Domains & Subdomains

Domains Replacement

Some of the domains that were in 3.5 have been replaced by current Pathfinder Rules. See Removed Material for details.

New Subdomains

Deathless Subdomain

Associated Domain: Renewal (4 Winds Fantasy Gaming)

Replacement Power: The following power replaces the renewed life power of the Renewal domain.

Command Deathless (Su): At 8th level, as a standard action, you command deathless creatures within 30'. Deathless creatures receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Deathless creatures that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of Control Deathless. Deathless creatures receive a new saving throw each day to resist your command. You can control any number of deathless creatures, so long as their total Hit Dice do not exceed your cleric level. Any attempt to exceed this limit automatically fails, but you can release any number of deathless under your control with a free action. If a deathless is under the control of another creature, you must make an opposed Spellcraft check, not Charisma check, whenever your orders conflict. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Replacement Domain Spells: 3rd - Halt Deathless, 4th - Spirit Steed, 6th - Create Deathless, 7th - Control Deathless, 8th - Create Greater Deathless, 9th - Hero's Blade

Source: ECB, pg. 105

Warforged Subdomain

Associated Domain: Artifice

Replacement Power: The following power replaces the dancing weapons power of the Artifice domain.

Command Construct (Su): At 8th level, as a standard action, you enslave any construct within 30'. Constructs receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Constructs that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of Control Construct. Intelligent constructs, including living constructs, receive a new saving throw each day to resist your command. You can control any number of constructs, so long as their total Hit Dice do not exceed your cleric level. Any attempt to exceed this limit automatically fails, but you can release any number of constructs under your control with a free action. If a construct is under the control of another creature, you must make an opposed Spellcraft check, not Charisma check, whenever your orders conflict. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability does affect constructs, like golems, that would normally be immune to magic.

Replacement Domain Spells: 2nd - Make Whole, 7th - Control Construct, 9th - Summon Warforged Champion

Source: FoE, pg. 150