Missionary (R&R / R&R2)

 

Granted Power:  You can invoke the ability to Comprehend Languages 1 / day as a Free Action.  This is a spell-like ability, however there are no components required, so you can activate this power without anyone else knowing it.  The effect lasts 20 minutes / caster level.

 

1) Mount or Madriel’s Empathic Resonance (R&R)

2) Charm Person or Rend the Sovereign Soul (R&R)

3) Divine Raiment (R&R)

4) Suggestion

5) Inquisition (R&R)

6) Prying Eyes

7) Incite (R&R)

8) Sympathy

9) Convert (R&R)

 

 

Domination (Div & Def / R&R2)

 

Granted Power: May rebuke members of his own race.  Chaotic or Good aligned targets may make a Will save (DC 10 + Clerics Cha modifier + half the Clerics level) to avoid the effect.  This ability never results in the destruction of the target creature.  This ability may be used a number of times equal to the Clerics rebuke / command undead attempts / day.

 

Domination Domain Spells

1) Command

2) Rend the Sovereign Soul (R&R)

3) Chardun’s Torments (R&R) or Fist of Iron (Div&Def)

4) Lesser Geas

5) Dominate Person or Mind Fog

6) Geas/Quest or Visage of the Overlord (Div&Def)

7) Incite (R&R)

8) Power of the Overlord (Div&Def)

9) Dominate Monster

 

 

Judgement (Div & Def / R&R2)

 

Granted Power: Sense Motive is a class skill.  In addition you may use True Strike 1 / day against anyone who has wounded you within the last 24 hours.  Invoking the True Strike is a Free Action, but must be declared before you roll the attack.

 

Judgement Domain Spells

1) Prevarication’s Bounty (R&R)

2) Hedrada’s Balance (R&R)

3) Searing Light

4) Discern Lies

5) True Seeing

6) Divine Talion (Div&Def)

7) Forcecage

8) Mind Blank

9) Imprisonment

 

 

Artifice (D&D)

 

Granted Power: Gain a +4 bonus on Craft checks.  You can cast Conjuration (Creation) spells at +1 caster level.

 

Artifice Domain Spells

1. Animate Rope

2. Wood Shape

3. Stone Shape

4. Minor Creation

5. Fabricate

6. Major Creation

7. Hardening *

8. True Creation *

9. Prismatic Sphere

 

 

Community (D&D)

 

Granted Power: Use Calm Emotions as a spell-like ability once / day.  Gain a +2 competence bonus on Diplomacy checks.

 

Community Domain Spells

1. Bless

2. Shield Other

3. Prayer

4. Status

5. Rary’s Telepathic Bond

6. Heroes’ Feast

7. Refuge

8. Mass Heal

9. Miracle

 

 

Darkness (D&D)

 

Granted Power: Free Blind-Fight Feat

 

Darkness Domain Spells

1. Obscuring Mist

2. Blindness

3. Blacklight *

4. Armor of Darkness *

5. Summon Monster V (only summons 1d3 Shadows)

6. Prying Eyes

7. Nightmare

8. Power Word, Blind

9. Power Word, Kill

 

 

Glory (D&D)

 

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

 

1. Disrupt Undead

2. Bless Weapon

3. Searing Light

4. Holy Smite

5. Holy Sword

6. Bolt of Glory *

7. Sunbeam

8. Crown of Glory *

9. Gate

 

 

Liberation (D&D)

 

Granted Power: You gain a +2 morale bonus on all saving throws versus enchantment spells or effects.

 

1. Remove Fear

2. Remove Paralysis

3. Remove Curse

4. Freedom of Movement

5. Break Enchantment

6. Greater Dispelling

7. Refuge

8. Mind Blank

9. Unbinding

 

 

Madness (D&D)

 

Granted Power: You gain an Insanity score equal to half your cleric level (add prestige class levels to cleric levels for this purpose).  For spellcasting (determing bonus spells and save DCs), you use your Wisdom score plus your Insanity score in place of Wisdom alone.  For all other purposes, such as skills and Will saves, use Wisdom minus Insanity in place of Wisdom.  Once / day, you can see and act with the clarity of true madness.  Use your Insanity score as a positive modifier instead of a negative modifier to a single roll involving Wisdom, such as a Listen check or Will save.  Choose to use this power before the roll is made

 

1. Random Action

2. Touch of Madness *

3. Rage *

4. Confusion

5. Bolts of Bedevilment *

6. Phantasmal Killer

7. Insanity

8. Maddening Scream *

9. Weird

 

 

Nobility (D&D)

 

Granted Power: Spell-like ability to inspire allies, giving them a +2 morale bonus to attack rolls, ability checks, skill checks, saving throws and weapon damage rolls.  Allies must be able to hear you speak for one round as a Standard Action and it lasts as many rounds as your Charisma modifier.  You can use this ability once / day.

 

1. Divine Favor

2. Enthrall

3. Magic Vestment

4. Discern Lies

5. Greater Command

6. Geas / Quest

7. Repulsion

8. Demand

9. Storm of Vengeance

 

 

Repose (D&D)

 

Granted Power: You may use a Death Touch once / day.  Your death touch is a spell-like ability that is a death effect and you must succeed at a melee touch attack against a living creature using the rules for touch spells.  When you touch, roll 1d6 per your cleric level.  If the total rolled at least equals the creatures current hit points, it dies.

 

1. Deathwatch

2. Gentle Repose

3. Speak with Dead

4. Death Ward

5. Slay Living

6. Undeath to Death

7. Destruction

8. Surelife

9. Wail of the Banshee

 

 

Weather (D&D)

 

Granted Power: Intuit Direction and Wilderness Lore are class skills.

 

1. Obscuring Mist

2. Fog Cloud

3. Call Lightning

4. Sleet Storm

5. Ice Storm

6. Control Winds

7. Control Weather

8. Whirlwind

9. Storm of Vengeance