicle. Bonuses provided by equipment, such as masterwork kits or compasses, are doubled when the item is used by a quartermaster. This does not apply to alchemical bonuses, bonuses from Equipment Trick, or magical bonuses. The quartermaster ignores any penalties inflicted by equipment used or worn, except that he is still subject to attack penalties, armor check penalties, and arcane spell failure. A quartermaster never does harm when using equipment that has a chance to fail or backfire, but may trigger a trap he is attempting to disable.  
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.</span>
 
  
'''Domain Spells:''' 1st—''obscuring mist'',
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By spending one point of resources as a free action, the quartermaster can grant this ability to an ally within 30 ft. or ignore the fact that an item or vehicle he himself is using is destroyed, either use lasts five minutes. By spending one point of resources, the quartermaster can coax a last use out of an item that ran out within the last minute—this includes limited-use items like consumables, ammunition, magic items with daily uses, wands, potions, and scrolls. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component.  
2nd—''wind wall'',
 
3rd—''gaseous form'',
 
4th—''<span style="color:#800000">solid fog</span>'',
 
5th—''control winds'',
 
6th—''chain lightning'',
 
7th—''elemental body IV (air only)'',
 
8th—''whirlwind'',
 
9th—''<span style="color:#800000">storm of vengeance</span>''.
 
  
=== Wind  ===
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<span style="color:#800000">'''Rapid Deployment (Ex):'''</span> At third level it becomes a free action for the quartermaster to draw or ready any piece of equipment, including weapons, potions, scrolls, wands, and gear in a pack or extra-dimensional space. He can also reload any weapon as a free action. A quartermaster with the inspection ability can access gear carried by an adjacent creature or vehicle he has inspected. A quartermaster can also stow or sheathe equipment on his person as a free action.  
<span style="color:#800000">''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.</span>
 
  
''Electricity Resistance (Ex):'' At 6th level'',
+
When using or repairing equipment in the field, a quartermaster can do what normally takes one minute as a move action. Most equipment that is normally used out of combat but have no time given can be used as a move action.  
you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level'',
 
you gain immunity to electricity.
 
  
'''Domain Spells:''' 1st—''<span style="color:#800000">whispering wind</span>'',
+
''Examples:'' Setting up a collapsible bathtub normally takes 10 minutes; a quartermaster can do it in 10 move actions, possibly in as little as 5 rounds. Escaping a net is normally a full-round action, a quartermaster can try to do so as a move action. A quartermaster can spend a move action per minute normally required to don (or help another don) armor.''
2nd—''wind wall'',
 
3rd—''gaseous form'',
 
4th—''air walk'',
 
5th—''control winds'',
 
6th—''<span style="color:#800000">wind walk</span>'',
 
7th—''elemental body IV (air only)'',
 
8th—''whirlwind'',
 
9th—''<span style="color:#800000">winds of vengeance</span>''.
 
  
== Animal Domain ==
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A quartermaster can spread things that are normally placed in a single 5 ft. square, such as blankets, caltrops, marbles, or oil over an area extremely effectively. As a move action, the quartermaster can cover any six squares within 30 ft. This works with equipment tricks that normally cover a single 5 ft. square.
'''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.
+
A quartermaster can use rapid deployment as long as he has at least one point of resources. He can perform additional rapid deployment move actions in a round at a cost in resources equal to the number of extra move actions. These move actions cannot be spent on anything else, such as movement. Rapid deployment does not apply to direct attacks of any kind, but can set up traps and devices that attack by themselves.  
  
''Animal Companion (Ex):'' At 4th level'',
+
{| class="wikitable" align="right"
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).
+
|+Example Combat Turn For A Quartermaster
 +
|-
 +
|
 +
Wong is a 3rd level quartermaster with maximum and current resources of 5 driving a supply cart along a road. He and his team of four friends are about to be charged by hobgoblin cavalry. On his turn Wong uses deep pockets to procure 5 makeshift longspears from his wagon (free action, reduces deep pockets pool by 25 sp, paying 1/10 the price because the items are makeshift), then uses field instruction as a move action to hand out four longspears to his friends, all of whom are within 30 ft. (this costs 4 resources) and tells his friends to brace for impact. Hopefully his friends will have time to ready actions to receive the charge. As soon as a friend uses a longspear for the first time, Wong will get a resource point back, but for now he is down to one resource point. He then procures six sets of makeshift huge caltrops from his deep pockets (free action, 24 sp) and then uses a move action with rapid deployment to spread them in six squares within 30 ft. The caltrops will do 2d6 damage because of their size and Wong's dangerous devices ability, they also get a +1 bonus on their attack rolls and require a Heal check of 16 to negate because of dangerous devices. Medium or smaller creatures can ignore huge caltrops—they will harm the horses, but not his allies or dismounted hobgoblins. The stage is set, ff the hobgoblins are wise, they will dismount and not charge. Wong has spent 4 resource points (just a single point left) and 29 sp of deep pockets, which he will have to pay to re-supply back in town. If he had used makeshift crafting to actually create these things in the morning, he would not have had to pay the gp cost. Such is the price of being ill prepared.
 +
|}
  
'''Domain Spells:''' 1st—''calm animals'',
+
<span style="color:#800000">'''Resourceful Strike (Ex):'''</span> At 3rd level the quartermaster learns to make a resourceful strike. One weapon attack he makes gains the bonuses of the dangerous devices ability. Using this costs one point of resources; this point is spent before the attack is made and is lost if the attack misses. As long as he has at least one point of resources remaining the quartermaster can use resourceful strike against constructs and objects without spending resource points.
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  ===
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Using resourceful strike is a part of the attack and not an action in itself. The cost of this deed cannot be reduced.  
'''Granted Powers:''' You treat Knowledge (nature) as a class skill.
 
  
<span style="color:#800000">''Eyes of the Hawk (Ex):'' You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition'',
+
A limit on resourceful strike is that dangerous devices can only harm a particular creature once each turn. It is possible to harm several different creatures in the same turn. See the dangerous devices ability for details.
if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.</span>
 
  
''Animal Companion (Ex):'' At 4th level'',
+
<span style="color:#800000">'''Trap Master (Ex):'''</span> As a move action, a third level quartermaster can make a Disable Device check against the Perception difficulty of each trap within 30 ft.; on a success he spots the trap. As an immediate action, the quartermaster can control a trap within 30 ft., either to trigger the trap or to prevent it from triggering for one round. This requires a Disable Device check against the disarm DC of the trap. If the quartermaster has previously set, disarmed, or re-purposed the trap, success is automatic.  
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'',
+
A quartermaster that possesses an trap kit (see the equipment section) can deploy that trap in one move action per 5 ft. square the trap is to either affect or trigger in. Non-magical trap kits can be built using makeshift crafting, and all kinds of trap kits can be pulled out of deep pockets. Deploying a trap with a challenge rating less than or equal to the quartermaster's class level is automatic; deploying a trap of a higher CR requires a Disable Device check, DC 10 + 2 x CR of trap.
2nd—''<span style="color:#800000">feather fall, </span>
 
3rd—''<span style="color:#800000">fly, </span>
 
4th—''summon nature's ally IV (animals only)'',
 
5th—''beast shape III (animals only)'',
 
6th—''<span style="color:#800000">mass fly, </span>
 
7th—''animal shapes'',
 
8th—''summon nature's ally VIII (animals only)'',
 
9th—''shapechange''.
 
  
=== Fur  ===
+
The quartermaster can use this deed with a known trap as long as he has any resources; a trap that surprises the quartermaster can be prevented from triggering at the cost of two resource points. A trap set to trigger in or affect a large area, all of which is within 30 ft. of the quartermaster, can be set as a single move action at the cost of two resource points. All uses of trap master triggers attacks of opportunity.
'''Granted Powers:''' You treat Knowledge (nature) as a class skill.
 
  
<span style="color:#800000">''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.</span>
+
{| class="wikitable" align="right"
 +
|+Who Sees a Trap?
 +
|-
 +
| valign="top" |
 +
Many of the quartermaster's traps have low Perception DCs, but that does not mean they are automatically spotted. To spot a trap, a creature has to spend a move action to make a Perception check. It then gets a chance to spot each trap as long as it can see either the trap or its trigger. On a success it knows the type of trap, its location, and the location of it's trigger. Perception checks to spot traps suffer the usual range and distraction penalties. Someone who sees the quartermaster plant a trap knows something is there, but not what and not exactly where. Some creatures have abilities that automatically sense nearby traps, such as the rogue talent trap spotter.
 +
|}
  
''Animal Companion (Ex):'' At 4th level'',
+
<span style="color:#800000">'''Repurpose Mechanism (Ex):'''</span> At 7th level the quartermaster can repurpose adjacent mechanisms, usually to create traps. The quartermaster can turn any door, vehicle, device, or machinery of up to one square per class level into a trap, as described below. Examples include causing a fireplace or still to explode, a door to swing wildly or fall over victims, a vehicle to tip, a scarecrow to rotate and strike out, a drawbridge or portcullis to fall, a sewer gate to flood back, a millstone to spin lose, a chandelier to fall, a stairway to turn into a slide, and so on. The GM is the final arbiter of what counts as machinery. Repurposed machinery must be repaired before it can be used for its original purpose.
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—''<span style="color:#800000">magic fang, </span>
+
<span style="color:#800000">'''Repurposed Mechanism Trap'''
2nd—''hold animal'',
 
3rd—''<span style="color:#800000">beast shape I, </span>
 
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 ===
+
<span style="color:#800000">'''Type''' mechanical; Perception DC 5; Disable Device DC 15
''This is a new domain, original to this site.''
 
  
<span style="color:#800000">'''Granted Powers:''' You gain Handle Animal as a class skill. In your spells replace all references to animals with vermin. 
+
<span style="color:#800000">'''EFFECTS'''
  
<span style="color:#800000">''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.
+
<span style="color:#800000">'''Trigger''' proximity; ''Reset'' repair. ''Effect'' 1d6 damage per square of machinery, damage type depends on the type of machine but is usually bludgeoning; ''Atk'' +15 melee; multiple targets (all targets in a reach of 5 ft. plus 5 ft. per 8 squares of machinery.)
  
''Animal Companion (Ex):'' At 4th level'',
+
The quartermaster can also repurpose any weapon as a trap, including alchemical weapons. This works as a one-square repurposed mechanism dealing the same damage type the weapon does; alchemist fire repurposed to a trap does fire damage, and so on. Sometimes a mechanism can be repurposed for other uses, often to perform as a ram or ramp, which generally gives a bonus on relevant tasks of +4 per square of machinery repurposed.  
you gain the service of a <span style="color:#800000">vermin</span> 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:'''
+
An disarmed trap can be repurposed, moving the trigger up to 30 ft., the type of trigger remains the same but the stimuli it triggers on can change. A trap set to be triggered by detect evil can be changed to trigger by detect good, a 100 lb. location trigger can be set to 1 lb. or 500 lbs., and so on. It is also possible to re-target the trap within reason; a trap that causes a cone, line, or physical attack can be pointed in another direction, magic that blasts lawful creatures can be repurposed to blast evil creatures, and so on.  
1st—''calm animals'',
 
2nd—''hold animal'',
 
3rd—''dominate animal'',
 
4th—''summon nature's ally IV (vermin only)'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i vermin shape II]'',
 
6th—''antilife shell'',
 
7th—''animal shapes'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/a/atavism#mass mass atavism]'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/s/summon-elder-worm summon elder worm]''.
 
  
== Artifice Domain ==
+
Using repurpose mechanism triggers attacks of opportunity. It takes one move action per square of machinery or trap to use repurpose mechanism; this time can be reduced to a single move action at the cost of two resource points. After 8 hours, the repurposed device breaks down.
'''Granted Powers:''' You can repair damage to objects, animate objects with life, and create objects from nothing.
 
  
''Artificer's Touch (Sp):'' You can cast [http://www.d20pfsrd.com/magic/all-spells/m/mending 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.
+
<span style="color:#800000">'''Thrift (Ex):'''</span> At 7th level, when using an item that has limited uses or items he carries at least 3 of, such as 3 sets of caltrops, a healing kit with 10 charges, or a necklace of fireballs, the quartermaster can expend resource points to avoid spending uses, charges, or expend the item. For mundane equipment this is free as long as the quartermaster has any resources left. For a magic item with charges or daily uses, this costs one point of resources per charge or use saved. For a one-use magic item this costs two points of resources. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component. The quartermaster does not actually create items, he merely uses them more efficiently; this cannot be used as a money machine but it can certainly save on expenses.
  
''Dancing Weapons (Su):'' At 8th level'',
+
<span style="color:#800000">'''Weapon Leverage (Ex):'''</span> At seventh level a quartermaster learns to use the advantages of odd weapons. When using a weapon of a listed type or with one of the listed weapon qualities, he gains the corresponding constant bonus (often a bonus feat usable only with that weapon) ignoring all prerequisites. By spending one point of resources and a swift action, he can perform the listed bonus action using this weapon. Some bonus actions are immediate actions rather than swift actions, as noted. A weapon that fits several categories gains all the bonuses of each category. See Table: Weapon Leverage.
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'',
+
{|class="wikitable"
and an additional time per day for every four levels beyond 8th.
+
|+Table: Weapon Leverage 
 +
|-
 +
| valign="top" | '''Weapon Type or Quality''' || valign="top" |  '''Constant Bonus''' || valign="top" |  '''Bonus Action'''
 +
|-
 +
| valign="top" | Any chain, flail, net, nunchaku, scarf, or whip || valign="top" |  Improved RepositionAPG || valign="top" |  Make a reposition combat maneuver
 +
|-
 +
| valign="top" | Any firearm || valign="top" |  Dazzling Display  || valign="top" |  Use Dazzling Display by firing firearm
 +
|-
 +
| valign="top" | Any light melee weapon || valign="top" |  Improved StealAPG || valign="top" |  Make a steal combat maneuver
 +
|-
 +
| valign="top" | Any repeating weapon || valign="top" |  Rapid Shot || valign="top" |  Make a ranged attack
 +
|-
 +
| valign="top" | Any shield without spikes || valign="top" |  Improved Overrun || valign="top" |  Make an overrun combat maneuver while moving
 +
|-
 +
| valign="top" | Any spiked shield || valign="top" |  Improved Bull Rush  || valign="top" |  Make a bull rush combat maneuver
 +
|-
 +
| valign="top" | Blocking || valign="top" |  Add +1/5 levels to shield bonus || valign="top" |  Total defense against a single attack (immediate)
 +
|-
 +
| valign="top" | Brace  || valign="top" |  Improved BraceNew || valign="top" |  Attack a charging enemy for double damage (immediate)
 +
|-
 +
| valign="top" | Deadly  || valign="top" |  Improved Critical  || valign="top" |  Coup-de-grace a helpless creature
 +
|-
 +
| valign="top" | Disarm  || valign="top" |  Improved Disarm  || valign="top" |  Make a disarm combat maneuver
 +
|-
 +
| valign="top" | Distracting  || valign="top" |  Improved Feint || valign="top" |  Make a Bluff check to feint
 +
|-
 +
| valign="top" | Double || valign="top" |  Two-Weapon Fighting || valign="top" |  Make a melee attack
 +
|-
 +
| valign="top" | Fragile  || valign="top" |  Disposable WeaponUC || valign="top" |  Make a Bluff check to feint
 +
|-
 +
| valign="top" | Grapple || valign="top" |  Improved DragAPG || valign="top" |  Make a drag combat maneuver
 +
|-
 +
| valign="top" | Non-lethal  || valign="top" |  EnforcerAPG || valign="top" |  Coup-de-grace a helpless creature
 +
|-
 +
| valign="top" | Performance  || valign="top" |  Improved Dirty TrickAPG || valign="top" |  Make a dirty trick maneuver
 +
|-
 +
| valign="top" | Reach  || valign="top" |  Combat Reflexes || valign="top" |  Force one target hit by attack of opportunity to stop moving (immediate)
 +
|-
 +
| valign="top" | Sunder  || valign="top" |  Improved Sunder  || valign="top" |  Make a sunder combat maneuver
 +
|-
 +
| valign="top" | Trip  || valign="top" |  Improved Trip  || valign="top" |  Make a trip combat maneuver
 +
|}
  
'''Domain Spells:''' 1st—''animate rope'',
+
<span style="color:#800000">'''Assign Equipment (Ex):'''</span> At 11th level, the quartermaster can assign equipment to allies ahead of time. This is the same as the field instruction deed, except that assign equipment costs 2 resource points, takes 5 minutes, and the effect lasts for one week. The quartermaster only regains resources if he sees his assigned equipment being used. A quartermaster can only have a number of items assigned equal to his maximum resources at any one time; it does not matter if the item is used or not, the wait is always one week.
2nd—''wood shape'',
 
3rd—''stone shape'',
 
4th—''minor creation'',
 
5th—''fabricate'',
 
6th—''major creation'',
 
7th—''wall of iron'',
 
8th—''statue'',
 
9th—''prismatic sphere''.
 
  
=== Construct  ===
+
<span style="color:#800000">'''Equipment Trick Mastery (Ex):'''</span> At 11th level a quartermaster can use equipment tricks with any type of item, as if he had learnt it using the equipment trick class feature. If the item requires proficiency to use, the quartermaster also becomes proficient in its use. This lasts 5 minutes a cost of one resource point. The quartermaster need not use this deed when using an equipment trick he actually knows.
''Artificer's Touch (Sp):'' You can cast [http://www.d20pfsrd.com/magic/all-spells/m/mending 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.
 
  
<span style="color:#800000">''Animate Servant (Su):'' At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as [http://www.d20pfsrd.com/magic/all-spells/a/animate-objects 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.</span>
+
<span style="color:#800000">'''Right Stuff (Ex):'''</span> An 11th level quartermaster can imbue a weapon, trap, set of caltrops, and other similar items with qualities that help penetrate resistances and trigger vulnerabilities. The amount of damage done does not change, but it penetrates DR and energy resistances better and can trigger vulnerabilities. Add the imbued qualities to those the weapon already has. Count the attack as the best of all its qualities to determine how much damage it does. Using right stuff is a free action that triggers attacks of opportunity and costs one point of resources per two qualities imbued (A single quality is free as long as the quartermaster has any resources remaining). The quartermaster can share these imbuements with allies within 30 ft. at a cost of a point or resources per ally. The effect lasts 5 minutes or until the item is again affected by this ability.
  
'''Domain Spells:''' 1st—''animate rope'',
+
An 11th level quartermaster can imbue with an alignment, bludgeoning, piercing, slashing, magic, or any material except admantine. At 15th level, the quartermaster adds acid, admantine, cold, electricity, fire, force, and sonic to the qualities he can imbue. At 19th level, he can imbue qualities into energy attacks, including energy attacks made by spells. Picking admantine gives the advantage that material has against Hardness, adding force gives that energy type's advantages against incorporeal foes. The features of other materials are not emulated; right stuff only ignores resistances and triggers vulnerabilities as if it was of the material duplicated.
2nd—''wood shape'',
 
3rd—''stone shape'',
 
4th—''minor creation'',
 
5th—''fabricate'',
 
6th—''major creation'',
 
7th—''<span style="color:#800000">limited wish, </span>
 
8th—''polymorph any object'',
 
9th—''prismatic sphere''.
 
  
=== Toil  ===
+
<span style="color:#800000">'''Cool Under Stress (Ex):'''</span> At 15th level, the quartermaster can take 10 on any skill check, even in combat or other stressful situations. He can use this with skills that have Intelligence as a key attribute (including those gained from asset mastery) as long as he has any resource points remaining; using it with any other skill costs one resource point per skill check.
''Artificer's Touch (Sp):'' You can cast [http://www.d20pfsrd.com/magic/all-spells/m/mending 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.
 
  
<span style="color:#800000">''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. </span>
+
<span style="color:#800000">'''Release Magic (Sp):'''</span> At 15th level, as a standard action that triggers attacks of opportunity, a quartermaster can destroy a magic item to gain a benefit. This must be an item he (and only he) is holding that costs 500 gp or more. The effect depends on the item's caster level, price, and school of magic. In general, the effect spreads into one square per 100 gp the item is worth. Each square must be adjacent to the quartermaster or an earlier square of the effect. The quartermaster controls the exact area and need not use all of it. The caster level is the item's caster level. An item destroyed this way cannot be used again with the peak performance deed or saved by the thrift deed. The quartermaster can destroy a cursed item, and the curse along with it. Artifacts are immune to this ability. Release magic does not benefit from the dangerous devices ability. Finally, using release magic restores one resource point.
 +
* ''Abjuration:'' This has the effect of dispel magic against every magical item or effect in the area, at the destroyed item's caster level. This is an instant effect. This can be used as countermagic with a readied action.
 +
* ''Conjuration:'' Any extra-dimensional creatures in the area must save or suffer banishment, Will negates (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's level). For one day per 100 gp of value, any calling, summoning, or teleportation magic to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
 +
* ''Divination:'' Each divination spell in the area may be removed as by dispel magic. For one day per 100 gp of value, any divination spell to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
 +
* ''Enchantment:'' Any creature in the area must save (Will negates DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level) or suffer charm person, regardless of its creature type.
 +
* ''Evocation:'' The area is filled with destructive energy of the type the item inflicts; if the item does no damage this is force. Damage is 1d6 per caster level, Reflex half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect.
 +
* ''Illusion:'' The area is filled with confusing kaleidoscopic images and sounds. Creatures whose space is completely covered by the area gain concealment but are blinded (this also affects blindsense, blindsight, tremorsense, and similar substitutes for sight) with no save or spell resistance, but regain all senses as soon as they exit the area. The quartermaster can concentrate to maintain the effect up to one round per caster level and can reshape the area each round.
 +
* ''Necromancy:'' Any living or undead creature in the area takes 1d6 damage per caster level, Will half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect that does full damage to ethereal and incorporeal creatures.
 +
* ''Transmutation:'' This has no area or physical effect, instead it refills the quartermaster's deep pockets budget by half the value of the destroyed magic item. If this exceeds the maximum budget of the deep pockets ability, any excess must be spent within one hour, or it is lost. During this hour the quartermaster can expend 100 gp of excess value to restore one resource point.
 +
* ''Universal:'' Each creature and object in the area is healed of one hit point of damage per caster level. The area is left in pristine condition.
  
'''Domain Spells:''' 1st—''<span style="color:#800000">command, </span>
+
<span style="color:#800000">'''Repurpose Construct (Ex):'''</span> A 15h level quartermaster with any remaining resource points can make weapon attacks on a construct that inflict non-lethal damage. Constructs can't use their immunity to non-lethal damage against this ability, all other resistances apply normally (see the right stuff deed for ways to bypass resistances). A construct damaged by this ability must take a Fort save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) or be dazed for one round. A particular construct need not save against this ability more than once per round.
2nd—''wood shape'',
 
3rd—''stone shape'',
 
4th—''minor creation'',
 
5th—''<span style="color:#800000">waves of fatigue, </span>
 
6th—''major creation'',
 
7th—''<span style="color:#800000">waves of exhaustion, </span>
 
8th—''statue'',
 
9th—''prismatic sphere''.
 
  
=== Trap  ===
+
A quartermaster can repurpose an adjacent, mindless, helpless construct as a standard action at the cost of two points of resources. This also removes any non-lethal damage the construct may have taken. A repurposed construct can be commanded (as if the quartermaster had just created the construct) for 5 minutes and thereafter does nothing. By spending two resource points the quartermaster can command a construct he has previously repurposed for another five minutes. A controlled construct does not gain the benefits of the dangerous devices ability.
''Artificer's Touch (Sp):'' You can cast [http://www.d20pfsrd.com/magic/all-spells/m/mending 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.
 
  
<span style="color:#800000">''Supernatural Trap (Su):'' At 8th level, select a supernatural [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps 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'',
+
<span style="color:#800000">'''Animate Objects (Sp):'''</span> At 19th level, a quartermaster can make objects within 30 ft. move under his direction. This works as animate objects. To find the caster level, make a Disable Device check and subtract 20, this can exceed the quartermaster's level. A creature wearing or operating an item to be animated is allowed a Will save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) to negate the effect. Magical objects are immune.
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.</span>
 
  
'''Domain Spells:''' 1st—''animate rope'',
+
This is a standard action that costs one point of resources, but only lasts a single round. The quartermaster can do this as a free action at a cost of 3 resources per round. The cost cannot be reduced to less than one resource point per round. Animated objects do not benefit from dangerous devices.
2nd—''<span style="color:#800000">snare, </span>
 
3rd—''<span style="color:#800000">improve trap, </span>
 
4th—''minor creation'',
 
5th—''fabricate'',
 
6th—''major creation'',
 
7th—''<span style="color:#800000">teleport trap, </span>
 
8th—''statue'',
 
9th—''prismatic sphere''.
 
  
== Chaos Domain ==
+
A quartermaster will often use this to make a cargo load itself, a gate to shut and bar itself, a building to move or collapse, a ship to turn in place, and other non-combat actions. In these cases, there is no need to classify large constructions as animated objects. Instead, a Disable Device check with a DC equal to the surface area of the object in squares is required (ignore the height unless the object is very tall; in such cases use the area of its largest side for the DC).
'''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'',
+
<span style="color:#800000">'''Overcome Reality (Su):'''</span> At 19th level, a quartermaster can temporarily overcome the limits of physical reality. This makes the quartermaster and allies incorporeal, with no change in strength, armor class, or attack ability. Any physical attacks made against creatures on the material plane are incorporeal touch attacks. While incorporeal, the quartermaster and allies have a fly speed equal to their land speed (perfect maneuverability). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Using this ability is a free action that costs two points of resources plus one point for each ally to be affected to initiate and one point of resources per round to maintain; the maintenance cost cannot be reduced. Allies must end their turns within 30 ft. of the quartermaster or lose the benefits.
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'',
+
<span style="color:#800000">'''Wonders of Magic (Sp):'''</span> A 19th level quartermaster using the release magic deed can treat any item as if it was of the transmutation school. Additionally the quartermaster can use wish as a standard action at the cost of one point of resources and 25,000 gp from his deep pockets pool.
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  ===
 
''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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat expeditious retreat]'',
 
2nd—''align weapon (chaos only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/f/fly fly]'',
 
4th—''chaos hammer'',
 
5th—''dispel law'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally planar ally] (azata only)'',
 
7th—''word of chaos'',
 
8th—''cloak of chaos'',
 
9th—''summon monster IX (chaos spell only)''.
 
 
 
=== Demodand ===
 
''Demodands are chaotic evil outsiders, spawn and servants of the thanatotic titans.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/c/corrosive-consumption corrosive consumption]'',
 
7th—''word of chaos'',
 
8th—''cloak of chaos'',
 
9th—''summon monster IX (chaos spell only)''.
 
 
 
=== Demon  ===
 
''Demons are chaotic evil outsiders that call the Abyss their home.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/d/doom doom]'',
 
2nd—''align weapon (chaos only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/r/rage rage]'',
 
4th—''chaos hammer'',
 
5th—''dispel law'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/e/entropic-shield entropic shield]'',
 
2nd—''align weapon (chaos only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic dispel magic]'',
 
4th—''chaos hammer'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/c/confusion confusion]'',
 
6th—''animate objects'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/d/destruction 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/c/confusion lesser confusion]'',
 
2nd—''align weapon (chaos only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/d/displacement displacement]'',
 
4th—''chaos hammer'',
 
5th—''dispel law'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''protection from law'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/h/hideous-laughter hideous laughter]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/g/good-hope good hope]'',
 
4th—''chaos hammer'',
 
5th—''dispel law'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/h/heroes-feast heroe's feast]'',
 
7th—''word of chaos'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/i/irresistible-dance irresistible dance]'',
 
9th—''summon monster IX (chaos spell only)''.
 
 
 
=== 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.
 
 
 
<span style="color:#800000">''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.
 
 
 
<span style="color:#800000">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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/h/hideous-laughter hideous laughter]'',
 
2nd—''align weapon (chaos only)'',
 
3rd—''magic circle against law'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/c/confusion confusion]'',
 
5th—''dispel law'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/c/cloak-of-dreams 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  ===
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/e/enthrall enthrall]'',
 
3rd—''suggestion'',
 
4th—''heroism'',
 
5th—''charm monster'',
 
6th—''geas/quest'',
 
7th—''insanity'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/e/euphoric-tranquility 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.
 
 
 
<span style="color:#800000">''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'',
 
<span style="color:#800000">2nd—''touch of idiocy, </span>
 
3rd—''suggestion'',
 
<span style="color:#800000">4th—''confusion,</span>
 
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  ===
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/b/borrow-skill borrow skill]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/share-language share language]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/c/coordinated-effort coordinated effort]'',
 
4th—''imbue with spell ability'',
 
5th—''telepathic bond'',
 
6th—''heroes' feast'',
 
7th—''refuge'',
 
8th—''mass cure critical wounds'',
 
9th—''miracle''.
 
 
 
=== Family ===
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''<span style="color:#800000">calm emotions</span>'',
 
3rd—''<span style="color:#800000">create food and water</span>'',
 
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.
 
 
 
<span style="color:#800000">''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.''</span>
 
 
 
'''Domain Spells:''' 1st—''<span style="color:#800000">alarm</span>'',
 
2nd—''shield other'',
 
3rd—''<span style="color:#800000">glyph of warding</span>'',
 
4th—''imbue with spell ability'',
 
5th—''telepathic bond'',
 
6th—''heroes' feast'',
 
7th—''<span style="color:#800000">guards and wards</span>'',
 
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.
 
 
 
<span style="color:#800000">'' 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.''<span style="color:#800000">
 
 
 
'''Domain Spells:''' 1st—''obscuring mist'',
 
2nd—''blindness/deafness (only to cause blindness)'',
 
3rd—''deeper darkness'',
 
4th—''shadow conjuration'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/e/enervation enervation]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/m/modify-memory modify memory]'',
 
7th—''power word blind'',
 
8th—''greater shadow evocation'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/e/energy-drain 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/f/faerie-fire farie fire]'',
 
2nd—''blindness/deafness (only to cause blindness)'',
 
3rd—''deeper darkness'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/m/moonstruck moonstuck]'',
 
5th—''summon monster V (summons 1d3 shadows)'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/d/dream 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.
 
 
 
<span style="color:#800000">''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 ''[http://www.d20pfsrd.com/magic/all-spells/i/invisibility 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.</span>
 
 
 
'''Domain Spells:''' 1st—''<span style="color:#800000">sleep</span>'',
 
2nd—''blindness/deafness (only to cause blindness)'',
 
3rd—''deeper darkness'',
 
4th—''shadow conjuration'',
 
5th—''summon monster V (summons 1d3 shadows)'',
 
6th—''<span style="color:#800000">nightmare</span>'',
 
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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''cause fear'',
 
2nd—''death knell'',
 
3rd—''<span style="color:#800000">keen edge</span>'',
 
4th—''death ward'',
 
5th—''<span style="color:#800000">suffocation</span>'''',
 
6th—''create undead'',
 
7th—''destruction'',
 
8th—''create greater undead'',
 
9th—''<span style="color:#800000">suffocation (mass)</span>''.
 
 
 
=== 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''cause fear'',
 
2nd—''death knell'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/c/chain-of-perdition chain of perdition]'',
 
4th—''death ward'',
 
5th—''slay living'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally planar ally] (psychopomps only)'',
 
7th—''destruction'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul trap the soul]'',
 
9th—''wail of the banshee''.
 
 
 
=== Undead  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/g/ghoul-touch ghoul touch]'',
 
3rd—''animate dead'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/e/enervation enervation]'',
 
5th—''slay living'',
 
6th—''create undead'',
 
7th—''destruction'',
 
8th—''create greater undead'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/e/energy-drain 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:
 
 
 
<span style="color:#800000">''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—''<span style="color:#800000">speak with dead</span>'',
 
4th—''death ward'',
 
5th—''slay living'',
 
6th—''<span style="color:#800000">anti-life shell</span>'',
 
7th—''destruction'',
 
8th—''<span style="color:#800000">symbol of death</span>'',
 
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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''true strike'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind gust of wind]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call lightning]'',
 
4th—''inflict critical wounds'',
 
5th—''shout'',
 
6th—''harm'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/c/control-weather 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.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/m/murderous-command murderous command]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/w/wrathful-mantle 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''true strike'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength bull's stength]'',
 
3rd—''rage'',
 
4th—''inflict critical wounds'',
 
5th—''shout'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/m/moonstruck 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.''
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/p/pain-strike pain strike]'',
 
3rd—''rage'',
 
4th—''inflict critical wounds'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-pain symbol of pain]'',
 
6th—''harm'',
 
7th—''disintegrate'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/d/demand 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.
 
 
 
<span style="color:#800000">''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 ''[http://www.d20pfsrd.com/magic/all-spells/s/spider-climb 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. </span>
 
 
 
'''Domain Spells:''' 1st—''magic stone'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/c/create-pit create pit]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit spiked pit]'',
 
4th—''spike stones'',
 
5th—''wall of stone'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/h/hungry-pit hungry pit]'',
 
7th—''elemental body IV (earth only)'',
 
8th—''earthquake'',
 
9th—''elemental swarm (earth spell only)''.
 
 
 
=== Metal  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/h/heat-metal heat metal]'',
 
3rd—''stone shape'',
 
4th—''spike stones'',
 
5th—''wall of stone'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-iron wall of iron]'',
 
7th—''elemental body IV (earth only)'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/i/iron-body iron body]'',
 
9th—''elemental swarm (earth spell only)''.
 
 
 
=== Radiation  ===
 
<span style="color:#800000">''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.
 
 
 
<span style="color:#800000">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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/d/defoliate defoliate]'',
 
3rd—''stone shape'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/b/blight blight]'',
 
5th—''wall of stone'',
 
6th—''stoneskin'',
 
7th—''elemental body IV (earth only)'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/h/horrid-wilting 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.
 
 
 
== 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 ===
 
<span style="color:#800000">''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.
 
 
 
<span style="color:#800000">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—''[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang magic fang]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/e/enemy-s-heart enemy's heart]'''',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang 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—''[http://www.d20pfsrd.com/magic/all-spells/s/suggestion suggestion]'',
 
3rd—''magic circle against good'',
 
4th—''unholy blight'',
 
5th—''dispel good'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/c/cause-fear cause fear]'',
 
2nd—''align weapon (evil only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/v/vampiric-touch vampiric touch]'',
 
4th—''unholy blight'',
 
5th—''dispel good'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding] (daemons only)'',
 
7th—''blasphemy'',
 
8th—''unholy aura'',
 
9th—''summon monster IX (evil spell only)''.
 
 
 
=== Demodand ===
 
''Demodands are chaotic evil outsiders, spawn and servants of the thanatotic titans.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/c/corrosive-consumption corrosive consumption]'',
 
7th—''blasphemy'',
 
8th—''unholy aura'',
 
9th—''summon monster IX (evil spell only)''.
 
 
 
=== Devil  ===
 
''Devils are lawful evil outsiders native to the outer plane of hell, who constantly try to corrupt mortals.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/c/command command]'',
 
2nd—''align weapon (evil only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/suggestion suggestion]'',
 
4th—''unholy blight'',
 
5th—''dispel good'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/c/cause-fear cause fear]'',
 
2nd—''align weapon (evil only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/scare scare]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/f/fear fear]'',
 
5th—''dispel good'',
 
6th—''create undead'',
 
7th—''blasphemy'',
 
8th—''unholy aura'',
 
9th—''summon monster IX (evil spell only)''.
 
 
 
=== Kyton ===
 
''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.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/d/delay-pain delay pain]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony instrument of agony]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/a/agonize agonize]'',
 
4th—''unholy blight'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-pain symbol of pain]'',
 
6th—''create undead'',
 
7th—''blasphemy'',
 
8th—''unholy aura'',
 
9th—''summon monster IX (evil spell only)''.
 
 
 
== 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere flaming sphere]'',
 
3rd—''fireball'',
 
4th—''wall of fire'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/f/flame-strike flame strike]'',
 
6th—''fire seeds'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/d/delayed-blast-fireball 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''burning hands'',
 
2nd—''produce flame'',
 
3rd—''fireball'',
 
4th—''wall of fire'',
 
5th—''fire shield'',
 
6th—''fire seeds'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/d/disintegrate disintegrate]'''',
 
8th—''incendiary cloud'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/f/fiery-body fire body]''.
 
 
 
=== Smoke  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/p/pyrotechnics pyrotechnics]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud 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 ''[http://www.d20pfsrd.com/magic/all-spells/s/sanctuary 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.</span>
 
 
 
<span style="color:#800000">''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 ''[http://www.d20pfsrd.com/magic/all-spells/h/heroism heroism]''. These rounds do not need to be consecutive.
 
 
 
'''Domain Spells:''' 1st—''shield of faith'',
 
2nd—''bless weapon'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/h/heroism heroism]'',
 
4th—''holy smite'',
 
5th—''righteous might'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/h/heroism 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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 ''[http://www.d20pfsrd.com/magic/all-spells/s/sanctuary 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—''[http://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth zone of truth]'',
 
3rd—''searing light'',
 
4th—''holy smite'',
 
5th—''righteous might'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest 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  ===
 
''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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith shield of faith]'',
 
2nd—''align weapon (good only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/t/tongues tounges]'',
 
4th—''holy smite'',
 
5th—''dispel evil'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally planar ally] (agathions only)'',
 
7th—''holy word'',
 
8th—''holy aura'',
 
9th—''summon monster IX (good spell only)''.
 
 
 
=== Archon  ===
 
''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.
 
 
 
<span style="color:#800000">''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.''</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/d/divine-favor divine favor]'',
 
2nd—''align weapon (good only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/p/prayer prayer]'',
 
4th—''holy smite'',
 
5th—''dispel evil'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally planar ally] (archons only)'',
 
7th—''holy word'',
 
8th—''holy aura'',
 
9th—''summon monster IX (good spell only)''.
 
 
 
=== Azata  ===
 
''Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat expeditious retreat]'',
 
2nd—''align weapon (good only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/f/fly fly]'',
 
4th—''holy smite'',
 
5th—''dispel evil'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally 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.''
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/s/shield-other shield other]'',
 
3rd—''magic circle against evil'',
 
4th—''holy smite'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''protection from evil'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/q/qualm qualm]'',
 
3rd—''magic circle against evil'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/f/forced-repentance forced repentance]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/a/atonement 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/r/remove-disease remove disease]'',
 
3rd—''cure serious wounds'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison neutralize poison]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/b/break-enchantment 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
<span style="color:#800000">You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.</span>
 
 
 
'''Domain Spells:''' 1st—''cure light wounds'',
 
2nd—''cure moderate wounds'',
 
3rd—''cure serious wounds'',
 
4th—''cure critical wounds'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/r/raise-dead raise dead]'',
 
6th—''heal'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection]'',
 
8th—''mass cure critical wounds'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/t/true-resurrection true resurrection]''.
 
 
 
== Knowledge Domain ==
 
'''Granted Powers:''' You are a scholar and a sage of legends. In addition'',
 
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 ''[http://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/s/sanctuary sanctuary]'',
 
2nd—''detect thoughts'',
 
3rd—''speak with dead'',
 
4th—''divination'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond telepathic bond]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding 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.
 
 
 
<span style="color:#800000">''Portent (Su):'' 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 ''[http://www.d20pfsrd.com/magic/all-spells/a/augury 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. </span>
 
 
 
'''Domain Spells:'''
 
<span style="color:#800000">1st—''''[http://www.d20pfsrd.com/magic/all-spells/i/identify identify]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible], </span>
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance clairaudience/clairvoyance]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/d/divination divination]'',
 
<span style="color:#800000"> 5th—''[http://www.d20pfsrd.com/magic/all-spells/c/commune commune]</span>'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/f/find-the-path find the path]'',
 
7th—''''[http://www.d20pfsrd.com/magic/all-spells/l/legend-lore legend lore]'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/d/discern-location discern location]'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/f/foresight foresight]''.
 
 
 
=== Memory  ===
 
'''Granted Powers:''' You treat all Knowledge skills as class skills.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''Remote Viewing (Sp):'' Starting at 6th level, you can use ''[http://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance 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—''[http://www.d20pfsrd.com/magic/all-spells/m/memory-lapse memory lapse]'',
 
3rd—''speak with dead'',
 
4th—''divination'',
 
5th—''true seeing'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/m/modify-memory modify memory]'',
 
7th—''legend lore'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience 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.
 
 
 
<span style="color:#800000">''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 ''[http://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts 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.</span>
 
 
 
'''Domain Spells:''' 1st—''comprehend languages'',
 
2nd—''detect thoughts'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/seek-thoughts seek toughts]'',
 
4th—''divination'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond telepathic bond]'',
 
6th—''find the path'',
 
7th—''legend lore'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/m/mind-blank 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  ===
 
''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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/d/divine-favor divine favor]'',
 
2nd—''align weapon (law only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/p/prayer prayer]'',
 
4th—''order's wrath'',
 
5th—''dispel chaos'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally planar ally] (archons only)'',
 
7th—''dictum'',
 
8th—''shield of law'',
 
9th—''summon monster IX (law spell only).
 
 
 
=== Devil  ===
 
''Devils are lawful evil outsiders native to the outer plane of hell, who constantly try to corrupt mortals.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/c/command command]'',
 
2nd—''align weapon (law only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/suggestion suggestion]'',
 
4th—''order's wrath'',
 
5th—''dispel chaos'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding 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.''
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/c/command-undead command undead]'',
 
4th—''order's wrath'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/c/command command]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding] (inevitables only)'',
 
7th—''dictum'',
 
8th—''shield of law'',
 
9th—''summon monster IX (law spell only)''.
 
 
 
=== Judgment  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/c/castigate castigate]'',
 
3rd—''magic circle against chaos'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/r/rebuke rebuke]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice mark of justice]'',
 
6th—''hold monster'',
 
7th—''dictum'',
 
8th—''shield of law'',
 
9th—''summon monster IX (law spell only)''.
 
 
 
=== Kyton ===
 
''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.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/d/delay-pain delay pain]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony instrument of agony]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/a/agonize agonize]'',
 
4th—''order's wrath'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-pain symbol of pain]'',
 
6th—''hold monster'',
 
7th—''dictum'',
 
8th—''shield of law'',
 
9th—''summon monster IX (law spell only)''.
 
 
 
=== Loyalty  ===
 
''Nothing can dissuade you and your allies from fulfilling your sworn duty.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/r/remove-fear remove fear]'',
 
2nd—''align weapon (law only)'',
 
3rd—''magic circle against chaos'',
 
4th—''order's wrath'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/c/command 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.
 
 
 
<span style="color:#800000">''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 [http://www.d20pfsrd.com/magic/all-spells/d/dominate-monster 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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/c/charm-person charm person]'',
 
2nd—''align weapon (law only)'',
 
3rd—''magic circle against chaos'',
 
4th—''order's wrath'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/d/dominate-person dominate person]'',
 
6th—''hold monster'',
 
7th—''dictum'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/b/binding 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.
 
 
 
<span style="color:#800000">''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 [http://www.d20pfsrd.com/magic/all-spells/c/command 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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/c/command command]'',
 
2nd—''align weapon (law only)'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse bestow curse]'',
 
4th—''order's wrath'',
 
5th—''dispel chaos'',
 
6th—''hold monster'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-persuasion 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/s/sanctuary sanctuary]'',
 
2nd—''remove paralysis'',
 
3rd—''remove curse'',
 
4th—''freedom of movement'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/p/plane-shift 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''remove fear'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/e/enthrall enthrall]'',
 
3rd—''remove curse'',
 
4th—''freedom of movement'',
 
5th—''break enchantment'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-persuasion 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/b/bane bane]'',
 
2nd—''aid'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse bestow curse]'',
 
4th—''freedom of movement'',
 
5th—''break enchantment'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/e/eyebite 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''true strike'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/a/augury augury]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/b/borrow-fortune 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/s/silent-image silent image]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/m/minor-image minor image]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/m/major-image major image]'',
 
4th—''freedom of movement'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/d/dream 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 ''[http://www.d20pfsrd.com/magic/all-spells/c/confusion 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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 ''[http://www.d20pfsrd.com/magic/all-spells/c/confusion 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—''[http://www.d20pfsrd.com/magic/all-spells/m/moonstruck moonstuck]'',
 
5th—''nightmare'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-web 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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 ''[http://www.d20pfsrd.com/magic/all-spells/c/confusion 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—''[http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer phantasmal killer]'',
 
5th—''nightmare'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/c/cloak-of-dreams 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 ''[http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''Dispelling Touch (Sp):'' At 8th level, you can use a targeted ''[http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic 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—''[http://www.d20pfsrd.com/magic/all-spells/m/magic-aura magic aura]'',
 
2nd—''magic mouth'',
 
3rd—''dispel magic'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/a/arcane-eye arcane eye]'',
 
5th—''spell resistance'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/a/analyze-dweomer analyze dweomer]'',
 
7th—''spell turning'',
 
8th—''protection from spells'',
 
9th—''mage's disjunction''.
 
 
 
=== Divine  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''Dispelling Touch (Sp):'' At 8th level, you can use a targeted ''[http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic 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—''[http://www.d20pfsrd.com/magic/all-spells/b/bless-water bless]'',
 
2nd—''magic mouth'',
 
3rd—''dispel magic'',
 
4th—''imbue with spell ability'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/c/cleanse cleanse]'',
 
6th—''antimagic field'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection]'',
 
8th—''protection from spells'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/m/miracle 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 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 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.
 
 
 
'''Domain Spells:'''
 
1st—''protection from (Chaos/Evil/Good/Law)'',
 
2nd—''align weapon'',
 
3rd—''magic circle against (Chaos/Evil/Good/Law)'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/p/planeslayer-s-call planelsayer's call]'',
 
5th—''dispel (Chaos/Evil/Good/Law)'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/f/forbiddance forbiddance]'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/a/arbitrament arbitrament]'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect frightful aspect]'',
 
9th—''summon monster IX''.
 
 
 
== 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
<span style="color:#800000">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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/e/enter-image enter image]'',
 
4th—''discern lies'',
 
5th—''greater command'',
 
6th—''geas/quest'',
 
7th—''repulsion'',
 
8th—''demand'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/o/overwhelming-presence 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/b/bless bless]'',
 
2nd—''enthrall'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/p/prayer prayer]'',
 
4th—''discern lies'',
 
5th—''greater command'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/b/brilliant-inspiration 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''divine favor'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/shield-other shield other]'',
 
3rd—''magic vestment'',
 
4th—''discern lies'',
 
5th—''greater command'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/sacrificial-oath 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 of ''cure light wounds'' or similar. 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—''[http://www.d20pfsrd.com/magic/all-spells/s/silent-image silent image]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/silence silence]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/i/isolate isolate]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/m/major-image major image]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/m/mirage-arcana mirage arcana]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration greater shadow conjuration]'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/s/screen screen]'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/s/shades shades]'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/a/astral-projection astral projection]''.
 
 
 
=== Dream ===
 
''This is a new domain, original to this site.''
 
 
 
'''Granted Powers:''' You live on the border between dreams and reality.
 
 
 
<span style="color:#800000">''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.
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/c/confusion#lesser lesser confusion]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/silence silence]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/i/isolate isolate]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/d/dream dream]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/m/mirage-arcana mirage arcana]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/c/cloak-of-dreams cloak of dreams]'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/s/screen screen]''.
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane create demiplane]''.
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/a/astral-projection 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.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/s/silent-image silent image]'',
 
2rd—''[http://www.d20pfsrd.com/magic/all-spells/d/disguise-other disguise other]'',
 
3nd—''[http://www.d20pfsrd.com/magic/all-spells/m/minor-image minor image]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/m/major-image major image]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/m/mirage-arcana mirage arcana]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration greater shadow conjuration]'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/s/screen screen]'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/s/shades shades]'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/p/project-image 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''entangle'',
 
2nd—''barkskin'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/c/contagion contagion]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/p/poison poison]'',
 
5th—''wall of thorns'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/h/harm harm]'',
 
7th—''animate plants'',
 
8th—''control plants'',
 
9th—''shambler''.
 
 
 
=== Growth  ===
 
<span style="color:#800000">''Enlarge (Su):'' As a swift action you can enlarge yourself for 1 round, as if you were the target of the ''[http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person enlarge person]'' spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person enlarge person]'',
 
2nd—''barkskin'',
 
3rd—''plant growth'',
 
4th—''command plants'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/r/righteous-might 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. In addition, 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/s/shield shield]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/b/barkskin barkskin]'',
 
3rd—''protection from energy'',
 
4th—''spell immunity'',
 
5th—''spell resistance'',
 
6th—''antimagic field'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/d/deflection deflection]'',
 
8th—''mind blank'',
 
9th—''prismatic sphere''.
 
 
 
=== 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/p/protection-from-chaos protection from chaos/evil/good/law]'',
 
2nd—''shield other'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/r/remove-blindness-deafness remove blindness/deafness]'',
 
4th—''spell immunity'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/a/atonement 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 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/s/silence silence]'',
 
3rd—''protection from energy'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/d/detect-scrying detect scrying]'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/m/mirage-arcana mirage arcana]'',
 
6th—''antimagic field'',
 
7th—''repulsion'',
 
8th—''mind blank'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane 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.
 
 
 
<span style="color:#800000">''Speak With Dead (Su):'' At 8th level, as a standard action, you can ask one question of a dead creature as if using ''[http://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead 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.</span>
 
 
 
'''Domain Spells:''' 1st—''deathwatch'',
 
2nd—''gentle repose'',
 
3rd—''speak with dead'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/r/rest-eternal rest eternal]'',
 
5th—''slay living'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/g/geas-quest 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.
 
 
 
=== 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''deathwatch'',
 
2nd—''gentle repose'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/c/chain-of-perdition chain of perdition]'',
 
4th—''death ward'',
 
5th—''slay living'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally planar ally]'',
 
7th—''destruction'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul trap the soul]'',
 
9th—''wail of the banshee''.
 
 
 
=== Souls  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/a/animate-dead animate dead]'',
 
4th—''death ward'',
 
5th—''slay living'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/a/antilife-shell antilife shell]'',
 
7th—''destruction'',
 
8th—''waves of exhaustion'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages comprehend languages]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/share-language share language]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/t/tongues tounges]'',
 
4th—''explosive runes'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond telepathic bond]'',
 
6th—''greater glyph of warding'',
 
7th—''instant summons'',
 
8th—''symbol of death'',
 
9th—''teleportation circle''.
 
 
 
=== 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.
 
 
 
<span style="color:#800000">''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 ''[http://www.d20pfsrd.com/magic/all-spells/s/sanctuary 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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/a/arcane-lock arcane lock]'',
 
2nd—''secret page'',
 
3rd—''glyph of warding'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor dimensional lock]'',
 
5th—''lesser planar binding'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/g/guards-and-wards 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.
 
 
 
'''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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''magic fang'',
 
2nd—''animal trance'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/d/draconic-reservoir draconic reservoir]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/d/dragon-s-breath dragon breath]'',
 
5th—''animal growth (only viper and constrictor snakes)'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i 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.
 
 
 
<span style="color:#800000">''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 – 2. You may only choose a dinosaur as your companion.</span>
 
 
 
'''Domain Spells:''' 1st—''magic fang'',
 
2nd—''animal trance'',
 
3rd—''greater magic fang'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally summon nature's ally IV] (deinonychus or pteranodon only)'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape beast shape II]'',
 
6th—''eyebite'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''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.
 
 
 
'''Domain Spells:''' 1st—''magic fang'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/p/pernicious-poison pernicious poison]'',
 
3rd—''greater magic fang'',
 
4th—''poison'',
 
5th—''animal growth (only viper and constrictor snakes)'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/c/cloudkill 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''.
 
 
 
=== Ferocity  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/r/rage rage]'',
 
4th—''spell immunity'',
 
5th—''righteous might'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength - 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—''[http://www.d20pfsrd.com/magic/all-spells/t/true-strike true strike]'',
 
2nd—''bull's strength'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang magic fang]'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/f/force-punch 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''[http://www.d20pfsrd.com/magic/all-spells/b/bless bless]'',
 
2nd—''bull's strength'',
 
3rd—''magic vestment'',
 
4th—''spell immunity'',
 
5th—''righteous might'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/h/heroes-feast 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''endure elements'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/c/continual-flame continual flame]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/d/daylight daylight]'',
 
4th—''fire shield'',
 
5th—''flame strike'',
 
6th—''fire seeds'',
 
7th—''sunbeam'',
 
8th—''sunburst'',
 
9th—''prismatic sphere''.
 
 
 
=== Light  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/f/faerie-fire faerie fire]'',
 
2nd—''heat metal'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/d/daylight daylight]'',
 
4th—''fire shield'',
 
5th—''flame strike'',
 
6th—''fire seeds'',
 
7th—''sunbeam'',
 
8th—''sunburst'',
 
9th—''prismatic sphere''.
 
 
 
=== Revelation  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors detect secret doors]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisibility]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/b/banish-seeming banish seeming]'',
 
4th—''fire shield'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/t/true-seeing 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.
 
 
 
<span style="color:#800000">''Door Sight (Su):'' You can lay your hand upon any surface and see what is on the other side, as if using ''[http://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance 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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat expeditious retreat]'',
 
2nd—''locate object'',
 
3rd—''fly'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/l/locate-creature locate creature]'',
 
5th—''teleport'',
 
6th—''find the path'',
 
7th—''greater teleport'',
 
8th—''phase door'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/w/world-wave world weave]''.
 
 
 
=== Trade  ===
 
'''Granted Powers:''' Increase your base speed by 10 feet.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/f/floating-disk floating disk]'',
 
2nd—''locate object'',
 
3rd—''fly'',
 
4th—''dimension door'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/o/overland-flight overland flight]'',
 
6th—''find the path'',
 
7th—''greater teleport'',
 
8th—''phase door'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/g/gate 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 ''[http://www.d20pfsrd.com/magic/all-spells/m/mirror-image 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 ''[http://www.d20pfsrd.com/magic/all-spells/v/veil 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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 ''[http://www.d20pfsrd.com/magic/all-spells/v/veil 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—''[http://www.d20pfsrd.com/magic/all-spells/a/alarm alarm]'',
 
2nd—''invisibility'',
 
3rd—''nondetection'',
 
4th—''confusion'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/i/illusory-wall illusory wall]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/v/veil veil]'',
 
7th—''screen'',
 
8th—''mass invisibility'',
 
9th—''time stop''.
 
 
 
=== Deception  ===
 
'''Granted Powers:''' Bluff, Disguise, and Stealth are class skills.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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 ''[http://www.d20pfsrd.com/magic/all-spells/v/veil 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—''[http://www.d20pfsrd.com/magic/all-spells/m/mirror-image mirror image]'',
 
3rd—''nondetection'',
 
4th—''confusion'',
 
5th—''false vision'',
 
6th—''mislead'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/p/project-image project image]'',
 
8th—''mass invisibility'',
 
9th—''time stop''.
 
 
 
=== Greed ===
 
'''Granted Powers:''' You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
 
 
 
<span style="color:#800000">''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 ''[http://www.d20pfsrd.com/magic/all-spells/v/veil 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—''[http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation masterwork transformation]'',
 
3rd—''nondetection'',
 
4th—''confusion'',
 
5th—''false vision'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/g/guards-and-wards guards and wards]'',
 
7th—''screen'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane create demiplane]'',
 
9th—''time stop''.
 
 
 
=== Innuendo  ===
 
'''Granted Powers:''' Bluff, Disguise, and Stealth are class skills.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
''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 ''[http://www.d20pfsrd.com/magic/all-spells/v/veil 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—''[http://www.d20pfsrd.com/magic/all-spells/s/sow-thought sow thought]'',
 
2nd—''invisibility'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/s/suggestion suggestion]'',
 
4th—''confusion'',
 
5th—''false vision'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/suggestion mass suggestion]'',
 
7th—''screen'',
 
8th—''mass invisibility'',
 
9th—''time stop''.
 
 
 
=== Thievery  ===
 
'''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 ''[http://www.d20pfsrd.com/magic/all-spells/m/mirror-image 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''disguise self'',
 
2nd—''invisibility'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/l/locate-object locate object]'',
 
4th—''confusion'',
 
5th—''false vision'',
 
6th—''mislead'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/e/ethereal-jaunt 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  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster II]'',
 
3rd—''fly'',
 
4th—''lesser planar binding'',
 
5th—''overland flight'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster V]'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/i/insanity 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''feather fall'',
 
2nd—''levitate'',
 
3rd—''fly'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/c/crushing-despair crushing despair]'',
 
5th—''overland flight'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force wall of force]'',
 
7th—''reverse gravity'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/p/prismatic-wall 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''feather fall'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/h/hypnotic-pattern hypnotic pattern]'',
 
3rd—''fly'',
 
4th—''lesser planar binding'',
 
5th—''overland flight'',
 
6th—''planar binding'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/s/sunbeam sunbeam]'',
 
8th—''greater planar binding'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/m/meteor-swarm 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''.
 
 
 
=== 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.
 
 
 
<span style="color:#800000">''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—''[http://www.d20pfsrd.com/magic/all-spells/v/vampiric-touch vampiric touch]'',
 
4th—''divine power'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-thorns wall of thorns]'',
 
6th—''blade barrier'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/i/inflict-serious-wounds-#TOC-Inflict-Serious-Wounds-Mass mass inflict serious wounds]'',
 
8th—''power word stun'',
 
9th—''power word kill''.
 
 
 
=== Tactics  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/a/aid aid]'',
 
3rd—''magic vestment'',
 
4th—''divine power'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/c/command Greater greater command]'',
 
6th—''blade barrier'',
 
7th—''power word blind'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/p/planar-ally 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
<span style="color:#800000">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.</span>
 
 
 
'''Domain Spells:''' 1st—''obscuring mist'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/m/make-whole make whole]'',
 
3rd—''water breathing'',
 
4th—''control water'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/m/major-creation major creation]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]'',
 
7th—''elemental body IV (water only)'',
 
8th—''horrid wilting'',
 
9th—''elemental swarm (water spell only)''.
 
 
 
=== Flowing  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/c/cat-s-grace cat's grace]'',
 
3rd—''water breathing'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement freedom of movement]'',
 
5th—''ice storm'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/f/fluid-form fluid form]'',
 
7th—''elemental body IV (water only)'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/m/mind-blank 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''obscuring mist'',
 
2nd—''fog cloud'',
 
3rd—''water breathing'',
 
4th—''control water'',
 
5th—''ice storm'',
 
6th—''cone of cold'',
 
7th—''[http://www.d20pfsrd.com/magic/all-spells/f/freezing-sphere freezing sphere]'',
 
8th—''horrid wilting'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/p/polar-ray polar ray]''.
 
 
 
=== Oceans  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/s/slipstream slipstream]'',
 
3rd—''[http://www.d20pfsrd.com/magic/all-spells/w/water-walk water walk]'',
 
4th—''control water'',
 
5th—''ice storm'',
 
6th—''cone of cold'',
 
7th—''elemental body IV (water only)'',
 
8th—''horrid wilting'',
 
9th—''[http://www.d20pfsrd.com/magic/all-spells/t/tsunami tsunami]''.
 
 
 
=== Rivers  ===
 
<span style="color:#800000">''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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push hydraulic push]'',
 
2nd—''[http://www.d20pfsrd.com/magic/all-spells/s/slipstream slipstream]'',
 
3rd—''water breathing'',
 
4th—''control water'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/e/elemental-body elemental body II]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/f/fluid-form 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  ===
 
<span style="color:#800000">''Untouched by the Seasons (Su):'' By touching a creature, you can grant it the benefits of ''[http://www.d20pfsrd.com/magic/all-spells/e/endure-elements 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.</span>
 
 
 
''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—''[http://www.d20pfsrd.com/magic/all-spells/g/goodberry goodberry]'',
 
2nd—''fog cloud'',
 
3rd—''call lightning'',
 
4th—''[http://www.d20pfsrd.com/magic/all-spells/b/blight blight]'',
 
5th—''ice storm'',
 
6th—''control winds'',
 
7th—''control weather'',
 
8th—''[http://www.d20pfsrd.com/magic/all-spells/s/sunburst 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.
 
 
 
<span style="color:#800000">''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.</span>
 
 
 
'''Domain Spells:''' 1st—''obscuring mist'',
 
2nd—''fog cloud'',
 
3rd—''call lightning'',
 
4th—''sleet storm'',
 
5th—''[http://www.d20pfsrd.com/magic/all-spells/c/call-lightning-storm call lightning storm]'',
 
6th—''[http://www.d20pfsrd.com/magic/all-spells/s/sirocco 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, 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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<noinclude>{{OGL}}</noinclude>
 

Revision as of 03:50, 1 February 2016

Deeds

Quartermasters spend resource points to accomplish deeds. Most deeds grant the quartermaster some momentary bonus or effect, but many provide longer-lasting benefits in the form of gear. Deeds with a duration of one round take effect immediately and last until just before quartermasters' next turn begins.

The following is the list of quartermasters' deeds. A quartermaster can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple times in the same round, as long as the appropriate amount of resources are spent to perform the deed. Total the resource cost of a deed used several times in a round before applying any reduction in resource point costs. When using deeds to place traps or create danger zones, any one particular square can only hold one danger or trigger one trap. Stacking dangers on top of each other is impossible.

The quartermaster needs equipment to perform certain deeds. If separated from all his gear, a quartermaster can't use the resourceful strike, thrift, right stuff, repurpose construct, and overcome reality deeds. In the GM may allow the use of these deeds with improvised tools, but the player should then describe what he does in some detail. Even one gp value put into the deep pockets pool restores all these abilities.

Field Instruction (Ex): At first level, by spending one point of resources per item, a quartermaster can hand any number of items at hand to allies within 30 ft. and instruct them in their use. Bundles of identical items like a bandolier of splash weapons, or sets of items used together like a bow and quiver of arrows, count as one item. This is a move action, regardless of the number of items or allies involved. For the next 5 minutes creatures so instructed are considered proficient with any item handed out that the quartermaster is proficient in and to know any equipment tricks the quartermaster can use relating to the item and allies can double any bonuses provided by the item as the peak performance deed. At level 3, the quartermaster can hand out any item he prepares with rapid deployment. At level 7 allies gain the benefits of the constant bonus provided by the weapon leverage deed with these items, but cannot spend resources on bonus actions. At level 11 allies gain the benefits from any proficiency or equipment trick the quartermaster temporarily gains from the equipment trick mastery deed. When an ally first uses an item that has been given this way (within the time limit), the quartermaster recovers one point of resources.

Quartermasters and Range

Many quartermaster abilities have a range of 30 ft. How does this work, is it telekinesis? The answer is that the quartermasters improvises; he uses a ranged weapon to deliver the effect if he has one in hand, a reach weapon if within reach, tosses something if that is an option, or takes a small detour. Even with the exact movement rules in Pathfinder, the position of characters is still something of an abstraction. This is why speed is a limit on the Chaotic Everywhere feat.

Makeshift Crafting (Ex):' A quartermaster can quickly make improvised items. He can make makeshift masterwork items, special materials, alchemical items, expendables, and non-magical trap kits but not living creatures, spell components, crafting components, food, drink, holy water, or magic of any kind. Make a Disable Device check for each hour spent making makeshift items; the quartermaster makes items with a total cost in gold pieces equal to his class level squared times the result of the roll. The Disable Device check also needs to beat the Craft check DC of each item created. Creating an expensive item can take several hours and the duration is counted from when it is completed. If the quartermaster re-crafts the same item before the 8 hours are up, the duration is reset to 8 hours (important for makeshift boats and the like). The quartermaster recovers one point of resources per hour spent makeshift crafting.

Makeshift items are never as good as the real thing, but work with some limitations. A makeshift weapon has the fragile quality. Only a quartermaster and someone he gives the items to using the field instruction deed can use a makeshift item, and after 8 hours it deteriorates into worthless scrap.

Makeshift crafting has no monetary cost. It is generally possible to salvage the materials needed for makeshift crafting from gear, nature, or from the scrap and detritus that litters a city, dungeon, or battlefield. Parts are stored with the deep pockets ability.

Peak Performance (Ex): At 1st level, as long as he has at least one point of resources, a quartermaster can ignore the broken condition when using any item or vehicle. Bonuses provided by equipment, such as masterwork kits or compasses, are doubled when the item is used by a quartermaster. This does not apply to alchemical bonuses, bonuses from Equipment Trick, or magical bonuses. The quartermaster ignores any penalties inflicted by equipment used or worn, except that he is still subject to attack penalties, armor check penalties, and arcane spell failure. A quartermaster never does harm when using equipment that has a chance to fail or backfire, but may trigger a trap he is attempting to disable.

By spending one point of resources as a free action, the quartermaster can grant this ability to an ally within 30 ft. or ignore the fact that an item or vehicle he himself is using is destroyed, either use lasts five minutes. By spending one point of resources, the quartermaster can coax a last use out of an item that ran out within the last minute—this includes limited-use items like consumables, ammunition, magic items with daily uses, wands, potions, and scrolls. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component.

Rapid Deployment (Ex): At third level it becomes a free action for the quartermaster to draw or ready any piece of equipment, including weapons, potions, scrolls, wands, and gear in a pack or extra-dimensional space. He can also reload any weapon as a free action. A quartermaster with the inspection ability can access gear carried by an adjacent creature or vehicle he has inspected. A quartermaster can also stow or sheathe equipment on his person as a free action.

When using or repairing equipment in the field, a quartermaster can do what normally takes one minute as a move action. Most equipment that is normally used out of combat but have no time given can be used as a move action.

Examples: Setting up a collapsible bathtub normally takes 10 minutes; a quartermaster can do it in 10 move actions, possibly in as little as 5 rounds. Escaping a net is normally a full-round action, a quartermaster can try to do so as a move action. A quartermaster can spend a move action per minute normally required to don (or help another don) armor.

A quartermaster can spread things that are normally placed in a single 5 ft. square, such as blankets, caltrops, marbles, or oil over an area extremely effectively. As a move action, the quartermaster can cover any six squares within 30 ft. This works with equipment tricks that normally cover a single 5 ft. square.

A quartermaster can use rapid deployment as long as he has at least one point of resources. He can perform additional rapid deployment move actions in a round at a cost in resources equal to the number of extra move actions. These move actions cannot be spent on anything else, such as movement. Rapid deployment does not apply to direct attacks of any kind, but can set up traps and devices that attack by themselves.

Example Combat Turn For A Quartermaster

Wong is a 3rd level quartermaster with maximum and current resources of 5 driving a supply cart along a road. He and his team of four friends are about to be charged by hobgoblin cavalry. On his turn Wong uses deep pockets to procure 5 makeshift longspears from his wagon (free action, reduces deep pockets pool by 25 sp, paying 1/10 the price because the items are makeshift), then uses field instruction as a move action to hand out four longspears to his friends, all of whom are within 30 ft. (this costs 4 resources) and tells his friends to brace for impact. Hopefully his friends will have time to ready actions to receive the charge. As soon as a friend uses a longspear for the first time, Wong will get a resource point back, but for now he is down to one resource point. He then procures six sets of makeshift huge caltrops from his deep pockets (free action, 24 sp) and then uses a move action with rapid deployment to spread them in six squares within 30 ft. The caltrops will do 2d6 damage because of their size and Wong's dangerous devices ability, they also get a +1 bonus on their attack rolls and require a Heal check of 16 to negate because of dangerous devices. Medium or smaller creatures can ignore huge caltrops—they will harm the horses, but not his allies or dismounted hobgoblins. The stage is set, ff the hobgoblins are wise, they will dismount and not charge. Wong has spent 4 resource points (just a single point left) and 29 sp of deep pockets, which he will have to pay to re-supply back in town. If he had used makeshift crafting to actually create these things in the morning, he would not have had to pay the gp cost. Such is the price of being ill prepared.

Resourceful Strike (Ex): At 3rd level the quartermaster learns to make a resourceful strike. One weapon attack he makes gains the bonuses of the dangerous devices ability. Using this costs one point of resources; this point is spent before the attack is made and is lost if the attack misses. As long as he has at least one point of resources remaining the quartermaster can use resourceful strike against constructs and objects without spending resource points.

Using resourceful strike is a part of the attack and not an action in itself. The cost of this deed cannot be reduced.

A limit on resourceful strike is that dangerous devices can only harm a particular creature once each turn. It is possible to harm several different creatures in the same turn. See the dangerous devices ability for details.

Trap Master (Ex): As a move action, a third level quartermaster can make a Disable Device check against the Perception difficulty of each trap within 30 ft.; on a success he spots the trap. As an immediate action, the quartermaster can control a trap within 30 ft., either to trigger the trap or to prevent it from triggering for one round. This requires a Disable Device check against the disarm DC of the trap. If the quartermaster has previously set, disarmed, or re-purposed the trap, success is automatic.

A quartermaster that possesses an trap kit (see the equipment section) can deploy that trap in one move action per 5 ft. square the trap is to either affect or trigger in. Non-magical trap kits can be built using makeshift crafting, and all kinds of trap kits can be pulled out of deep pockets. Deploying a trap with a challenge rating less than or equal to the quartermaster's class level is automatic; deploying a trap of a higher CR requires a Disable Device check, DC 10 + 2 x CR of trap.

The quartermaster can use this deed with a known trap as long as he has any resources; a trap that surprises the quartermaster can be prevented from triggering at the cost of two resource points. A trap set to trigger in or affect a large area, all of which is within 30 ft. of the quartermaster, can be set as a single move action at the cost of two resource points. All uses of trap master triggers attacks of opportunity.

Who Sees a Trap?

Many of the quartermaster's traps have low Perception DCs, but that does not mean they are automatically spotted. To spot a trap, a creature has to spend a move action to make a Perception check. It then gets a chance to spot each trap as long as it can see either the trap or its trigger. On a success it knows the type of trap, its location, and the location of it's trigger. Perception checks to spot traps suffer the usual range and distraction penalties. Someone who sees the quartermaster plant a trap knows something is there, but not what and not exactly where. Some creatures have abilities that automatically sense nearby traps, such as the rogue talent trap spotter.

Repurpose Mechanism (Ex): At 7th level the quartermaster can repurpose adjacent mechanisms, usually to create traps. The quartermaster can turn any door, vehicle, device, or machinery of up to one square per class level into a trap, as described below. Examples include causing a fireplace or still to explode, a door to swing wildly or fall over victims, a vehicle to tip, a scarecrow to rotate and strike out, a drawbridge or portcullis to fall, a sewer gate to flood back, a millstone to spin lose, a chandelier to fall, a stairway to turn into a slide, and so on. The GM is the final arbiter of what counts as machinery. Repurposed machinery must be repaired before it can be used for its original purpose.

Repurposed Mechanism Trap

Type mechanical; Perception DC 5; Disable Device DC 15

EFFECTS

Trigger proximity; Reset repair. Effect 1d6 damage per square of machinery, damage type depends on the type of machine but is usually bludgeoning; Atk +15 melee; multiple targets (all targets in a reach of 5 ft. plus 5 ft. per 8 squares of machinery.)

The quartermaster can also repurpose any weapon as a trap, including alchemical weapons. This works as a one-square repurposed mechanism dealing the same damage type the weapon does; alchemist fire repurposed to a trap does fire damage, and so on. Sometimes a mechanism can be repurposed for other uses, often to perform as a ram or ramp, which generally gives a bonus on relevant tasks of +4 per square of machinery repurposed.

An disarmed trap can be repurposed, moving the trigger up to 30 ft., the type of trigger remains the same but the stimuli it triggers on can change. A trap set to be triggered by detect evil can be changed to trigger by detect good, a 100 lb. location trigger can be set to 1 lb. or 500 lbs., and so on. It is also possible to re-target the trap within reason; a trap that causes a cone, line, or physical attack can be pointed in another direction, magic that blasts lawful creatures can be repurposed to blast evil creatures, and so on.

Using repurpose mechanism triggers attacks of opportunity. It takes one move action per square of machinery or trap to use repurpose mechanism; this time can be reduced to a single move action at the cost of two resource points. After 8 hours, the repurposed device breaks down.

Thrift (Ex): At 7th level, when using an item that has limited uses or items he carries at least 3 of, such as 3 sets of caltrops, a healing kit with 10 charges, or a necklace of fireballs, the quartermaster can expend resource points to avoid spending uses, charges, or expend the item. For mundane equipment this is free as long as the quartermaster has any resources left. For a magic item with charges or daily uses, this costs one point of resources per charge or use saved. For a one-use magic item this costs two points of resources. If the item casts a spell that requires a material component with a gold piece cost, the quartermaster must supply that component. The quartermaster does not actually create items, he merely uses them more efficiently; this cannot be used as a money machine but it can certainly save on expenses.

Weapon Leverage (Ex): At seventh level a quartermaster learns to use the advantages of odd weapons. When using a weapon of a listed type or with one of the listed weapon qualities, he gains the corresponding constant bonus (often a bonus feat usable only with that weapon) ignoring all prerequisites. By spending one point of resources and a swift action, he can perform the listed bonus action using this weapon. Some bonus actions are immediate actions rather than swift actions, as noted. A weapon that fits several categories gains all the bonuses of each category. See Table: Weapon Leverage.

Table: Weapon Leverage
Weapon Type or Quality Constant Bonus Bonus Action
Any chain, flail, net, nunchaku, scarf, or whip Improved RepositionAPG Make a reposition combat maneuver
Any firearm Dazzling Display Use Dazzling Display by firing firearm
Any light melee weapon Improved StealAPG Make a steal combat maneuver
Any repeating weapon Rapid Shot Make a ranged attack
Any shield without spikes Improved Overrun Make an overrun combat maneuver while moving
Any spiked shield Improved Bull Rush Make a bull rush combat maneuver
Blocking Add +1/5 levels to shield bonus Total defense against a single attack (immediate)
Brace Improved BraceNew Attack a charging enemy for double damage (immediate)
Deadly Improved Critical Coup-de-grace a helpless creature
Disarm Improved Disarm Make a disarm combat maneuver
Distracting Improved Feint Make a Bluff check to feint
Double Two-Weapon Fighting Make a melee attack
Fragile Disposable WeaponUC Make a Bluff check to feint
Grapple Improved DragAPG Make a drag combat maneuver
Non-lethal EnforcerAPG Coup-de-grace a helpless creature
Performance Improved Dirty TrickAPG Make a dirty trick maneuver
Reach Combat Reflexes Force one target hit by attack of opportunity to stop moving (immediate)
Sunder Improved Sunder Make a sunder combat maneuver
Trip Improved Trip Make a trip combat maneuver

Assign Equipment (Ex): At 11th level, the quartermaster can assign equipment to allies ahead of time. This is the same as the field instruction deed, except that assign equipment costs 2 resource points, takes 5 minutes, and the effect lasts for one week. The quartermaster only regains resources if he sees his assigned equipment being used. A quartermaster can only have a number of items assigned equal to his maximum resources at any one time; it does not matter if the item is used or not, the wait is always one week.

Equipment Trick Mastery (Ex): At 11th level a quartermaster can use equipment tricks with any type of item, as if he had learnt it using the equipment trick class feature. If the item requires proficiency to use, the quartermaster also becomes proficient in its use. This lasts 5 minutes a cost of one resource point. The quartermaster need not use this deed when using an equipment trick he actually knows.

Right Stuff (Ex): An 11th level quartermaster can imbue a weapon, trap, set of caltrops, and other similar items with qualities that help penetrate resistances and trigger vulnerabilities. The amount of damage done does not change, but it penetrates DR and energy resistances better and can trigger vulnerabilities. Add the imbued qualities to those the weapon already has. Count the attack as the best of all its qualities to determine how much damage it does. Using right stuff is a free action that triggers attacks of opportunity and costs one point of resources per two qualities imbued (A single quality is free as long as the quartermaster has any resources remaining). The quartermaster can share these imbuements with allies within 30 ft. at a cost of a point or resources per ally. The effect lasts 5 minutes or until the item is again affected by this ability.

An 11th level quartermaster can imbue with an alignment, bludgeoning, piercing, slashing, magic, or any material except admantine. At 15th level, the quartermaster adds acid, admantine, cold, electricity, fire, force, and sonic to the qualities he can imbue. At 19th level, he can imbue qualities into energy attacks, including energy attacks made by spells. Picking admantine gives the advantage that material has against Hardness, adding force gives that energy type's advantages against incorporeal foes. The features of other materials are not emulated; right stuff only ignores resistances and triggers vulnerabilities as if it was of the material duplicated.

Cool Under Stress (Ex): At 15th level, the quartermaster can take 10 on any skill check, even in combat or other stressful situations. He can use this with skills that have Intelligence as a key attribute (including those gained from asset mastery) as long as he has any resource points remaining; using it with any other skill costs one resource point per skill check.

Release Magic (Sp): At 15th level, as a standard action that triggers attacks of opportunity, a quartermaster can destroy a magic item to gain a benefit. This must be an item he (and only he) is holding that costs 500 gp or more. The effect depends on the item's caster level, price, and school of magic. In general, the effect spreads into one square per 100 gp the item is worth. Each square must be adjacent to the quartermaster or an earlier square of the effect. The quartermaster controls the exact area and need not use all of it. The caster level is the item's caster level. An item destroyed this way cannot be used again with the peak performance deed or saved by the thrift deed. The quartermaster can destroy a cursed item, and the curse along with it. Artifacts are immune to this ability. Release magic does not benefit from the dangerous devices ability. Finally, using release magic restores one resource point.

  • Abjuration: This has the effect of dispel magic against every magical item or effect in the area, at the destroyed item's caster level. This is an instant effect. This can be used as countermagic with a readied action.
  • Conjuration: Any extra-dimensional creatures in the area must save or suffer banishment, Will negates (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's level). For one day per 100 gp of value, any calling, summoning, or teleportation magic to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
  • Divination: Each divination spell in the area may be removed as by dispel magic. For one day per 100 gp of value, any divination spell to or from the area requires a concentration check opposed by the quartermaster's Use Magic Device.
  • Enchantment: Any creature in the area must save (Will negates DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level) or suffer charm person, regardless of its creature type.
  • Evocation: The area is filled with destructive energy of the type the item inflicts; if the item does no damage this is force. Damage is 1d6 per caster level, Reflex half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect.
  • Illusion: The area is filled with confusing kaleidoscopic images and sounds. Creatures whose space is completely covered by the area gain concealment but are blinded (this also affects blindsense, blindsight, tremorsense, and similar substitutes for sight) with no save or spell resistance, but regain all senses as soon as they exit the area. The quartermaster can concentrate to maintain the effect up to one round per caster level and can reshape the area each round.
  • Necromancy: Any living or undead creature in the area takes 1d6 damage per caster level, Will half (DC 10 + the quartermasters Intelligence bonus + ½ the quartermaster's level). This is an instant effect that does full damage to ethereal and incorporeal creatures.
  • Transmutation: This has no area or physical effect, instead it refills the quartermaster's deep pockets budget by half the value of the destroyed magic item. If this exceeds the maximum budget of the deep pockets ability, any excess must be spent within one hour, or it is lost. During this hour the quartermaster can expend 100 gp of excess value to restore one resource point.
  • Universal: Each creature and object in the area is healed of one hit point of damage per caster level. The area is left in pristine condition.

Repurpose Construct (Ex): A 15h level quartermaster with any remaining resource points can make weapon attacks on a construct that inflict non-lethal damage. Constructs can't use their immunity to non-lethal damage against this ability, all other resistances apply normally (see the right stuff deed for ways to bypass resistances). A construct damaged by this ability must take a Fort save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) or be dazed for one round. A particular construct need not save against this ability more than once per round.

A quartermaster can repurpose an adjacent, mindless, helpless construct as a standard action at the cost of two points of resources. This also removes any non-lethal damage the construct may have taken. A repurposed construct can be commanded (as if the quartermaster had just created the construct) for 5 minutes and thereafter does nothing. By spending two resource points the quartermaster can command a construct he has previously repurposed for another five minutes. A controlled construct does not gain the benefits of the dangerous devices ability.

Animate Objects (Sp): At 19th level, a quartermaster can make objects within 30 ft. move under his direction. This works as animate objects. To find the caster level, make a Disable Device check and subtract 20, this can exceed the quartermaster's level. A creature wearing or operating an item to be animated is allowed a Will save (DC 10 + the quartermaster's Intelligence bonus + ½ the quartermaster's class level) to negate the effect. Magical objects are immune.

This is a standard action that costs one point of resources, but only lasts a single round. The quartermaster can do this as a free action at a cost of 3 resources per round. The cost cannot be reduced to less than one resource point per round. Animated objects do not benefit from dangerous devices.

A quartermaster will often use this to make a cargo load itself, a gate to shut and bar itself, a building to move or collapse, a ship to turn in place, and other non-combat actions. In these cases, there is no need to classify large constructions as animated objects. Instead, a Disable Device check with a DC equal to the surface area of the object in squares is required (ignore the height unless the object is very tall; in such cases use the area of its largest side for the DC).

Overcome Reality (Su): At 19th level, a quartermaster can temporarily overcome the limits of physical reality. This makes the quartermaster and allies incorporeal, with no change in strength, armor class, or attack ability. Any physical attacks made against creatures on the material plane are incorporeal touch attacks. While incorporeal, the quartermaster and allies have a fly speed equal to their land speed (perfect maneuverability). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Using this ability is a free action that costs two points of resources plus one point for each ally to be affected to initiate and one point of resources per round to maintain; the maintenance cost cannot be reduced. Allies must end their turns within 30 ft. of the quartermaster or lose the benefits.

Wonders of Magic (Sp): A 19th level quartermaster using the release magic deed can treat any item as if it was of the transmutation school. Additionally the quartermaster can use wish as a standard action at the cost of one point of resources and 25,000 gp from his deep pockets pool.