p1 | p2 | 1st | 2nd | 3rd | 4th | 5th | 6th | |
---|---|---|---|---|---|---|---|---|
Eagle | familar, hawkeye | evasion | aspect of the falcon | eagle's splendor | fly | river of wind | overland flight | eagle aerie |
Cloud | light arc | thundercloud | obscuring mist | wind wall | gaseous form | solid fog | control winds | chain lightning |
Feather | hawkeyes + fly bns | animal comp | calm animals | feather fall | fly | SNA 4 | BS 3 | mass fly |
Ash | fire bolt | wall of ashes | burning hands | produce flame | fireball | wall of fire | fire shield | fire seeds |
Growth | Enlarge | bramble armor | enlarge person | barkskin | plant growth | command plants | righteous might | repel wood |
Plains | herd | pounce | mount | chameleon stride | haste | aspect of the stag | control winds | find the path |
Wolf | improved trip | pack tactics | hunter's howl | bloodhound | aspect of the wolf | strong jaw | tireless pursuers | find the path |
Weather | storm burst | light lord | obscuring mist | fog cloud | call lightning | sleet storm | ice storm | control winds |
Plant | wooden fist | bramble armor | entangle | barkskin | plant growth | command plants | wall of thorns | repel wood |
Decay | wooden fist | aura decay | entangle | barkskin | contagion | poison | wall of thorns | harm |
Desert | heat shimmer | servant sand | cloak of shade | shifting sand | cup of dust | hallucinatory terrain | trasmut r to m | sirocco |
Serpent | familiar, slither | venom imm | charm animal | animal trance | poison | strong jaw | snakestaff | charm monster |
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp) : As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Thundercloud(Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud//except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—solid fog, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—storm of vengeance.
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt(Sp)
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your clericlevel, but these minutes do not need to be consecutive.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate,8th—incendiary cloud, 9th—fiery body.
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex)
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells: 1st—calm animals, 2nd—feather fall/, 3rd—fly, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Wooden Fist(Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your clericlevel. These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—contagion, 4th—poison ,5th—wall of thorns, 6th—harm, 7th—animate plants, 8th—control plants, 9th—shambler.
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp)
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp)
At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
The spirits and secrets of the endless wastes are yours to command.
Granted Powers:
Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blurspell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitudenegates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.
Servant of the Sands (Sp): At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved.
Domain Spells: 1st—cloak of shade, 2nd—shifting sand, 3rd—cup of dust, 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco, 7th—sunbeam, 8th—sunburst, 9th—horrid wilting.
Your spirit soars with the mightiest and noblest of all winged creatures.
Granted Powers:
Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.
Domain Spells: 1st—aspect of the falcon, 2nd—eagle’s splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie//, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.
The wide open spaces of the prairie, savanna, and steppe are yours to master.
Granted Powers:
Migrating Herd (Su): When you summon an aurochs, bison, elephant, horse, mastodon, pony, or similar quadruped herbivore with a summoning spell, the duration of the spell is increased by 100% (this does not stack with Extend Spell). The creature’s land speed is increased by 10 feet.
Pounce (Ex): At 6th level, you may use the pounce special attack once per day. You may pounce one additional time per day for every 3 levels after 6th.
Domain Spells: 1st—mount, 2nd—chameleon stride, 3rd—haste, 4th—aspect of the stag, 5th—control winds, 6th—find the path, 7th—whirlwind, 8th—animal shapes, 9th—worldwave//.
You serve ancient serpentine mysteries whose coils still encircle the world.
Granted Powers:
Familiar: You gain a viper familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Slither (Ex): As a free action, you can distend and stretch your body to fit easily through narrow spaces for 1 round. You can move freely through a tight space that would normally require a creature of your size to squeeze through. While slithering, you gain a +2 dodge bonus to Armor Classagainst attacks of opportunity provoked by your movement and a +2 bonus on CMB and on Escape Artist checks made to escape from a grapple. You can use this ability a number of times per day equal to 3 + your Wisdommodifier.
Venom Immunity (Ex): At 6th level, you gain immunity to poisons from snakes, reptiles, and creatures with the reptilian subtype. At 12th level, you gain immunity to all poisons. This replaces venom immunity.
Domain Spells: 1st—charm animal, 2nd—animal trance, 3rd—poison, 4th—strong jaw, 5th—snakestaff, 6th—charm monster, 7th—animal shapes (reptiles and snakes only), 8th—scintillating pattern, 9th—crushing hand.
You run with the pack and are the master of the cold hunt of your spirit totem.
Granted Powers:
Improved Trip: You gain Improved Trip as a bonus feat.
Pack Tactics (Ex): At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—hunter’s howl//, 2nd—bloodhound, 3rd—aspect of the wolf, 4th—strong jaw, 5th—tireless pursuers, 6th—find the path, 7th—animal shapes (canines only), 8th—phantasmal revenge, 9th—freedom.