Gods
Beast - destruction, dragon, fire, strength
Besmira - darkness, evil, law, monster
Chaplain - animal, community, healing, repose
Lightbringer - good, sun and sky, time, trickery
Loch - angel, devil, law, nobility
Muse - art, charm, death, liberation
Sin - chaos, earth-barren, entropy, madness, void
Sprout - earth-fertile, growth, plant, weather
Wanderer - fortune, knowledge, magic travel
Warden - cities, nobility, protection, war
Wavefather - artifice, rune, wave, wind
Granted Power - Knowledge (nature) is a class skill.
Ability - Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells: 1st—calm animals, 2nd—hold animals, 3rd—dominate animal, 4th—summon natures 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
Granted Power - Perform is a class skill.
Ability - Song of Courage (Su): Your singing grants your allies a bonus sumilar to bard's inspire courage. This power can be used a number of times equal to 1 + your Charisma bonus. At 8th level this goes up to 8 + Charisma bonus rounds.
Domain Spells: 1st—disguise self, 2nd—sound burst, 3rd—stone shape, 4th— sculpt sound, 5th—mirage arcana, 6th—song of discord, 7th— project image 8th— irresistible dance 9th—overwhelming presence
Ability - Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—teleportation circle
Ability - 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 attack. 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 clericlevel. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster
Ability - Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection form law, 2nd—align weapon (chaos), 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 only)
Granted Power - Knowledge (local) is a class skill.
Ability - Pulse of the city - ability to walk through urban areas without impediment from natural hazards nor crowds. (natures stride for cities and crowds)
Rat Swarm (Su): At 8th level, the priest can transform into a swarm of city vermin (typically rats or pigeons for a number of rounds equal to their cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—detect life, 2nd—remove disease*, 3rd—create food and water, 4th—quench, 5th—mark of justice, 6th—move earth, 7th—guards and wards, 8th—sympathy (limited places and times), 9th—Imprisonment
Ability - Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.
Domain Spells: 1st—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
Granted Power - You receive Blind-Fight as a bonus feat.
Ability - Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
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 yourcleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—sleep, 2nd—blindness/deafness, 3rd—deeper darkness, 4th—shadow conjuration, 5th—shadow walk, 6th—dream, 7th—power word blind, 8th—greater shadow evocation, 9th—shades
Ability - Last Kiss (Su): You can kiss a unconscious or dying figure to pass them peacefully into the afterlife. Unwilling targets get a will save. If the save is failed the body is preserved with gentle repose and is sanctified so it can not be made to rise as undead. This does not cure vamperism, nor ghoul fever if it is already afflicting the victum. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death's Scythe (Sp): At eighth level as a free action you can say a blessing to turn any blade you wield into a keen weapon once per day.
Domain Spells: 1st—deathwatch, 2nd—death knell, 3rd—speak with dead, 4th—death ward, 5th—suffocation, 6th—antilife shell, 7th—destruction, 8th—circle of death, 9th—wail of the banshee
Ability - Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonuson 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 Wisdommodifier.
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 in this aura (including against 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—moonstruck, 5th—dhout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion
Ability - 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 inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution 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 3 times a day.
Resistance (Ex): At 8th level, you gain resist 10 of the same element type as your breath ability. This resistance increases to 20 at 12th level. At 20th level, you gain immunity
Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—greater magic fang, 4th—dragon's breath, 5th—animal growth*, 6th—form of the dragon I, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange.
Ability - 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.
Solid Footing (Su): At 8th level, you move on stone and in caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Domain Spells: 1st—magic stone, 2nd—create pit, 3rd—spiked pit, 4th—unholy blight, 5th—cloudkill, 6th—hungry pit, 7th—elemental body IX (earth), 8th—earthquake, 9th—cursed earth
Ability - Stone Fist (Su): As a swift action, you can turn your fists into solid rock for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
Domain Spells: 1st—bless, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stones, 6th—stone skin, 7th—elemental body IX (earth), 8th—earthquake, 9th—elemental swarm (earth)
Ability - Ground out - Once per day you may make a second save against a spell or effect after a round passes if the effect lasts more than one round.
Rapid Decay (Sp): At 8th level as a standard action you can emit a 30-foot aura of decay. 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. 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—entropic shield, 2nd—ray of enfeeblement, 3rd—dispel magic, 4th—dismissal, 5th—enervation, 6th—modify memory, 7th—destruction, 8th—horrid wilting, 9th—energy drain
Ability - Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Whispering Evil (Su): At 8th level, as a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.
Domain Spells: 1st—cause fear, 2nd—align weapon (evil), 3rd—vampiric touch, 4th—unholy blight, 5th—dispel good, 6th—create undead or planar binding(demon/devil), 7th—blasphemy, 8th—unholy aura, 9th—summon IX (evil)
Ability - 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—flame strike, 6th—fire seeds, 7th—delayed blast fireball, 8th—incendiary cloud, 9th—fiery body
Ability - 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—borrow fortune, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle
Ability - 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—bless weapon, 3rd—holy smite, 4th—holy sword, 5th—dispel evil, 6th—Holy sword, 7th—holy word, 8th—crown of glory, 9th—gate
Ability - Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fertilize (Ex): Starting at 4th level your positive or negative energy burst effect affects plant creatures. You can designate healing or harming.
Domain Spells: 1st—goodberry, 2nd—wood shape, 3rd—plant growth, 4th—animal growth, 5th—commune with nature, 6th—righteous might, 7th—regenerate, 8th—frightful aspect, 9th—overwhelming presence
Ability - 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, 2nd—cure moderate, 3rd—cure serious, 4th—sure critical, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal
Granted Power - All knowledge skills are class skills.Ability - 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 useclairvoyance/clairaudience at will as a spell-like ability using your clericlevel 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—locate object, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight
Ability - 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.
Assert Command: 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 Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your cleric level, save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. This is a language-based mind-affecting effect.
Domain Spells: 1st—divine favor, 2nd—zone of truth, 3rd—prayer, 4th—order's wrath, 5th—command (greater), 6th—hold monster, 7th—dictum, 8th—demand, 9th—imprisonment
Ability - 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—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—symbol of persuasion, 7th—refuge, 8th—mind blank, 9th—freedom
Ability - Fearful Touch (Su): As a standard action, you can make a melee touch attackagainst a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on theirsaving 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—moonstruck, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—wierd
Ability - Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—analyze dweomer, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction
Ability - Leader of tribes (Su): You can speak so that any intelligent monster can understand for level minutes a day. Furthermore you suffer suffer no charisma penalty when dealing with other races so long as you communicate concepts clearly.
Monster in the Closet (Ex): At 6th level you can turn gaseous as the gaseous form spell for level minutes a day. Furthermore when the spell runs out you appear and as a free action can affect 1 creature within 30 feet with the cause fear effect.
Domain Spells: 1st—magic fang, 2nd—bulls strength, 3rd—bestow curse, 4th—charm monster, 5th—nightmare, 6th—eyebite, 7th—destruction, 8th—fire storm, 9th—storm of vengeance
Ability - 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 Wisdommodifier.
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 f vengence
Ability - Woodland Stride (Ex): a priest with the plant domain may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Natures Veil (Su): At 6th level when surrounded by plants and not moving a cleric of the plant domain can become invisible as a standard action. Moving breaks the effect.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—speak with plants, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler
Granted Power - You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.Ability - 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 andresistance 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
Ability - Eternal 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. Incorporial undead are made corporeal for 1 round. 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
Granted Power - Water Ward (Sp): You get the water ward cantrip.
Ability - 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 26Perception 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—arcane lock, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—symbol of pain, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle
Ability - 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—bulls strength, 3rd—rage, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand
Ability - 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 yourWisdom 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.
Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.
Domain Spells: 1st—endure elements, 2nd—wind wall, 3rd—daylight, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—sunbeam, 8th—sunburst, 9th—storm of vengance
Ability - Moment of Pause (Sp): Designated creature at close range must make a will save or be dazed for a round. Your daze effect has no hit die limit and can be applied to the same target multiple times in a row. You can use this ability a number of times equal to your wisdom modifier + 1.
Nick of Time (Su): Starting at 6th level as a swift action you can haste yourself for one round. You can use this ability a number of times equal to your wisdom modifier + 1.
Domain Spells: 1st—expeditious retreat, 2nd—blur, 3rd—slow, 4th—death ward, 5th—permanency, 6th—word of recall, 7th—refuge, 8th—temporal stasis, 9th—timestop
Granted Power - Increase your base speed by 10 feet.
Ability - 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
Granted Power - Bluff, Disguise, and Stealth are class skills.
Ability - Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop
Ability - It Came From Beyond (Ex): 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 theadvanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability only works on spells you cast as a cleric—it does not work on spellcasting ability gained from any other spellcasting classes you might have.
Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity.
The victim can attempt a new saving throw each round to end the effect—these additional saving throws apply only to the additionalconfusion 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
Ability - Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill
Ability - Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuvercheck 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.
Waters Embrace (Ex): At 8th level, you gain the ability to breath water and can speak normally underwater.
Domain Spells: 1st—hydraulic push, 2nd—slipstream, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—vortex, 7th—seamantle, 8th—horrid wilting, 9th—tsunami
Ability - 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
Ability - 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 yourWisdom 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.
Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
Domain Spells: 1st—alter winds, 2nd—wind wall, 3rd—solid fog, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—elemental body (air), 8th—whirlwind, 9th—wind of vengeance