Continued from Domains, part 1
Night
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Sleep, Darkness, Silence, Blindness
Domain 1: 1 faith point: Dark Sight (Su): You gain the benefits of the Blind-Fighting feat and you can see in any form of darkness for 60 ft. for 1 hour + 1 hour/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the range by +10 ft.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Darkvision, Deep Slumber, Invisibility, Deeper Darkness, Blacklight
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Symbol of Sleep, Dream, Nightmare, Invisibility Sphere, Armor of Darkness
Domain 3: 2 faith points: See in Any Darkness (Su): You gain the ability to see 60 ft. in any normal or magical darkness for 3 rounds + 1 round/character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Sequester, Greater Invisibility, Nightmare, Prying Eyes
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Power Word Blind, Power Word Kill
Order
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Calm Emotions, Alarm, Hold Portal
Domain 1: 1 faith point: Command Axiomatic Creatures (Su): You may forfeit the ability to Turn, in order to command creatures native to the Axiomatic planes (Hell, Acheron, Mechanus, Arcadia & Celestia).
When you are within short range (25 ft. + 5 ft./2 levels) of axiomatic creature, you may hold forth your holy symbol in an attempt to
establish a [compulsion] over that creature. Make an opposed level
check. If you succeed, you may command that creature as if it were
under the effects of a dominate monster spell. If you fail, the
creature may react to this threat as appropriate. You may command one
creature per domain level attained and the creature’s Challenge Rating
cannot exceed your character level -2 (minimum 1). Each extra creature
you wish to control costs a cumulative 1 extra faith point (1 faith
point for the first creature, 2 for the second, 3 for the third, 4 for
the fourth, etc.) This command lasts for 4 hours, + 1 hour/character
level, after which time you may spend faith points again to reestablish
control.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Arcane Lock, Hold Person, Order’s Wrath, Dispel Chaos
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Dimensional Anchor, Telepathic Bond, Hold Monster, Zone of Truth, Mark of Justice
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Mass Hold Person, Forbiddance, Dictum
Domain 4: 4 faith points: Dismissing Strike (Su): Within the next 3 rounds, if you succeed at a touch attack against an extraplanar creature you can force it to a random plane. The creature is entitled to a Will save (DC 10 + ½ character level + Cha modifier) to resist.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Forcecage, Dimensional Lock, Soul Bind, Summon Monster IX (lawful creatures only), Shield of Law
Plant
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Barkskin, Entangle, Detect Plants, Warp Wood
Domain 1: 0 faith points: Knowledge (nature): Add Knowledge (nature) to your list of cleric class skills.
Domain 1: 1 faith point: Command Plant Creatures (Su): You may forfeit the ability to Turn, in order to command Plant creatures. When you are within short range (25 ft. + 5 ft./2 levels) of a Plant creature, you may hold forth your holy symbol in an attempt to establish a [compulsion] over that creature. Make an opposed level check. If you succeed, you may command that creature as if it were under the effects of a dominate monster spell. If you fail, the creature may react to this threat as appropriate. You may command one creature per domain level attained and the creature’s Challenge Rating cannot exceed your character level -2 (minimum 1). Each extra creature you wish to control costs a cumulative 1 extra faith point (1 faith point for the first creature, 2 for the second, 3 for the third, 4 for the fourth, etc.) This command lasts for 4 hours, + 1 hour/character level, after which time you may spend faith points again to reestablish control.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Anti-plant Shell, Command Plants, Plant Growth, Tree Shape
Domain 2: 1 faith point: Camouflage (Su): Your skin and equipment changes to appear as surrounding plants for 3 rounds + 1 round/character level. This grants you a +5 bonus to hide checks. This camouflage only works around plant material. You may spend extra faith points on this ability, and each extra faith point spent increases the bonus by +5.
Domain 2: 2 faith points: Thorny Hide (Su): Your skin and equipment sprout long thorns, which spray out at your attacker whenever you get hit, for 3 rounds + 1 round/character level. These thorns deal 1d6 damage to any creature striking you with a non-reach weapon, or any natural weapon. You may spend extra faith points on this ability, and each extra faith point you spend increases the damage by 1d6.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Commune with Nature, Tree Stride, Wall of Thorns, Repel Wood
Domain 3: 2 faith points: Wooden Boy (Su): Your body and equipment turn into wood for 3 rounds + 1 round/character level. All your attacks, whether natural attacks or weapon attacks, overcome any damage reduction that is normally overcome by wood.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Animate Plants, Transmute Metal to Wood, Transport via Plants, Liveoak, Speak with Plants
Domain 4: 3 faith points: Photosynthesis (Su): While in direct sunlight, you gain fast healing 3 for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the fast healing by 1.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Control Plants, Shambler
Domain 5: 4 faith points: Plant Creature (Su): You become a plant creature for 3 rounds + 1 round/character level. You gain all the immunities and vulnerabilities of plant creatures.
Protection
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Sanctuary, Shield Other, Resistance, Magic Vestment
Domain 1: 1 faith point: Protective Ward (Su): You can grant someone you touch a resistance bonus equal to your character level on one saving throw within the next hour.
Domain 1: 1 faith point: Defensive Counter Strike (Ex): You can make an attack of opportunity against a creature that attacks you but misses when you are fighting defensively. The duration of this granted power is 3 rounds + 1 round/character level.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Resist Energy, Protection from Arrows, Resilient Sphere, Glyph of Warding, Spell Immunity
Domain 2: 1 faith point: Cannon Fodder (Ex): Whenever an ally adjacent to you takes damage from a weapon or natural attack, you can make an attack roll against AC 15 as an attack of opportunity. If you succeed, take the damage instead. You also take any other affects associated with that attack, though you get saves and may apply resistances or immunities as normal.
Domain 2: 2 faith points: Phalanx Defense (Ex): Any dodge bonuses to Armor Class you receive are also granted to any adjacent allies for 3 rounds + 1 round/character level.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Protection from Energy, Spell Resistance
Domain 3: 2 faith points: Resistant (Su): Choose one of the following: cold, electricity, fire, negative energy, positive energy, or both acid and sonic. You gain energy resistance 3 against that type of energy for 3 rounds + 1 round/character level. You may spend more extra faith points on this ability, and each extra faith point spent allows you to choose another energy type, or increase your resistance to an energy type by 3.
Domain 3: 3 faith points: Interpose (Su): For the next 3 rounds + 1 round/character level, you may choose one square adjacent to you as a free action. You count as occupying that square when determining movement of enemies and cover for any allies behind you.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Repulsion, Wall of Force, Greater Glyph of Warding
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Mind Blank, Prismatic Sphere, Refuge
Shadow
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1):
Domain 1: 1 faith point: Command Shadow Creatures (Su): You may forfeit the ability to Turn, in order to command creatures native to the Plane of Shadow.
When you are within short range (25 ft. + 5 ft./2 levels) of a Shadow Plane native creature, you may hold forth your holy symbol in an attempt to
establish a [compulsion] over that creature. Make an opposed level
check. If you succeed, you may command that creature as if it were
under the effects of a dominate monster spell. If you fail, the
creature may react to this threat as appropriate. You may command one
creature per domain level attained and the creature’s Challenge Rating
cannot exceed your character level -2 (minimum 1). Each extra creature
you wish to control costs a cumulative 1 extra faith point (1 faith
point for the first creature, 2 for the second, 3 for the third, 4 for
the fourth, etc.) This command lasts for 4 hours, + 1 hour/character
level, after which time you may spend faith points again to reestablish
control.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level:
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level:
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level:
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level:
Spirit
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1):
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level:
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level:
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level:
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level:
Song
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1):
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level:
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level:
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level:
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level:
Storm
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Fog Cloud, Chill Touch, Chill Metal, Wind Wall, Obscuring Mist
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Ice Storm, Sleet Storm, Call Lightning
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Cone of Cold, Solid Fog, Call Lightning Storm, Control Winds
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Polar Ray, Firestorm, Acid Fog, Control Weather
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Whirlwind, Storm of Vengeance
Strength
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Mage Hand, Enlarge Person
Domain 1: 1 faith point: Feat of Strength (Su): As a swift action, you can gain an enhancement bonus to Strength equal to your cleric level for 1 round.
Domain 1: 0 faith points: Pack Mule (Ex): Calculate your carrying capacity as if your strength was increased an amount equal to ¼ your character level.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Bull’s Strength, Knock, Rage
Domain 2: 1 faith point: Thick Skinned (Ex): You gain a +3 enhancement bonus to your natural armor for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the enhancement bonus by +1.
Domain 2: 2 faith points: Overwhelming Blow (Ex): For the next 3 rounds + 1 round/character level, if any single attack you make against a creature deals more than 15 damage, that foe must make a balance check (DC equals damage dealt) or either be knocked prone, or knocked back 5 ft. This movement does not provoke attacks of opportunity.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Righteous Might, Divine Power, Interposing Hand, Telekinesis
Domain 3: 3 faith points: Strength of Body (Su): Choose Strength, Dexterity, or Constitution. Any damage or drain you suffer to the chosen ability score reduced by 1. You may spend extra faith points on this ability, and each extra faith point spent allows you to choose one additional ability score to be protected by this, to increase the protection by 1 point, or any combination thereof.
Domain 3: 3 faith points: Survive the Impossible (Su): For the next 3 rounds + 1 round/character level, if you fail a save against a spell or spell-like ability and the effect kills you without dealing damage, you instead take damage equal to the spell's level x5.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Grasping Hand, Mass Bull’s Strength, Transformation, Symbol of Stunning, Stoneskin
Domain 4: 3 faith points: Mighty Blow (Su): When attacking with a melee weapon, you may add 1.5x your strength modifier when attacking with a one-handed weapon, or 2x your strength modifier when attacking with a two-handed weapon, for the next 3 rounds. You may spend extra faith points on this ability, and each extra faith point spent increases the duration by 1 round.
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Clenched Fist, Crushing Hand, Power Word Stun
Time
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Touch of Fatigue, Ray of Enfeeblement, Gentle Repose, Daze
Domain 1: 1 faith point: Skittish (Ex): The next time you roll initiative, add a +4 sacred bonus to the roll. You may spend extra faith points on this ability, and each extra faith point spent increases the sacred bonus by +2.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Ray of Exhaustion, Haste, Slow, Hold Person
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Waves of Fatigue, Skittish Nerves
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Waves of Exhaustion, Symbol of Weakness, Temporal Stasis
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Time Stop
Travel
Domain Granted Powers
Domain 1: 0 faith points: Survival: Add Knowledge (geography and cultures) and Survival to your list of class skills. You gain a +2 competence bonus on those two skill checks.
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Longstrider, Endure Elements, Mount, Floating Disk
Domain 1: 1 faith point: Forced March (Ex): You never suffer non-lethal damage from a forced march. You may spend extra faith points on this ability, and each extra faith point spent allows you to affect one extra creature with this benefit.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Locate Object, Message, Fly
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Dimension Door, Dismissal, Find the Path, Passwall
Domain 3: 2 faith points: Scurry (Ex): As an immediate action you move up to a number of feet equal to your Speed. You ignore all terrain effects that reduce or hamper movement.
Domain 3: 2 faith points: Freedom (Su): For a total of 1 round per character level, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Teleport, Sending, Shadow Walk, Banishment, Plane Shift, Teleport Object, Phase Door
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Greater Teleport, Maze, Gate (travel version only), Ethereal Jaunt, Phase Door, Astral Projection
Trickery
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Disguise Self, Magic Aura, Prestidigitation, Silent Image, Obscure Object, Undetectable Alignment, Pass Without Trace
Domain 1: 0 faith points: Trickster: Add Bluff, Disguise, Hide and Move Silently to your cleric class skills. Also, you may use Ghost Sound and Dancing Lights as a spell-like ability at will (caster level equals character level).
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Nondetection, Blur, Mirror Image, Misdirection, Major Image, Secret Page, Invisibility
Domain 2: 1 faith points: Masquerade (Ex): Any magical disguises you adopt or any falsehoods you speak cannot be detected by magical means for 3 rounds + 1 round/character level.
Domain 2: 2 faith points: Concealment (Su): You gain 20% concealment for 3 rounds + 1 round/character level.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: False Vision, Displacement, Illusory Wall, Confusion, Persistent Image
Domain 3: 2 faith points: Vanish (Sp): For the next 3 rounds + 1 round/character level, whenever you kill a creature or drop it to negative hit points, you immediately become invisible. This invisibility lasts for the duration of this granted power.
Domain 3: 3 faith points: Infiltration (Sp): Any scrying spell that specifies you as the target fails, and any spell that scries an area you are in does not register you for the next 1 hour + 1 hour/character level. You may spend extra faith points on this ability, and each extra faith point spent allows you to affect one extra ally.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Mislead, Screen, Mirage Arcana, Permanent Image
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Veil, Simulacrum, Polymorph Any Object
Tyranny
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1):
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level:
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Mind Fog, Modify Memory
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level:
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level:
Undead
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Desecrate, Detect Undead, Halt Undead, Hide from Undead, Summon Undead I
Domain 1: 1 faith point: Command Undead (Su): You may forfeit the ability to Turn, in order to command Undead creatures.
When you are within short range (25 ft. + 5 ft./2 levels) of an Undead
creature, you may hold forth your holy symbol in an attempt to
establish a [compulsion] over that creature (undead are not immune to this particular compulsion). Make an opposed level
check. If you succeed, you may command that creature as if it were
under the effects of a dominate monster spell. If you fail, the
creature may react to this threat as appropriate. You may command one
creature per domain level attained and the creature’s Challenge Rating
cannot exceed your character level -2 (minimum 1). Each extra creature
you wish to control costs a cumulative 1 extra faith point (1 faith
point for the first creature, 2 for the second, 3 for the third, 4 for
the fourth, etc.) This command lasts for 4 hours, + 1 hour/character
level, after which time you may spend faith points again to reestablish
control.
Domain 1: 1 faith point: Undead (Su): You gain a +2 bonus to saves against poison, paralysis, stunning, disease, death effects, ability and energy drain, fatigue, and exhaustion for 3 rounds + 1 round/character level. While using this granted power, you suffer damage from Holy Water as if you were an Undead creature. You may spend extra faith points on this ability, and each extra faith point spent increases the save bonus by +1.
Domain 1: 1 faith point: Zombify (Su): Your body takes on several aspects of undead creatures. You gain 50% chance to avoid critical hits, sneak attack or other forms of precision damage for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the chance to avoid by +10%.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Animate Dead, Command Undead, Spectral Hand, Summon Undead III
Domain 2: 2 faith points: Vampiric Countenance (Ex): You begin to transform into a vampire, gaining a +4 bonus to Strength and a +2 bonus to Charisma for 3 rounds + 1 round/character level. While using this granted power, you suffer damage from any Turn Undead attempts made against you.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Create Undead, Undeath to Death, Disrupting Weapon, Summon Undead V
Domain 3: 2 faith points: Unlife (Su): You form a special connection with the negative energy plane. While using this ability, you are healed by Inflict Wounds spells instead of harmed by them. You are still healed by Cure Wounds spells as normal.
Domain 3: 3 faith points: Vampire (Su): You gain Darkvision 60 ft. You can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Drain per round. You heal 5 points of damage for each point of Constitution drained in this way. You suffer 2d6 damage and are considered staggered every round you are exposed to direct sunlight. The duration for this granted power is 3 rounds + 1 round/character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Control Undead, Summon Undead VII
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Create Greater Undead, Summon Undead IX
Water
Domain Granted Powers
Domain 1: 1 faith point: Domain Spells I: You may cast one of the following spells with a caster level equal to half your character level (minimum 1): Create Water, Obscuring Mist
Domain 1: 1 faith point: Command Water Creatures (Su): You may forfeit the ability to Turn, in order to command Water creatures.
When you are within short range (25 ft. + 5 ft./2 levels) of an Water
creature, you may hold forth your holy symbol in an attempt to
establish a [compulsion] over that creature. Make an opposed level
check. If you succeed, you may command that creature as if it were
under the effects of a dominate monster spell. If you fail, the
creature may react to this threat as appropriate. You may command one
creature per domain level attained and the creature’s Challenge Rating
cannot exceed your character level -2 (minimum 1). Each extra creature
you wish to control costs a cumulative 1 extra faith point (1 faith
point for the first creature, 2 for the second, 3 for the third, 4 for
the fourth, etc.) This command lasts for 4 hours, + 1 hour/character
level, after which time you may spend faith points again to reestablish
control.
Domain 1: 1 faith point: Resist Cold 5 (Ex): As a standard action, you may grant yourself Resistance to Cold 5 for 3 rounds + 1 round/character level. You may spend extra faith points on this ability, and each extra faith point spent increases the resistance by 5.
Domain 2: 2 faith points: Domain Spells II: You may cast one of the following spells with a caster level equal to half your character level: Water Breathing, Fog Cloud, Control Water, Quench
Domain 2: 1 faith point: Numbing Aura (Sp): You may surround yourself with an aura of numbing cold for 3 rounds + 1 round/character level. This aura deals 1d6 cold damage to any creature striking you with a non-reach weapon, or any natural weapon. You may spend extra faith points on this ability, and each extra faith point you spend increases the damage by 1d6.
Domain 3: 3 faith points: Domain Spells III: You may cast one of the following spells with a caster level equal to half your character level: Black Tentacles, Water Walk
Domain 3: 2 faith points: Chilling Weapon (Sp): You can grant any weapon you wield the cold burst weapon property for 3 rounds + 1 round/character level.
Domain 3: 2 faith points: Water Born (Ex): You can breathe water as easily as you breathe air. You gain a swim speed equal to your base speed. You gain a +8 racial bonus on swim checks and you may take 10 on any swim checks you make, even when threatened or distracted. You can use the run action when swimming, provided you swim in a straight line. The duration of this granted power is 1 hour + 1 hour/character level.
Domain 4: 4 faith points: Domain Spells IV: You may cast one of the following spells with a caster level equal to half your character level: Acid Fog
Domain 4: 3 faith points:
Domain 5: 5 faith points: Domain Spells V: You may cast one of the following spells with a caster level equal to half your character level: Horrid Wilting, Elemental Swarm (water elementals only)
Domain 5: 3 faith points: