Anarchy
Granted Power: Rafar instills his loyal clerics with the ability to uproot civilization wherever it exists.
Smiite Law (Su): A cleric with the Anarchy domain gains the Smite Law ability. This ability functions in all ways as the Paladin's smite evil ability except it functions only on Lawful creatures and uses the Cleric's level to determine extra damage. A cleric can smite Law once per day per five class levels.
Mind of Bedlam (Su): The servants of Anarchy must learn to shelter their mind in order to accomplish their goals. At 8th level the cleric gains immunity to confusion, feeble mind and command spells.
Deity: Rafar
Anarchy Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Detect Law |
Reveals lawful creatures within range. |
2nd |
Anarchy* |
Swift, target becomes confused. |
3rd |
Magic Circle Against Law |
As protection spell, but 10’ radius and 10/min per level. |
4th |
Chaos Hammer |
Damages and staggers lawful creatures. |
5th |
Dispel Law |
+4 bonus against attacks by lawful creatures. |
6th |
Suggestion, Mass |
As suggestion plus one subject/level. |
7th |
Word of Chaos |
Kills, confuses, stuns or deafens non-chaotic creatures. |
8th |
Cloak of Chaos |
+4 AC, +4 resistance, SR 25 against lawful spells. |
9th |
Pure Anarchy* |
Swift, target becomes confused permanently and takes wisdom damage. |
Balance
Granted Power: The God of Balance lends himself to his faithful when most needed.
Balanced (Su): As an immediate action, you may add your wisdom modifier to your armor class against a single attack. You may perform this action a number of times equal to 3 + your wisdom modifier.
Anvil of Sardack (Su): At 8th level you can lower the defense of those you fight, as a swift action you can invoke this power prior to making a melee attack. If the attack is successful the target takes a penalty to its armor class equal to your wisdom modifier for a single round. Regardless of the result of your attack, no single target may be affected by this power more than once per round. You may use this ability once per day for every 5 levels of cleric you possess.
Deity: Sardack
Balance Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Make Whole |
Repairs an object. |
2nd |
Calm Emotions |
Calms creatures, negating emotion effects. |
3rd |
Dispel Magic |
Cancel magical spells and effects. |
4th |
Dismissal |
Forces creature to return to native plane. |
5th |
Single Combat* |
Protects two combatants in single combat. |
6th |
Banishment |
Banished 2 HD/level of extraplanar creatures. |
7th |
Word of Balance |
Kills, paralyzes, weakens or nauseates creatures. |
8th |
Protection from Spells |
Confers a +8 resistance bonus. |
9th |
Eye for an Eye* |
Damage done is returned to attacker. |
Cold
Granted Power: Daermonstrix, god of cold, has bestowed his blessings upon you.
Frozen Soul (Su): You are never hot, and never suffer penalties or need to make checks for being in hot environments as described on page 444 of the core rulebook. However you still take fire damage normally. Beginning at 8th level you gain the evasion ability when rolling reflex saves against fire damage.
Cold Casting (Su): Beginning at 6th level you may treat your caster level as though it were 1 higher when casting spells with the cold descriptor. At 14th level any spell that you cast with the cold descriptor ignores up to 10 points of cold resistance your target may have, this increases to 20 points at 18th level.
Deity: Daermonstrix
Cold Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Chill Touch |
One touch/level deals 1D6 damage and possibly 1 STR. |
2nd |
Frigid Touch*** |
Target takes cold damage and is staggered. |
3rd |
Quench |
Extinguishes fire. |
4th |
Ice Storm |
Hail deals 5D6 damage in cylinder 40 feet across. |
5th |
Cone of Cold |
1D6/level cold damage. |
6th |
Freezing Sphere |
Freezes water or deals cold damage. |
7th |
Ice Body*** |
Your body becomes living ice. |
8th |
Polar Ray |
Ranged touch deals 1D6/level cold damage and 1D4 DEX. |
9th |
Polar Midnight*** |
Cold darkness paralyzes and deals damage. |
Color
Granted Power: The works of Koolamondo are all around the faithful and faithless alike. You have chosen to worship color, arguably the greatest creation of the Shattered Pantheon.
Color Ball (Sp): As a standard action, you can unleash a multi colored ball of divine power from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack. If you hit the foe, the color ball deals 1D6 points of random energy damage +1 point for every two cleric levels you possess. Roll a D4 to determine the type of damage, on a 1 the damage is fire, on a 2 the damage is cold, on a 3 the damage is acid and on a 4 the damage is electric.
Color Mastery (Su): At 8th level you have learned to mask your spell casting with your mastery of colors. Whenever you cast a spell you can alter the color of its visual effects at will. This increases the DC to identify the spell via a spell craft check by an amount equal to your charisma modifier.
Deity: Koolamondo
Color Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Color Spray |
Knocks unconscious, blinds and stuns weak creatures. |
2nd |
Hypnotic Pattern |
Fascinates 2D4 + Level HD of creatures. |
3rd |
Daylight |
60 foot radius of bright light. |
4th |
Rainbow Pattern |
Lights fascinate 24 HD of creatures. |
5th |
True Seeing |
Lets you see all things as they really are. |
6th |
Veil |
Changes appearance of a group of creatures. |
7th |
Prismatic Spray |
Ray hits subject with a variety of effects. |
8th |
Prismatic Wall |
Wall’s colors have an array of effects. |
9th |
Prismatic Sphere |
As prismatic wall, but surrounds on all sides. |
Creation
Granted Power: You are one of the few that remember and worship Mockardis. Select one craft skill and add 1 free rank to it, craft is always considered a class skill for you.
Mind of Making (Ex): You excel in making things, beginning at 1st level you gain a +2 bonus to all craft skills, this bonus increases to +4 at 10th level.
Makers Perfection (Ex): Beginning at 6th level you no longer risk ruining raw materials when you fail a craft check by 5 or more, you simply do not progress. At 10th level you can make items more quickly than lesser craftsmen, when increasing the DC to make an item quickly you only add 5 to the DC. At 14th level you no longer suffer the penalty for using improvised tools, in addition any normal artisan tool is considered masterwork while you are using it. At 18th level you may make masterwork items simply by increasing the cost of the item and making it at the same time, you no longer need to roll separate checks to create masterwork components.
Deity: Mockardis
Creation Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Crafter’s Fortune** |
Subject gains a +5 on their next craft check. |
2nd |
Make Whole |
Repairs an object. |
3rd |
Stone Shape |
Sculpts stone into any shape. |
4th |
Simulacrum, Lesser*** |
Creates a double of a weak creature. |
5th |
Fabricate |
Transforms raw materials into finished items. |
6th |
Move Earth |
Digs trenches and builds hills. |
7th |
Create Demiplane, Lesser*** |
Create your own demiplane. |
8th |
Polymorph Any Object |
Changes a subject into anything else. |
9th |
Genesis* |
Create a new race of living creatures. |
Decay
Granted Power: As a follower of Pox, lord of decay and disease, you gain power over one of the most terrifying and unavoidable aspects of life.
Touch of Atrophy (Sp): Your touch can wither the flesh off of creature’s bones. As a standard action you can make a touch attack against another creature, if successful this attack deals 1 point of constitution damage. You may use this ability a number of times per day equal to 3 + your wisdom modifier.
Plague Born (Ex): At 8th level you gain immunity to the negative effects of all diseases, including supernatural magical disease. You can however still contract and carry diseases.
Deity: Pox
Decay Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Ray of Enfeeblement |
Ray causes 1D6 STR penaly +1 per 2 levels. |
2nd |
Ghoul Touch |
Paralyzes one subject, which exudes stench. |
3rd |
Contagion |
Infects subject with chose disease. |
4th |
Calcific Touch** |
Touch slows target, 1D4 DEX damage. |
5th |
Blight |
Withers one plant or deals damage to a plant creature. |
6th |
Epidemic*** |
Infect a subject with a highly contagious disease. |
7th |
Symbol of Weakness |
Triggered rune weakens nearby creatures. |
8th |
Horrid Wilting |
Deals 1D6/level damage within 30 feet. |
9th |
Cursed Earth*** |
Plants die, living creatures catch diseases. |
Dwarfkind: This domain is only selectable by dwarves.
Granted Power: Pilbo, mother of dwarves, is your matron mother, she bestows the pinnacle of dwarven perfection upon you.
Forged Body (Ex): Your devotion to the dwarf mother has increased your physical perfection. At 1st level your racial bonus to poison provided by the Hardy racial trait increases to +4, in addition you gain a +2 racial bonus to saving throws vs. disease. At 6th level your racial bonus against poison increases to +6, at 12th level your racial bonus to disease increases to +4.
Earthglide (Su): At 8th level you gain a burrow speed equal to your base land speed for a number of rounds per day equal to your charisma modifier. Activating this ability is a free action and the rounds need not be consecutive. At 20th level you gain a permanent burrow speed equal to your base land speed.
Deity: Pilbo
Dwarfkind Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Magic Stone |
Three stones gain +1 on attack, deal 1D6+1 damage. |
2nd |
Bear’s Endurance |
Subject gains +4 CON for 1 min/level. |
3rd |
Meld Into Stone |
You and your gear merge with stone. |
4th |
Spike Stones |
Creatures in area take 1D8 damage, may also be slowed. |
5th |
Stoneskin |
Grants DR 10/adamantine. |
6th |
Move Earth |
Dig trenches and build hills. |
7th |
Rampart** |
Creates 5 foot thick earthen barrier. |
8th |
Earthquake |
Intense tremor shakes 80 foot radius. |
9th |
Clashing Rocks** |
20D6 damage to target creature. |
Electricity
Granted Power: The primal power of electricity can be harnessed through the tenants of your faith.
Grounded (Su): When subject to electric damage that allows a saving throw for half you are always considered to have passed your saving throw. If the effect does not allow a saving throw you instead take only half of the electric damage.
Electric Admixture (Su): Beginning at 6th level, when casting a spell with an energy type other than electric, you may convert half of the elemental damage dice into electric damage. At 12th level you may instead convert all of the elemental damage into electric damage.
Deity: Calldarop
Electricity Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Shocking Grasp |
Touch deals 1D6/level electricity damage. |
2nd |
Defensive Shock*** |
Electricity damages your attackers. |
3rd |
Protection from Energy |
Absorbs 12 points/level of damage, electricity only. |
4th |
Ball Lightning** |
Flying lightning spheres deal 3D6 electricity damage each. |
5th |
Lightning Arc*** |
Targets in line take 1D6 electricity damage per level. |
6th |
Chain Lightning |
1D6/level damage and 1 secondary bolt/level. |
7th |
Lightning Rod*** |
Absorb electrical attacks and gain immunity to electricity. |
8th |
Stormbolts** |
1D8 damage/level (max 20D8) to targets. |
9th |
Ride the Lightning*** |
Transform into electricity. |
Elfkind: This domain is only selectable by elves.
Granted Power: Elves were the first prime race of Draconspire, the tenants of Velmori teach that elvenkind owes its superior station in evolution to being foremost of the gods creations.
Bond of Adaptation (Varies): Velmori created the elves to survive, your bond to his faith has instilled itself in the fiber of your soul. At 1st level you gain one of the following abilities, you gain an additional ability from the following list at 6th level.
Natural Camouflage (Su):Your skin tone naturally adapts to your surroundings, you gain a racial bonus on all stealth checks equal to your charisma modifier.
Herbivore (Ex): You have learned to survive on the simplest of fares. You can sustain your dietary needs on one pound of plant material every day. A survival check is not required if in an above ground area with heavy to sparse vegetation. However, if required, the survival DC to find suitable food for yourself is 5 in a typical outdoor environment, or 10 in an urban environment or underground.
Twilight Vision (Ex): Your lowlight vision increases to four times as far as a human in conditions of dim light.
Mental Ramparts (Ex): Your mind is fortified for battle. When subject to wisdom, charisma or intelligence damage you take 1 less point of total damage (minimum of 1).
Mettle (Su): Beginning at 8th level, if you make a successful Will or Fortitude saving throw that would normally reduce a spell's effect, you suffer no effect from the spell at all. Only those spells with a saving throw entry of "Will Partial", "Fortitude Half" or similar entries can be negated by this ability.
Deity: Velmori
Elfkind Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Sanctuary |
Opponents can’t attack you, and you can’t attack. |
2nd |
Enthrall |
Captivates all within 100 ft. + 10 ft. per level. |
3rd |
Nondetection |
Hides subject from divination/scrying. |
4th |
Secure Shelter |
Creates a sturdy cottage. |
5th |
Breath of Life |
Cures 5D8 damage +1/level and restores life. |
6th |
Transport via Plants |
Move instantly from one plant to another of the same kind. |
7th |
Vision |
As legend lore but quicker. |
8th |
Repel Metal or Stone |
Pushes away metal or stone. |
9th |
Siege of Trees, Greater**** |
As siege of trees but can transform larger trees. |
Fate
Granted Power: Sardack, the God of Fate, grants you the power to manipulate of your destiny.
You gain the uncanny dodge ability.If you already have it you gain improved uncanny dodge instead. These abilities are identical to those described in the barbarian and rouge class descriptions in the Core Rulebook.
Fate Pool: At 6th level you gain a pool of fate points equal to ½ your cleric level plus your charisma modifier, rounded down. Prior to making any d20 roll you may add any number of fate points to the roll. Your fate pool refreshes each day when you prepare spells.
Deity: Sardack
Fate Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
True Strike |
You gain a +20 on your next attack. |
2nd |
Augury |
You learn whether an action will be good or bad. |
3rd |
Bestow Curse |
Various negative effects. |
4th |
Divination |
Provides useful advice for specific proposed actions. |
5th |
Mark of Justice |
Designate action that will trigger curse on subject. |
6th |
Geas/Quest |
As lesser geas plus it affects any creature. |
7th |
Vision |
As legend lore but quicker and strenuous. |
8th |
Moment of Prescience |
You gain an insight bonus on single attack, roll, check, or save. |
9th |
Foresight |
“Sixth sense” warns of impending danger. |
Gem
Granted Power: You have a keen understanding for gems and previous stones. Appraise is always a class skill for you.
Glitter Bomb (Su): You can infuse a gem with one of your channel energy uses. This allows anyone to use your channel energy ability by spending a standard action to break the gem which does not provoke an attack of opportunity. The gem being infused must have a minimum value of 100GP per 1D6 points to be infused, however you may choose to infuse a gem with less than your full ability to channel. Each time you use this ability your maximum number of channel energy uses per day is decreased by 1, you gain these uses back as normal once the gem holding your use has been used. At any time you may use a full round action to nullify any Glitter Bomb that you have made regardless of your distance to it. Infusing a Glitter Bomb takes 1 full minute per D6 being infused into it.
Hardness Aura (Su): At 6th level you project a hardness aura around your body and gear. This increases the hardness of any item in your possession by 2, this bonus increases to 4 at 12th level and 6 at 18th level.
Deity: Pallar
Gem Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Magic Stone |
Three stones gain +1 on attack rolls, deal 1D6+1 damage. |
2nd |
Glitterdust |
Blinds creatures, outlines invisible creatures. |
3rd |
Locate Object |
Senses direction toward object. |
4th |
Stoneskin |
Grants DR 10/adamantine. |
5th |
Treasure Stitching** |
Object on cloth becomes embroidered. |
6th |
Stone Tell |
Talk to natural or worked stone. |
7th |
Refuge |
Alters item to transport its possessor to you. |
8th |
Trap the Soul |
Imprisons subject within gem. |
9th |
Wish |
As limited wish but with fewer limits. |
Gravity
Granted Power: Xenis, the master of skies and gravity, has granted you power over his most treasured creation. You gain Improved Bull Rush as a bonus feat and can utilize this feat even if you do not meet the prerequisites.
Inertia Push (Su): You gain the ability to make a ranged bull rush. As a standard action you may make a bull rush attempt against any target within 30 feet, however you may not move with your target. Use of this ability requires you to expend one use of your Channel Energy class feature. You may not use this ability if you do not have a Channel Energy use to expend.
Slow Fall (Ex): At 4h level you gain Slow Fall 20 ft. as described under the Monk class abilities on page 59 of the Core Rulebook. This ability increases to 40 ft. at 8th level and to 60 ft. at 12th level.
Deity: Xenis the Sky
Gravity Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Feather Fall |
Object or creature falls slowly. |
2nd |
Levitate |
Subject moves up or down at your direction. |
3rd |
Fly |
Subject flies at a speed of 60 feet. |
4th |
Telekinetic Charge**** |
Launches ally through the air. |
5th |
Telekinesis |
Moves object, attacks creatures or hurls objects. |
6th |
Repulsion |
Creatures can’t approach you. |
7th |
Reverse Gravity |
Objects or creatures fall upward. |
8th |
Telekinetic Sphere |
As resilient sphere but you move the sphere. |
9th |
Antipathy |
Object or location affected by your spell repels certain creatures. |
Humanity: This domain is only selectable by humans or candari.
Granted Power: As worshiper of Ser Deckmontaris you excel in the human arts of crafting and professions. At 1st level you gain skill focus in a craft or profession of your choice as a bonus feat.
Human Versatility (Ex): Beginning at 1st level, each morning, when preparing your spells, you may move a single racial attribute bonus from one ability score to another. You may only ever have one attribute bonus moved off its original ability score at a time and you may not apply this bonus to an ability score that already has a racial ability bonus.
Human Paragon (Ex): Beginning at 8th level Ser Deckmontaris grants you unnatural vitality for a human, you no longer suffer age related penalties to your physical ability scores but any ability score penalties you have already acquired to this point remain. In addition, your maximum age increases by 50%. At 14th level you gain an additional +2 racial bonus to the ability score of your choice and can no longer be magically aged.
Deity: Ser Deckmontaris
Humanity Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Divine Favor |
You gain +1 per three levels on attack and damage rolls. |
2nd |
Augury |
Learns whether an action will be good or bad. |
3rd |
Prayer |
Allies get +1 bonus on most rolls, enemies -1 penalty. |
4th |
Imbue with Spell Ability |
Transfer spells to subject. |
5th |
Righteous Might |
Your size increases, and you gain bonuses in combat. |
6th |
Hero’s Feast |
Food for 1 creature/level cures and grants bonuses. |
7th |
Bestow Grace of the Champion*** |
Target gains paladin abilities for 1 round/level. |
8th |
Frightful Aspect**** |
You take on a frightful aspect of yourself. |
9th |
Overwhelming Presence*** |
Creatures bow before you are if you were divine. |
Justice
Granted Power: You uphold Radiance’s ideals of justice.
Retributive Aura (Su): Once per day as a free action you may invoke a retributive aura. The retributive aura lasts a number of rounds equal to your Wisdom modifier. When under the effects of the retributive aura any melee attack that strikes you adds a +1 retributive bonus to your attacks and damage for the duration of the retributive aura. Retributive bonuses stack.
Fires of Justice (Su): At 8th level, you can give a weapon you touch the flaming special weapon quality for a number of rounds equal to ½ your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8. If the target you are striking is chaotic aligned treat the weapon as though it had the flaming burst weapon quality instead.
Deity: Radiance
Justice Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Divine Favor |
You gain +1 per three levels on attack and damage rolls. |
2nd |
Shield Other |
You take half of subject’s damage. |
3rd |
Prayer |
Allies +1 bonus to most rolls, enemies -1. |
4th |
Divine Power |
You gain attack bonus, +6 STR and 1/HP per level. |
5th |
Mark of Justice |
Designates action that will trigger curse on subject. |
6th |
Globe of Invulnerability |
As lesser globe of invulnerability plus 4th level effects. |
7th |
Forcecage |
Cube or cage of force imprisons all inside. |
8th |
Temporal Stasis |
Puts subject into suspended animation. |
9th |
Freedom |
Releases creature from imprisonment. |
Lies
Granted Power: Your tongue is slick, honed by your conviction to the God of Lies. In addition, you may add Bluff to your class skills as a cleric.
Ravens Tongue (Su): You can call on the God of Lies to gift you with his wit conferring a +10 bonus on bluff checks made to convince another of the truth of your words. This works as a supernatural ability and can be invoked as a free action, the effect lasts 1 round and can be used a number of times per day equal to 3 + your wisdom modifier. The bonus cannot be used in combat or to communicate a hidden message.
Cutting Lies (Su): The God of Lies grants insight into another’s soul. At 8th level you can speak an utter lie that stuns the intended target. The target of this effect must be able to clearly hear you speak and must share the spoken language with you, using this ability is a standard action that works as a supernatural ability. The target must make a will saving throw, DC = 10 + ½ your cleric level + your charisma modifier. If this check fails the target is stunned for 1 round. No matter the result of this saving throw, the same target cannot be selected for a 2nd time within a 24 hour period. You gain an additional use of this ability for every 4 cleric levels beyond 8.
Deity: Ravis
Lies Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Ventriloquism |
Throw voice for 1/min level. |
2nd |
Misdirection |
Misleads divinations for one creature or object. |
3rd |
Glibness |
You gain a +20 bonus on bluff checks and your lies escape discernment. |
4th |
Modify Memory |
Changes 5 minutes of subject’s memory. |
5th |
False Vision |
Fools scrying with illusion. |
6th |
Glibness, Mass* |
As glibness but can affect multiple targets. |
7th |
Blasphemy |
Kills, paralyzes, weakens or dazes multiple targets. |
8th |
Screen |
Illusion hides area from vision or scrying. |
9th |
Prince of Lies* |
Masterful lies have varied effects. |
Metal
Granted Power: The god of metal, Forgaris, gifts his devoted with unprecedented power over his creation. You gain skill focus; profession blacksmith as a bonus feat.
Resonating Skin (Su): Your skin resonates with the power of Forgaris’ forge. As an immediate action, after being struck with a metal weapon, you can activate this ability. The metal weapon takes damage equal to 1D6 + ½ your cleric level, rounded down and bypassing the weapons hardness. Non magical weapons receive no saving throw, magical weapons are entitled to a reflex saving throw DC 10 + ½ your cleric level + your wisdom modifier for half damage. You can activate this ability a number of times per day equal to 3 + your wisdom modifier.
Forge Lord (Ex): Beginning at 6th level you gain a bonus to all craft or profession skill checks that relate to metal equal to ½ your cleric level, rounded down. In addition, any artisan or craft tools related to metalworking are treated as masterwork when you use them.
Deity: Forgaris
Metal Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Magic Weapon |
Weapon gains +1 bonus. |
2nd |
Heat Metal |
Makes metal so hot it damages those who touch it. |
3rd |
Magic Weapon, Greater |
Weapon gains +1 bonus/four levels (max +5) |
4th |
Rusting Grasp |
Your touch corrodes iron and alloys. |
5th |
Wreath of Blades**** |
Mithral daggers fly around you, attacking enemies. |
6th |
Wall of Iron |
30 HP/four levels; can topple onto foes. |
7th |
Firebrand** |
Allies gain flaming weapons, and other abilities. |
8th |
Iron Body |
Your body becomes living iron. |
9th |
Meteor Swarm |
Four exploding spheres each deal 6D6 fire damage. |
Mind
Granted Power: In order to obtain Kire’s favor, you devote yourself to understanding the minds of others.
Iron Clad Mind (Su): You gain a +2 divine bonus to saving throws against enchantment spells and effects, this bonus increases to +4 at 10th level.
Thought Scourge (Su): At 8th level, you may add your wisdom modifier to all caster level checks made to overcome spell resistance when casting a spell from the enchantment school.
Deity: Kire
Mind Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Memory Lapse** |
Subject forgets events back to last turn. |
2nd |
Hideous Laughter |
Subject loses actions for 1 round per level. |
3rd |
Suggestion |
Compels a subject to follow stated course of action. |
4th |
Discern Lies |
Reveals deliberate falsehoods. |
5th |
Feeblemind |
Subject’s INT and CHA drop to 1. |
6th |
Battlemind Link*** |
You and ally gain attack and AC bonuses. |
7th |
Hold Person, Mass |
As hold person but all within 30 feet. |
8th |
Demand |
As sending plus you can send suggestion. |
9th |
Dominate Monster |
As dominate person, but any creature. |
* New Spell or Feat
** Advanced Players Guide
*** Ultimate Magic
**** Ultimate Combat
Oblivion
Granted Power: Few would openly embrace the idea of Oblivion or the visions of Randarous, however you have adopted her power for your own. As a result your very soul resists existence. Any attempt to resurrect you from death has a 10% chance of failure.
Deconstructing Touch (Su): You gain a touch attack imbued with the power of oblivion. At 1st level you may make a touch attack that deals 1D4 points of void damage, a will save DC 10 + half your cleric level + your charisma modifier reduces the damage by 1/2. The damage increases by 1D4 every 2 levels after first to a maximum of 10D4 at 19th level. You are always considered armed when making this attack and do not provoke an attack of opportunity, you may not hold the charge of this attack.
Brush with Oblivion (Su): Your bond to oblivion strengthens as you grow in power. Beginning at 8th level the chance for resurrection effects to fail when performed on you increases to 20%. In exchange, you gain resistance to death effects. When subject to a spell or effect with the death descriptor, you gain a bonus to your saving throw (if applicable) equal to your charisma modifier.
Oblivion Fortification (Ex): At 12th level you gain immunity to death from massive damage.
Deity: Randarous the Void
Oblivion Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Deathwatch |
Reveals how close to death subjects within 30 feet are. |
2nd |
Feast of Ashes** |
A target starves with insatiable hunger. |
3rd |
Speak with Dead |
Corpse answers 1 question per two levels. |
4th |
Rest Eternal** |
Dead creature cannot be revived. |
5th |
Death Ward |
Grants bonuses against death spells and negatve energy. |
6th |
Undeath to Death |
Destroys 1D4 HD/Level undead (max 20D4). |
7th |
Destruction |
Kills subject and destroys remains. |
8th |
Orb of the Void*** |
Sphere inflicts negative levels. |
9th |
Implosion |
Inflict 10 damage/level to one creature/round. |
Ooze
Granted Power: Vaneriz grants you mastery over oozekind. You gain Turn Oozes* as a bonus feat.
Slightly Amorphous (Ex): Your vital organs and internal composition become slightly amorphous within you as your bond with Vaneriz strengthens. You gain 10% fortification, any critical hit or sneak attack made against you has a 10% chance of instead becoming a normal attack. This bonus gains +1% to its value for every cleric level you possess to a maximum 30% at 20th level.
Touched by Vaneriz (Su): As your bond with Vaneriz continues to develop you take on more qualities of an ooze, at 6th level you learn to secrete acid. This acid is supernatural and will not affect your equipment. As a move action you may apply it to any melee weapon you are holding to give it the acidic enhancement for a number of rounds equal to your constitution modifier. At 12th level you may secrete acid in response to being struck in melee, as an immediate action when struck with a natural weapon you may cause your body to secrete acid causing the attacker to take 1D6 + your constitution modifier in acid damage. The total number of times per day that you can use either of these abilities is equal to 3 + your charisma modifier, either use of this ability equals a single use.
Deity: Vaneriz
Ooze Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Corrosive Touch*** |
Touch attack deals 1D4 acid/level. |
2nd |
Resist Energy |
Ignores 10 or more points of damage/attack, acid only. |
3rd |
Blindness/Deafness |
Makes subject blinded or deafened. |
4th |
Touch of Slime*** |
Touch infests target with green slime. |
5th |
Corrosive Consumption*** |
Acidic patch damages an opponent. |
6th |
Conjure Black Pudding*** |
Summons a black pudding. |
7th |
Destruction |
Kills subject and destroys remains. |
8th |
Control Ooozes |
As control plants except replace all instances of the word plant with ooze. |
9th |
Summon Carnivorous Blob* |
Summons a carnivorous blob. |
Reflection
Granted Power: The true power of reflection is often underestimated: everything in the world has a possible reflection. You have devoted yourself to the understanding of reflections.
Improvised Counterspells (Su): When counterspelling an energy based spell, you may use a spell of the same energy type of equal or higher level.
Ray Reflection (Su): Beginning at 8th level when you take a total defense action you become immune to ray spells and spell like abilities until you end your total defense action, the spells simply reflect off of you with no effect.
Deity: Ologos
Reflection Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Entropic Shield |
Ranged attacks against you have a 20% miss chance. |
2nd |
Mirror Image |
Creates decoy duplicates of you. |
3rd |
Enter Image** |
Transfers your consciousness to an object. |
4th |
Simulacrum, Lesser*** |
Creates a double of a weak creature. |
5th |
True Seeing |
Lets you see things as they really are. |
6th |
Mislead |
Turns you invisible and creates an illusionary double. |
7th |
Spell Turning |
Reflects 1D4+6 spell levels back at caster. |
8th |
Shadow Evocation, Greater |
As shadow evocation but up to 7th level and 60% real. |
9th |
Shades |
As shadow conjuration but up to 8th level and 80% real. |
Reg’Ostrankind: This domain is only selectable by Reg’Ostrans
Granted Power: Favored of Iez Allafar, the creator of Reg’Ostrans, you strive to reflect the perfection of the race. You gain endurance as a bonus feat.
Physical Perfection (Su): Your god has granted you the ability to ignore physical detriments. Once per day, as a swift action, for a number or rounds equal to your wisdom modifier, you may ignore the effect of all ability damage, drain or magical penalty to a single physical ability score (strength, dexterity or constitution). You may use this ability a second time per day at 12th level.
Athletic Acumen (Ex): Your tenants of faith praise physical prowess, beginning at 6th level you gain a pool of athletic points equal to your combined strength, constitution and dexterity modifiers. These points may be used as a free action to modify any strength, constitution or dexterity based skill check, prior to rolling the check you may select any number of available athletic points to add to your roll. Your total available pool is refreshed each day when you prepare your spells. At 14th level your pool of points is increased to twice your combined strength, constitution and dexterity modifiers.
Deity: Iez Allafar
Reg’Ostrankind Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Endure Elements |
Exist comfortably in hot or cold regions. |
2nd |
Bulls Strength |
Subject gains +4 to STR for 1 min/level. |
3rd |
Force Punch*** |
Target takes forced damage and is pushed away. |
4th |
Divine Power |
You gain attack bonuses and 1HP/level. |
5th |
Righteous Might |
Your size increases, you gain bonuses in combat. |
6th |
Bear’s Endurance, Mass |
As bear’s endurance but affects 1 subject/level. |
7th |
Symbol of Weakness |
Triggered rune weakens nearby creatures. |
8th |
Iron Body |
Your body becomes living iron. |
9th |
Overwhelming Presence*** |
Creatures bow before you as if you were divine. |
Reptiles
Granted Power: A devout follower of Relk, you have dedicated your life to the worship of reptiles. You gain a +1 bonus to your natural armor as scales begin to encrust your skin.
Familiar (Ex): You gain the service of a familiar, this functions exactly as if you were a Wizard of your Cleric level, however you must select either a viper, lizard or toad (or any other reptile creature allowed). Details regarding familiars can be found on page 82 of the core rulebook.
Relk’s Blessing (Ex): You begin to take on the physical qualities of a reptile. At 6th level your eyes develop slits like a reptile. You gain low light vision, if you already have low light vision you gain darkvision with a range of 60 feet. At 12th level you gain one of the following abilities, once selected this ability cannot change.
Flight, you grow leathery wings and gain a flight speed of 60 feet with average maneuverability.
Tail, you grow a spiked tail and can make a secondary attack with it to deal bludgeoning and piercing damage. The tails base damage is 1D8 for a medium creature, or 1D6 for a small creature and applies its users full strength modifier to all damage rolls if made as a secondary attack, apply double your strength modifier to all damage rolls if used as your primary attack.
Hood; you grow a hood around your head and neck, similar to a cobra. At will and as a free action you can inflate your hood, granting you a racial bonus to your intimidate skill equal to half your cleric level.
Pads; You grow small suction pads on the inside of your hands and under your feet. While barefooted you gain a +5 racial bonus to all acrobatics checks (balance related checks only). In addition, if not wearing hand garments the pads on your hands grant you a +5 racial bonus on all climb checks and to your CMD if an opponent tries to disarm you.
Scales: Your scales harden and extend to cover most of your body, your bonus to natural armor increases to +2, this bonus increases to +3 at 15th level and at 18th level you gain damage reduction 1/Cold Iron.
Deity: Relk
Reptiles Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Cause Fear |
One creature of 5 HD or less flees for 1D4 rounds. |
2nd |
Pernicious Poison*** |
Target takes a -4 penalty against poison. |
3rd |
Poison |
Touch deals 1D3 CON damage 1/round for 6 rounds. |
4th |
Spit Venom*** |
Spit blinding black adder venom. |
5th |
Snake Staff** |
Transforms staff or other wood into snakes that fight for you. |
6th |
Summon Natures Ally VI |
Summons a creature to fight for you (dinosaurs only). |
7th |
Regenerate |
Subjects limbs grow back, cured 1D8+1/level. |
8th |
Moment of Prescience |
You gain +1/level insight bonus on single attack, check or save. |
9th |
Summon Froghemoth*** |
Summons a froghemoth. |
Sacrifice
Granted Power: The Sand God Sendar looks favorably on those that sacrifice in his name, you have taken up the mantle of sacrifice to appease your god.
Blood Sacrifice (Su): As a standard action you may deal 1 point of constitution damage to yourself to produce a channel energy action, use of this ability does not count as a daily use of your channel energy ability.
Worthy Sacrifice (Ex): At 6th level the material component cost of all spells that you cast is decreased by 10%, this ability only works on spells that have an actual gold cost associated with the material component within the spell description and not on additional material costs not listed in the spell description, such as the power gained from worthy sacrifice at 12th level. At 12th level you gain the ability to increase the effectiveness of your spells. By expending ruby dust you can treat any spell you cast as though it were enhanced by the quicken, extend, silent, still or empowered metamagic feat without an increase in casting time. Use of this ability does not require the use of a higher spell slot. Only a single metamagic feat may be applied to a spell enhanced in this manner, and this ability consumes an amount of ruby dust equal to 1,000 per the spells level.
Deity: The Sand God
Sacrifice Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Murderous Command*** |
Target becomes compelled to kill its ally. |
2nd |
Hold Person |
Paralyzes one humanoid for 1 round per level. |
3rd |
Healing Thief**** |
You siphon half of all magical healing that the targeted creature receives. |
4th |
Terrible Remorse*** |
Creature is compelled to harm itself. |
5th |
Dominate Person |
Controls humanoid telepathically. |
6th |
Leashed Shackles*** |
Target is restricted to a specific location. |
7th |
Destruction |
Kills subject and destroys remains. |
8th |
Symbol of Death |
Triggered rune kills nearby enemies. |
9th |
Imprisonment |
Entombs subject beneath the earth. |
Sand
Granted Power: The Sand God Sendar is said to live under the vast desert of Pax Thallos. As such you have dedicated yourself to the mastery of sand. Survival is always considered a class skill for you.
Sand Breath (Su): As a standard action, you can unleash a cone of sand from your mouth. The cone extends 15 feet and effects all in its path dealing 1D4 points of damage and blinding those in its area for 1 round. A fortitude save DC 10 + ½ of your cleric level and charisma modifier halves the damage and negates the blindness effect. At 3rd level and every 2 levels thereafter the damage increases by 1D4 to a maximum of 5D4 at 9th level. You may use this ability a number of times per day equal to 3 + your charisma modifier.
Sand Form (Su): At 12th level you gain the ability to assume a sandy humanoid form as a standard action. While in this form you gain the amorphous trait and take no penalties while squeezing through narrow passages up to ½ your size. You can maintain this form for a number of rounds per day equal to 3 + your wisdom modifier. The rounds need not be consecutive however each use of this ability consumes a minimum of 1 round. Dismissing sand form is a swift action.
Deity: The Sand God
Sand Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Endure Elements |
Exist comfortably in hot or cold regions. |
2nd |
Glitterdust |
Blinds creatures and outlines invisible creatures. |
3rd |
Shifting Sands** |
Creates difficult terrain and erases tracks, can carry along some creatures and objects. |
4th |
Calcific Touch** |
Touch attack slows target, 1D4 DEX damage. |
5th |
Wall of Sand* |
Creates a wall of sand that may blind opponents. |
6th |
Dust Form**** |
You become an incorporeal creature of dust for a short period of time. |
7th |
Scouring Winds*** |
Winds block vision and deal 3D6 damage. |
8th |
Horrid Wilting |
Deals 1D6/level damage to within 30 feet. |
9th |
Sands of Time* |
Immediately trigger a moment of suspended time. |
Scent
Granted Power: Kilpfar Sevenstars the crafter of scent, is widely accepted and loved throughout Draconspire. As an acolyte of her order you have a heightened sense of smell.
Aroma Knowledge (Ex): Your heightened sense of smell allows you to determine many things. By smelling a material or creature you can determine if food is spoiled, if a liquid is poison, if a creature is living or dead or other similar attributes. Once you have smelled a material or creature you can always recall the smell, if smelled again at a later time you automatically remember the previous place and time you smelled it. At 6th level you gain a +2 bonus to all saving throws vs. inhaled substances if allowed. This bonus increases to +4 at 12th level.
Scent (Ex): At 8th level you gain scent as outlined on page 564 of the core rulebook.
Deity: Kilpfar Sevenstars
Scent Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Goodberry |
2D4 berries each cure 1 HP. |
2nd |
Scent Trail** |
Leaves trail or allies to follow. |
3rd |
Create Food/Water |
Feeds three humanoids or 1 horse per level. |
4th |
River of Wind** |
Creates wind that causes nonlethal damage. |
5th |
Serenity*** |
Peaceful feelings harm those attempting violence. |
6th |
Suffocation** |
Target quickly suffocates to death. |
7th |
Repulsion |
Creates can’t approach you. |
8th |
Antipathy |
Object or location affected by spells repels certain creatures. |
9th |
Sympathy |
Object or location attracts certain creatures. |
Shadow
Granted Power: You can manipulate shadows as easy as one might manipulate water, as a result you may add Stealth to your list of class skills as a cleric.
Shadow Cloak (Su): You can call forth shadows to cloak you from your enemies, this is an immediate action. While cloaked in the shadows that swirl about you are granted concealment that provides a 20% miss chance on attacks aimed at you. This effect lasts a number of rounds equal to your charisma modifier (minimum of 1 round even with a negative or no modifier) which may or may not be consecutive as the caller wills. They can be dismissed as a free action. The shadow cover can’t be negated by natural or magical light.
Shadow Skip (Su): At 8th level, you can teleport up to 5 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must spend an equal amount of distance for each creature brought. If you begin and end this movement in areas of less than normal illumination the distance increases to 20 feet per cleric level.
Deity: Ravis
Shadow Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Shadow Mace* |
Swiftly conjure a mace of shadow stuff. |
2nd |
Darkness |
20’ radius of supernatural shadow. |
3rd |
Deeper Darkness |
Object sheds supernatural shadow in 60’ radius. |
4th |
Shadow Conjuration |
Mimics conjuration spell below 4th level, but only partially real. |
5th |
Shadow Evocation |
Mimics evocation spell below 5th level, but only partially real. |
6th |
Shadow Walk |
Step into shadow and travel quickly. |
7th |
Shadow Conjuration, Greater |
As shadow conjuration but up to 6th level and 60% real. |
8th |
Shadow Evocation, Greater |
As shadow evocation but up to 7th level and 60% real. |
9th |
Shades |
As shadow conjuration but up to 8th level and 80% real. |
Sound
Granted Power: Sound is a primal sense, and your ability to master its facets make you a keen observer of your surroundings. Perception is always a class skill for you.
Echo Location (Su): Using your sense of hearing you gain blindsense for a number of rounds per day equal to your cleric level, you may activate or turn off this ability as a free action and you do not need to use all of your available rounds consecutively. Your unused rounds are available at any time you could use a free action. This ability does not function in an area devoid of sound, such as in the area of a silence spell.
Echo Manipulation (Su): At 6th level the DC to resist any spell that you cast with the sonic descriptor is increased by 2. At 12th level you may spend a full round action casting to increase the DC of any spell you cast with the sonic descriptor by an additional 2. This ability does not function in an area devoid of sound, such as in the area of a silence spell.
Deity: Bar’Tolk
Sound Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Force of Words* |
Verbal blast can destroy objects. |
2nd |
Sound Burst |
Deals 1D8 sonic damage to subjects, may stun them. |
3rd |
Shatter |
Sonic energy damages objects or crystalline creatures. |
4th |
Shout |
Deafens all within cone and deals 5D6 sonic damage. |
5th |
Sculpt Sound |
Creates new sounds, or changes existing ones. |
6th |
Discordant Blast** |
3D6 sonic damage in 10 foot burst or 30 foot cone that can also bull rush. |
7th |
Power Word Blind |
Blinds creatures with 200 hit points or less. |
8th |
Shout, Greater |
Devastating yell deals 10D6 sonic damage, stuns creatures. |
9th |
Power Word Kill |
Kills one creature with 100 HP or less. |
Taste
Granted Power: Taste is something that every living creature can understand: you have decided to champion this basic yet essential sense.
Heightened Taste (Ex): Once you have drank a potion it is devoted to memory, you can identify any future potion you have previously consumed automatically by expending a full round in concentration.
Acidic Spittle (Su): At 8th level you begin to secrete highly acidic saliva. This saliva does not damage metal but corrodes organic material. As a move action you may coat any held weapon with your saliva, when used in this way the saliva will cause an extra 1D6 acid damage in addition to the weapons normal damage, the saliva becomes inert if not used within 1 round of its application. Alternatively you may spit your saliva at another creature as a standard action. This attack requires a ranged touch attack and has a maximum range of 15-feet. If successful your acidic spittle deals 2D6 acid damage when used this way.
Deity: Qarrdar
Taste Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Goodberry |
2D4 berries each cure 1 HP (max 8HP/24 hours) |
2nd |
Feast of Ashes** |
A target starves with insatiable hunger. |
3rd |
Create Food and Water |
Feeds three people or one horse per level. |
4th |
Tongues |
Speak and understand any language. |
5th |
Breath of Life |
Cures 5D8 damage +1/level and restores life. |
6th |
Hero’s Feast |
Food for 1 creature/level cures and grants bonuses. |
7th |
Mage’s Magnificent Mansion |
Door leads to extra dimensional mansion. |
8th |
Euphoric Tranquility** |
Makes a creature friendly. |
9th |
Glorious Feast* |
Heals and sates up to 1 target per level. |
Thirvolankind: This domain is only selectable by thirvolans.
Granted Power: Ger Gar created Thirvolans to add an element of entertainment to what he considered a bland palate of prime races, a jovial and tricky master, Ger Gar is often regarded with reverence by the majority of his creations. Add bluff to your list of class skills.
Prankster (Sp): You gain the following spell like abilities each usable one per day, the DC if any is charisma based.
Dancing Lights, Prestidigitation and Ghost Sound. In addition, if you have a charisma score of 11 or higher you gain the following spell like abilities each usable once per day. Snapdragon Fireworks*** and Vocal Alteration***. You gain an additional use per day of these spells at 5th level, 10th level and 15th level.
Thirvolan Paragon (Ex): Beginning at 8th level, as a swift action, you may act as if you had a Thirvolan racial feat that you would otherwise qualify for. You may use this ability for a number of rounds per day equal to 5 + your charisma modifier, the use need not be consecutive and ending this ability is a free action. At 14th level you may act as if you had two Thirvolan racial feats at the same time that you would otherwise qualify for in the same manner.
Deity: Ger Gar
Thirvolankind Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Vanish** |
As invisibility for 1 round/level. |
2nd |
Cat’s Grace |
Subject gains +4 DEX for 1 min/level. |
3rd |
Invisibility Sphere |
Makes everyone within 10 feet invisible. |
4th |
Illusionary Wall |
Wall, floor or ceiling looks real but anything can pass through. |
5th |
Fickle Winds*** |
Wind walls selectively block attacks. |
6th |
Cat’s Grace, Mass |
As cat’s grace, affects 1 subject/level. |
7th |
Joyful Rapture*** |
Negates harmful emotions. |
8th |
Euphoric Tranquility** |
Makes a single creature peaceful and friendly. |
9th |
Foresight |
“Sixth sense” warns of impending danger. |
Truth
Granted Power: You are a bastion of Truth and Honesty.
You gain Trustworthy* as a bonus feat.
Honest Eyes (Su): You can call on the God of Truth to gift you with his insight conferring a +10 bonus on sense motive checks. This works as a supernatural ability and can be invoked as a free action, the effect lasts 1 round and can be used a number of times per day equal to 3 + your wisdom modifier.
Speak with Dead (Sp): At 8th level you can use Speak with Dead as a spell like ability once per day, you gain an additional use of this ability for every 4 cleric levels above 8.
Deity: Glitanius
Truth Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Identify |
Helps determine properties of magic items. |
2nd |
Zone of Truth |
Subjects within range cannot lie. |
3rd |
Locate Object |
Sense direction toward object. |
4th |
Discern Lies |
Reveals deliberate falsehoods. |
5th |
True Seeing |
Lets you see things as they really are. |
6th |
Analyze Dweomer |
Reveals magical aspects of subject. |
7th |
Vision |
As legend lore but quicker and strenuous. |
8th |
Discern Location |
Reveals exact location of creature or object. |
9th |
Weight of Your Words* |
Subject tells the truth or dies. |
Time
Granted Power: You have mastered the manipulation of time. Knowledge History is always considered a class skill for you.
Initiative Mastery (Su): When rolling initiative you may take a penalty to your check to gain additional actions or benefits later, you may select only one penalty to apply to your initiative and must select the penalty prior to rolling your initiative check. You may use this ability a number of times per day equal to 3 + your charisma modifier.
-1: For the duration of the encounter you gain a +1 competence bonus to all attack rolls made.
-5: Once during the encounter you may take an additional move action.
-10: For the duration of the encounter you gain a +2 competence bonus to all saving throws made.
-15: Once during the encounter you may take an additional standard action.
Delay: By selecting this option you may not act in the 1st normal round of initiative, you are considered flat footed until you act. Beginning after your 1st action in the 2nd round of the encounter you may take an additional turn which does not move your position in the initiative. You may do this once per encounter.
Age Resistance (Su): Beginning at 6th level, you no longer suffer penalties for aging, and penalties you currently have for age however still remain in effect. You still gain the bonuses for aging based on your actual age. At 12th level you no longer age and cannot be magically aged. A cleric with this power still dies of old age when their time is up.
Deity: Aaramor
Time Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Timely Inspiration** |
Gives bonus on failed check/attack. |
2nd |
Delay Pain*** |
Ignore pain for 1 hour/level. |
3rd |
Sands of Time*** |
Target temporarily ages. |
4th |
Age Resistance, Lesser*** |
Ignore penalties from middle age. |
5th |
Threefold Aspect** |
Appear older or younger. |
6th |
Age Resistance*** |
Ignore penalties from old age. |
7th |
Age Resistance, Greater*** |
Ignore penalties from venerable age. |
8th |
Moment of Prescience |
You gain +1/level insight bonus on single attack, check or save. |
9th |
Time Stop |
You act freely for 1D4+1 rounds. |
Undeath
Granted Power: Rafar favors those that walk the path between life and undeath. You may add ½ of your cleric level to the amount of hit dice of undead that you can control with Animate Dead or similar spells.
Minor Undeath (Su): At 1st level, you gain minor fortification, there is a 20% chance that any critical hit or sneak attack directed at you is instead resolved normally.
Near Dead (Su): At 8th level you gain immunity to ability damage, but not ability drain.
Deity: Rafar
Undeath Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Detect Undead |
Reveals undead within 60 feet. |
2nd |
Desecrate |
Fills area with negative energy, making undead stronger. |
3rd |
Animate Dead |
Creates undead skeletons and zombies. |
4th |
Death Ward |
Grant immunity to death spells and negative energy. |
5th |
Inflict Light Wounds, Mass |
Deals 1D8 damage +1/per level to many creatures. |
6th |
Create Undead |
Creates ghouls, ghasts, mummies or mohrgs. |
7th |
Control Undead |
Undead don’t attack you while under your command. |
8th |
Create Greater Undead |
Creates shadows, wraiths, spectres or devourers. |
9th |
Energy Drain |
Subject gains 2D4 negative levels. |
Vermin
Granted Power: Veneriz, master of verminkind, has bestowed his blessings upon you. You gain Turn Vermin* as a bonus feat.
Vermin Friend (Su): Non intelligent vermin do not initially see you as a threat, they will ignore you unless you attack them or otherwise threaten them.
Chitin (Su): You gain a +1 enhancement bonus to your natural armor at 6th level, this bonus increases to +2 at 12th level and +3 at 18th level as you develop chitin plating on your exposed skin.
Deity: Veneriz
Vermin Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Speak with Vermin* |
As speak with animals except with vermin. |
2nd |
Vomit Swarm** |
Produces a swarm that fights for you. |
3rd |
Vermin Shape I*** |
Take the form and powers of a vermin. |
4th |
Giant Vermin |
Turns vermin into giant vermin. |
5th |
Insect Plague |
Wasp swarm attacks creatures. |
6th |
Antilife Shell |
10 foot radius field hedges out living creatures. |
7th |
Creeping Doom |
Swarm of centipedes attack at your command. |
8th |
Sympathy |
Object or location attracts certain creatures. |
9th |
Summon Elder Worm*** |
Summon a giant purple worm. |
Warmth
Granted Power: Infernis, god of fire and heat, has bestowed his blessings upon you.
Soul Furnace (Su): You are never cold, and never suffer penalties or need to make checks for being in cold environments as described on page 442 of the core rulebook. However you still take cold damage normally. Beginning at 8th level you gain the evasion ability when rolling reflex saves against cold damage.
Warmth Casting (Su): Beginning at 6th level you may treat your caster level as though it were 1 higher when casting spells with the fire descriptor. At 14th level any spell that you cast with the fire descriptor ignores up to 10 points of fire resistance your target may have, this increases to 20 points at 18th level.
Deity: Infernis
Warmth Domain Spells
Spell Level |
Spell Name |
Spell Description |
1st |
Endure Elements |
Exist comfortably in hot or cold regions. |
2nd |
Burning Gaze** |
Inflict 1D6 fire damage to creatures by looking at them. |
3rd |
Campfire Wall** |
Creates a shelter around a campfire. |
4th |
Firefall** |
Causes fire to burst up, dealing 2D6 fire damage. |
5th |
Flame Strike |
Smite foes with divine fire dealing 1D6/level damage. |
6th |
Elemental Body II |
Turns you into a large elemental, fire only. |
7th |
Firebrand** |
Allies gain flaming weapons, immunity to your fire spells. |
8th |
Firestorm |
Deals 1D6 fire damage/level. |
9th |
Firey Body** |
You gain various fire related powers. |
* New Spell or Feat
** Advanced Players Guide
*** Ultimate Magic
**** Ultimate Combat