Dieties: Dahak, Ydersius
Granted Powers: You are granted dominion over serpentine creatures, and
can call upon reptilian powers of scale and venom.
Serpentstrike (Su): As an attack action, you can cause a single creature
to suffer the effects of a snake's bite with a melee touch attack. A translucent
serpent of greenish-gold force automatically bites any target you hit with this
touch attack, inflicting 1d4 P damage + poison (save Fort DC 10 + 1/2 cleric
level; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save). You can
use this ability a number of times per day equal to 3 + your Wisdom modifier
Master of Scale (Su): At 6th level, any summon monster or summon
nature's ally spell can be cast to summon dinosaurs, fish, frogs, reptilian
animals or snakes as if a spell of the next higher level. A summon monster
III could therefore summon 1 celestial or fiendish deinonychus or pteranadon,
or 1d3 celestial or fiendish constrictors, crocodiles, electric eels, giant
lizards or sharks, or 1d4+1 celestial or fiendish giant frogs or celestial or
fiendish octopus, while a summon nature's ally V could summon 1 elasmosaurus,
giant octopus, stegosaurus or triceratops, 1d3 ankylosaurus or giant moray eels,
or 1d4+1 deinonychus or pteranodons.
Domain Spells: 1st - magic fang, 2nd - barkskin (presenting
a scaly appearance), 3rd - greater magic fang, 4th - poison, 5th
- animal growth*, 6th - form of the dragon I, 7th - creeping
doom (composed of tiny snakes), 8th - form of the dragon III, 9th
- shapechange
* Affects ophidian or reptilian creatures only.
Deities: Groetus, Old Cults
Granted Powers: You can call upon the forces of the outer void, bearing
yourself into the night sky and calling do
Creature of the Void (Su): As a full round action, you summon a small
grotesque mass of writhing darkness from the void between the stars. On your
next turn, it flies unerringly to strike a single target within 30 ft., dealing
nonlethal damage equal to 1d6 plus +1 hit point for every two Cleric levels
you possess, as well as rendering the target shaken for 1 round.
Void-Dancer's Wings (Su): At 8th level, you become immune to suffocation
and damage from environmental cold. Additionally, when you cast a prepared Domain
spell of fly upon yourself the duration is increased to 10 minutes per
Cleric level and when you cast a prepared Domain spell of overland flight
upon yourself, the duration is doubled.
Domain Spells: 1st - feather fall, 2nd - levitate, 3rd
- fly, 4th - lesser planar binding, 5th - overland flight,
6th - planar binding, 7th - reverse gravity, 8th - greater
planar binding, 9th - gate.
Deities: Irori (replaces Rune, if used)
Granted Powers: Your understanding of the inner workings of the mind
grants you uncanny insights into others, and remarkable self-control. You gain
a +2 to Will saves vs. enchantment spells and effects.
Mind Thrust (Su): As a standard action, you can generate a blast of disorienting
psychic energy that inflicts 1d6 nonlethal damage + 1 hit point per two cleric
levels to a single target within 30 ft. and causes the target to suffer the
effects of the Sickened condition for one round. Only sentient creatures are
affected by this psychic blast. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Tower of Iron Will (Su): At 6th level, you can generate a faintly visible
fortress of psychic protection that grants you and all allies within 30 ft.
a bonus to their Will saves equal to your Wisdom modifier, and affording those
affected another saving throw (including this bonus) versus any mind-affecting
effect currently affecting them, such as fear, confusion, rage, etc. You can
generate this mental bastion for as many rounds per day as you have Cleric levels,
and the rounds do not need to be consecutive. Each round within the protection
confers another saving throw to shake off mental charms, compulsions or other
unwanted influence.
Domain Spells: 1st - comprehend languages, 2nd - detect thoughts,
3rd - lesser geas, 4th - discern lies, 5th - telepathic bond,
6th - mass suggestion, 7th - demand, 8th - mind blank,
9th - weird.
Creation Domain
Deities: Torag (replaces Artifice or Earth, if used)
Granted Powers: You have developed a powerful connection to the forces
of creation itself, allowing you to form objects within your grasp. The duration
of any conjuration (creation) spells you cast as a Cleric are treated as if
your caster level was +2.
Creation's Craft (Su): As a full-round action you can create an item
within your grasp similar to the effects of minor creation, but limited
to a single item with a weight in pounds no greater than your Wisdom modifier
+ 1 lb. per Cleric level. As with minor creation, complex items may require
a Craft check to properly form. You can have no more than one such item in existence
at a time, and the item disappears at the end of any round in which it leaves
your grasp or possession (otherwise, the duration is permanent). The item can
be made of vegetable matter (plant, fibers, leaves, etc.), or bone, chitin,
hide, fur or cloth. Items of stone or metal cannot be created with this ability,
and, regardless of Craft skill, you cannot make a Masterwork item with this
ability, nor use any such created material as a spell component. Items crafted
cannot be inherently dangerous, including venomous, disease-ridden or caustic
nature, although a weapon (such as a longbow or quarterstaff) can be crafted
in this manner. If an item created in this manner is damaged or separated, the
entire item dissolves at the end of that round, making it unusable for the creation
of foodstuffs (as any bite taken from the whole destroys the entire item).
Craftsmaster (Su): At 8th level, you become able to conjure up items
of metal or stone with your creation's craft, and the item created can
be Masterwork, assuming that your Craft check is successful. You can also create
food and water sufficient to satisfy your own requirements (even if you have
already used this ability to fashion a weapon or tool), although you still cannot
use this ability to create food or water for others, as the material vanishes
at the end of any round in which it leaves your person. The weight of items
you can create doubles, and you can have multiple objects in existence at one
time, so long as the total items created does not exceed weight in pounds equal
to twice your cleric level plus Wisdom modifier. Similar to major creation,
you cannot create items of cold iron with this ability.
Domain Spells: 1st - mount, 2nd - minor image, 3rd - create
food and water, 4th - minor creation, 5th - major creation,
6th - heroes' feast, 7th - permanent image, 8th - greater shadow
conjuration, 9th - shades.
P
Deities: Tien (Chinese elemental schema)
Granted Powers: Your spiritual connection to the element of metal allows
you to enhance the protective and damaging power of metal armor and weapons,
to imbue yourself with the unfailing durability of metal, and to create weapons
of metal in times of need.
Always Armed (Su): You can create a metal weapon within your grasp of
up to 1 lb per cleric level as a move action. These weapons vanish at the end
of the round if they ever leave your possession. When you use weapons that you
have created in this manner in combat, you can use your Wisdom modifier in place
of Strength or Dexterity modifiers for attacks and damage.
Always Armored (Su): At 8th level, you gain the ability to create metal
weapons with Always Armed as a free action, and weapons created are of masterwork
quality. You also gain the ability to absorb one suit of metal armor with an
armor bonus equal to your permanent Wisdom modifier, gaining the armor bonus
of that armor as a natural armor bonus, but suffering none of the other effects
of being armored (armor check penalty, weight carried, movement speed reduction,
arcane spell failure or maximum dexterity bonus). Absorbing the armor takes
one hour, but it can be expelled as a full-round action at any time. No other
properties of the armor are in effect while it is absorbed, and any beneficial
magical properties or enhancement bonuses are suspended until it is expelled
from your body. Once absorbed, a suit of armor effectively does not exist, conferring
only the appropriate natural armor bonus, and you can wear another suit of armor
without difficulty.
Domain Spells: 1st - magic weapon*, 2nd - heat metal, 3rd
- magic vestment*, 4th - rusting grasp, 5th - wall of iron,
6th - blade barrier, 7th - move earth, 8th - repel metal or
stone, 9th - iron body.
Wood Domain
Deities: Tien (Chinese elemental schema)
Granted Powers: Your spiritual connection to the element of wood allows
you to pass through the forested places unhindered, take on the strength of
wood and eventually call the forest to your aid. You can move through natural
thorns, briars, overgrown areas, and similar terrain at your normal speed and
without taking damage or other impairment. Any such terrain that is magically
manipulated to impede motion still impedes you.
Wooden Fortitude (Su): As a standard action, you can touch a creature
to grant it Hardness 5 for 3 rounds. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Wood like Iron (Su): At 8th level, items, weapons and armor of wood that
you carry or wear are strengthened by an Ironwood-like effect that causes them
to gain the hardness, hit points, armor value and damaging properties of metal
armor, items or weapons, but retain the weight and rust-resistant properties
of wood. Armor is treated as one size category lighter, and items that would
normally be made primarily of metal are one-half the weight of their metal counterparts.
These effects cease at the end of any round that the affected item leaves the
Clerics person.
Domain Spells: 1st - shillelagh, 2nd - tree shape, 3rd
- speak with plants, 4th - command plants, 5th - tree stride,
6th - repel wood, 7th - liveoak, 8th - changestaff, 9th
- control plants.
Scalykind Domain
Dieties: Dahak, Ydersius
1st Serpentstrike (Su): You can cause a single creature to suffer
the effects of a snake's bite with a melee touch attack. A translucent serpent
of greenish-gold force automatically bites any target you hit with this touch
attack, inflicting 1d4 P damage + poison (1d6 Con/1d6 Con, Fort DC 10 +1/2 cleric
level).
2nd Scaleskin (Sp): You can cast scaleskin (as barkskin,
but with a scaly appearance, Range Personal and Duration 1 min/level) 1/day
per 2 levels.
4th Summon Swarm (Sp): You can cast summon swarm (swamp
lizards, treat as rats) 1/day
8th Master of Scale (Su): Any summon monster spell can
be cast to summon dinosaurs, fish, reptilian animals or snakes as if a spell
of the next higher level. A summon monster III would therefore summon
1 fiendish huge viper or large fiendish shark, 1d3 fiendish constrictors, crocodiles
or large vipers or 1d4+1 fiendish medium sharks or fiendish medium vipers, while
a summon monster V could summon 1 fiendish elasmosaurus or giant constrictor,
1d3 fiendish deinonychus, fiendish huge sharks or fiendish giant crocodiles,
or 1d4+1 fiendish huge vipers or fiendish large sharks.
12th Form of the Dragon I (Sp): You can cast form of the dragon
I 1/day.
16th Creeping Doom (Sp): You can cast creeping doom (swarm
of tiny snakes) 1/day.
20th Shapechange (Sp): You can cast shapechange 1/day.
Void Domain
Dieties: Groetus, Old Cults
1st Void-Walker's Grace (Su): You gain a resistance bonus on saving
throws vs. mind-affecting effects and cold damage equal to 1/2 your caster level,
as well as a similar bonus on acrobatics checks to avoid falling damage and
fortitude checks to resist the effects of environmental cold or to hold your
breath. As a standard action, you can confer these bonuses to another creature
with a touch for one minute.
2nd Feather Fall (Sp): You can cast feather fall 1/day
per 2 levels
4th Void-Leaper (Sp): You can cast fly (affecting yourself
only) 1/day.
8th Void-Dancer's Wings (Su): You can now use the flight from
Void-Leaper in one or multiple uses, throughout the day, up to a maximum duration
of 1 minute / level, but still only upon yourself. You also become immune to
suffocation and damage from environmental cold.
12th Planar Binding (Sp): You can cast planar binding 1/day.
16th Reverse Gravity (Sp): You can cast reverse gravity
1/day.
20th Gate (Sp): You can cast gate 1/day.
Domains for a particular faction of Tien Clerics (who tend to have Metal, Wood, Water, Fire and Earth as their options).
Wood Domain
1st Wooden Fortitude (Su): By taking a standard action to touch
a creature, you can give it Hardness 5 for 3 rounds. Once a creature has benefitted
from this effect, it cannot benefit again from this effect for one hour.
2nd Shillelagh (Sp): You can cast shillelagh 1/day per
2 levels.
4th Barkskin (Sp): You can cast barkskin 1/day.
8th Wood like Iron (Su): Items, weapons and armor of wood that
you carry or wear are strengthened by an Ironwood-like effect that causes them
to gain the hardness, hit points, armor value and damaging properties of metal
armor, items or weapons, but retain the weight and rust-resistant properties
of wood. Armor is treated as one size category lighter, and items that would
normally be made primarily of metal are one-half the weight of their metal counterparts.
These effects cease at the end of any round that the affected item leaves the
Clerics person.
12th Animate Plant (Sp): You can cast animate plant 1/day.
16th Changestaff (Sp): You can cast changestaff 1/day.
20th Shambler (Sp): You can cast shambler 1/day.
Metal Domain
1st Always Armed (Su): You can create metal weapon as move action
of up to 1 lb per cleric level. These weapons vanish at the end of the round
if they ever leave your possession. When you use weapons that you have created
in this manner in combat, you can use your Wisdom modifier in place of Strength
or Dexterity modifiers for attacks and damage.
2nd Magic Weapon (Sp): You can cast magic weapon 1/day
per 2 levels, but only to affect metal weapons, or weapons with a metal striking
surface. Your caster level is increased by your Wisdom modifier if you affect
a metal weapon created with your supernatural domain abilities.
4th Magic Vestment (Sp): You can cast magic vestment 1/day,
but only to affect shields or armor made primarily of metal. Your caster level
is increased by your Wisdom modifier for effect and duration.
8th Always Armored (Su): You can now create metal weapons with
Always Armed as a free action, and weapons created are of masterwork quality.
You also gain the ability to absorb one suit of metal armor with an armor bonus
equal to your Wisdom modifier, gaining the armor bonus of that armor as a natural
armor bonus, but suffering none of the other effects of being armored (armor
check penalty, weight carried, movement speed reduction, arcane spell failure
or maximum dexterity bonus). Absorbing the armor takes one hour, but it can
be expelled as a full-round action at any time. No other properties of the armor
are in effect while it is absorbed, and any beneficial magical properties or
enhancement bonuses are suspended until it is expelled from your body. Once
absorbed, a suit of armor effectively does not exist, conferring only the appropriate
natural armor bonus, and you can wear another suit of armor without difficulty.
12th Wall of Iron (Sp): You can cast wall of iron 1/day.
16th Summon Monster VII (Sp): You can cast summon monster ally
VII to summon a single elder xorn or 1d3 chain devils or 1d3 average xorn
1/day.
20th Iron Body (Sp): You can cast iron body 1/day. Your
caster level is increased by your Wisdom modifier to determine the duration
of the effect.