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DOMAINS

Air

Domain Spells: 1st - air bubble, whispering wind, windy escape; 2nd - air step, gust of wind, reinvigorating wind; 3rd - air geyser, gaseous form, wind wall; 4th - air walk, solid fog, tailwind; 5th - communal air walk, control winds, fickle winds; 6th - enlightened step, path of the winds, wind walk; 7th - elemental body IV (air elemental only), scouring winds, wall of windshear; 8th - electrical storm, stormbolts, whirlwind; 9th - elemental swarm (air elementals only), storm of vengeance, winds of vengeance
Channel Effect: You can, as a standard action, employ one of your uses of channel energy to create a blast of air, powerful enough to extinguish flames. You may extinguish a number of flames (no larger than a torch-fire) equal to the number of dice you would normally roll when channeling energy.

Combat Channel Effect: Instead of positive or negative energy, you can choose to channel electricity (Reflex halves).

Major Channel Effect: You can, as a standard action, employ one of your uses of channel energy to create a vortex of swirling wind, centered on yourself and reaching out to the full range of your channeling ability. Those within this area, excepting yourself, are affected as with a gust of wind spell. Those attempting ranged attacks, including yourself, either into or out of this area are likewise affected. This vortex lasts for a number of rounds equal to half the number of dice you would normally roll when channeling energy, rounded up.

Granted Power: You are affected by a constant feather fall effect

Wind Blast (Su): As a standard action, you can spend 1 point of faith to unleash a blast of air in a 30-foot line + 5 additional feet for every 3 cleric levels you possess. 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 result as a bull rush attempt.

Elemental Channel (Ex): At 4th level, you gain Elemental Channel (air) as a bonus feat.

Nimbus (Sp): At 8th level, swirling mists surround your feet at all times. You can spend 1 point of faith as a standard action to solidify these mists, creating an air walk effect that lasts for one minute per class level.

Air Spell Mastery (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the air descriptor.  Add an additional +1 for every four cleric levels thereafter.

Freedom of the Sky (Sp): At 16th level, when you use your nimbus ability, you gain a perfect fly speed of 60ft for the duration.

Animal
Domain Spells:
1st - calm animals, hide from animals, summon nature's ally I; 2nd - animal aspect, hold animal, summon nature's ally II; 3rd - dominate animal, greater animal aspect, summon nature's ally III; 4th - beast shape II (animals only), giant vermin, summon nature's ally IV; 5th - animal growth, beast shape III (animals only), summon nature's ally V; 6th - mass hold animal, summon nature's ally VI, summon stampede; 7th - animal shapes, shrieking flock, summon nature's ally VII; 8th - claws of fury, mass atavism, summon nature's ally VIII; 9th - savage fury, shapechange, summon nature's ally IX

Channel Effect: You can, as a swift action, employ one of your uses of channel energy to create a bond between you and one animal, thus improving your ability to interact with that animal. The animal cannot be outside of the range of your channeling ability, though it can be hostile. When you use your channeling ability in this way, you may add a sacred (or profane) bonus to a single Handle Animal skill check equal to the number of dice you would normally roll when channeling energy.

Combat Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to infuse all natural attacks within the range of your channeling ability with energy, thus providing an energy bonus to attacks and damage. The bonus is equal to the 1/2 the number of dice you would normally roll when channeling, rounded up and lasts for a number of rounds equal to the number of dice you would normally roll. The bonus is of the energy type channeled by the cleric for the purposes of overcoming damage reduction.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to infuse a single animal within the range of your channeling with incredible strength. The increase to strength is a sacred (or profane) bonus equal to the number of dice you would normally roll when channeling and lasts a number of minutes equal to the bonus.

Granted Power: You gain wild empathy as a druid of your level.

Call of the Wild (Sp): You can spend 1 point of faith to speak with animals, as per the spell.

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.

Animal Affinity (Ex): At 8th level, you gain Animal Affinity as a bonus feat.

Blessed Fangs (Su): At 12th level, you can spend 1 point of faith to gain one of the following natural attacks for 1 minute per class level: bite 1d6 (plus grab or trip), gore 1d8 (plus powerful charge), or two claws 1d4 (18-20 crit range).

Aura of Domestication (Su): At 16th level, most animals are automatically friendly to you. Magical beasts and animals allied with or owned by your enemies are indifferent to you. In either case, they will not attack you without provocation,even if ordered to do so.

Artifice
Domain Spells:
1st - animate rope, crafter's fortune, harden; 2nd - make whole, makeshift golem, wood shape; 3rd - force phalanx, ioun storm, stone shape; 4th - greater make whole, minor creation, warp metal; 5th - fabricate, rapid repair, wall of clockwork; 6th - animate objects, hammer of mending, major creation; 7th - artificer's curse, memory of function, wall of iron; 8th - instant summons, polymorph any object, walking wall; 9th - crumblewall, salvage, wooden phalanx

Channel Effect: You can, as a standard action, use one of your uses of channel energy to etch metal with words and images. The number of words or shapes you can infuse into the metal is equal to the number of dice you would normally roll when channeling. Each word or image can individually cover no more than six square inches of space and images formed should be generic, nondescript icons. Clerics with skill ranks in Craft (metal-working or sculpting) can attempt more complicated images if desired.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to make all non-magical pieces of equipment, including armor and weapons, within the range of your channeling, function as if they were of masterwork quality. This effect lasts for a number of minutes equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to infuse all those within the range of your channeling with a burst of energetic speed, identical in effect to haste. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling.

Granted Power: Knowledge (engineering) is always a class skill for you, and you gain a bonus to it equal to 1/2 your cleric level (minimum +1).

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 spend 1 point of faith to damage an object or construct creature by striking it with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every cleric level you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level.

Repair (Ex): At 4th level, your cure spells and channel energy (positive) affect objects and constructs as if they were living creatures, but the damage healed is reduced by half. These effects bypass any magic immunity a construct creature might possess.

Aura of Efficiency (Su): At 8th level, you can spend 1 faith point to emit a 30-foot-radius aura that grants your allies a +4 bonus on all saving throws against effects that inflict the fatigued or exhausted condition. Any equipment wielded by your allies within this area gets a bonus to hardness equal to 1/2 your cleric level, and your allies’ attacks against targets within this area ignore an equal amount of hardness. This aura lasts for 1 minute.

Magic Item Creation (Ex): At 12th level, you gain any Master Craftsman as a bonus feat and can craft any magic item even if you do not have the feat required to do so.

Efficient Crafter (Su): At 16th level, when crafting an item, you require only 4 hours of work per 1,000gp of the item's base price, or 2 hours per 1,000gp if you increase the DC by 5.

Chaos

Domain Spells: 1st - chaos surge, lesser confusion, protection from alignment (law only); 2nd - align weapon (chaos only), hideous laughter, shard of chaos; 3rd - communal align weapon (chaos only), magic circle against alignment (law only), wild errantry; 4th - chaos hammer, confusion, reset; 5th - chaotic spell lash, dispel law, unleash pandemonium; 6th - chaotic vitality, planar ally (chaotic creatures only), wildblast; 7th - maul of anarchy, song of discord, ward of chaos; 8th - cloak of chaos, divine vessel (anarchic), maw of chaos; 9th - greater chaos surge, pandemonium, summon monster IX (chaotic creatures only)

Channel Effect: You can, as a standard action, use one of your uses of channel energy to either imbue objects and creatures with a chaotic aura or else increase the strength of an existing chaotic aura. You may so affect a number of creatures or objects equal to the number of dice you would normally roll when channeling energy and the duration of the effect is a number of hours equal to the number of creatures you can affect. You may, if you choose, affect less creatures or objects than the maximum. Doing so allows you to double the duration of the effect on the remaining recipients but you may not more than double the duration of the effect. Creatures affected by this effect are considered to have the strength of their chaotic aura increased by one step. Creatures with a detectable lawful aura instead have the strength of their lawful-aligned aura decreased by one step. Lawful-aligned creatures may negate this effect with a Will save.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to create chaos, confusion and disorganization. All those within the range of your channeling must succeed at a Will save or suffer a penalty to all d20 rolls for the length of the effect. The penalty is equal to half the number of dice, rounded up, that you would normally roll when channeling energy and lasts for a number of rounds equal to the number of dice you would normally roll when channeling. This penalty is a sacred (or profane) bonus. Those affected are allowed a Will save each round to negate this effect for one round.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to create a field of vertigo and disorientation causing all those, excepting yourself, within range of your channeling to become flat-footed. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling. Those affected are allowed a Will save each round to negate this effect for 1 round.

Granted Power: You can empower your spells or spell-like abilities with chaos but risk losing control of the effect. To successfully use chaos magic, make a caster level check (DC 15 + the level of the spell or spell-like ability) when casting a spell or using a spell-like ability. On a success, roll twice on the appropriate wild magic table and select the result you prefer. On a failure, the GM rolls twice on the wild magic table and selects the result.

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack by spending a faith point. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. When you reach 16th level, a target must roll three times and take the worst result.

Alignment Channel (Ex): At 4th level, you gain Alignment Channel (chaos) as a bonus feat.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies by spending a faith point. These energies manifest as a 30-foot aura of chaos for a number of rounds 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.

Mass Chaos (Sp): Beginning at 12th level, you can use touch of chaos as a ranged touch attack on all enemies within a 30-foot radius, centered on you by spending an additional faith point. When used in this way, your touch of chaos effect lasts a number of rounds equal to 3 + your Wisdom modifier.

Unstable Form (Su): At 16th level, you shed the last anchors you have to humanity, becoming truly one with the chaos inside. You gain the ability to alter your appearance at-will, as per the veil spell except it is not considered an illusion. This effect is permanent until you change or dismiss it.

Charm
Domain Spells:
1st - charm person, distract, hypnotism; 2nd - build trust, enthrall, hypnotic pattern; 3rd - detect desires, generosity, suggestion; 4th - confusion, heroism, rainbow pattern; 5th - beckon, charm monster, serenity; 6th - geas, inveigle monster, symbol of persuasion; 7th - foe to friend, hymn of peace, waves of ecstasy; 8th - euphoric tranquility, mass charm monster, pied piping; 9th - dominate monster, overwhelming presence, sympathy

Channel Effect: You can, as a swift action, employ one of your uses of channel energy to create a bond between you and one creature, thus improving your ability to interact with that creature. The creature cannot be outside of the range of your channeling ability, though they can be hostile. When you use your channeling ability in this way, you may add a sacred (or profane) bonus to a single Bluff or Diplomacy skill check equal to the number of dice you would normally roll when channeling energy.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to infuse all those within range of your channeling with a positive, helpful attitude. All those so affected have their attitude improved by one step. This attitude adjustment lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy. Contrarily, you may also use one of your uses of channel energy to make people feel more hostile, decreasing attitudes by one-step. Either way, a Will save negates this effect.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to decrease the willpower of those within range of your channeling. Those affected by this effect receive a sacred (or profane) penalty to their Will save equal to the number of dice you would normally roll when channeling and lasting an equal number of rounds. Targets of this effect are allowed a Fortitude save to negate the effect.

Granted Power: You add 1/2 your cleric level (minimum +1) to saving throws versus charm spells and spell-like abilities.

Adoration (Su): As an immediate action, you can spend 1 faith point to 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 with a –2 penalty to negate this effect. On a failed save, the target is unable to bring itself to harm you and loses the attack. If a creature has more than one attack, this ability only affects one of the attacks.

Inspiring Kindness (Su): At 4th level, when you cast a harmless spell with a clearly beneficial effect on a willing NPC you can spend 1 point of faith as a free action to increase their attitude by one step. You can only benefit from this effect once per day per NPC. If the target is already helpful, or is a PC, you instead give them a sacred bonus on saves against mind-affecting effects equal to the spell’s level for one minute.

Allure (Su): At 8th level you can spend 1 point of faith to cast charm person on a single target as a swift action. You can only affect one target at a time with this effect; if you use it again, the previous target is no longer affected.

Youth (Ex): At 12th level, you retains your youth and beauty until death. You no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties you have already taken are removed. Age bonuses still accrue, and you still die of old age when your time is up.

Aura of Warmth (Su): At 16th level, you gain an aura that soothes allies and prevents bloodshed. Allies within 30 feet of you roll twice and take the higher result on saving throws against emotion effects. Enemies within 30 feet must make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier or be affected by calm emotions. This effect lasts until another creature takes a hostile action at them. Regardless of whether they save, they cannot be affected by this ability again for 24 hours.

Community
Domain Spells:
1st - alarm, borrow skill, ears of the city; 2nd - into the city, share language, shield other; 3rd - coordinated effort, create food and water, shared training; 4th - bountiful banquet, cone of compassion, imbue with spell ability; 5th - defend the homeland, telepathic bond, village veil; 6th - battlemind link, heroes' feast, summon laborers; 7th - guards and wards, refuge, steal the painful memory; 8th - circle of clarity, greater magic shop, mass cure critical wounds; 9th - curse community, lord of the city, teleport lair

Channel Effect: You can, as a standard action, use one of your uses of channel energy to free a single individual within the range of your channeling from the grip of fear. Provided the target does not have more HD than twice the number of dice you can channel, they lose any panicked, frightened or shaken condition.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to infuse all those within the range of your channeling with a bonus on attack rolls and on saving throws against fear. The effect is a sacred (or profane) bonus equal to half the number of dice you normally roll when channeling, rounded up, and lasting a number of rounds equal to the number of dice you normally roll.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to infuse all those around you with divine health. When channeling in this way, dice are rolled as normal, and wounds are healed as normal, but any excess hitpoints are gained as temporary hit-points for a number of rounds equal to the number of dice you would normally roll when channeling. This effect does stack with itself, but a target can never have their hitpoints more than doubled through this effect.

Granted Power: You do not require an attack roll or successful check to assist an ally with the aid another action, and simply must devote a standard action toward defending, interfering, or helping. You also gain a bonus Teamwork feat that you meet the prerequites for.

Synergistic Touch (Sp): You can touch a creature as a standard action and spend 1 point of faith 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).

Empathic Bond (Su): At 4th level, you can create an empathic bond between yourself and your allies. You can maintain an empathic bond with a number of allies equal to your Wisdom modifier (minimum 1). The bond persists until you end it as a free action, or the ally is 1 mile or further away from you. You can reestablish an empathic bond as a standard action with a touch. You and your ally can communicate empathically with each other (general emotions). You have the same connection to an item or place as an empathically connected ally. Each creature empathically bonded to you is bonded to all others you bond to.

Guarded Hearth (Su): At 8th level, you can spend 3 points of faith to 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.

Minute Coordination (Su): Your presence connects your allies, improving their coordination. Allies within 30 feet of you increase the bonus from flanking by +1 and are considered flanking a target they are both adjacent to regardless of their position.
Sacrifice Play (Su): At 16th level, when multiple allies within 30 feet make a saving throw against the same effect, you can spend 1 point of faith as an immediate action to allow any two willing allies to swap their results for the saving throw. Characters with abilities such as Stalwart and Evasion do not pass these abilities to other creatures.

Darkness

Domain Spells: 1st - dancing darkness, shadow trap, touch of blindness; 2nd - darkness, night blindness, protective penumbra; 3rd - deeper darkness, shadowmind, shield of darkness; 4th - moonstruck, phantasmal killer, shadow conjuration; 5th - darkvault, enervation, shroud of darkness; 6th - modify memory, nightmare, shadow walk; 7th - hungry darkness, power word blind, umbral strike; 8th - darkness impeded magic, greater shadow evocation, orb of the void; 9th - energy drain, polar midnight, shades

Channel Effect: You can, as a standard action, use one of your uses of channel energy to extinguish small non-magical, non-living light-sources (such as a torch, candle, lantern or sunrod) within the range of your channeling. You may extinguish a number of sources equal to the number of dice you would normally roll when channeling energy. Light sources in the possession of another (such as a lantern carried by hand) are allowed a Reflex save to negate this effect.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to create swirling bands of darkness. These bands of darkness provide concealment within the range of your channeling for anyone you have not selected to avoid through the use of selective channeling and count as shadows for any special ability or effect requiring shadows. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to strike those within the range of your channeling blind. The effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy. A Fortitude save negates this effect and those failing their saves are allowed a new save each round.

Granted Power: You gain darkvision to a range of 60ft. If you already have darkvision, you instead increase its range by 30 feet.

Night Hunter (Su): As a standard action, you can spend 1 point of faith to 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 your cleric level.

Cloak of Shadow (Su): At 4th level, light seems to fade around you, leaving you surrounded by shadow. The light level within 10 feet of you is reduced by one step. You can suppress or resume this aura as a standard action. You cannot use concealment granted by this ability to enter stealth, as the aura reveals your location.

Eyes of Darkness (Su): At 8th level, you can spend 1 point of faith as a swift action to gain the see in darkness universal monster ability for 1 minute.

Improved Darkness Spells (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the darkness or shadow descriptor. Add an additional +1 for every 4 additional cleric levels thereafter.

Shadowed Reach (Su): At 16th level, you treat the shadows as an extension of your own body. Spells you cast with a range of touch gain a range of Close, but only against targets to whom you are connected by a contiguous patch of darkness.

Death

Domain Spells: 1st - decompose/restore corpse, detect undead, hide from undead; 2nd - death knell, ghoul touch, lesser animate dead; 3rd - animate dead, greater hide from undead, speak with dead; 4th - death knell aura, death ward, phantasmal killer; 5th - animate living skeleton, slay living, undeath ward; 6th - antilife shell, create undead, undeath anew; 7th - deathsnare, negative energy mastery, reaper's scythe; 8th - create greater undead, symbol of death, trap the soul; 9th - energy drain, massacre, wail of the banshee

Channel Effect: You can, as a swift action, employ one of your uses of channel energy to create a sinister bond between you and one creature, thus improving your ability to intimidate that creature. The creature cannot be outside of the range of your channeling ability, though they can be hostile. When you use your channeling ability in this way, you may add a profane (or sacred) bonus to a single Intimidate skill check equal to the number of dice you would normally roll when channeling energy.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to conjure images and feelings of mortality in all those within the range of your channeling, resulting in a penalty on attack rolls and on saving throws against fear. The effect is a profane (or sacred) penalty equal to half the number of dice you normally roll when channeling, rounded up, and lasting a number of rounds equal to the number of dice you normally roll. A Will save negates this effect.

Major Channel Effect: You can, as a standard action, utilize one of your uses of  channel energy to weaken the bodies of all those within range of your channeling. Such weakened flesh experiences excessive bleeding when struck by physical weapons. The amount of bleed damage from each such attack is equal to half the number of dice you would normally roll, rounded up, when channeling and the effect lasts for a number of rounds equal to the number of dice you would normally roll. This effect does not affect creatures not subject to bleeding, and a Fortitude save halves the damage from the effect, though not the duration.

Granted Power: You gain an insight bonus equal to 1/2 your cleric level (minimum +1) on saving throws against death effects.

Death's Touch (Sp): As a melee touch attack, you can spend 1 point of faith to deal negative energy damage to a target within 30 feet equal to 1d6 + your Wisdom modifier and make them shaken for one round. A Fortitude save halves this damage and negates the shaken condition. At 4th level, and every 3 levels  thereafter this damage increases by 1d6. This effect damages undead and creatures with negative energy affinity rather than healing them.

Command Undead (Ex): At 4th level, you gain Command Undead as a bonus feat.

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. You can spend 1 point of faith to speak with dead, per the spell. At 10th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist the speak with dead effect.

Death’s Gift (Su): When you use your death’s touch ability, you can not only take the target’s vitality from them but give it to another. Choose an ally within 30 feet of you. They gain hit points equal to the damage you dealt with death’s touch.

Balance of Life and Death (Su): At 16th level, you can use the lingering life force of the recently deceased to power your magic. While within 5 feet the body of a creature that has died within the last round, you can spend 2 points of faith to cast a single death domain spell with a spell level no greater than one quarter the creature’s Hit Dice (rounded down) without expending a spell slot.

Destruction

Domain Spells: 1st - break, murderous command, true strike; 2nd - pain strike, shatter, wrathful mantle; 3rd - blood rage, final sacrifice, perilous strike; 4th - baneweapon, inflict critical wounds, uncontrollable rage; 5th - diabolical temper, shout, symbol of pain; 6th - greater break, harm, tear the open wound; 7th - calculated wrath, destruction, disintegrate; 8th - earthquake, furious blow, power word rage; 9th - implosion, massacre, vials of wrath

Channel Effect: You can, as a standard action, employ one of your uses of channel energy to break a single non-magical, non-living object within the range of your channeling. The object must have hit points equal to or less than three times the number of dice you would normally roll when channeling energy and, when affected, gains the broken condition. Objects being carried or held may negate the effect with a successful Fortitude save. If the object has more hit points than you can affect, it takes no damage from the attempt but you have still used up one of your channeling uses.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to infuse creatures within range of your channeling with an emotional surge similar to rage. Those affected by this effect gain a profane (or sacred) bonus to their Strength and Constitution, but they gain a penalty to their AC equal to this bonus. The amount of both the bonus and penalty is equal to half of the total number of dice you would normally roll when channeling, rounded up. This effect last a number of rounds equal to the number of dice you normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to weaken the physical structure of non-magical, non-living objects within the range of your channeling, making them more vulnerable to damage. Physical damage done to affected objects, after subtracting for hardness, is multiplied by a factor equal to 1 + 1/4 the number of dice you would normally roll when channeling, rounded up. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling

Granted Power: Your inflict spells and channeled negative energy affect objects and constructs as if they were living creatures, but the damage dealt is reduced by half. This effect bypasses any magic immunity a construct creature might possess.

Destructive Smite (Su): The power of destruction flows through you, bolstering your confidence. Once per round when you make a non-spell attack and deal damage, you can spend 1 point of faith to add extra damage equal to your class level. You must declare the destructive smite before making the attack.

Channel Smite (Ex): At 4th level, you gain Channel Smite as a bonus feat.

Destructive Aura (Su): At 8th level, you can spend 1 point of faith as a standard action to emit a 30-foot aura of destruction for a number of rounds 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.

Greater Destruction (Su): At 12th level, you can spend 3 points of faith to treat one domain spell you are about to cast as though it was enhanced with the Maximize Spell metamagic feat. This does not alter the level of the spell or the casting time.

Final Flash (Su): At 16th level, as a standard action you can spend 3 points of faith to create a massive, powerful explosion that tears through everything in its path. This deals force damage equal to 20d12 + your cleric level + double your Wisdom modifier to every creature and object within a 60 foot radius, including yourself. Creatures more than 30 feet away can attempt a Reflex save for half damage.

Earth

Domain Spells: 1st - expeditious excavation, magic stones, stone shield; 2nd - create pit, groundswell, soften earth and stone; 3rd - meld into stone, raging rubble, stone shape; 4th - calcific touch, spike stones, warp metal; 5th - hungry earth, stoneskin, wall of stone; 6th - flesh to stone, hungry pit, wall of iron; 7th - elemental body IV (earth elemental only), rampart, seismic fissure; 8th - earthquake, iron body, statue; 9th - clashing rocks, elemental swarm (earth elementals only), world wave

Channel Effect: You can, as a standard action, use one of your uses of channel energy to inscribe solid rock with petroglyphs: engraved words and images. The number of words or shapes you can infuse into the rock is equal to the number of dice you would normally roll when channeling. Each word or image can cover no more than half a square foot of space and images formed should be generic, nondescript icons. Clerics with skill ranks in Craft (sculpting) can attempt more complicated images if desired.

Combat Channel Effect: Instead of positive or negative energy, you can choose to channel acid (Reflex halves).

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to transmute earth and stone, as the spell stone shape. You may shape 2 cubic feet of stone for each die you would normally roll when channeling. While this ability can work on pure dirt, as well as stone, it may not be used on purified metals.

Granted Power: You may ignore any difficult terrain caused by natural ground features. However, ground that has been magically-manipulated to impede motion still affects you.

Stoneshuffle (Ex): As a standard action, you can spend 1 point of faith to command loose stone and rubble to roll and slide as you direct it. This ability can affect one 5-foot square of light or dense rubble, scree, or some other type of stone-based difficult terrain (but never sand), which moves up to 30 feet to occupy a new square, as directed by you.

Elemental Channel (Ex): At 4th level, you gain Elemental Channel (earth) as a bonus feat.

Tunnel Runner (Su): At 8th level, you can spend 1 point of faith to move through tunnels and caves with ease for 1 minute per cleric level. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks.

Earth Spell Mastery (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the earth descriptor. Add an additional +1 for every 4 additional cleric levels thereafter.

Mold Earth (Sp): At 16th level, the earth bends entirely at your whims. You can cast stone shape as a swift action by spending 1 point of faith.

Evil
Domain Spells:
1st - cause fear, doom, protection from alignment (good only); 2nd - align weapon (evil only), dread bolt, instrument of agony; 3rd - agonize, communal align weapon (evil only), magic circle against alignment (good only); 4th - death knell aura, unholy blight, unholy ward; 5th - dispel good, major curse, profane nimbus; 6th - corrosive consumption, greater bestow curse, planar binding (evil creatures only); 7th - blasphemy, diabolic seal, unholy fanfare; 8th - death clutch, divine vessel (fiendish), unholy aura; 9th - greater diabolic seal, unending torment, unholy word

Channel Effect: You can, as a standard action, use one of your uses of channel energy to either imbue objects and creatures with an evil aura or else increase the strength of an existing evil aura. You may so affect a number of creatures or objects equal to the number of dice you would normally roll when channeling energy and the duration of the effect is a number of hours equal to the number of creatures you can affect. You may, if you choose, affect less creatures or objects than the maximum. Doing so allows you to double the duration of the effect on the remaining recipients but you may not more than double the duration of the effect. Creatures affected by this effect are considered to have the strength of their evil aura increased by one step. Creatures with a detectable good aura instead have the strength of their good-aligned aura decreased by one step. Good-aligned creatures may negate this effect with a Will save.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to imbue all weapons in the range of your channeling with the power of evil. All such weapons count as evil for the purposes of overcoming damage reduction. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy. Weapons being held in the hands of good-aligned characters are allowed a Will save to negate this effect.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to make the atmosphere within the range of your channeling beneficial to evil-aligned characters. All evil-aligned characters feel bolstered, gaining a profane bonus to all d20 rolls equal to the number of dice you would normally roll when channeling. The effect last for a number of rounds equal the number of dice you would roll.

Granted Power: Whenever you are the target of a melee or ranged attack and are adjacent to an ally, you  can skillfully pull the ally into harm’s way as an immediate action. You gain cover against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover bonus to your Armor Class, the ally becomes the target of the attack, and the attacker must make a new attack roll (with all the same modifiers) against the ally’s Armor Class.

Touch of Evil (Sp): You can cause a creature to become sickened by spending a faith point 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).

Alignment Channel: At 4th level, you gain Alignment Channel (evil) as a bonus feat.

Spark Malfeasance (Su): At 8th level, you can awaken the sinful desires of a target within 30 feet with a ranged touch attack by spending a faith point. 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 at the beginning of its turn each round. Creatures that succeed at their saving throws are immune to this ability for 24 hours.

Corrupt (Su): At 12th level, you may use the temptation version of the atonement spell as an at-will spell-like ability. Each time you use this ability to change the alignment of a good-aligned creature to evil, you gain a bonus spell slot for the highest-level spell you can cast. These effects last for 1 day per HD of the subject creature. The benefits of corrupting multiple good-aligned creatures do not stack, but the duration of the benefits is cumulative.

Unlimited Power (Su): At 16th level, whenever you cast a spell, you may spend a faith point to not consume the spell slot used for the spell. If you do, you become confused for 1 round. This ignores any immunity to confusion you may possess.

Fire

Domain Spells: 1st - burning disarm, burning hands, produce flame; 2nd - flaming sphere, pyrotechnics, scorching ray; 3rd - char lash, fire trail, fireball; 4th - healing warmth, pyroclastic burst, wall of fire; 5th - cleansing fire, fire shield, flame strike; 6th - chains of fire, fire seeds, furious fire barrage; 7th - delayed blast fireball, disintegrate, elemental body IV (fire elemental only); 8th - fire storm, incendiary cloud, wall of lava; 9th - elemental swarm (fire elementals only), fiery body, meteor swarm

Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to set non-living flammable objects on fire: lighting candles, logs, papers, torches or the like. You may light a number of objects equal to the number of dice you normally roll when channeling energy and the objects must be within range of your channeling. The fires may be no larger than that of a torch fire, though there is nothing to prevent such fires from spreading if they are able. If you target an object held by an individual, the object is allowed a Reflex save to negate the effect.

Combat Channel Effect: Instead of positive or negative energy, you can choose to channel fire (Reflex halves).

Major Channel Effect: You can, as a standard action, employ one of your uses of channel energy to fuel existing fires within the range of your channeling, increasing their size in proportion to the energy put forth. For a full round following this action, all fire damage done within the range of your channeling is multiplied by a number equal to 1 + 1/4 the number of dice normally rolled when channeling energy, rounded up. Though fires double, triple, or even quadruple in size during this event, the flames are fueled by the energy of the channeling and do not consume more fuel than normal.

Granted Power: You can cast brand at will as a spell-like ability.
Fire Bolt (Sp): As a standard action, you can spend 1 point of faith to unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet of you as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + your Wisdom modifier. At 4th level, and every 3 levels  thereafter this damage increases by 1d6.

Elemental Channel (Ex): At 4th level, you gain Elemental Channel (fire) as a bonus feat.

Cremate (Su): At 8th level, you can utterly incinerate a single touched corpse, reducing it to charred ashes. This counts as the disintegration spell for the purposes of resurrection magic. This ability has no effect on corporeal undead creatures unless they have already been destroyed. If this ability is used on the corpse of a creature that is currently an incorporeal undead, the creature immediately takes 1d6 points of fire damage per two cleric levels that deals full damage (no save). This effect functions regardless of range.

Fire Spell Mastery (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the fire descriptor. Add an additional +1 for every 4 additional cleric levels thereafter.

Blazing Flames (Su): At 16th level, your fire becomes incredibly intense. When you cast a spell that deals fire damage you can spend 1 point of faith to increase its maximum number of damage dice by 5 levels (only for the fire damage), and its damage is increased by 50%. This ability stacks with the Intensify Spell and the Empower Spell metamagic feats (additively, increasing the damage by 100% instead of 50%).

Glory

Domain Spells: 1st - adoration, remove fear, shield of faith; 2nd - bless weapon, blessing of courage and life, stalwart resolve; 3rd - champion's bout, contagious zeal, heroism; 4th - good hope, holy smite, righteous vigor; 5th - burst of glory, feast on fear, righteous might; 6th - geas, greater heroism, unshakeable zeal; 7th - archon's trumpet, blaze of glory, holy sword; 8th - holy aura, mantle of doubt, phasic challenge; 9th - gate, overwhelming presence, spirit of victory

Channel Effect: You can, as a swift action, utilize one of your uses of channel energy to infuse yourself with divine energy, momentarily strengthening your personality. When you use your channeling ability in this way, you may add a sacred (or profane) bonus to a single diplomacy or use magic device skill check equal to the number of dice you would normally roll when channeling energy. The use of this effect must be declared before any dice are rolled.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to bolster the life force of the living with divine energies. When you use your channeling in this way, all living creatures within the range of your channeling, gain a sacred (or profane) bonus to their Constitution and Charisma scores. The amount of the bonus is equal to 1/2 of the total number of dice you would normally roll when channeling, rounded up. This effect last a number of rounds equal to the number of dice you normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to charge all weapons within the range of your channeling with incredible powers against the undead. When used against an undead creature, on a successful hit, the weapon, in addition to its regular damage, deals damage equal to the amount of energy you would normally generate through your channeling. This charge last for a number of rounds equal to the number of dice that would be rolled and is discharged as soon as the weapon strikes a target. Weapons that strike a living target lose the charge without doing additional damage.

Granted Power: You gain Marked for Glory as a bonus feat, even if you do not meet the prerequisites.

Touch of Glory (Sp): You can spend 1 point of faith to 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 +2 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, whichever comes first.

Improved Channel (Ex): At 4th level, you gain Improved Channel as a bonus feat.

Witness the Legend (Su): At 8th level, as a move action, you can extol the virtues of yourself or an ally within 60 feet that you can see. This causes the target to shed light like a torch for 1 minute, and while the effect lasts, can spend 1 point of faith as an immediate action to add 1d6 to an attack, saving throw, skill check, or ability check attempted by the target; for a roll to confirm a critical hit or save against a fear effect, you instead add 1d12.

Heroic Aura (Su): As a swift action, you can spend 1 point of faith to double all morale bonuses allies within 30 feet of you are benefitting from for one round.
Awesome Prescence (Su): At 16th level, your visage becomes so impressive that it roots people to the ground. When you successfully demoralize a shaken enemy, you can spend 1 point of faith to make them staggered instead for the same duration. When you successfully demoralize a staggered enemy, you can spend 1 point of faith to make them paralyzed for one round.

Good
Domain Spells: 1st - divine favor, protection from alignment (evil only), shield of faith;
2nd - align weapon (good only), qualm, spear of purity; 3rd - communal align weapon (good only), holy javelin, magic circle against alignment (evil only); 4th - forced repentence, holy smite, righteous condemnation; 5th - angelic aspect, dispel evil, sacred nimbus; 6th - blade barrier, planar ally (good creatures only), wall of silver; 7th - angelic seal, celestial fanfare, holy word; 8th - divine vessel (celestial), greater angelic aspect, holy aura; 9th - cleansing light, greater angelic seal, purify

Channel Effect: You can, as a standard action, use one of your uses of channel energy to either imbue objects and creatures with a good aura or else increase the strength of an existing good aura. You may so affect a number of creatures or objects equal to the number of dice you would normally roll when channeling energy and the duration of the effect is a number of hours equal to the number of creatures you can affect. You may, if you choose, affect less creatures or objects than the maximum. Doing so allows you to double the duration of the effect on the remaining recipients but you may not more than double the duration of the effect. Creatures affected by this effect are considered to have the strength of their good aura increased by one step. Creatures with a detectable evil aura instead have the strength of their evil-aligned aura decreased by one step. Evil-aligned creatures may negate this effect with a Will save.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to imbue all weapons in the range of your channeling with the power of good. All such weapons count as good for the purposes of overcoming damage reduction. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy. Weapons being held in the hands of evil-aligned characters are allowed a Will save to negate this effect.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to make the atmosphere within the range of your channeling beneficial to good-aligned characters. All good-aligned characters feel bolstered, gaining a sacred bonus to all d20 rolls equal to 1/2 the number of dice you would normally roll when channeling, rounded up. The effect lasts for a number of rounds equal to the number of dice you would roll.

Granted Power: You can improve the attitude of any creature infused with Good. This ability functions like wild empathy (treating your cleric level as your effective druid level) but can only be used on creatures with a good subtype.

Touch of Good (Sp): You can touch a creature as a standard action and spend a faith point to grant a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to your cleric level for 1 round.

Alignment Channel (Ex): At 4th level, you gain Alignment Channel (good) as a bonus feat.

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 by spending a faith point.

Transfer Affliction (Su): When an ally would gain a poison, disease, or curse effect, you can spend 1 point of faith to negate the effect on that creature. If you do, you suffer the effect in their place, ignoring any immunities you have.

One Body, One Heart (Su): At 16th level, you can connect the life forces of yourself and your allies to share all of your burdens. As a swift action you can spend 3 points of faith. For one minute, whenever you or one of your allies would take damage, that damage is evenly distributed among all of you.

Healing
Domain Spells:
1st - cure light wounds, deathwatch, diagnose disease; 2nd - abeyance, cure moderate wounds, status; 3rd - cure serious wounds, martyr's last blessing, second wind; 4th - cure critical wounds, deathless, purify body; 5th - cleanse, mass cure light wounds, raise dead; 6th - heal, inspiring recovery, mass cure moderate wounds; 7th - mass cure serious wounds, regenerate, resurrection; 8th - godsblood, mass cure critical wounds, transmute magic; 9th - mass heal, purify, true resurrection

Channel Effect: You can, as a swift action, use one of your uses of channel energy to create a bond between you and one creature, thus improving your ability to understand that creature, both physiologically and psychologically. The creature cannot be outside of the range of your channeling ability, though they can be hostile. When you use your channeling ability in this way, you may add a sacred (or profane) bonus to a single Heal or Sense Motive skill check equal to the number of dice you would normally roll when channeling energy. The use of the channeling use must be declared before any dice are rolled.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to infuse all weapons within the range of your channeling with healing energy. When these weapons strike, instead of doing damage they provide divine healing equal to the amount of healing you would normally provide through your channeling. This healing charge lasts for a number of rounds equal to the number of dice that would be rolled and is discharged as soon as the weapon strikes a target. Those wishing to negate this ability may do so with a successful Will save.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to render all those within the range of your channeling resistant to poisons and diseases for a number of rounds equal to the number of dice you normally roll when channeling energy. Those affected by this effect gain a sacred (or profane) bonus to saves against poisons and diseases equal to the number of dice you would normally roll when channeling. If a creature with this effect fails a save related to either a poison or a disease, they may make a new save each round for the duration of the effect.

Granted Power: You do not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Rebuke Death (Sp): You can touch a living creature and spend 1 point of faith as a standard action, healing it for 1d4 points of damage plus 1 for every cleric level you possess. You can only use this ability on a creature that is below 0 hit points.

Extra Channel (Su): At 4th level, you gain Extra Channel as a bonus feat.

Healer’s Blessing (Su): At 6th level, all of your healing 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. In addition, whenever you cast a cure spell, the maximum number of hit points healed is based on your cleric level, not the limit based on the spell. For example, at 11th-level you may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Healing Channel (Su): At 12th level, you add your cleric level to the total amount healed when channeling positive energy.

Miraculous Healer (Su): At 16th level you can spend 3 points of faith as a standard action to restore a single adjacent target to their maximum hit points. A creature can only benefit from this ability once per day.

 

Knowledge
Domain Spells:
1st - comprehend languages, find the flaw, know the enemy; 2nd - detect thoughts, page-bound epiphany, secret lore; 3rd - guarding knowledge, planned assault, revelation; 4th - divination, felicitous hunch, glimpse of truth; 5th - scrying, telepathic bond, true seeing; 6th - commune with texts, find the path, prognostication; 7th - circle of clarity, greater scrying, legend lore; 8th - discern location, moment of prescience, true prognostication; 9th - foresight, greater navigate realities, mass true seeing

Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to copy the non-magical contents of one page onto a blank page. You may copy a number of pages equal to the number of dice you would normally roll for channeled energy.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to give combatants within the range of your channeling an insight into the movements and rhythms of their opposition. All those affected by this effect may make an attack of opportunity when an opponent takes a five-foot step that would not normally provoke such an attack. This effect does not allow those affected to make more attacks of opportunity during a round than they would normally be allowed. The duration of the effect is a number of rounds equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to sharpen the intellect of all those within range of your channeling for an hour. All those affected gain a sacred (or profane) bonus to all Knowledge skill checks equal to the number of dice you would normally roll when channeling.

Granted Power: You treat all Knowledge skills as class skills. You may add 1/2 your Wisdom bonus to all Knowledge skill checks in addition to your Intelligence ability modifier.

Recall (Su): With a touch, you can spend 1 point of faith to 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 hour, gaining an insight bonus on the check equal to your Wisdom modifier.

Library (Ex): At 4th level, you always possess easy access to a library, whether by carrying a wide assortment of reference volumes on your person, possessing a membership to a religious repository of knowledge, or both. Select a number of Knowledge skill checks equal to your Intelligence modifier. When consulting your library (requiring 1d4 hours of research) you may make untrained Knowledge skill checks of these types, retry a failed Knowledge check of these types (you may retry only once), and gain a +2 bonus to your Knowledge checks. At 10th level and higher, the bonus to the Knowledge checks increases to +4 and you only ever require 1 hour consulting your library. If your Intelligence modifier permanently increases for any reason, you may add additional Knowledge checks to the types available for your library.

Teaching Moment (Su): At 8th level, when you or an ally within 30 feet rolls a natural 1 or a natural 20 on an attack roll, an ability check, a skill check, or a saving throw, you can spend 1 point of faith as an immediate action to grant all allies within 30 feet special insights that help them overcome similar challenges. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw.

Divine Inspiration (Su): After failing a Knowledge check, you can spend 1 point of faith to reroll the check. You can continue spending faith to reroll until you succeed.

I Read About It In... (Su): At 16th level, the breadth of your research and information becomes staggering. Consulting your library only takes 1 minute and can be done for any Knowledge check. If you spend the full hour consulting your library, you can take 20 on the check.

Law

Domain Spells: 1st - command, forbid action, protection from alignment (chaos only); 2nd - align weapon (law only), arrow of law, castigate; 3rd - communal align weapon (law only), curse of truth, magic circle against alignment (chaos only); 4th - light of truth, order's wrath, rebuke; 5th - dispel chaos, greater command, greater forbid action; 6th - hold monster, planar ally (lawful creatures only), planar binding (lawful creatures only); 7th - calculated wrath, dictum, ward of vaults; 8th - binding, divine vessel (axiomatic), shield of law; 9th - judgement day, mass hold monster, summon monster IX (lawful creatures only)

Channel Effect: You can, as a standard action, use one of your uses of channel energy to either imbue objects and creatures with a lawful aura or else increase the strength of an existing lawful aura. You may so affect a number of creatures or objects equal to the number of dice you would normally roll when channeling energy and the duration of the effect is a number of hours equal to the number of creatures you can affect. You may, if you choose, affect less creatures or objects than the maximum. Doing so allows you to double the duration of the effect on the remaining recipients but you may not more than double the duration of the effect. Creatures affected by this effect are considered to have the strength of their lawful aura increased by one step. Creatures with a detectable chaotic aura instead have the strength of their chaotic-aligned aura decreased by one step. Chaotic-aligned creatures may negate this effect with a Will save.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to bring calmness and order to those within the range of your channeling. When used in this way, all those affected by the effect lose any fear or panic-related condition, no matter the cause. Moreover, those affected become immune to fear for a number of minutes equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, employ one of your uses of channel energy to make the atmosphere within the range of your channeling anathema to chaotic-aligned characters. All chaotic-aligned characters feel uneasy, suffering a sacred (or profane) penalty to all d20 rolls equal to the number of dice you would normally roll when channeling and lasting an equal number of rounds. A Fortitude save each round negates the effect for 1 round.

Granted Power: Whenever you cast a divination spell that determines a subject’s alignment, you always immediately gain the maximum amount of information without requiring multiple rounds of scrutiny and concentration.

Command (Su): As a standard action, you can spend a faith point to 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.

Alignment Channel (Ex): At 4th level, you gain Alignment Channel (law) as a bonus feat.

Master’s Yoke (Su): At 8th level, you can spend a faith point to assert your dominance over any visible creature within 30 feet. The target can resist this effect with a successful Will save (DC = 10 + half your class 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 half your class level. The target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. This is a language-based mind-affecting effect.

Mass Order (Sp): At 12th level, by spending a faith point as a standard action, you can grant all allied creatures within a 30-foot radius, centered on you, the ability to treat all attack rolls, skill checks, ability checks, and saving throws as if the natural d20 roll resulted in an 11. This effect lasts 3 rounds.

Effective Leadership (Ex): At 16th level, when you and one or more allies all perform the same task requiring skill checks, you can spend 1 point of faith to direct them to work in a cooperative fashion. Have each ally roll their skill check (they do not have to be the same check). Each ally who participates treats the highest result (before applying penalties such as the sickened condition or ability damage) as their own.

Liberation

Domain Spells: 1st - burst bonds, liberating command, remove fear; 2nd - extreme flexibility, knock, remove paralysis; 3rd - blessing of liberty, dispel magic, remove curse; 4th - detect scrying, freedom of movement, quick escape; 5th - break enchantment, morpheus, plane shift; 6th - greater dispel magic, mass knock, primal scream; 7th - lesser time stop, refuge, transformation; 8th - dispel physical barrier, escape route, mind blank; 9th - freedom, restore true form, time stop

Channel Effect: You can, as a standard action, use one of your uses of channel energy to attempt to open a single, non-magical lock. When using this effect, you roll as normal for channeled energy but the number rolled is added to 15. If the resulting number is equal to or greater than the DC of the lock, the lock is opened.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to increase the ability of those within the range of your channeling to resist being grappled or captured. All those affected gain a sacred (or profane) bonus to their CMD equal to the number of dice you would normally roll when channeling, and the effect lasts for an equal number of rounds. Additionally, for the duration of the effect, those attempting a CMB maneuver of any sort against one affected by this effect must roll twice for the attempt and take the lesser roll.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to completely break a mental enchantment or domination. If the enchantment is a result of a spell, the spell level may not be greater than the number of dice you would normally roll when channeling energy. If the enchantment is the result of a magical item or effect, the caster level of the item cannot be greater than twice the number of dice you would normally roll when channeling energy.

Granted Power: Your alignment does not have to be within one step of your god’s alignment. Your aura matches either your alignment or your god’s alignment, whichever you prefer.

Liberation (Su): You have the ability to ignore impediments to your mobility. You can spend 1 point of faith as a free action to move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement for a numer of rounds equal to your cleric level.

Iron Will (Ex): At 4th level, you gain Iron Will as a bonus feat.

Freedom's Call (Su): At 8th level, you can spend 1 point of faith as a standard action to emit a 30-foot aura of freedom for 1 minute. 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.

Free of Necessity (Ex): At 12th level, you no longer need to eat, drink, or breathe and become immune to poisons and diseases.
Shed Body (Su): At 16th level, you can become incorporeal as a move action by spending 2 points of faith and may remain incorporeal as long as you wish. You may choose to have your equipment become incorporeal with you. Unlike other incorporeal creatures, you do not gain a deflection bonus to Armor Class from your Charisma modifier. During this time, your body fades into an immaterial form that retains your basic likeness. While incorporeal, you gain a fly speed equal to your land speed (perfect maneuverability).

Luck

Domain Spells: 1st - ill omen, lucky number, true strike; 2nd - cleromancy, vexing miscalculation, violent accident; 3rd - beacon of luck, borrow fortune, curse of befouled fortune; 4th - bit of luck, calamitous flailing, debilitating portent; 5th - break enchantment, diverging realities, navigate realities; 6th - brief reprieve, eyebite, mislead; 7th - bend fate, jolting portent, spell turning; 8th - divine inspiration, moment of prescience, nine lives; 9th - foresight, greater navigate realities, miracle

Channel Effect: You can, as a swift action, use one of your uses of channel energy to reserve a little bit of your luck for later anytime you roll a natural 20. You must declare, at that time, the use of your channeling but the use of this ability does not affect the outcome, one way or another, of the initial roll.
Thereafter you may apply a +10 bonus to any single d20 roll so long as the intent to use the ability is declared before any dice are rolled and the duration of the effect has not expired. You may hold this luck for a number of hours equal to the number of dice you would normally roll when channeling, and you may only have a single bit of luck held in reserve at any one time.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to increase the tendency of those within the range of your channeling to do well in combat. For the duration of the effect, those affected by this effect may reroll any “1's” they roll when attacking, though they must keep the results of the second roll. Additionally, for the duration of the effect, the critical range of all weapons within the area of effect is increased by 1 step. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to create a zone of luck (good or bad) within the range of your channeling. For the duration of this effect, all creatures making a d20 roll roll twice. If you have chosen good luck they may take the better of the two rolls. If you have chosen bad luck, they must take the worst of the two rolls. This effect lasts a number of rounds equal to the number of dice you would normally roll when channeling. You may not stack good luck and bad luck onto the same area at the same time as attempting to do so cancels out both effects.

Granted Power: You are twice as likely to win games of chance unless you intentionally lose to keep opponents from becoming suspicious. This includes coin flips, card games, or any other competition with a strong component of luck.

Fickle Favor (Su): As an immediate action, you can spend 1 point of faith to add your Charisma modifier to your armor class and apply double your usual Charisma bonus on Charisma-based skill checks for 1 round.

Improved Initiative (Ex): At 4th level, you gain Improved Initiative as a bonus feat.

Tugging Strands (Su): At 8th level, you can spend 1 point of faith as an immediate action to 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.

Divine Luck (Su): At 12th level, you gain a permanent +2 luck bonus to all three of your saving throws.

Bit of Luck (Su): As an immediate action before an ally within 30 feet makes an attack roll, skill check or saving throw, you can spend 1 point of faith to bestow a bit of luck on them. Until the start of their next turn, they roll twice and take the better result on all d20 rolls.

Madness

Domain Spells: 1st - id seizure, lesser confusion, unspoken tongue; 2nd - raucous thoughts, sense madness, touch of idiocy; 3rd - mind maze, rage, wall of nausea; 4th - confusion, hallucinogenic smoke, phantasmal killer; 5th - compelling rant, contact other plane, nightmare; 6th - cloak of dreams, litany of madness, phantasmal web; 7th - darkest knowing, insanity, paranoid hallucinations; 8th - id assassin, scintillating pattern, symbol of insanity; 9th - maze of madness and suffering, mind storm, weird

Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to momentarily befuddle the speech of another person within the range of your channeling, making it impossible for them to communicate effectively. Those who are affected by this effect cannot speak intelligibly for the duration of the effect, either to communicate or cast spells with a verbal component. The effect last for a number of rounds equal to the number of dice you would normally roll when channeling energy. A successful Will save negates this effect and the target is allowed a new Will save each round.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to inflame the minds of those involved in combat. All those affected by this effect gain a profane (or sacred) bonus to combat related d20 rolls equal to the number of dice you would normally roll when channeling. Those affected by this effect who successfully strike another creature must make a Will save or take 1d4 temporary Wisdom damage. Any creature reduced to less than 3 Wisdom by this effect becomes insane for 1d4 hours. The effect lasts a number of rounds equal to the dice  you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to unleash a mind-bending sonic attack affecting all creatures within the range of your channeled energy, excepting yourself. The amount of dice rolled for damage is equal to the number of dice rolled for standard channeling (Reflex halves). Any creature struck by the attack must make a Will save or take 1d4 Wisdom damage and be stunned for 1 round.

Granted Power: It is wildly difficult to accurately determine the your alignment with magic. Whenever you are targeted by a divination effect that determines your alignment, roll a d10 to determine the result (1: Lawful Good, 2: Neutral Good, 3: Chaotic Good, 4: Lawful Neutral, 5: True Neutral, 6: Chaotic Neutral, 7: Lawful Evil, 8: Neutral Evil, 9: Chaotic Evil, 10: your actual alignment). This is rolled for each separate effect, so two creatures using divination or a creature using two divination effects at separate times might get different results.

Vision of Madness (Sp): With a melee touch attack, you can spend a faith point to give a creature a vision of madness. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to your cleric level and a penalty to the other two types of rolls equal to your cleric level. This effect fades after 3 rounds.

Touch of Madness (Su): At 4th level, you can give a creature a touch of madness as a melee touch attack. If successful, the target is affected by confusion for a number of rounds equal to 1/2 your cleric level. A confused creature can attempt a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier to cut the number of rounds affected in half.

Focused Madness (Ex): At 8th level, you can become confused (as the confusion spell) as an immediate action at will for 1 round. This affects you even if you are normally immune to confusion or mind-affecting effects. Whenever you are confused (from this ability or any other effect), you may roll twice when determining your behavior and take the preferred result. While you are confused, any other mind-affecting effect affecting you is suppressed.

Madness Mastery (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the mind-affecting descriptor. Add an additional +1 for every 4 additional cleric levels thereafter.

Open to Eternity (Su): At 16th level, you become immune to mind-affecting effects, although you may still allow mind-affecting effects to affect you if you so wish.

Nobility

Domain Spells: 1st - divine favor, ego check, hesitation; 2nd - admonishing ray, divine beacon, enthrall; 3rd - agonizing rebuke, enter image, wrathful mantle; 4th - discern lies, imbue creature with divine power, majestic image; 5th - chastise, dismissal, greater command; 6th - arcane prohibition, brilliant inspiration, geas; 7th - circle of condemnation, mark of exile, repulsion; 8th - demand, frightful aspect, mage's magnificent mansion; 9th - explosive reprimand, lord of the city, overwhelming presence

Channel Effect: You can, as a swift action, use one of your uses of channel energy to infuse yourself with divine energy, allowing you to more easily sway others. When using this effect, you may immediately add a sacred (or profane) bonus to a single Diplomacy or Perform (oratory) skill check. The amount of the bonus is equal to the number of dice you would normally roll when channeling energy.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to help direct and focus the attacks of those within range of your channeling. When you use this effect, you designate one target and roll dice for channeling as normal. All those attacking the designated target during the round receive a bonus to both attack and damage rolls. The bonus to hit is equal to the number of dice you would normally roll when channeling and the bonus to damage is equal to the amount you rolled. The designated target must be within the range of your channeling for this effect to work.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to inspire a sense of awe towards yourself in those within range of your channeling. For the duration of this effect, all those affected attempting to attack either you, or your allies suffer a sacred (or profane) penalty to attack rolls. The amount of this penalty is equal to the number of dice you would normally roll when channeling and the effect lasts for an equal number of rounds. Those affected by this effect can attempt a Will save each round to negate the penalty for one round.

Granted Power: You are comfortable in large communities due to your connections and influence. Once per day, you may add your Charisma modifier (minimum +1) to any single settlement modifier for the purposes of skill checks made by yourself or your allies within the settlement.

Inspiring Word (Sp): As a standard action, you can spend 1 point of faith and 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 1 round.

Servant (Su): At 4th level, you possess a personal butler or assistant that sees to your everyday needs and errands. This acts as the Leadership feat, except you gain no followers and your cohort can only have levels in the expert NPC class. The servant gains the following skills as class skills for his expert levels: Appraise, Craft, Heal, Influence, Knowledge (civilization), Knowledge (divine), Linguistics, Sense Motive, and Survival.

Aura of Valor (Su): At 8th level, you gain an aura that inspires others. Allies within 30 feet of you gain a +2 morale bonus on saves against fear and compulsion effects. You can spend 1 point of faith as a standard action to grant immunity to those effects for 1 minute but allies already under such an effect do not gain this immunity.

Commanding Voice (Su): Your voice itself becomes layered with power. Whenever you cast a spell that has a verbal component, you can spend 2 points of faith to use your inspiring word as a free action.
King’s Order (Su): Starting at 16th level your command is great enough to stir others to action past their own limits. As a swift action, you can spend 1 point of faith to command a willing target. The target can take any move action or the attack action as an immediate action.

Plant

Domain Spells: 1st - entangle, thorn javelin, tree shape; 2nd - barkskin, forest friend, grasping vine; 3rd - plant growth, plant voice, thorny entanglement; 4th - blight, command plants, thorn body; 5th - commune with nature, tree stride, wall of thorns; 6th - green caress, ironwood, repel wood; 7th - animate plants, changestaff, siege of trees; 8th - armor of thorns and vines, control plants, vinetrap; 9th - greater siege of trees, shambler, wooden phalanx

Channel Effect: You can, as a standard action, use one of your uses of channel energy to spur the natural growth of a non-magical plant. The affected plant experiences up to 2 weeks worth of growth for every die you would normally roll when channeling energy. The plant's growth does not happen immediately but occurs at the rate of one day’s worth of growth per minute. You can choose to cause less growth if you so desire but the cost in terms of channeling remains the same. Using this power you can cause seeds to sprout, flowers to bloom and fruit to blossom.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to infuse all wooden weapons and armors (including arrows, crossbow bolts, and wooden fists) within the range of your channeling with a divine energy akin to an enchantment bonus. This sacred (or profane) bonus is equal to 1/2 of the dice you would normally roll when channeling energy, rounded up. For wooden armors, this bonus adds to the protection they would provide. For wooden weapons, this bonus increases both the hardness of the weapon and the damage done by the weapon. This effect lasts a number of rounds equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to cause all the plants within the area of your channeling to grow as if affected by the overgrowth effect of plant growth. For every die you would normally roll when channeling, you may add another ten feet to the range of your channeling for the purpose of this effect.

Granted Power: You can improve the attitude of plant creatures as if using wild empathy as a druid of your level.

Cruel Thicket (Su): As a standard action, you can spend 1 point of faith to cause the ground in a 5-foot-radius burst centered on you to sprout twisting, thorny vines. Any creature moving through it must travel at half speed or take bleed damage equal to half your cleric level; if you activate this ability in an area with numerous plants (grass, weeds, trees, etc.), the area also becomes difficult terrain. These effects last for 1 minute, after which the vines crumble to dust. Creatures able to move through natural undergrowth unhindered ignore the effects of this ability.

Greenskin (Su): At 4th level, you can gain most of the energy your body requires from exposure to light. As long as you have at least 1 hour of direct exposure to sunlight, you do not require food to survive and gain a +4 bonus on Constitution checks to avoid taking nonlethal damage from thirst.  In addition, you gain woodland stride as a druid of your level.

Woodland Aura (Su): Starting at 8th level, you and allies within 30 feet of you can move through any sort of natural undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. At a swift action, you can spend 1 point of faith to make this aura affect magically created or manipulated undergrowth as well.

Entangling Roots (Su): Whenever you cast a plant domain spell, you may spend a faith point to cause any affected creatures to become entangled for a number of rounds equal to your Wisdom modifier. Any creature who succeeds at their saving throw against the effect negates the entangled condition.

Wild Growth (Su): At 16th level, the plants you conjure become thorny or brambly. When you cast a plant domain spell, you can spend 1 point of faith to grow these thorns and brambles to deadly size and sharpness. Creatures that begin their turn in the radius of these spells take 1d6 points of damage per spell level. A creature affected by your woodland aura does not take this damage.

Protection
Domain Spells:
1st - hedging weapons, hold portal, sanctuary; 2nd - resist energy, shield other, shift aim; 3rd - communal resist energy, glass house, protection from energy; 4th - communal protection from energy, greater shield of fortification, spell immunity; 5th - communal spell immunity, life bubble, spell resistance; 6th - antimagic field, shield of the demiurge, sigil of force; 7th - deflection, repulsion, steelskin; 8th - escape route, greater spell immunity, mind blank; 9th - communal greater spell immunity, prismatic sphere, prismatic wall

Channel Effect: You can, as a swift action, use one of your uses of channel energy to bless a lock for twenty-four hours. By doing so, you increase the DC to open the lock by a number equal to twice the number of dice you would normally roll when channeling energy.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to provide all those within the range of your channeling with divine protection. This effect provides a sacred (or profane) bonus to AC equal to 1/2 of the dice you would normally roll when channeling energy, rounded up. This effect lasts a number of rounds equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to render all those within the range of your channeling resistant to enchantments and mind-affecting effects for a number of rounds equal to the number of dice you normally roll when channeling energy. Those affected by this effect gain a sacred (or profane) bonus to saves against enchantments and mind-affecting effects equal to the number of dice you would normally roll when channeling. If an affected creature fails their save or are already under the influence of such an enchantment, they may make a new save each round for the duration of the effect.

Granted Power: You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. You also gain Heavy Armor Proficiency as a bonus feat.

Deflection Aura (Su): You can spend 1 point of faith as a standard action to 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. At 14th level your Deflection Aura can also grant your allies the benefits of your Damage Reduction and Spell Resistance abilities if you wish.

Damage Reduction (Su): At 4th level, you gain damage reduction 1/-. This amount increases by 1 for every 4 additional cleric levels, to a maximum of 5/- at 20th level.

Emergency Barrier (Su): At 8th level, you can quickly respond to your allies in danger. As an immediate action when an ally would be hit by an attack, you can spend 1 point of faith to grant them a +2 sacred bonus to armor class and temporary hp equal to your level + your Wisdom modifier for one round. If the attack would miss their new armor class, it is negated.

Spell Resistance (Su): At 12th level, you gain spell resistance 12 + your cleric level. This can be suppressed or activated as a standard action.

Emergency Force Field (Su): When you use your emergency barrier ability, you can spend 1 additional point of faith to instead create a solid shield of energy between your target and their attacker. This functions as wall of force, but only affects one edge of a single 5-foot square and lasts until the start of the target’s next turn.

Repose
Domain Spells:
1st - deathwatch, funereal weapon, sanctify corpse; 2nd - death knell, gentle repose, ghostbane dirge; 3rd - greater hide from undead, speak with dead, soul vault; 4th - death ward, rest eternal, speak with haunt; 5th - disrupting weapon, glimpse of the reaper, undeath ward; 6th - kiss of death, return to the grave, undeath to death; 7th - deathsnare, destruction, reaper's scythe; 8th - final reward, trap the soul, waves of exhaustion; 9th - occlude, soul bind, wail of the banshee

Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to bless one or more corpses. You can use this effect in one of two ways. Firstly you can use the effect to target a number of corpses equal to the number of dice you would normally roll when channeling energy and bless them all, provided they are all within the range of your channeling. Corpses that have been so blessed cannot be easily animated. Anyone attempting to animate a blessed corpse must make a caster level check to do so. Such checks must be made for each individual corpse. Failure means the spellcaster may not attempt to animate the same corpse again. Alternatively, you can target a single corpse within the range of your channeling; one you know to have been slain by a spawning undead. By blessing such a corpse, there is a chance that you prevent the corpse from reanimating as usual. The percent chance is equal to 10% multiplied by a number equal to the number of dice you would normally roll when channeling.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to charge the weapons of those within range of your channeling with death-dealing properties. When a weapon affected by this effect deals a blow which would move the target's hit-points below 0, the weapon deals an additional 2d6 points of damage. This effect lasts a number of rounds equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to cause creatures within the range of your channeling to fall asleep for 1d4 minutes. You can affect a number of hit dice equal to four times the number of dice you would normally roll when channeling energy. Creatures with less hit dice are affected first. The targets are allowed a single Will save to negate.

Granted Power: Undead creatures are affected by your mind-affecting fear spells and effects as if they were living creatures.

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 by spending 1 point of faith. 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.

Turn Undead (Su): At 4th level you gain Turn Undead as a bonus feat, using your Wisdom modifier in place of your Charisma modifier. You can spend uses of channel negative energy or 1 point of faith to use this ability.

Dead Sleep (Ex): At 8th level, you can enter a state of deep meditative sleep similar to hibernation. While in this state, you cannot be awoken by normal noise, although slapping or wounding awakens you (as the sleep spell). While sleeping you do not require food, drink, or air to breathe, and regain hit points and ability damage as if being provided long-term care with the Heal skill. You can decide before going into hibernation how long it is to last, but can otherwise remain in the state indefinitely.

Final Rest (Su): At 12th level, any undead creature you destroy cannot rejuvenate (as a lich or ghost) while youare alive. If you die, all undead capable of rejuvenating immediately begin rejuvenating as normal. Any living creature killed by you cannot become or be turned into an undead creature by any means short of a miracle or wish spell while you are alive.

Explosive Channel (Su): Starting at 16th level, when you channel to harm undead you can spend 1 point of faith. Unintelligent undead who fail their save against this channel must succeed at a Fortitude save or be instantly destroyed.

Rune
Domain Spells:
1st - arcane lock, erase, rune trace; 2nd - defending glyph, secret page, vital mark; 3rd - glyph of warding, symbol of exsanguination, symbol of healing; 4th - absorb rune I, explosive runes, symbol of slowing; 5th - lesser planar binding, symbol of scrying, symbol of sleep; 6th - absorb rune II, greater glyph of warding, symbol of fear; 7th - animate glyphs, symbol of stunning, symbol of weakness; 8th - symbol of death, symbol of dispelling, symbol of insanity; 9th - absorb rune III, symbol of strife, symbol of vulnerability

Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to search for invisible or hidden runes. When you use this effect, you identify, within the area of effect all hidden runes and magical scripts with a Perception DC equal to or less than 23 + your perception modifier + a modifier equal to the number of dice you would normally roll when channeling energy.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to create temporary runes of power on all weapons within the range of your channeling. These runes allow the weapons to function as either silver or cold-iron weapons for the purpose of overcoming damage resistance. The effect lasts for a number of rounds equal to the dice you would normally roll when channeling energy.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to create temporary runes of power on the floors and walls within the range of your channeling. These runes prevent any creatures from teleporting into or summoning creatures into the affected area. The runes last for a number of rounds equal to the number of dice you would normally roll when channeling.

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

Blast Rune (Sp): As a standard action, you can spend 1 point of faith to create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every cleric level you possess. At 4th level, and every 3 levels  thereafter this damage increases by 1d6. 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.

Polyglot (Sp): At 4th level, you can spend 1 point of faith as a standard action to cast comprehend languages as a spell-like ability. At 10th level, you can instead cast tongues.

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.

Bypass Symbol (Su): At 12th level, when you attempt a saving throw against a magical glyph, symbol, sigil, or similar written trap, as an immediate action you can attempt a Spellcraft check against the same DC to delay the trap’s effects for 1d6 rounds. Once the delay is over, the trap has its normal effect.

Runic Warding (Su): At 16th level, when you cast a spell that affects a specific area, you can spend 1 point of faith and increase the casting time by 10 minutes to engrave a rune scheme into the environment, making the duration permanent. The spell can be disabled by a Disable Device or Spellcraft check with a DC equal to the spell’s DC + 10.

Strength

Domain Spells: 1st - ant haul, enlarge person, feeble body; 2nd - communal ant haul, bone fists, might of the champion; 3rd - crushing trample, greater magic fang, rage; 4th - force punch, forceful strike, mighty strength; 5th - heavy burden, lesser spellforged sinews, righteous might; 6th - communal stoneskin, greater heroism, primal scream; 7th - grasping hand, spellforged sinews, transformation; 8th - clenched fist, crippling ray, dispel physical barrier; 9th - crushing hand, greater spellforged sinews, ray of ramming

Channel Effect: You can, as a swift action, use one of your uses of channel energy to infuse yourself with divine energy, increasing some strength related skill checks for one round. When you use your channeling ability in this way, you, may add a sacred (or profane) bonus to a single Climb or Swim skill check equal to the number of dice you would normally roll when channeling energy. The use of the channeling use must be declared before any dice are rolled. At the GM's discretion, this effect can also be used for a single non-skill related strength check.

Combat Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to increase the strength of all those within range of your channeling. All those affected receive a sacred (or profane) bonus to strength equal to the number of dice you normally roll when channeling and lasting an equal number of rounds.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to increase the carrying capabilities of those within the range of your channeling for a number of hours. Those affected by this effect treat all medium loads as light loads and all heavy loads as medium loads for the purpose of calculating speed. Furthermore, each can carry another hundred pounds above what they are normally capable of carrying. Those with such an extra burden are considered to have a heavy load. This effect lasts for a number of hours equal to the number of dice you would normally roll when channeling energy. At the end of the effect's duration, anyone who has carried more than their normal maximum capacity is fatigued.

Granted Power: You may add your Constitution modifier to your CMD and to all Strength-based skill checks.

Strength Surge (Sp): As a standard action, you can touch a creature and spend 1 point of faith to give it great strength. For 1 round, the target gains an enhancement bonus equal to your cleric level to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks.

Intimidating Prowess (Ex): At 4th level, you gain Intimidating Prowess as a bonus feat.

Might of the Gods (Su): At 8th level, you can spend 1 point of faith as an immediate action to add your cleric level as an enhancement bonus to your Strength score for one round. This bonus only applies on Strength checks and Strength-based skill checks.

Giant’s Stature (Su): As a swift action, you can spend 1 point of faith to grow one size category, as enlarge person. This effect lasts for 1 minute. Whenever you cast a spell which would increase your size, you may spend 1 point of faith to increase your size by one additional size category, increasing any size bonuses you receive to Strength or Constitution by 2.
Titanic Blows (Su): Starting at 16th level, while you are under the effects of might of the gods or giant’s stature, any creature struck by one of your melee attacks must succeed at a Fortitude save or be stunned for one round.

Sun
Domain Spells:
1st - faerie fire, sun metal, unwelcome halo; 2nd - blinding ray, burst of radiance, light prison; 3rd - cup of dust, daylight, searing light; 4th - blade of light, brightest light, burst with light; 5th - aleva, flame strike, wall of light; 6th - chains of light, fire seeds, revelation field; 7th - morning sun, sunbeam, wall of divine light; 8th - ring of fire, scintillating pattern, sunburst; 9th - cleansing light, horrid wilting, prismatic sphere

Channel Effect: You can, as a standard action, use one of your uses of channel energy to cause objects to shine, as if with a light spell. You may cause a number of objects to shine equal to the number of dice you would normally roll for channeling and they shine for 10 minutes. If you so choose, instead of lighting multiple items, you may stack the durations onto a single object.

Combat Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to flood the area within the range of your channeling with sparkling, almost solid energy. This energy moves and takes shape, outlining and tracing the movements of all corporeal creatures within the area of effect. The result of this effect is that the motions of all invisible creatures can be traced, revealing the location of such individuals, negating their invisibility for the duration of the effect so long as they remain within the affected region. The effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy. Invisible creatures who wish to remain undiscovered can attempt to remain perfectly still for the duration of the effect. Those who attempt this must make a Stealth check.

Major Channel Effect: You can, as a standard action, employ one of your uses of channel energy to imbue yourself with a blinding inner radiance. This light illuminates similar to a daylight spell. Meanwhile, those making a melee attack against you must make a Reflex save or be blinded for 1d4 rounds following their first attack. Additionally, for the length of the effect, any undead within 5 feet of you take 2d6 points of damage each round (Fortitude halves). This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling.

Granted Power: You gain a +4 sacred bonus on Fortitude saves to resist the effects of extreme hot or cold temperatures.

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus by spending 1 point of faith. 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 Fortitude save with a -2 penalty. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum1).

Searing Glory (Su): At 4th level, whenever you cast a spell with the light descriptor, you may spend a faith point to deal fire damage equal to your cleric level to any creatures you choose in the area of the light’s effects in addition to the normal effects of the spell.

Nimbus of Light (Su): At 8th level, you can spend a faith point to emit a 30-foot nimbus of light for a number of rounds 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.

Purifying Radiance (Su): Allies within the area of your light spells receive a +2 sacred bonus to all saving throws.

Luminous Relief (Su): At 16th level, so long as you or your allies are within the area of one of your light spells, they receive fast healing equal to the spell’s level (minimum 0).

Travel
Domain Spells:
1st - liberating command, longstrider, open and shut; 2nd - grace, knock, locate object; 3rd - fly, free swim, urban step; 4th - dimension door, freedom of movement, planar adaptation; 5th - lesser astral projection, overland flight, teleport; 6th - enlightened step, find the path, word of recall; 7th - ethereal jaunt, greater teleport, walk through space; 8th - dispel physical barrier, escape route, phase door; 9th - astral projection, gate, teleportation circle

Channel Effect: You can, as a swift action, utilize one of your uses of channel energy to increase your speed for one round. For each die you would normally roll when channeling, your speed increases by 5 feet. At the end of the round, the effect ends.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to infuse all those within range with divine energy, allowing them to move more easily and speedily. Each affected character or creature may, on their turn, for the length of the effect, take a single 5-foot step as a free action which does not provoke an attack of opportunity. This 5-foot step is in addition to the 5-foot step allowed each turn during a full-round action. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling. This effect cannot be stacked with itself.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to bless those within the range of your channeling with the ability to ignore the hindrances of natural terrain for a period of time. Those so blessed may not scale impassible terrain, but they may move freely on ice, through dense brush, over sand, or along otherwise difficult terrain, all without being slowed. This effect eliminates any penalties for difficult terrain both for overland travel and during combat. The effect lasts a number of hours equal to the number of dice you would normally roll when channeling energy.

Granted Power: Increase your base speed by 10 feet. In addition, Knowledge (geography) and Knowledge (local) are class skills for you.

Agile Feet (Su): By spending a faith point as a free action, you may allow yourself and all allies within 30 feet to ignore all difficult terrain and not take any penalties for moving through it for 1 round.

Marathon Runner (Ex): At 4th level, you do not take nonlethal damage from hustling or performing a forced march during overland movement.

Onward (Ex or Sp): At 8th level, you gain a morale bonus equal to half your cleric level on checks and saves made to endure a forced march, to avoid getting lost, or to overcome dangers, hazards, and obstacles of a natural and environmental nature (including avalanches, extreme cold and heat, forest fires, quicksand, smoke, severe wind, storms, and water dangers). In addition, you can spend a faith point to cast find the path as a spell-like ability.

Pathforger (Su): The benefits of this domain's granted power apply to all allies within 30 feet of you. For yourself, the speed bonus improves from 10 feet to 30 feet
Make Your Way (Su): At 16th level, any ally which starts their turn benefiting from your pathforger ability may spend a swift action to move up to their speed once per round.

Trickery

Domain Spells: 1st - disguise self, double voice, sow thought; 2nd - invisibility, mirror image, undetectable alignment; 3rd - false alibi, nondetection, suggestion; 4th - confusion, multi-image, secret missive; 5th - false vision, illusory wall, village veil; 6th - mass suggestion, mislead, veil; 7th - deception, project image, screen; 8th - faking the dead, mass invisibility, mind blank; 9th - illusory world, phantasmal opposition, shunting ward

Channel Effect: You can, as a swift action, utilize one of your uses of channel energy to create a bond between you and one creature, thus improving your ability to interact with that creature. The creature cannot be outside of the range of your channeling ability, though they can be hostile. When you use your channeling ability in this way, you may add a sacred (or profane) bonus to a single Influence skill check equal to the number of dice you would normally roll when channeling energy. The use of the channeling bonus must be declared before any dice are rolled.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to give all combatants within the range of your channeling the feeling of being surrounded on all sides by opponents. All affected creatures are automatically flanked by their opponents, regardless of how many they are fighting and suffer a -2 penalty to any fear or morale-related saving throws. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling. Those within the area of effect are allowed a Will save each round to negate the effect for one round.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to create a zone of displacement within the range of  your channeling, in which everything appears to be one or two feet away from its real position. All those within the area of effect gain a 50% miss chance for as long as they remain within the zone. The effect lasts for a number of rounds equal to the number of dice you would roll when channeling. True seeing negates this effect.

Granted Power: You do not possess an aura corresponding to your alignment or deity’s alignment. However, you still register to divination spells and effects as an an aligned creature of your Hit Dice. This is a mind-affecting illusion effect.

Copycat (Sp): You can create an illusory double of yourself as a move action by spending a faith point. 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.

Deceitful (Ex): At 4th level, you gain Deceitful as a bonus feat.

Hidden Magic (Su): At 8th level, the magical auras of any spell affecting you or any magic item on your person are concealed from divination spells and effects. A creature attempting to study your magical auras must succeed on a Will save or no aura on your person registers as magical. You may cease or resume this ability as a free action. This is a mind-affecting illusion effect.

Deep-Seeded Treachery (Su): At 12th level, you become immune to any magical effect that would detect that you are lying or would prevent you from lying (such as a zone of truth).
Dance of Deceptions (Su):
At 16th level, creatures which have failed a Sense Motive check to discern one of your lies or a Perception check to see through one of your disguises within the last 24 hours take a -4 penalty on saving throws against your cleric spells.

War

Domain Spells: 1st - hedging weapons, magic weapon, weaponwand; 2nd - instant armor/weapon, spiritual squire, warding weapon; 3rd - deadly juggernaut, reaper's coterie, storm of blades; 4th - baneweapon, battle trance, divine power; 5th - dance of a hundred cuts, greater command, symbol of striking; 6th - blade barrier, blade of my brother, bless army; 7th - axe storm, mantle of blades, volley shield; 8th - dance of a thousand cuts, decapitate, power word stun; 9th - curse of the pyhrric victory, imbue army special ability, power word kill

Channel Effect: You can, as a standard action, use one of your uses of channel energy to bless a single weapon, making it impossible to sunder or break for the duration of the effect. Though damage can be dealt to the weapon as normal, no amount of damage breaks the weapon for the duration of the effect. When the effect ends, if the weapon has not been repaired or mended, all damage done to it affects it as normal. This effect lasts for a number of hours equal to the number of dice you would normally roll when channeling.

Combat Channel Effect: You can, as a standard action, use one of your uses of channel energy to bolster the martial abilities of those within the range of your channeling. All those affected by this effect gain a sacred (or profane) bonus to attack rolls equal to 1/2 of the number of dice you would normally roll when channeling, rounded up. Additionally, all those affected may make one extra attack of opportunity each round, above what they could normally make. This  effect lasts for a number of rounds equal to the number of dice you would roll when channeling.

Major Channel Effect: You can, as a standard action, use one of your uses of channel energy to imbue all those within range of your channeling with martial vigor. All those affected by this effect may make one extra melee attack each round at their full attack bonus. The effect lasts for a number of rounds equal to the number of dice you would roll when channeling. This effect does not stack with haste.

Granted Power: When you are commanding an army, you grant it the bravery special ability as a bonus boon.

Battle Rage (Sp): You can touch a creature as a standard action and spend a faith point to give it a bonus on melee damage rolls equal to your cleric level for 1 round.

Weapon Focus (Ex): At 4th level, you gain Weapon Focus in your deity’s favored weapon as a bonus feat. If you already have this feat, you gain Greater Weapon Focus instead.

Weapon Master (Su): At 8th level, by spending a faith point as a swift action, you gain the use of one combat feat for a number of rounds equal to your cleric level. You can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Critical Focus (Ex): At 12th level, you are treated as though you have the Critical Focus feat, but only with your deity’s favored weapon.

Critical Determination (Ex): At 16th level, you gain a single critical feat as a bonus feat. Whenever you threaten a critical hit, you may spend a faith point to automatically confirm the critical hit.

Water

Domain Spells: 1st - hydraulic push, touch of the sea, wave shield; 2nd - aboleth's lung, communal water walk, slipstream; 3rd - free swim, water breathing, water walk; 4th - control water, ride the waves, tail current; 5th - water shield, watery membrane, wave form; 6th - cone of cold, fluid form, oasis; 7th - elemental body IV (water elemental only), freezing sphere, vortex; 8th - horrid wilting, seamantle, wall of white water; 9th - elemental swarm (water elementals only), polar ray, tsunami

Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to freeze water. You may freeze up to one gallon of water for each die you would normally roll when channeling. The water thaws as normal.

Combat Channel Effect: Instead of positive or negative energy, you can choose to channel cold (Reflex halves).

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to make the water within the range of your channeling breathable to air-breathing creatures. This effect lasts for a number of rounds equal to the number of dice you could normally roll when channeling energy. If cast in moving water, the area of effect flows with the water current according to the speed of the water.

Granted Power: You can create water at will as a spell-like ability.

Surge (Su): As a standard action, you can pend a faith point to 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 can bull rush or drag the creature.

Elemental Channel (Ex): At 4th level, you gain Elemental Channel (water) as a bonus feat.

Baptism (Su): At 8th level, any water you are touching becomes holy water or unholy water depending on if you channel positive or negative energy. When you are immersed in or touching large bodies of water, you affect only the water within 5 feet per cleric level in this fashion. This effect is not permanent, and ends 1 round after you cease touching the water or leave its proximity. You may cease or resume this ability as a free action.

Water Spell Mastery (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the water descriptor. Add an additional +1 for every four additional cleric levels thereafter.

Tides of Relief (Su): At 16th level, so long as you are in contact with at least a gallon of water outside of your own body, you gain fast healing equal to half your cleric level.

Weather

Domain Spells: 1st - obscuring mist, read weather, thunder whip; 2nd - aggressive thundercloud, fog cloud, storm sight; 3rd - call lightning, hydraulic torrent, wind wall; 4th - blight, sleet storm, ward of the season; 5th - call lightning storm, fickle winds, ice storm; 6th - control winds, sirocco, symbol of storms; 7th - control weather, lightning cascade, wall of windshear; 8th - earthquake, stormbolts, whirlwind; 9th - storm of vengeance, tsunami, wandering weather

Channel Effect: You can, as a standard action, employ one of your uses of channel energy to alter the temperature within the range of your channeling. You may alter the temperature, up or down, up to 4 degrees for every die you would normally roll when channeling. This change in temperature is not permanent. If outside, the temperature returns to normal at the rate of 4 degrees a round. If inside, in a large, well-aired room, the temperature returns to
normal at the rate of 1 degree a round. If inside, in a room or area with little or no ventilation,the temperature will return to normal at the rate of 1 degree a minute. You may use this effect multiple times in the same area, and the effects will stack.

Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to pull moisture from the air and create a bank of thick fog that fills the area of your channeling. Within this fog visibility is limited to 5 feet. Beyond 5 feet the fog grants 20% concealment. The fog lasts a number of rounds equal to the number of dice you would normally roll when channeling.

Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to strengthen those within range of your channeling with divine protection against the elements. Those affected by this effect gain a sacred (or profane) bonus to any saving throw made to resist either extreme heat or extreme cold. The bonus is equal to the number of die you would normally roll when channeling energy and lasts for 24 hours.

Granted Power: You are protected from natural weather effects, suffering no penalties to attack rolls or Perception checks due to natural wind or rain. You do not take damage from storms. However, unnatural weather caused by spells or supernatural effects still affects you normally.

Storm Burst (Sp): As a standard action, you can spend a faith point to 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 cleric level you possess. At 4th level and every three levels thereafter, this damage increases by 1d6. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.

Fog Sight (Su): At 4th level, your sight is not obstructed by natural smoke, fog, or mist. Magical fog or mist (as the obscuring mist or fog cloud spells) still obstructs your vision. At 10th level, your vision is no longer obstructed by magical smoke, fog, or mist.

Blue Skies (Su): At 8th level, the weather in a 1-mile radius around you is always a little nicer than it would normally be for the season and climate. The specifics of the improved weather is subject to GM discretion and the climate, but generally reduces powerful storms to normal storms, storms to inclement weather, inclement weather to normal weather, and normal weather to relatively perfect conditions. This does not cause less precipitation for the benefit of plants and animals, but most precipitation falling in normal or perfect weather is light and pleasant. This ability has no effect on weather that is supernaturally or magically altered (such as the control weather spell). You may cease or resume this ability as a free action.

Lightning Lord (Sp): At 12th level, you can spend a faith point as a standard action to call down a number of bolts of lightning equal to your cleric level. 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.

Lightning Rod (Su): At 16th level, lightning is drawn to you like a moth to the flame. You become immune to electricity. As an immediate action while within 30 feet of the target or center of a spell or ability that does electricity damage, you can spend 1 point of faith to redirect all of the electricity damage to yourself. This does not affect any other damage from the spell or ability.

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