Cleric

From another direction comes Archbishop Turpin;

He spurs his horse and climbs a hill.

He calls the French, he preached a sermon to them:

My lord barons, Charles left us here,

We must die well for our king.

The French dismount, they knelt to the ground,

And the Archbishop blessed them in God’s name.

For a penance, he commands them to strike.

La Chanson de Roland (ca. 1100)

A cleric must choose one of two types of ordainment. Outgoing priests like Friar Tuck or the Archbishop Turpin (referenced above), who actively minister in the field, are most often called simply “clerics.” Cloistered clerics, sequestered in their monasteries or palaces and knowledgeable in lore (Cardinal Richelieu et al.), are called Archivists. Each of the two types of ordainment offers slightly different class features, as described below. The Mystic Theurge prestige class can now be emulated by selecting the Arcanist domain (see below). Clerics with the War domain also receive excellent synergy with levels in fighter.

Table 1: The Cleric Hit Dice: d8

Class Level Base Attack Bonus Spell Capacity Channel Energy Special
1st +0 1st 1d6 Aura, channel energy, domain access
2nd +1 2nd 1d6 Bonus feat
3rd +2 3rd 2d6
4th +3 4th 2d6 Domain power(s)
5th +3 5th 3d6
6th +4 6th 3d6 Steadfast faith +1
7th +5 7th 4d6
8th +6/+1 7th 4d6 Bonus feat, domain power(s)
9th +6/+1 8th 5d6
10th +7/+2 9th 5d6 Planar channeling
11th +8/+3 10th 6d6
12th +9/+4 11th 6d6 Steadfast faith +2
13th +9/+4 12th 7d6
14th +10/+5 13th 7d6 Bonus feat
15th +11/+6/+6 13th 8d6 Crusader’s aura
16th +12/+7/+7 14th 8d6 Handle relic
17th +12/+7/+7 15th 9d6
18th +13/+8/+8 16th 9d6 Steadfast faith +3
19th +14/+9/+9 17th 10d6
20th +15/+10/+10 18th 10d6 Bonus feat, domain exemplar

Saving Throws: Clerics gain a +2 class bonus to Fortitude and Intuition saves.

Bonus Skills: All clerics automatically receive one free rank per class level in Concentration, Heal, and Knowledge (the Planes). These are otherwise treated as class skills, but do not count against the cleric’s total number of skill points.

Class Skills: Craft (all), Diplomacy, Knowledge (all), Planar Sense, Profession (all), Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Bonus Languages: A cleric's bonus language options for a high Intelligence score include Celestial, Abyssal, and Mabrahoring (the languages of good, chaotic evil, and lawful evil outsiders, respectively). If you have access to an elemental domain (air, earth, fire, or water), you may also select the appropriate language (Auran, Terran, Ignan, or Aquan, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Favored Class: When gaining a level of cleric as a favored class, rather than choosing +1 hp or skill point, you can instead choose one of the following options:

  • Divine Exorcist (Su): Each time you select this option, you gain a +1 sacred (or profane) bonus to defeat the spell resistance of creatures with the opposite alignment type.

  • Divine Wrath (Su): Your damaging spells and spell-like abilities deal +1 point of damage against creatures with an alignment subtype opposite that of your deity or cause.

  • Selective Channeling (Su): When channeling energy, you can choose to omit one creature of your choice from the effects.

  • Spontaneous Casting (Sp): Each time you select this bonus, choose one Domain spell or one cure/inflict spell (depending on whether you channel positive or negative energy). You can cast this spell spontaneously by sacrificing a prepared spell of equal or higher level.

Weapon and Armor Proficiency: Clerics have Martial proficiency with bludgeons and hammers, and Simple proficiency with flails, slings, and shields. Clerics of specific deities (as opposed to ideals, churches, or pantheons of deities) gain Martial proficiency with their deity’s favored weapon as well. Clerics are proficient with light and medium armor. You can choose to trade in your armor and shield proficiencies for the Canny Defense feat.

To simulate an AD&D cleric in heavy plate, but with no spells at 1st level, simply start with one level of fighter and then multiclass into Cleric, remaining a cleric for the remainder of your career.

Spellcasting: Clerics cast prepared divine spells, drawn from the cleric spell list, using the progression shown on the standardized table in Chapter 7. Your spellcasting attribute is Wisdom. Clerics have the additional requirement that extra spell slots derived from high Wisdom scores must be filled with Domain spells (see below).

Clerics meditate or pray for their spells. Choose a set time each day (which cannot be changed thereafter) when you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. As described under “Casting Spells on Other Planes” in Chapter 7, you cannot regain spells on planes into which your deity’s awareness and power do not extend. This is an unusual occurrence, and in general you will not encounter this situation on the Inner Planes. An exception is if you are inside a demi-plane or extra-dimensional space (such as from a rope trick spell), in which case you must prepare your spells outside of that space.

You may prepare and cast any spell on the cleric spell list from the Core Rulebook (except those opposed to your deity’s alignment and those specifically removed from the list, as noted in Chapter 7), provided that you can cast spells of that level. Clerics can learn spells from other sources, but such spells generally must be learned from distant sects of clerics, and they count against the character’s personal numen (Chapter 6) as if they were scrolls being kept on hand.

Domain Spells: Your bonus spells (as shown on the Prepared Spellcasting table in Chapter 7) are drawn from the bonus spells provided by your domains. Each day, you can prepare one of the spells from your domains in that slot. If a domain spell is not on the cleric spell list, you can prepare it only in an appropriate domain spell slot. If the same spell appears on both your domain lists, you gain a +1 sacred (or profane) bonus to the save DC for that spell, to compensate for the reduced spell choice.

Holy Symbol: In order to cast spells, use domain spell-like or supernatural abilities, or channel energy, you must have a holy symbol of your deity or cause; this functions as a focus component for your powers.

Spontaneous Casting: At 1st level, you may choose to cast spontaneously (like a sorcerer) instead of preparing your spells, with the referee’s permission. Once made, this choice cannot be changed.

Aura (Su): You have an aura of alignment identical to the alignment of your deity or cause. You are also affected by spells as if you yourself were of that alignment.

Channel Energy (Su): You can release a wave of energy by channeling the power of your faith through your holy (or unholy) symbol. Choose one of your domains (Appendix A); you channel energy as described for that domain. Alternatively, you can instead choose to channel positive energy (for good deities) or negative energy (for evil ones); a cleric who worships a neutral deity (or a cleric not devoted to a particular deity) can choose whether to channel positive or negative energy. Once this choice is made, it cannot be reversed.

When you channel energy, the power manifests in a burst that affects a 30-foot radius centered on you. Channeled positive energy heals living creatures and damages undead; channeled negative energy heals undead and damages living creatures; and channeled domain energy has variant effects depending on the domain. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two class levels you possess beyond the first (2d6 at 3rd, 3d6 at 5th, and so on).

Creatures that take damage or other ill effects from channeled energy receive a Will save for half (DC of this save is equal to 10 + half your class level + your Charisma modifier). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost.

You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke attacks of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.

Domain Access: Your faith influences your values, how others see you, and what magic you can perform. You gain access to two domains (Appendix A) from among those associated with your deity or cause (subject to referee approval).

In addition, you gain the 1st level granted power from both of your domains. You do not gain the archivist skill enhancements listed for the domains.

Bonus Feat: At 2nd level, you gain a bonus feat chosen from the following: any Domain feat, any Divine feat, Exotic Weapon Proficiency (deity’s favored weapon), Heavy Armor Proficiency, Serenity, Skill Focus (Concentration, or the archivist skill for one of your domains), Spontaneous Spell (the spells from one of your domains, or cure spells or inflict spells), or Thaumaturgist (Chapter 5). Your domains might grant additional choices, as listed in Appendix A. You must meet all prerequisites normally.

For every 6 class levels you attain thereafter, you gain an additional bonus feat, as shown in the table.

Domain Powers: You receive additional granted powers from your domains at 4th and/or 8th level, as described in the Domains section.

Steadfast Faith (Su): At 6th level, you are granted special protection against hostile magic. You gain a +1 sacred (or profane) bonus on saving throws against the following:

  • Arcane spells and spell-like abilities;

  • Divine spells with an alignment descriptor opposite that of your deity or cause, or cast by enemies of your faith; or

  • The spells and spell-like abilities of Outsiders with alignment opposite that of your deity or cause.

At 12th and 18th levels, this bonus increases by an additional +1, as shown on Table 1.

Planar Channeling (Su): You are charged with banishing the servants of Powers opposed to your patron or cause. At 10th level, you gain Planar Channeling as a bonus feat.

Crusader’s Aura (Sp): Starting at 15th level, your very presence inspires holy zeal in your allies and dread in your enemies. You are surrounded at all times by a 40-ft. radius aura that is equivalent to a prayer spell. If dispelled, you can restore the aura as a full-round action.

Handle Relic (Su): You are expected to destroy the tools of the enemies of your faith. At 16th level, you gain Handle Relic as a bonus feat.

Domain Exemplar: At 20th level, you are the earthly embodiment of one of your domains. Choose one domain for which to gain this ability (unlike other domain powers, you do not gain it for all domains). The specific effects are listed under the domain descriptions below.

Archivist

This variant cleric is intended to supersede the Cloistered Cleric (from Unearthed Arcana), the Archivist (from Heroes of Horror), and the Priest (from Adamant Entertainment’s Tome of Secrets). It allows for a priest more focused towards the powers of your domains, and less towards melee combat.

Table 2: The Archivist Hit Dice: d6

Class Level Base Attack Spell Capacity Channel Energy Special
1st +0 1st 1d6 Aura, channel energy, domains
2nd +1 2nd 1d6 Bonus feat
3rd +1 3rd 2d6 Versatile channeling
4th +2 4th 2d6 Domain power(s), skill focus
5th +2 5th 3d6 Rune domain
6th +3 6th 3d6 Bonus feat
7th +3 7th 4d6 Versatile channeling
8th +4 8th 4d6 Domain power(s), skill focus
9th +4 9th 5d6 Additional domain
10th +5 10th 5d6 Bonus feat
11th +5 11th 6d6 Versatile channeling
12th +6/+1 12th 6d6 Skill focus
13th +6/+1 13th 7d6
14th +7/+2 14th 7d6 Bonus feat
15th +7/+2 15th 8d6 Versatile channeling
16th +8/+3 16th 8d6 Skill focus
17th +8/+3 17th 9d6
18th +9/+4 18th 9d6 Bonus feat
19th +9/+4 19th 10d6 Guarded mind, versatile channeling
20th +10/+5 20th 10d6 Domain exemplar, skill focus

Saving Throws: Archivists gain a +2 class bonus to Intuition and Will saves.

Bonus Skills: All archivists automatically receive one free rank per class level in Concentration, and Knowledge (the Planes). These are otherwise treated as class skills, but do not count against your total number of skill points. In addition, your domains grant bonus skill ranks as well, as listed under “Archivist Skill.”

Class Skills: Diplomacy, Disable Device, Heal, Knowledge (all), Planar Sense, Profession (all), and Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Bonus Languages: An archivist’s bonus language options for a high Intelligence score include Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Ignan, Mabrahoring, and Terran. These choices are in addition to the bonus languages available to the character because of her race.

Favored Class: As for the Cleric (see above), and add the following option:

  • Spell Mastery (Ex): Each time you select this option, choose one spell. You can prepare that spell without referring to your prayer book.

Weapon and Armor Proficiency: Archivists have Simple proficiency with all weapons, and are proficient with light armor. They do not gain any shield proficiencies. You can choose to trade in your light armor proficiency for the Canny Defense feat.

Spellcasting: Archivists cast prepared divine spells which are drawn from the cleric spell list. Your spellcasting attribute is Intelligence or Wisdom (your choice; once chosen, you cannot re-assign it).

Prayer Book: Unlike a standard cleric, you do not receive your daily spell complement directly from whatever deity or cosmic force you worship. Rather, you must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. You cannot prepare any spell not recorded in your prayer book except for read magic, which all archivists can prepare from memory.

You begin play with a prayer book containing all of the Core rules 0-level cleric spells, plus three 1st level cleric spells of your choice, plus your domain spells. For each point of Intelligence bonus you have, the prayer book has an additional 1st level cleric spell. At each new class level, you gain one new cleric spell for your prayer book; this can be of any spell level or levels that you can cast (based on your new level). In addition, you always add the domain spells of your domains to your prayer book; these do not count against your spells added due to level advancement.

At any time, you can also add spells found on scrolls containing clerical spells to your prayer book, but you must make any checks and spend the time and numen required (see Adding Spells to a Wizard's Spellbook). You can similarly add non-cleric spells that directly pertain to your domains as if they were cleric spells, at the referee’s discretion. For example, an archivist with access to the Air, Knowledge, and Plant domains finds a druid scroll with magic fang and speak with plants on it, and an arcane scroll with identify and fireball. The archivist could add speak with plants to his prayer book as a 3rd level spell and identify as a 1st level spell. He could not add magic fang or fireball, as they fall outside the general themes of his domains. When determining themes, player and referee agreement is the standard of comparison.

Domain Spells: Your bonus spells (as shown on the Prepared Spellcasting table) are drawn from the bonus spells provided by your domains. Each day, you can prepare one of the spells from your domains in that slot.

Aura (Su): You have an aura of alignment identical to the alignment of your deity or cause. You are also affected by spells as if you yourself were of that alignment.

Channel Energy (Su): As the cleric class feature of the same name; you choose positive energy, negative energy, or one domain. Regardless of your initial choice, you eventually gain the ability to channel energy of the other types and domains through your versatile channeling class feature (q.v.).

Domains: Your faith influences your values, how others see you, and what magic you can perform. Choose one domain (Appendix A) from among those belonging to your deity. If you are not devoted to a particular deity, you still select a domain to represent your spiritual inclinations and abilities (subject to referee approval). In addition to the domain selected, you automatically gain the Knowledge domain as well. Your domains provide the following:

  • Bonus spell choices, as listed.

  • One class skill or skill-related feat, as listed for the domain.

  • Granted powers, as listed.

You automatically gain additional domains at 5th and 9th levels, as described below.

Bonus Feat: At 2nd level, and every 4 levels thereafter, you receive a bonus feat, which must be selected from the following list: Imbue Item, Spell Focus, Thaumaturgy, any Divine feat, any Domain feat (Chapter 5), or any metamagic feat (Chapter 7). Your domains might grant additional choices, as described in Appendix A. You must meet all prerequisites normally.

Domain Powers: You receive additional granted powers from your domains at 4th and/or 8th level, as described in the Domains section.

Skill Focus: At 4th level, and every 4 levels thereafter, you gain Skill Focus as a bonus feat. These must be taken in either Knowledge skills and/or in the archivist skills listed for your domains.

Versatile Channeling: At 3rd level, you receive Versatile Channeling as a bonus feat. You gain this feat an additional time every 4 levels thereafter, each time choosing a different energy type or domain channeling. When you reach 19th level, each time you channel energy, you can therefore choose to channel positive energy, negative energy, and/or energy from any of your four domains.

Rune Domain: Your research has revealed the secrets of ancient glyphs. At 5th level, you gain access to the Rune domain.

Additional Domain: At 9th level, select one domain from among those belonging to your deity, spiritual inclinations, or cause. You gain access to that domain, including bonus spells, granted powers, etc.

Guarded Mind (Su): Sometimes your peering into places that mortals were not meant to see attracts unwanted attention, and you gradually learn to defend against that. At 19th level, you gain a permanent mind blank effect.

Domain Exemplar: At 20th level, you are the earthly embodiment of two of your domains. Choose two domains for which to gain this ability. The specific effects are listed under the domain descriptions below.


Appendix A: Domains

In some cases, more than one domain spell is listed for a particular level. Clerics with a domain spell of that slot can choose which of the listed spells they will use to fill that slot (if any). Spells from non-core sources are indicated by superscripts; the sources are listed in Chapter 7. “Subdomains” from the Advanced Players Guide can be chosen in place of domains, again with referee approval.

For powers that allow saving throws, the save DC, unless otherwise noted, is equal to 10 + half your class level + your Charisma modifier. Unless otherwise noted, using a domain power is a standard action.

Air Domain

Archivist Skill: Fly.

Feat Options: Storm Bolt [Reserve], Wind-Guided Arrows [Reserve], Wind Stance [Stance].

Variant Channeling: Channeled energy is electrical (rather than positive or negative), dealing electrical damage to those within the channeling radius. This is otherwise similar to channeling negative energy, except you heal air elementals and outsiders of the [air] subtype, instead of healing undead.

Domain Spells: 1stobscuring mist, 2ndwind wall, 3rdgaseous form, 4thair walk, 5thcontrol winds, 6thchain lightning, 7thelemental body IV (air only), 8thwhirlwind, 9thelemental swarm (air) or winds of vengeance.

Cloudwalker (Ex): You gain favored terrain (Elemental Plane of Air), as the ranger class feature of the same name, with a bonus equal to 1 + half your class level.

Lightning Arc [Reserve] (Sp): Starting at 4th level, 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 per level of the highest-level Air domain spell you have prepared. You can use this ability at will as long as you have at least one Air domain spell prepared.

Air Exemplar (Sp): At 20th level, you are continuously under the effects of a winds of vengeance spell. You can suppress this effect as a free action. If suppressed or dispelled, you can renew the effect as a standard action.

Ancestors Domain

This domain supersedes the Ancestral Speaker variant cleric, from Dragon magazine, issue 311.

Archivist Skill: Diplomacy.

Feat Options: Ghost Strike [Strike], Racial Heritage.

Variant Channeling: Turn Undead (as the feat).

Bonus Spells: 1stdetect undead, 2ndancestral communionDG, 3rdspeak with dead, 4thancestral giftDG, 5thcommune, 6thgeas/quest, 7thlegend lore, 8thcompelOA, 9thforesight.

Ancestral Advice (Su): An ancestral speaker may pray to his ancestors for advice or knowledge. Once per day, they grant you a competence bonus to one skill check equal to half your class level. It does not matter if you already possesses any ranks in this skill or not; you can use the skill even if you are untrained in its use or cannot normally use it. The bonus lasts for a number of rounds equal to 1 plus your Charisma bonus. At 5th level and every 4 levels thereafter, you may use this power an additional time per day.

Improved Resurrection (Ex): Starting at 8th level, you can call on the ancestors to smooth over the transition for anyone making the crossing between life and death.

  • Add half your class level as a sacred bonus to Fortitude saves for resurrection survival, and to remove a negative level gained from a raise dead spell.

  • Anyone raised by you gains only one negative level, rather than two. Those you resurrect gain no negative level.

Living Ancestor (Ex): Upon reaching 20th level, you become a living ancestor. You are immune to attribute damage, attribute drain, death effects, and energy drain. You no longer age, and are effectively immortal unless killed.

Animal Domain

Archivist Skill: Handle Animal.

Feat Options: Skill Focus (Endurance, Handle Animal, or Survival).

Variant Channeling: You can turn or rebuke animals as a cleric with the appropriate feats can turn or rebuke undead. See the Command Undead and Turn Undead feats for details.

Domain Spells: 1stcalm animals, 2ndhold animal, 3rddominate animal, 4thsummon nature's ally IV (animals only), 5thbeast shape III (animals only), 6thantilife shell, 7thanimal shapes, 8thsummon nature's ally VIII (animals only), 9thshapechange.

Speak with Animals (Sp): You can speak with animals, as per the spell, at will.

Mark of the Wild (Ex): As the druid class feature of the same name; you gain this ability at 4th level.

Animal Exemplar (Sp): At 20th level, you can use beast shape III at will as a spell-like ability; each use lasts until you change back as a move action.

Aquatic Domain

This domain was presented in Ultimate Magic as a variant terrain domain for druids; it is included here so as to keep domains in one place (and because there is no reason a sea god could not grant access to this domain to a cleric).

Archivist Skill: Athletics.

Feat Options: Skill Focus (Endurance, Handle Animal, or Survival).

Variant Channeling: You heal creatures with the [aquatic] or [water] subtype or command them (similar to using the Command Undead feat against undead).

Domain Spells: 1sthydraulic pushAPG, 2ndslipstreamAPG, 3rdwater breathing, 4thfreedom of movement, 5thblack tentacles, 6thfreezing sphere, 7thanimal shapes (aquatic only), 8thseamantleAPG, 9thtsunamiAPG.

Ocean Born (Ex): You gain favored terrain (underwater), as the ranger class feature of the same name, with a bonus equal to 1 + half your class level.

Seastrike [Strike] (Su): Starting at 4th level, as a standard action you can throw a weapon underwater without the normal penalties for throwing weapons. If your target is in or under the water, the weapon also acts as a returning weapon for that attack.

Aquatic Exemplar (Sp): At 20th level, you are can use seamantleAPG at will as a spell-like ability.

Archery Domain

This domain appears in Relics and Rituals: Olympus (Sword & Sword Studios). Only deities with bows as favored weapons will grant access to this domain.

Archivist Skill: Craft (bowyer/fletcher).

Feat Options: Archery-related and [Ranged] feats.

Variant Channeling: You channel a storm of spiritual arrows dealing piercing damage within a 30-ft. radius of you (Reflex half).

Domain SpellsRRO: 1stlongshotUC or arrow mindCAd, 2ndhunter’s mercyMF, 3rdflame arrow, 4thbow spiritAPG, 5thbane bowCD, 6tharrow stormCAd, 7thhorizon shotRRO, 8thprismatic bowCM, 9thgreater arrowlinkRRO.

Zen Archery (Ex): At 1st level, you gain a +1 insight bonus to damage with ranged weapons. This bonus increases by +1 per class level beyond the 1st, to a maximum bonus equal to your Wisdom modifier.

Puissant Archery (Ex): At 4th level, you gain a bonus archery-related combat feat for which you meet the prerequisites. In addition, after 4th level you can select archery-related combat feats in place of cleric/archivist bonus feats.

Archery Exemplar (Ex): At 20th level, you ignore all range penalties when using bows, and ignore any cover or concealment less than total when targeting with bows.

Artifice Domain

A version of this domain also appears in Relics & Rituals: Olympus (Sword & Sorcery Studios). It has been combined with the Forge domain from the Book of Hallowed Might II (Malhavoc Press).

Archivist Skill: Craft (any).

Feat Options: Favored Terrain (Elemental Plane of Fire), Imbue Item Weapon Focus (any hammer), Weapon Specialization (any hammer).

Variant Channeling: You can repair damage to objects and constructs. This works the same as channeling positive energy on living things, but deals no damage to undead. Objects within the area of the channeled energy also gain 1 temporary point of hardness per die of channeled energy, for a number of rounds equal to half your class level.

Alternatively, your channeled energy is fire (rather than positive or negative), dealing fire damage to those within the channeling radius. This is otherwise mechanically similar to channeling negative energy, except you heal fire elementals and outsiders of the [fire] subtype, instead of healing undead. Make this choice upon selecting this domain; once chosen, you cannot re-assign the type of channeled energy (although you can gain access to both by taking the Versatile Channeling feat).

Domain Spells: 1stanimate rope or honeRRO, 2ndheat metal or wood shape, 3rdkeen edge or stone shape, 4thgreater magic weapon or minor creation, 5thfabricate, 6thanimate objects, 7thdismantleRRO or wall of iron, 8thiron body or polymorph any object, 9thstone warriorsRRO.

Artificer's Touch [Reserve] (Sp): You can cast mending at will, using your class level as the Craft ranks to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack as a standard action that does not provoke attacks of opportunity. Objects and constructs take 1d6 points of damage per level of the highest-level Artifice domain spell you have prepared and available to cast. This attack bypasses an amount of damage reduction and hardness equal to your class level.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Artifice Exemplar (Ex): At 20th level, you can create magical items using your Craft skills and the Imbue Item feat in half the normal amount of time, and for half the normal cost.

Chaos Domain

Archivist Skill: Bluff.

Feat Options: Adaptability, Beginner’s Luck, Chaotic Mind.

Variant Channeling: You call upon the raw power of entropy. You channel negative energy, as a standard cleric.

Domain Spells: 1stprotection from law, 2ndalign weapon (chaos only), 3rdchaos hammer, 4thconfusion, 5thdispel law, 6thanimate objects, 7thword of chaos, 8thcloak of chaos, 9thsummon monster IX (chaotic only).

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack that does not provoke an attack of opportunity. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. Creatures under the effect of this touch count as chaotically-aligned for the purposes of alignment-specific spells and effects.

Chaos Blade (Su): At 8th level, as a free action you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to half your class level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Exemplar of Chaos (Su): At 20th level, you gain the Entropic template.

Charm Domain

Archivist Skill: Perform (Acting).

Feat Options: Coercive Spell [Metamagic], Mental Distraction [Reserve], Skill Focus (Enchantment).

Variant Channeling: You channel a wave of adoration for you that affects those around you. Enemies within 30 ft. must succeed at Will saves to attack you. This affects a maximum number of Hit Dice worth of enemies equal to the total rolled on your channeling dice. This protection lasts for a number of rounds equal to half your class level. Enemies you attack are freed from the effect.

Domain Spells: 1stcharm person, 2ndcalm emotions, 3rdsuggestion, 4thheroism, 5thcharm monster, 6thgeas/quest, 7thinsanity, 8thdemand, 9thdominate monster.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack that does not provoke an attack of opportunity. Creatures with more Hit Dice than your class level are unaffected.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + half your class level + your Charisma modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your class level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Charming Exemplar (Ex): At 20th level, you gain an inherent +4 bonus to Charisma. As with other like-named bonuses, inherent bonuses do not stack.

Community Domain

This domain also supersedes the Missionary domain from Relics & Rituals (Sword & Sorcery Studios).

Archivist Skill: Streetwise.

Feat Options: Communal Spell [Metamagic], Favored Terrain (Urban), Leadership, Selective Spell [Metamagic]; any feat that applies benefits to adjacent or nearby allies.

Variant Channeling: You can channel your own life energy to aid your companions. For each die of channeling, apply the results of that die roll as temporary ability damage to yourself (you choose which attribute each die will affect). You can choose to channel less than your level would otherwise allow. Attribute points you channel in this manner can then be bestowed on willing companions. Channeling dice can be divided among companions’ various attributes as you see fit, but no more than one die of results can be added to any single attribute possessed by one companion. Temporary damage and bonuses last for a number of rounds equal to half your class level.

Domain Spells: 1stbless, 2ndshield other, 3rdprayer, 4thstatus, 5thtelepathic bond, 6thheroes' feast, 7threfuge, 8thmass cure critical wounds, 9thmiracle.

Calming Touch [Reserve] (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage per level of the highest-level Community domain spell you have prepared. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions).

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw bonus against the effect in place of their own. Each ally must decide individually. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four class levels beyond 8th.

Exemplar of the Community (Ex): At 20th level, you form the center of a limited form of hive mind between companions within 200 ft. of you. If one of the group is aware of a particular danger, all are. If one member of the group is not flat-footed, none of you are. No one in the group is considered flanked unless all of you are.

Cudgel Domain

This domain was specifically created to simulate a priest of St. Cuthbert.

Archivist Skill: Diplomacy.

Feat Options: Confusing Blow [Strike], Crushing Blow [Combat], Pulverize Foe [Combat].

Variant Channeling: You channel positive energy, as a standard good-aligned cleric.

Domain Spells: 1stcharm person, 2nddetect thoughts, 3rdmace of odoMF, 4thdiscern lies, 5thdisrupting weapon or mark of justice, 6thheroes’ feast, 7thdictum, 8thshield of law, 9th--convertRR.

Billet (Su): In your hands, any quarterstaff or heavy club automatically gains the effects of a shillelagh spell for as long as you wield it.

Mace of Cuthbert (Su): Starting at 4th level, you can designate a specific heavy mace, heavy club, or quarterstaff as your bonded weapon (as the wizard’s arcane bond class feature). If the weapon is a heavy club or quarterstaff, the increased damage dice from your billet ability are retained, but the enhancement bonus from the shillelagh effect is superseded.

Exemplar of St. Cuthbert (Su): At 20th level, your steadfastness and zeal for your deity’s cause render you immune to all mind-affecting spells and effects.

Cultist Domain

Occasionally the power of evil outsiders, or of even stranger beings from beyond the curved rim of space, attract the servitude of depraved or debased beings from the Prime Material Plane. Although not necessarily even aware of their worshippers, they are able to impart some measure of power to them. This domain allows customization of demon-worshipping cultists, beyond simple selection of domains. Particularly skulking cultists can be modeled by multiclassing with rogue and taking the Tomb Raider skill talent.

Archivist Skill: Bluff.

Feat Options: Nameless.

Variant Channeling: None. You channel negative energy, as a standard cleric.

Domain Spells: The specific domain spells depends on your cult’s patron; see Appendix B.

Granted Powers: 1st and 4th or 8th level domain powers are dependent upon the entity you worship, as detailed in Appendix B. Regardless of the specific patron, you gain the same exemplar domain power. Fiendish Apotheosis (Su): At 20th level, you gain the Fiendish template.

Darkness Domain

Archivist Skill: Stealth.

Feat Options: Blind-Fight [Combat], Fade into Darkness [Arcane], Gloom Attack [Reserve], Night Stalker, Shadow Veil [Reserve], Umbral Shroud [Reserve].

Variant Channeling: You channel absolute blackness in a 30-ft. radius. Within this area, not even darkvision operates; the darkness can dampen a number of levels of light spells equal to the sum of your channeling dice (e.g., a 5th level archivist could dampen 3d6 levels worth of light spells). This sphere of darkness moves with you and lasts a number of rounds equal to half your class level. You can see within the darkness; if you have the Selective Channeling feat, you can assign other creatures the ability to see as well.

Domain Spells: 1stdarkness, 2ndblindness, 3rddeeper darkness, 4thdamning darknessBVD, 5thsummon undead V (1d3 shadows), 6thshadow walk, 7thpower word: blind, 8thscreen, 9thshades.

Touch of Darkness [Reserve] (Sp): As a melee touch attack that does not provoke an attack of opportunity, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a miss chance of 5% x the level of the highest-level [darkness] spell you have available. on all attack rolls. This effect lasts for a number of rounds equal to half your class level (minimum 1 round).

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to half your class level. These rounds do not need to be consecutive.

Dark Exemplar (Su): At 20th level, you are perpetually shrouded in darkness. Your 8th level granted power becomes continuous. Also, you gain a measure of concealment from the shroud of darkness; enemies suffer a 20% miss chance when attacking you.

Dawnflower Domain

This domain simulates the Dawnflower Dissident prestige class from Paths of Prestige.

Archivist Skill: Bluff.

Feat Options: Disguise Spell, Exotic Weapon Proficiency (scimitar), Improved Two-Weapon Fighting, Skill Focus (Bluff), Two-Weapon Fighting, and Weapon Finesse.

Variant Channeling: Your channel the morning light of dawn, granting allies within 15 feet a new saving throw against any one ongoing condition or effect that allows a save. This does not affect instantaneous or permanent effects or effects that do not allow a saving throw.

Domain Spells: 1stillusion of calmUC, 2ndrope trick, 3rdnondetection, 4thdetect scrying, 5thprivate sanctum, 6thveil, 7thmagnificent mansion, 8thscreen, 9thcommunal mind blankUC.

Shift Blame (Su): When you provoke an attack of opportunity, you can attempt to deceive the creature making the attack of opportunity into believing the provoking action was performed by another creature as long as it is adjacent to you and also threatened by the attacker. Doing so requires an opposed Bluff check (the attacker gains a bonus equal to its base attack bonus on this check). If your Bluff check is successful, the attack of opportunity instead targets an adjacent creature chosen by you. You can use this ability only once per provoking action.

Burning Blade (Su): Starting at 4th level, any scimitar you wield gains the flaming (+1d6) property for as long as you wield it. At 8th level, it gains the flaming burst property. At 12th level, the fire damage increases to 2d6, and to 3d6 at 16th level.

Exemplar of the Dawn (Su): At 20th level, when killed, your body is engulfed in a column of holy fire equivalent to a flame strike (CL 20th). At the beginning of your next turn, your spirit returns in the form of a phoenix that fights as you direct for up to 20 rounds and then disappears. This phoenix is not considered called or summoned. You are reborn (as resurrection) 1d4 rounds after it disappears in a random location within 1 mile, with your gear intact but with two permanent negative levels. If the phoenix is killed before it disappears, you cannot be reborn via this ability, though other methods of raising you still work.

Death Domain

Archivist Skill: Heal.

Feat Options: Any [Necromantic] feats; Spell Focus (Necromancy).

Variant Channeling: None. You channel negative energy, as a standard cleric.

Domain Spells: 1stcause fear, 2nddeath knell, 3rdanimate dead, 4thdeath ward, 5thslay living, 6thcreate undead, 7thdestruction, 8thcreate greater undead, 9thwail of the banshee.

Bleeding Touch (Sp): As a melee touch attack that does not provoke an attack of opportunity, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to half your class level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. You still heal from channeled positive energy as well.

Exemplar of Death (Su): At 20th level, creatures that die within 30 ft. of you are automatically animated 1 round later as zombies (not necessarily under your control).

Demonic Domain

This domain draws from the Demonic Apostle (Advanced Race Guide) and the Abyss domainSC.

Archivist Skill: Bluff.

Feat Options: Thaumaturgist.

Variant Channeling: You channel negative energy, as a standard evil cleric. However, you gain additional effects as described below.

Domain Spells: 1stcorrupt weaponBVD, 2ndbull’s strength, 3rdbabau slimePnH, 4thdimensional anchor, 5thslay living, 6thplanar binding, 7thsummon monster VII (1 vrock or 1d3 shadow demons or succubi), 8thbodak’s glarePnH, 9thgate.

Demonic Familiar (Ex): You gain a familiar, as a wizard’s arcane bond, using your class level as your effective wizard level. If you have the Thaumaturgist feat, you can improve your familiar within the limits described for that feat.

Demonic Channeling (Su): You gain the following improvements to your Channeled Negative Energy:

  • You gain Planar Channeling as a bonus feat at 1st level (a 10th level cleric gains no additional benefit.

  • Starting at 4th level, [chaotic evil] allies within the burst are affected as if targeted by a rage spell with a duration of 1 round.

  • At 8th level, [lawful] or [good] enemies are also sickened for 1d6 rounds if they fail their saving throw against the demonic channel.

Demonic Exemplar (Su): At 20th level, you gain the Fiendish template.

Desert Domain

This domain was presented in Ultimate Magic as a variant terrain domain for druids; it is included here so as to keep domains in one place (and because there is no reason a desert god could not grant access to this domain to a cleric.

Archivist Skill: Endurance.

Feat Options: Sand Dancer [Stance].

Variant Channeling: Your channeled energy sucks the moisture from those in the area; it works as channeled negative energy, but deals desiccation damage instead.

Domain Spells: 1stcloak of shadeAPG, 2ndshifting sandAPG, 3rdcup of dustAPG, 4thhallucinatory terrain, 5thtransmute rock to mud (creates loose sand instead of mud), 6thsiroccoAPG, 7thsunbeam, 8thsunburst, 9thhorrid wilting.

Dweller in the Wastes (Ex): You gain favored terrain (deserts), as the ranger class feature of the same name, with a bonus equal to 1 + half your class level.

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.

Exemplar of the Desert (Su): At 20th level, you gain a siabrie paramour (from the Wizards of the Coast web site, Far Corners of the World, “Sand and Sun: Monsters of the Desert”). This desert fey is an ally, and is treated as a follower (although it does not count against your Leadership or similar potential).

Destruction Domain

Archivist Skill: Craft (Construction).

Feat Options: Explosive Spell [Metamagic], Spell Focus (Evocation), Vital Strike [Strike].

Variant Channeling: You channel negative energy, as a standard cleric. Any object destroyed by your channeled energy is disintegrated.

Domain Spells: 1sttrue strike, 2ndshatter, 3rdrage, 4thinflict critical wounds, 5thshout, 6thharm, 7thdisintegrate, 8thearthquake, 9thimplosion.

Destructive Smite [Strike] (Su): You gain the supernatural ability to make a single melee attack as a standard action with a morale bonus on damage rolls equal to your class level (minimum +1).

Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your class level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to half your class level, and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Exemplar of Destruction (Ex): At 20th level, your attacks ignore all damage reduction and hardness. Your critical threats are automatically confirmed.

Dwarf Domain

From the Spell Compendium, this domain also subsumes the dwarven cleric racial substitution levels from Races of Stone.

Archivist Skill: Endurance.

Feat Options: Dwarven racial feats (Chapter 2).

Variant Channeling: When you expend a channel energy use as a swift action, you gain the ability to smite racial enemies, as a prestige paladin smites evil Choose a dragon, giant, or uncivilized humanoid (or group of similar uncivilized humanoids, such as an army of goblins); the bonuses last until your target is dead, or until active battle is broken off for 1 round.

Domain Spells: 1stmagic weapon, 2ndbear’s endurance, 3rdglyph of warding, 4thdivine power, 5thwall of stone, 6thstone tell, 7thdictum, 8thprotection from spells, 9thelemental swarm (earth).

Moradin’s Fortitude (Ex): At 1st level, you gain Great Fortitude as a bonus feat.

Hammer Specialist (Ex): At 4th level, you gain Weapon Focus (warhammer) and Weapon Specialization (warhammer) as bonus feats.

Exemplar of the Dwarves (Ex): Upon reaching 20th level, you become a master of dwarven magic. You can apply any of the following feats to any [earth] or stone spell without increasing the spell level or casting time: Extend Spell, Reach Spell, Silent Spell, Still Spell, or Widen Spell. The maximum amount of “free” metamagic you can use in this manner is equal to 2 spell levels (In any combination: extended to double duration and with reach increased by 1 range step, or range increased by 2 steps, etc.). You need not know the feats in question.

Earth Domain

Archivist Skill: Profession (mining).

Feat Options: Favored Terrain (Elemental Plane of Earth).

Variant Channeling: You channel seismic energy into the earth, resulting in a tremor. Creatures within 30 ft. that are standing on the ground take bludgeoning damage according to your number of dice of channeling, and are knocked prone. A Reflex save halves the damage and negates the prone condition. Creatures with the [earth] subtype are immune.

Domain Spells: 1stmagic stone, 2ndsoften earth and stone, 3rdstone shape, meld into stone, 4thspike stones, 5thwall of stone, 6thstoneskin, 7thelemental body IV (earth only), 8thearthquake, 9thelemental swarm (earth only).

Fist of Stone (Su): As a free action, your hands can become as hard as stone. While under the effects of this power, you have Martial proficiency with your fists (unarmed attacks), and gain a bonus on damage rolls with them equal to your class level.

Elemental Attunement (Ex): At 4th level, you gain favored terrain (Elemental Plane of Earth), as the ranger class feature of the same name, with a bonus equal to 1 + half your class level.

Earth Exemplar (Ex): At 20th level, elemental power surges through your body. You gain damage reduction 10/adamantine, and immunity to sneak attacks and critical hits.

Entropy Domain

A cleric with the Entropy domain supersedes the Entropomancer prestige class from Complete Divine. An entropy domain also appeared in Fiendish Codex I: Hordes of the Abyss.

Archivist Skill: Spellcraft.

Feat Options: Energy Admixture [Metamagic] (negative energy only).

Variant Channeling: You channel a miniature shard of entropy that lasts while you concentrate (up to 1 round per class level). The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet by you as a standard action. The shard deals negative energy damage against creatures (ranged touch attack needed to hit); against objects and undead, the shard deals disintegration damage, bypassing the object's hardness. Any creature who passes through the shard's square takes damage as if the shard struck him, as does any creature that's in the same square as the shard at the beginning of your turn. You can move the shard into another square with a move action, or aim it at a specific creature (dealing damage immediately) as a standard action.

If you channel at least 8d6 of energy, the shard exerts an inexorable tug on creatures within 15 ft., pulling them towards itself. This is treated as a bull rush attempt with a CMB of +11, at the end of your turn. If the shard wins, it pulls creatures in a direct line toward its square. You are not immune to this effect.

Domain Spells: 1stentropic shield, 2ndinflict moderate wounds, 3rdmagic circle against chaos/law, 4thrusting grasp, 5thwaves of fatigue, 6thdisintegrate, 7thinsanity, 8thorb of the voidUM, 9thabyssal riftFC1.

Entropic Bolt [Reserve] (Sp): As a standard action you can fire a ray of entropy as a ranged touch attack, dealing 1d6 damage per level of the highest-level entropy domain spell you have prepared. Half the damage is sonic damage, and half is unholy damage that cannot be reduced by sonic resistance or immunity.

Entropic Field (Su): Starting at 8th level, as a standard action you can surround yourself with a field of invisible, entropic energy that lasts for 1 round per class level. The field extends in radius of 5 ft. per level, centered on you. All magical healing automatically fails within the entropic field.

  • Starting at 12th level, the entropic field becomes strong enough to warp the laws of probability. Once per round as a free action, you can force one creature within the field (including you) to reroll an attack, save, or check. You demand the reroll after you knows whether the attack, save, or check succeeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it's worse than the original roll.

  • Starting at 16th level, the entropic field causes wounds created within it to continue bleeding, dealing an additional 1 point of damage per round thereafter (at the end of your turn) as long as they remain within. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. You are subject to the bleeding effect.

Exemplar of Entropy (Ex): At 20th level, you are immune to negative energy and disintegration. You can control a sphere of annihilation as if you were using a talisman of the sphere, and you are personally unaffected by a sphere of annihilation, which passes through you as if your square was completely empty.

Evil Domain

Archivist Skill: Craft (toxicology).

Feat Options: Energy Admixture [Metamagic] (unholy only), Favored Terrain (Lower Planes).

Variant Channeling: None. You channel negative energy, as a standard cleric.

Domain Spells: 1stbane or protection from good, 2ndalign weapon (evil only) or desecrate, 3rdunholy blight, 4thdispel good, 5thslay living, 6thcreate undead, 7thblasphemy, 8thunholy aura, 9thsummon monster IX (evil only).

Touch of Evil (Sp): You gain a touch attack that carries the effects of the Sickening Strike feat (Chapter 5), except that you need not meet the prerequisites, and it applies only to melee touch attacks (you can apply the effects to other attacks by using the Versatile Blow feat).

Scythe of Evil (Su): Starting at 8th level, any weapon you wield gains the corrupt property (as corrupt weaponBVD). As a swift action you can give a weapon touched the unholy special weapon quality (+2d6 negative energy damage, half unholy and not subject to resistance) for a number of rounds equal to half your class level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond the 8th.

Exemplar of Evil (Su): At 20th level, you gain the Fiendish template.

Fire Domain

Archivist Skill: Perform (any one).

Feat Options: Burning Evocation [Metamagic], Fiery Burst [Reserve], Searing Evocation [Metamagic].

Variant Channeling: Channeled energy is fire (rather than positive or negative), dealing fire damage to those within the channeling radius. This is otherwise mechanically similar to channeling negative energy, except you heal fire elementals and outsiders of the [fire] subtype, instead of healing undead.

Domain Spells: 1stproduce flame, 2ndresist energy (fire), 3rdfireball, 4thwall of fire, 5thfire shield, 6thfire seeds, 7thelemental body IV (fire only), 8thincendiary cloud, 9thelemental swarm (fire spell only).

Fire Bolt [Reserve] (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 per level of the highest-level fire spell you have prepared.

Dweller in Fire (Ex): At 4th level, you gain favored terrain (Elemental Plane of Fire), as the ranger class feature of the same name, with a bonus equal to 1 + half your class level.

Fire Exemplar (Ex): Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Extend Spell, Reach Spell, Silent Spell, or Still Spell.

Fury Domain

This domain appeared in Oriental Adventures. It is modified here so as to supersede the Rage Cleric variant, from Dragon magazine (issue 333).

Archivist Skill: Endurance.

Feat Options: You can select barbarian rage powers (for which you meet the type of rage required; see below) in the place of bonus feats.

Variant Channeling: When you channel energy, you can give yourself and allies a bonus on weapon damage and critical hit confirmation rolls until your next turn. This bonus is equal to the number of dice your channeled energy normally heals or harms. This option supersedes the Foment the Blood feat from the Advanced Race Guide.

Domain Spells: 1stshatter, 2ndcastigateAPG, 3rdrage, 4thshout, 5thflame strike, 6thharm, 7thdestruction, 8thearthquake, 9thimplosion.

Ferocious Strike [Strike] (Su): As a standard action, you can make a single melee attack that receives a divine bonus to damage equal to half your class level (minimum +1). You can use this ability in conjunction with a full attack, but doing so imposes a -5 penalty to all attack rolls that round.

Rage (Ex): At 4th level, you gain the rage ability, as a barbarian of level equal to half your class level. This applies to the type of rage and the number of rounds of use per day, and also grants you the furious counterstrike ability, but does not grant you rage powers. If you have levels in barbarian, your cleric/archivist level instead provides Weak synergy towards your rage ability.

Exemplar of Fury (Ex): Starting at 20th level, you gain the frightful presence ability. Whenever you charge or attack, all opponents within 30 ft. must succeed at Will saves or be shaken for 5d6 rounds. Creatures with less than half as many Hit Dice as you have class levels are frightened instead.

Glory Domain

Archivist Skill: Diplomacy.

Feat Options: Blinding Spell [Metamagic], Staredown.

Variant Channeling: You channel positive energy, as a standard cleric. When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Domain Spells: 1stshield of faith, 2ndbless weapon, 3rdsearing light, 4thcelestial brillianceBED, 5thrighteous might, 6thsunbeam, 7thholy sword, 8thcrown of gloryBED, 9thblinding gloryBED.

Touch of Glory (Sp): You can 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 class level 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.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your class level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + half your class level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Exemplar of Glory (Su): At 20th level, your mere presence dazzles onlookers within 30 ft. for 1 minute unless they succeed at Will saves. If your divine presence is active, those failing their saves are blinded instead of dazzled. Those who successfully save are immune to this aura for 24 hours.

Good Domain

Archivist Skill: Diplomacy.

Feat Options: Energy Admixture [Metamagic] (holy only), Favored Terrain (Upper Planes)., Merciful Spell [Metamagic].

Variant Channeling: None. You channel positive energy, as a standard cleric.

Domain Spells: 1stbless or protection from evil, 2ndbless weapon, 3rdholy smite, 4thdispel evil, 5thsummon monster V (good only), 6thblade barrier, 7thholy word, 8thholy aura, 9thsummon monster IX (good spell only).

Touch of Good [Reserve] (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The magnitude of the bonus is equal to the level of the highest-level Good domain spell you have available.

Holy Lance (Su): Starting at 8th level, any weapon you wield gains the blessed property (as bless weapon). You can give a weapon you touch the holy special weapon quality for a number of rounds equal to half your class level (this weapon need not actually be a lance). You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Holy Exemplar (Su): At 20th level, you gain the Celestial template.

Greed Domain

This domain, and the associated non-core spells, are from the 3rd edition Book of Vile Darkness supplement.

Archivist Skill: Sleight of Hand.

Feat Options: Eye for Larceny [Skill].

Variant Channeling: You can channel material wealth, in the form of coins. Roll dice normally; a total number of coins equal to the total on the channeling dice are teleported into your hands from within a 30-ft. burst. Creatures within the area are entitled to Will saves to avoid having any of their coins taken. The channeling effect applies to gold coins first (if available within range; with coins being affected in order of increasing distance), then silver, then other metals if no more gold or silver coins within range can be affected (and you still have additional coins’ worth of channeling remaining). The channeling effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Domain SpellsBVD: 1stcheat, 3rdentice gift, 5thknock, 7themotion, 9thfabricate, 11thguards and wards, 13thvanish, 15thphantasmal thief, 17thsympathy.

Appraiser’s Touch (Su): As a standard action, you can touch an item to know its value. You make a Knowledge (lore) check with a +1 sacred bonus per 2 class levels you possess; success indicates you know its market value to the copper piece. You can always take 10 on this roll.

Safeguard Valuables (Sp): Starting at 8th level, you can place your valuables beyond the reach of nearly any thief. For a number of rounds per day equal to your number of ranks in Concentration, any items held by you that you designate become ethereal. These rounds need not be consecutive, but sending the items to the ethereal plane requires a move action, as does retrieving them.

Exemplar of Greed (Su): At 20th level, items on your person or held or worn by you cannot be stolen by means of the Sleight of Hand skill or the Steal maneuver, nor broken by means of the Sunder maneuver. Additionally, they are immune to incidental damage from attacks targeting you, even if you fail your save, and cannot be deactivated with dispel magic or mage’s disjunction.

Healing Domain

Archivist Skill: Heal.

Variant Channeling: You channel positive energy, as a standard cleric. If you are capable of channeling at least 6d6 hp worth of positive energy, you can expend three uses of your channel energy to restore a dead creature to life as if you had cast the breath of life spell. This supersedes the Channeled Revival feat from Ultimate Combat.

Domain Spells: 1stcure light wounds, 2ndlesser restoration, 3rdremove disease, 4thneutralize poison, 5thbreath of life, 6thheal, 7thregenerate, 8thmass cure critical wounds, 9thmass heal.

Combat Medic (Ex): You do not provoke attacks of opportunity when casting Necromancy (Healing) spells or using the Heal skill to stabilize another. You do not need to channel defensively, nor do you ever provoke attacks of opportunity from channeling, even from an opponent with the Disruptive fighter talent. Source: Ultimate Combat.

Healer's Blessing (Su): At 4th level, all of your cure 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.

Healing Exemplar (Su): Upon reaching 20th level, you become a bastion of life. All living creatures within 30 ft. of you gain regeneration at the rate of 1 hp/round. Negative energy, profane damage, and evil-aligned weapons still deal normal damage, however. Healing domain spells you cast are both Empowered and Maximized.

Hunting Domain

This domain, combined with the ordained hunter lore, is ideal for a cleric/ranger of Ehlonna, for example (clerics of Ehlonna will generally select Animal as their other domain).

Archivist Skill: Survival.

Feat Options: Favored Terrain (forest); any Favored Enemy feats (see Ranger).

Variant Channeling: You channel divine energy into the pursuit of your quarry. When you invoke this ability, you treat one opponent as if it were a ranger’s Quarry (q.v.) with a bonus equal to the number of dice you would normally channel. This otherwise works identically to the ranger class feature, except that the effect automatically ends after 1 minute per die you would normally channel (if it has not ended sooner).

Domain Spells: 1stlongstrider or pass without trace, 2ndhunter’s stalkRR, 3rdsnare, 4thlocate creature, 5thcommune with nature, 6thfind the path, 7thwind walk, 8thdiscern location, 9thshapechange.

Endure Elements (Su): You are continuously under the effects of endure elements.

Sacred Hunter (Su): Starting at 4th level, you gain the tracking ability of a ranger equal to half you class level. If you have levels in ranger, you instead gain Weak synergy towards your ranger tracking ability.

Exemplar of Hunting (Su): You gain the ranger’s master hunter class feature.

Inquisition Domain

A cleric/rogue with the Inquisition domain is intended to replace the Inquisitor base class from the Advanced Players Guide and the Church Inquisitor prestige class from Complete Divine. A cleric 4/rogue 16 with this domain and the Temple Raider rogue skill talent has a BAB of +15 and a spell capacity of 16th, and can use rogue combat talents to gain additional Strike feats to use with your variant channeling (aka “judgment”) ability.

Archivist Skill: Bluff. This supersedes the Inquisitor’s “stern gaze” class feature.

Feat Options: [Strike] feats.

Variant Channeling: You can channel divine judgment on heretics. As a swift action, expend one daily use of channel energy, and choose any one opponent and any one Strike feat you possess. Until the end of the current encounter, the effects of that feat apply to all of your weapon attacks against that opponent, even if you make iterative attacks. Also, use your full cleric or archivist level (in place of your BAB derived from that level) to determine the effects of Strikes used in this manner. You can select Strike feats as class bonus feats.

  • If you could otherwise channel 4d6 of energy, when you use your variant channeling ability, you can choose to expend two uses and gain the effects of two simultaneous Strike feats (even if you do not have the Striking Mastery feat).

  • If you could otherwise channel 8d6 of energy, you can expend three uses to simultaneously gain the effects of three Strike feats.

Domain Spells: 1stwrathAPG, 2nddetect thoughts, 3thdiscern lies, 4thbladebaneUE, 5thmark of justice or dispel evil (etc.), 6thforbiddance or geas, 7thdictum (etc.), 8thshield of law (etc.), 9thimprisonment. Spells noted with “etc.” should be swapped out for the equivalent spells for other alignments, as appropriate for your deity or cause.

Detect Alignment (Sp): At will, you can use detect chaos, detect evil, detect good, or detect law. You can only use one of these at any given time, however.

Penetrating Stare (Su): Starting at 4th level, you automatically gain an Intuition save to detect illusions, even if you do not interact with them. In addition, you gain a +4 sacred/profane bonus to Perception checks to penetrate disguises (see Perform: Acting skill) and to Intuition saves to penetrate illusions.

Exemplar of Judgment (Su): At 20th level, whenever you use your variant channeling ability, you can invoke true judgment on a foe as a swift action. Once declared, you can make a single melee attack (or ranged attack, if the foe is within point-blank range) against the target. If the attack hits, it deals damage normally and the target must succeed at a Fortitude save or die. Regardless of whether or not the save succeeds, the target creature is immune to your true judgment ability for 24 hours.

Knowledge Domain

This domain includes most of the class features of the Archivist base class, from Heroes of Horror.

Archivist Skill: Knowledge (Lore).

Feat Options: Arcane Defense (Enchantment).

Variant Channeling: You channel the secret knowledge of your enemies’ weaknesses, rather than simple energy. Each die of channeling you would normally receive can be assigned to a single type of creature. You and your allies within 30 ft. receive benefits against that creature type for a number of rounds equal to half your class level; the specific benefits depend on how you assign the total number of dice. Your options expand as you gain higher levels, as shown in the following table.

Class Level Knowledge Type Effects of 1 Die of Channeling
2nd Tactics +1 insight bonus to attacks against creatures of designated type
5th Puissance +1 insight bonus to saves against abilities used by creatures of the designated type
8th Foreknowledge +1 insight bonus to AC against creatures of the designated type.
11th Foebane +1d6 insight bonus to damage rolls against creatures of the designated type
14th Dread secret One creature of the designated type must save vs. Will or be dazed 1 round

You can assign multiple dice to a single category, providing higher bonuses, to a maximum of 3 dice in any one particular category. If you assign multiple dice to a single creature to be affected by the Dread Secret knowledge, 2 dice renders the target dazed instead of dazzled, and 3 dice renders it stunned instead of dazzled.

Example: Jazeed and his friends encounter a group of dark creepers, led by a dark stalker. Jazeed is 11th level, giving him 6 dice of channeling. He channels knowledge and assigns 2 dice in an effort to daze the dark stalker. With his remaining 4 dice, he elects to give himself and his allies a +1 bonus to attacks and saves, and a +2d6 bonus to damage rolls, against the dark folk.

Domain Spells: 1stidentify, 2nddetect thoughts, 3rdtongues, 4thdetect scrying, 5thcontact other plane, 6thlegend lore, 7thsequester or vision, 8thdiscern location, 9thforesight.

Lore Keeper (Su): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your class level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 8th level, you can use clairvoyance/clairaudience at will as a spell-like ability. You can use this ability for a number of rounds per day equal to your class level. These rounds do not need to be consecutive.

Exemplar of Knowledge (Sp): At 20th level, you can take 20 on all Knowledge skill checks. Your attunement to the fundamental underpinnings of reality has also become so advanced that once per week, you can cast wish as a spell-like ability. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Law Domain

Archivist Skill: Concentration (you gain no additional skill ranks, but can use one of your bonus Skill Focus feats in this skill).

Variant Channeling: You channel the power of law. All d20 rolls within 30 ft. are treated as if the result were 11, without any need to actually roll. This effect lasts for 1 round per 2 class levels you possess (minimum 1 round) or else for a number of rolls equal to the total of your channeling dice. For example., a 5th level archivist might roll a 10 on 3d6 for channeling. The effect would last for 10 rolls, or for a maximum of 2 rounds, whichever comes first.

Domain Spells: 1stprotection from chaos, 2ndcalm emotions, 3rdorder’s wrath, 4thdispel chaos, 5thspell resistance, 6thhold monster, 7thdictum, 8thshield of law, 9thsummon monster IX (law spell only).

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. Creatures under the effect of this touch count as lawfully-aligned for the purposes of alignment-dependent spells and effects.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to half your class level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Exemplar of Order (Su): At 20th level, you gain the Resolute simple template.

Liberation Domain

Archivist Skill: Escape Artist.

Feat Options: Chaotic Mind.

Variant Channeling: You may apply your channeling dice as sacred bonus against grappling, entanglement, paralysis, slow, and other inhibitions of mobility; or against mind-affecting spells and powers (choose which application each time you channel). These dice can be divided among you and your allies within 30 ft. as you see fit; the effects last for 1 full round. For example, a 15th level archivist with the Liberation domain could provide each of 4 people a +2d6 bonus to saves against mind-affecting powers for 1 round.

Domain Spells: 1stremove fear, 2ndremove paralysis, 3rdremove curse, 4thfreedom of movement, 5thbreak enchantment, 6thgreater dispel magic, 7threfuge, 8thmind blank, 9thfreedom.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your class level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your class level. 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. These rounds do not need to be consecutive.

Liberated Exemplar (Su): At 20th level, you are immune to the confused, entangled, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.

Luck Domain

Archivist Skill: Bluff.

Feat Options: Beginner’s Luck, Hexblade’s Curse [Reserve].

Variant Channeling: At the time you receive this domain, choose whether you will channel good luck or ill fortune. Once made, this choice cannot be changed (although you can gain both choices by selecting the Versatile Channeling feat). For good luck, roll 1d6 for each ally within 30 ft. (maximum number equal to the number of dice of channeling you would normally receive). Each affected ally receives his or her 1d6 roll as a luck bonus on his or her next d20 roll. Ill fortune works similarly, except that affected enemies use their 1d6 total as a penalty on their next 1d20 roll. Ill fortune can be reduced by half by a successful Will save.

Domain Spells: 1sttrue strike, 2ndaid, 3rdprotection from energy, 4thfreedom of movement, 5thbreak enchantment, 6thmislead, 7thspell turning, 8thmoment of prescience, 9thmiracle.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Good Fortune (Ex): At 8th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every four class levels beyond 8th.

Exemplar of Luck (Su): At 20th level, your great good fortune protects you from harm. You gain greater evasion, as the rogue class feature.

Madness Domain

This domain appeared in Pathfinder #5, Sins of the Saviors.

Archivist Skill: Bluff.

Feat Options: Bewitching Spell [Metamagic], Chaotic Mind, Confusing Blow [Strike].

Variant Channeling: As a swift action, you can emit a 30-ft. aura of madness for a number of rounds equal to half your class level (minimum 1). Enemies within this aura are affected by confusion unless they succeed at Will saves. Creatures that succeed on their saving throws are immune to this aura for that channeling usage. You can affect a total number of Hit Dice worth of enemies as determined by the total of your channeling dice. You are immediately aware of it if your turning check is insufficient for the number of Hit Dice to be affected, and can expend an additional channeling use as part of the initial channeling. The confusion effect ends immediately for creatures that leave the area, or when the aura expires. You can choose to expend one or more additional channeling uses to extend the duration.

Domain Spells: 1stlesser confusion, 2ndtouch of idiocy, 3rdrage, 4thconfusion, 5thnightmare, 6thphantasmal killer, 7thinsanity, 8thscintillating pattern, 9thweird.

Vision of Madness [Reserve] (Sp): You can give a creature a vision of madness as a melee touch attack that does not provoke an attack of opportunity. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to the level of the highest-level Madness domain spell you have prepared, and a penalty of the same magnitude to the other two types of rolls. This effect fades after 3 rounds.

Insanity (Su): At 4th level, you gain an insanity score equal to one-fourth of your class level. For spellcasting (determining bonus spells) and other abilities that rely on Wisdom, you use your Wisdom score plus your insanity score in place of Wisdom alone. For all other purposes, such as skills and ranged attacks, use Wisdom minus insanity in place of Wisdom.

Once per day, you can see and act with the clarity of true madness. Use your insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Exemplar of Madness (Su): At 20th level, you are immune to all mind-affecting spells, powers, and abilities.

Magic Domain

Archivist Skill: Spellcraft. In addition, you can activate arcane spell-completion items (e.g., scrolls) and spell-trigger items (e.g., wands) as if those spells were on your class list.

Feat Options: Any [Arcane] feats.

Variant Channeling: You can channel arcane energy as an immediate action in order to counterspell. Each time, you can counterspell any arcane spell of level equal to or lower than your number of channeling dice (so at 19th level you can counterspell even epic spells in this manner). You need not know the exact spell you are attempting to interfere with; you simply channel the held energy and roll 1d20 + your channeling level + your Charisma bonus. If this check equals or exceeds a DC of 11 + the number of ranks in Concentration of the spell’s caster, the spell is countered and does not take effect. This option supersedes the divine counterspell variant class feature, from Complete Mage.

Domain Spells: 1stidentify, 2ndmagic mouth, 3rddispel magic, 4thscrying, 5thspell resistance, 6thantimagic field, 7thspell turning, 8thprotection from spells, 9thmage's disjunction.

Arcane Bolt [Reserve] (Sp): As long as you have a 1st or higher level Magic domain spell prepared, you can launch an arcane bolt as a ranged touch attack against a target within close range. If this attack hits, it deals ld6 points of force damage per level of the highest-level Magic domain spell you have remaining. This ability supersedes the Magic Devotion feat from Complete Champion.

Dispelling Touch (Sp): At 8th level, you gain Dispelling Strike as a bonus feat; you also gain a melee touch attack that carries the same effects.

Arcane Exemplar (Su): At 20th level, you can prepare arcane spells as if they were divine spells. You are limited to a number of levels of arcane spells per day equal to 3 + your Wisdom modifier.

Mind Domain

Adapted from Complete Divine.

Archivist Skill: Concentration (no additional skill ranks, but available for one of your bonus Skill Focus feats).

Feat Options: Arcane Defense (Enchantment), Bewitching Spell [Metamagic], Concentration Spell [Metamagic], Deep Intuition, Mental Distraction [Reserve], Insightful Strike, Iron Will, Moral Training, Open-Minded, Paragon of Insight, Paragon of Intellect.

Variant Channeling: You channel mental energy, generating a blast of disorienting psychic energy that inflicts nonlethal damage. Creatures that fail their Will saves for half damage are also sickened for 1 round. Creatures without Intelligence scores are immune to this ability.

Domain Spells: 1stcomprehend languages, 2nddetect thoughts, 3rdlesser geas, 4thdiscern lies, 5thtelepathic bond, 6thmass suggestion, 7thdemand, 8thmind blank, 9thweird.

Daze (Sp): You can use daze at will as a spell-like ability. Starting at 4th level, you can also use daze monster at will. The maximum number of Hit Dice you can affect with this ability is equal to 2 + your class level; the effective spell level of this ability is equal to half your class level.

Mental Fortress (Su): At 8th level, your mind becomes a fortress warded against intrusion. You gain spell resistance against mind-affecting abilities equal to 12 + half your class level. Any creature that successfully uses a mind-affecting ability against you is dazed for 1 round due to psychic feedback (Will save negates). Starting at 16th level, victims of this effect are stunned for 1 round instead.

Tower of Iron Will (Su): At 20th level, your mind is a bastion of strength in a sea of chaos. You are immune to charm and compulsion effects, and all allies within 30 feet of you gain a +5 sacred bonus to resist such effects. Additionally, if an opponent attempts to use a mind-affecting ability against you, you can target that foe with a mind-affecting spell you know as an immediate action.

Music Domain

This domain appears in Relics and Rituals: Olympus (Sword & Sorcery studios). Many who have access to this domain will multiclass with bard, selecting the sacred performer lore (q.v.).

Archivist Skill: Perform (music).

Feat Options: Extra Inspiration, Practiced Inspiration.

Variant Channeling: Channeled energy is sonic (rather than positive or negative), dealing sonic damage to those within the channeling radius. This is otherwise mechanically similar to channeling negative energy

Domain Spells: 1sthypnotism, 2ndsound burst, 3rddeep slumber, 4thinsistent beatRRO, 5thshout, 6thsong of discordRRO, 7thdissonant chorusRRO, 8thirresistable dance, 9thwail of the banshee.

Well-Versed (Ex): You are resistant to the bardic performances of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against bardic performances and spells, and to sonic and language-dependent effects.

Inspire Courage (Su): You gain inspire courage, as a bard of level equal to your cleric level. If you already have the bardic inspiration ability, your cleric/archivist levels provide Strong synergy for purposes of determining the college, DC, and number of rounds of inspiration available to you per day. If you have the Sacred Performer bardic lore, you instead gain Full synergy towards your college and inspiration ability, and can use appropriate cleric/archivist spells (by referee approval on a case-by-case basis) as inspirations.

Musical Exemplar (Ex): At 20th level, add all bard spells to your list of cleric spells of the same levels (if you do not already have theurgic spellcasting with bard levels).

Mystic Domain

This domain is intended to supersede the Mystic Theurge prestige class, facilitating multiclassing with sorcerer or wizard.

Archivist Skill: Spellcraft.

Feat Options: Any [Arcane] feats.

Variant Channeling: You can apply any metamagic feats you know to your channeled energy, with no increase in activation time. Doing so reduces the number of channeling dice by a number equal to the final spell level increase of the metamagic applied.

If you have the eldritch blast ability (see Sorcerer, q.v.) and you channel energy of the same energy type, you can apply your improved blast and greater blast improvements (and any other Innate Metamagic feats you have that apply to your eldritch blast) to your channeled energy as well, without reducing the number of channeling dice.

Domain Spells: 1stmagic aura or magic missile, 2ndsee invisibility, 3rdarcane sight, 4tharcane eye or sending, 5thdisc of concordant oppositionGA, 6thanalyze dweomer or greater dispel magic, 7thgreater arcane sight, 8thmind bank, 9thtime stop.

Mystic Theurge (Ex): Choose one of the following options; once this choice has been made, you cannot change it.

  1. Your cleric/archivist levels and your sorcerer/ wizard levels provide Weak spell theurgy towards each other; or

  2. You combine cleric and arcane casting, with arcane class levels providing Strong theurgy towards your divine casting progression. You retain access to both spell lists; however, the maximum level of arcane spells you can access is equal to your arcane casting class level, so that a cleric 8/wizard 4 has a spell capacity of 11th, but can cast only 0 – 4th level arcane spells.

Combined Spells (Su): If you chose option A (weak synergy) at 1st level, then starting at 4th level you can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, but can do so even if the spells have already been cast. For example, a cleric/sorcerer can use this ability to spontaneously cast a bless spell using a 2nd level sorcerer spell slot, if the character had a prepared bless spell using a 1st level cleric spell slot, even if that spell had already been cast that day.

Spontaneous Spells (Sp): Starting at 8th level, your theurgy works similarly to that of a sorcerer with the Arcane bloodline with the theurgy option listed under the prepare spells ability.

Spell Synthesis (Su): At 20th level, once per day you can cast two spells, one from each of your spellcasting class lists, using one action. Both of the spells must have the same casting time. You can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. You receive a +2 bonus on Concentration checks made to overcome spell resistance with these two spells.

Nobility Domain

Archivist Skill: Diplomacy.

Variant Channeling: You channel the power of rulership. Humanoids within 30 ft. of you when you channel this ability must succeed at Will saves or fall under your control, obeying your commands to the best of their ability (giving self-destructive commands ends the effect instantly). You can control any number of people, so long as their total Hit Dice do not exceed your class level. This ability lasts for 1 minute per class level you possess.

Domain Spells: 1stdivine favor, 2ndenthrall, 3rdmagic vestment, 4thdiscern lies, 5thgreater command, 6thgeas/quest, 7threpulsion, 8thdemand, 9thoverwhelming presenceUM.

Inspiring Word (Sp): As a standard action, you can 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 a number of rounds equal to half your class level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 sacred bonus to your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a specific deity).

Exemplar of Nobility (Ex): At 20th level, all allies fighting on your behalf automatically receive a +1 morale bonus to attacks, damage, and saving throws against fear.

Plant Domain

“I grow plants,” said the monk, “and I do things with them.” As he talked the plants rose, swaying like charmed snakes. They dug green tendrils into the smooth rock, making cracks where they did not find them. Up they went, wriggling and twisting, until the tops of the two vines were out of sight.

―John Bellairs, The Face in the Frost (1969)

Archivist Skill: Profession (horticulture). In addition, you can speak with plants once per day as a spell-like ability.

Variant Channeling: You can command plant creatures as an evil cleric with the Command Undead feat commands or rebukes undead.

Domain Spells: 1stentangle, 2ndbarkskin, 3rdspike growth, 4thcommand plants, 5thwall of thorns, 6threpel wood, 7thanimate plants, 8thcontrol plants, 9thshambler.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While under the effects of this ability, you have Martial proficiency with unarmed attacks, and your fists gain an enhancement bonus equal to the level of the highest-level Plant domain spell you have prepared and available to cast.

Bramble Armor [Reserve] (Su): At 4th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with a non-reach melee attack takes 1d6 points of piercing damage per level of the highest-level Plant domain spell you have prepared and available. You can use this ability for a number of rounds per day equal to your class level. These rounds do not need to be consecutive.

Plant Exemplar (Su): At 20th level, your type changes to plant. As long as you have ample earth and sunlight you do not require food, and you are immune to sneak attacks and critical hits.

Possession Domain

Archivist Skill: Bluff.

Feat Options: Spell Focus (Enchantment).

Variant Channeling: You channel the spiritual connection between you and another creature, and cast spells along that connection. You can channel energy only against an individual who has affected you with a spell, or from whom you have a sample of hair, nail clippings, blood, etc. When you channel energy, you are able to cast a s Possession domain spell on that creature from any distance, as long as you are on the same plane. This uses up the physical sample (or spiritual spell connection) as if it were a material component. The maximum level of spell you can cast in this manner is equal to the number of dice you would normally channel.

Domain Spells: 1stcharm person, 2ndhypnotic pattern, 3rdsuggestion, 4thdominate person, 5thmagic jar, 6thsymbol of persuasion, 7thdemand, 8thbinding, 9thdominate monster.

Possession Sense (Su): You are instantly aware if any creature you are conversing with is charmed, dominated, possessed and/or under a magic jar effect.

Break Protection (Su): Starting at 4th level, your spells are not affected by protection from evil or similar 1st level spells, although a magic circle is still effective against them. At 8th level, your spells also ignore a magic circle against evil or similar warding, and at 12th level you and your spells are immune to spells such as holy aura. At 16th level, you can penetrate even a mind blank spell.

Exemplar of Possession (Su): At 20th level, you become a true possessing entity. At will as a standard action, you can attempt to use your consciousness to take over any nearby body as if by a magic jar spell, but no physical receptacle is needed (the transfer is direct). There is no limit to the duration, so you can gain effective immortality by possessing a chain of younger bodies over time.

Protection Domain

Archivist Skill: Perception.

Feat Options: Shared Shield [Stance], Spell Focus (Abjuration), Urgent Shield [Arcane].

Variant Channeling: You create a halo of shelter around yourself and allies within 30 ft. of you. This halo can absorb as many hit points of damage as you would normally heal by channeling positive energy. This is a total amount; it does not apply separately to each creature affected. The halo collapses when its total damage capacity is exceeded, or after one minute per class level, whichever comes first. Allies who move more than 30 ft. away from you while the halo is up lose its protection, but can regain it by re-entering the area.

Domain Spells: 1stsanctuary, 2ndshield other, 3rdprotection from energy, 4thspell immunity, 5thspell resistance, 6thantimagic field, 7threpulsion, 8thmind blank, 9thprismatic sphere.

Resistant Touch [Reserve] (Sp): You receive a +1 resistance bonus on saving throws. This bonus increases by an amount equal to half the level of the highest-level Protection domain spell you have available to cast (for example, if you have spell immunity prepared and unused, the bonus would be +3). As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute (you lose your bonus during that time). You can transfer your bonus to allies a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your class level (these rounds do not need to be consecutive). You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four class levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10.

Exemplar of Protection (Su): At 20th level, your resistant touch is always active on you, and also extends to all allies within 10 ft. of you.

Repose Domain

Archivist Skill: Heal.

Feat Options: Ghost Strike [Strike].

Variant Channeling: None. You channel positive energy, as a standard cleric.

Domain Spells: 1stdeathwatch, 2ndspeak with dead, 3rddeep slumber, 4thdeath ward, 5thslay living, 6thundeath to death, 7thdestruction, 8thwaves of exhaustion, 9thundeath’s eternal foeMF, wail of the banshee.

Gentle Rest (Su): As a melee touch attack that does not provoke an attack of opportunity, you can fill a creature with lethargy, causing a living creature to become staggered for 1 round (Intuition save negates). If you touch a staggered living creature, that creature falls asleep for 1 round instead (Intuition negates); undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier.

Ward Against Death (Su): At 8th level, as a free action you can emit a 30-ft. aura that wards against death for a number of rounds per day equal to your class level; these rounds do not need to be consecutive. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area.

Repose Exemplar (Su): At 20th level, you radiate a continuous aura of gentle repose (as the spell) within 120 ft. Corpses within this aura cannot be animated as undead unless the animating magic succeeds at an opposed Concentration check.

Rune Domain

Archivist Skill: Knowledge (linguistics). You can store spells in inscribed runes, using this skill; these work as do scrolls, except for the difference in medium.

Variant Channeling: You can destroy magical traps, including glyphs of warding and the like, by channeling energy. When you channel, make a Concentration check. Any magical traps within 30 ft. with a caster level of that result –11 are destroyed. You can destroy a number of spell levels worth of magical traps with one channeling attempt equal to the amount of damage you would otherwise heal if channeling positive energy.

Domain Spells: 1sterase, 2ndsecret page, 3rdglyph of warding, 4thexplosive runes, 5thlesser planar binding, 6thgreater glyph of warding, 7thinstant summons, 8thtranscribe symbolMF, 9thteleportation circle. In addition, add all spells with the word “symbol” in the name to your list of class skills.

Blast Rune [Reserve] (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage per level of the highest-level Rune domain spell you have prepared (Reflex save applies for half damage). The rune deals either acid, cold, electricity, or fire damage, decided when you create the rune (if you can channel negative energy, you can set the blast rune to inflict negative energy damage instead). The rune is invisible and lasts a number of rounds equal to your class level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 2nd level spell-like ability (DC 27 Spellcraft to identify/disarm).

Spell Rune (Sp): Starting 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.

Runic Exemplar (Su): At 20th level, you are automatically aware of any glyphs, runes, or other written magic within 60 ft. of you. You can bypass them (with your companions) or trigger them at will. You are also instantly aware when any glyph or rune that you scribed is activated, and you can activate them yourself from any distance as a move action.

Scalykind Domain

Archivist Skill: Athletics.

Feat Options: Improved Natural Armor, Poison Spell [Metamagic], Snake Style [Stance], Venomous Strike [Strike].

Variant Channeling: When you channel energy, you can choose to deal nonlethal damage. Those taking full damage are fascinated until the beginning of your next turn.

Domain Spells: 1stmagic fang, 2ndanimal trance, 3rdserpents of TheggeronBVD, 4thpoison, 5thsnake staffAPG, 6theyebite, 7thcreeping doom, 8thanimal shapes, 9thshapechange.

Venomous Stare [Reserve] (Sp): As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target takes 1d6 points of nonlethal damage per level of the highest-level Scalykind domain spell you have prepared and is also fascinated until the beginning of your next turn (Will half/negates). This is a mind-affecting effect.

Serpent Companion (Ex): At 4th level, you gain the service of an animal companion (as the cohort function of a druid’s mark of the wild, but using your class level in place of your ranks in Handle Animal). You may choose either a viper or a constrictor snake as your companion.

Father of Serpents (Su): At 20th level, you gain the Ti-Khana template, from the 3.0 edition Fiend Folio; this does not change your effective character level.

Space Domain

This domain allows a character to reproduce a 1st edition cleric of Celestian.

Archivist Skill: Fly.

Feat Options: Dimensional Agility [Arcane], Dimensional Jaunt [Reserve], Favored Terrain (Astral Plane), Trans-dimensional Spell [Metamagic].

Variant Channeling: You channel the chill and void of interstellar space. Channeled energy is cold (rather than positive or negative), dealing cold damage to those within the channeling radius. This is otherwise mechanically similar to channeling negative energy.

Domain Spells: 1stfeather fall, 2ndlevitate, 3rdfly, 4thdimension door, 5thteleport, 6thsuffocationAPG, 7thgreater teleport, 8thsunburst, 9thastral projection.

Meteors [Reserve] (Sp): At 1st level, you can fire stone meteors from your hands. Each meteor is a ranged touch attack (close range) dealing 1d6 points of bludgeoning damage; you can fire a number of meteors equal to the level of the highest-level Stars domain spell you have prepared.

Adaptation (Su): Starting at 4th level, you gain favored terrain (Astral Plane), as the ranger class feature of the same name, with a bonus equal to 2 + half your class level.

Exemplar of the Orbs (Su): At 20th level, you are at home in the interstellar void. You gain immunity to cold, and vacuum and a fly speed of 60 ft.

Strength Domain

Archivist Skill: Athletics.

Feat Options: Awesome Blow [Strike], Endurance Training, Explosive Spell [Metamagic], Great Fortitude, Inexorable Evocation [Metamagic], Paragon of Health, Paragon of Might, Overhand Chop [Strike], Power Attack [Combat], Pushing Spell [Metamagic], Strength Training.

Variant Channeling: When you channel energy, roll your channeling dice and divide the total as evenly as possible among creatures within 30 ft. as temporary hit points. These last a maximum of 1 round per class level you possess, unless lost first.

Domain Spells: 1stenlarge person, 2ndbull's strength, 3rdmagic vestment, 4thspell immunity, 5thrighteous might, 6thstoneskin, 7thgrasping hand, 8thclenched fist, 9thcrushing hand.

Strength Surge [Reserve] (Sp): As a standard action, you can touch a creature to give it great strength. For one round, the target gains an enhancement bonus to Strength equal to the level of the highest-level Strength domain spell you have prepared.

Might of the Gods (Su): At 8th level, you can add your class level as an enhancement bonus to your Strength score for a number of rounds per day equal to your class level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Exemplar of Strength (Ex): At 20th level, you gain a +5 inherent bonus to Strength. As with other like-named bonuses, inherent bonuses do not stack.

Suffering Domain

Archivist Skill: Profession (Torturer).

Feat Options: Fell Affliction [Metamagic], Fell Nausea [Metamagic], Sickening Grasp [Reserve], Sickening Spell [Metamagic].

Variant Channeling: None; you channel negative energy.

Domain Spells: 1stbane, 2ndinflict moderate wounds, 3rdbestow curse, 4thenervation, 5thsymbol of pain, 6thharm, 7thforcecage, 8thhorrid wilting, 9thimplosion.

Hasten Death [Reserve] (Sp): You can touch a living creature as a standard action, dealing 1d6 damage per level of the highest-level Suffering domain spell you have prepared. You can only use this ability on a creature that is below 0 hit points.

Curse of Agony (Su): Starting at 4th level, all of your inflict spells are treated as if they were Empowered, increasing the amount of damage dealt by half (+50%). This does not apply to damage healed to undead with an inflict spell. This does not stack with the Empower Spell metamagic feat.

Exemplar of Suffering (Su): At 20th level you can choose for your inflict spells and channeled negative energy to deal either non-lethal or lethal damage (decide each time you cast or channel). Any creature failing a Will save against one of your inflict spells or channeled negative energy is rendered helpless for 1 round as they writhe in agony.

Sun Domain

This domain also incorporates the Master of Radiance prestige class from Libris Mortis.

Archivist Skill: Survival.

Feat Options: Blinding Spell [Metamagic], Blinding Strike [Strike], Positive Spell [Metamagic].

Variant Channeling: You can channel a 30-foot nimbus of light. This acts as a daylight spell centered on you, with a 60-ft. radius (half normal, or 30 ft. x 2 for your radiance ability), that lasts 1 round per die of channeling. Undead within this aura take normal channel energy damage each round that they remain inside the nimbus, and must save vs. Fortitude or be sickened for as long as they remain within the nimbus. Spells and spell-like abilities with the [darkness] descriptor of spell level less than or equal to your number of channeling dice +1 (due to your radiance ability) are automatically dispelled if brought inside this aura.

Domain Spells: 1stendure elements, 2ndscorching ray, 3rdsearing light, 4thfire shield, 5thflame strike, 6thfire seeds, 7thsunbeam, 8thsunburst, 9thprismatic sphere.

Radiance (Su): When you cast any spell or use a spell-like or supernatural ability with the [light] descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the [darkness] descriptor.

Searing Light [Reserve] (Sp): Starting at 4th level, at will you can fire a beam of sunlight as a close range ray (ranged touch attack) that deals damage based on the spell level of the highest-level Sun domain spell you have prepared (the reserve spell), as follows:

Creature Type Damage
Undead, molds, fungi, etc. 1d6 per spell level
Undead vulnerable to daylight 1d8 per spell level
Constructs and objects 1d6 per 2 spell levels
All others 1d8 per 2 spell levels

Half of the damage is fire damage; the other half results from divine power and is not subject to fire resistance.

Solar Exemplar (Su): At 20th level, your mere presence blinds onlookers within 30 ft. for 1 round and dazzles them for 10 minutes thereafter unless they succeed at Will saves or have some means of protecting their vision from the light. If your variant channeling is active, those failing their saves are permanently blinded, and even those who save successfully are dazzled 1 round. Those who successfully save are immune to further effects from this aura for 24 hours.

Thievery Domain

An archivist with the Thievery and Luck domains, and possibly multi-classing with rogue, can neatly supersede the Temple Raider of Olidammara prestige class from Complete Adventurer.

Archivist Skill: Disable Device.

Feat Options: Evasion (as the rogue class feature), Skill Focus (any).

Variant Channeling: You can channel energy as a swift action, granting yourself the ability to perform sneak attacks (as a rogue) for 1 round. Your sneak attack damage is equal to the damage a standard cleric would gain by channeling negative energy. This does not stack with any existing sneak attack ability.

Domain Spells: 1stdetect secret doors, 2ndlocate object, 3rddispel magic, 4thdeath ward, freedom of movement, 5thshadow door, 6thpasswall, 7thphase door, 8thmind blank, 9thforesight.

Alertness (Ex): You always treat Perception as a class skill. In addition, at 1st level, you gain Alertness as a bonus feat.

Uncanny Talent (Ex): At 4th level, you gain a rogue talent of your choice. Your effective rogue level is equal to your cleric/archivist level. If you have levels in rogue, your cleric/archivist level instead provides Full synergy towards determining the effective rogue level at which your rogue talents function.

Exemplar of Thievery (Ex): At 20th level, you gain an advanced rogue skill talent (see Rogue) of your choice.

Time Domain

Archivist Skill: None. However, you can use know time at will as a spell-like ability.

Feat Options: Delay Spell, Extend Spell, Lingering Spell, Personal Spell, Quicken Spell, Sudden Spell

Variant Channeling: When casting a non-instantaneous spell, you can channel time in order to extend the spell’s effect. As a swift action as part of the casting, expend one use of channel energy; this doubles the duration of the spell being cast (as per the Extend Spell metamagic feat) and subsumes the +1 spell level metamagic cost for the extension. The maximum level of spell you can affect in this manner is equal to the number of dice you would normally channel.

You can expend more than one channeling use in order to extend the duration further; each use takes the place of one additional spell level of metamagic cost (see Extend Spell feat in Chapter 7).

Domain Spells: 1stprecognition, 2ndsilence, 3rdhaste, 4thresearch aidDr342, 5thsecond chance, 6thcontingency, 7thfate of one, 8thtemporal stasis, 9thtime stop.

Extend Spell: At 1st level, you gain Extend Spell as a bonus feat.

Blinding Speed (Sp): Starting at 8th level, you can act as if hasted for 1 round per day per class level you possess. The duration of the effect need not be consecutive rounds. Activating this power is a swift action.

Temporal Exemplar (Su): At 20th level, you stop aging, and do not die when your natural life span would normally be up.

Travel Domain

Archivist Skill: Endurance.

Feat Options: Dimensional Jaunt [Reserve], Fleet, Power Over Shadow.

Variant Channeling: You can channel great celerity of motion. When you channel energy, divide your channeling dice as you see fit among creatures within 30 ft. of you. Add the total roll of the dice you assign to each creature to all of that creature’s movement speeds (minimum +5 ft.). For example, a 7th level archivist might channel celerity to grant himself and 3 companions each a +1d6 ft. bonus to movement. This effect lasts a number of rounds equal to half your class level.

Domain Spells: 1stexpeditious retreat or longstrider, 2ndlocate object, 3rdfly, 4thdimension door, 5thplane shift or teleport, 6thshadow walk, 7thgreater teleport, 8thphase door, 9thastral projection.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per class 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 expend an equal amount of distance for each creature brought.

Travel Exemplar (Su): At 20th level, you gain Power over Shadow; this functions as the Amberite racial feat (Chapter 2). You can survive and move normally on any of the elemental or inner planes.

Trickery Domain

Archivist Skill: Perform (acting).

Feat Options: Bouncing Spell [Metamagic], Disguise Spell [Metamagic], Face-Changer [Reserve], Improved Feint.

Variant Channeling: You can channel energy as a swift action, granting yourself the ability to perform sneak attacks (as a rogue) for 1 round. Your sneak attack damage is equal to the damage a standard cleric would gain by channeling negative energy. This does not stack with any existing sneak attack ability.

Domain Spells: 1stdisguise self, 2ndinvisibility, 3rdnondetection, 4thconfusion, 5thfalse vision, 6thmislead, 7thscreen, 8thmass invisibility, 9thtime stop.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your class 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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per class level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.

Exemplar of Trickery (Su): At 20th level, you are immune to divination and location magic, and any magic that would inhibit you from lying—your thoughts cannot be read, you can lie undeterred by a zone of truth and undetected by a discern lies, you cannot be located by a locate person or even a discern location spell, and your aura does not register to a detect evil spell, for example.

Vermin Domain

Archivist Skill: Craft (Toxicology).

Variant Channeling: You channel a cloud of biting, stinging vermin that deals piercing damage (subject to damage reduction normally).

Domain Spells: 1stspider climb, 2ndsummon swarm, 3rdrepel vermin, 4thgiant vermin, 5thinsect plague, 6thsummon nature’s ally VI (shark-eating crab), 7thcreeping doom, 8thsummon monster VIII (1d3 bebeliths), 9thweird.

Vermin Empathy (Su): You gain the supernatural ability to communicate with vermin. This functions as speak with animals, but applies to vermin instead. You also have the equivalent of Handle Animal with vermin, using your cleric or archivist level as your effective number of skill ranks even if you have no actual ranks in that skill. Finally, your spells that normally only affect creatures of certain types (animals or humanoids, for example) also affect vermin.

Master of Swarms (Su): At 4th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all. Starting at 8th level, by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm. You can also command or rebuke vermin as an evil cleric with the Command Undead feat commands or rebukes undead.

Exemplar of Vermin (Su): At 20th level, you are perpetually surrounded by a cloud of biting vermin equivalent to a crown of vermin spell (3.5 edition System Reference Document, “Epic Spells”). As per the spell, you may completely suppress the aura of insects as desired. Your aura of vermin constantly replenishes itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing damage to another creature, the aura does not permanently collapse, even if all the vermin are slain or if all 1,000 vermin deal their damage in 1 round. As soon as any vermin are replenished, they participate normally in the crown of vermin effect.

War Domain

Archivist Skill: Knowledge (Warfare).

Feat Options: Channel Spell [Metamagic], Initiate of the Open Sky, Mass Effect Spell [Metamagic], any [Combat] feats.

Variant Channeling: You channel energy to smite your foes. Each time you expend a use of channel energy, select one foe. Thereafter, you gain a sacred (or profane) bonus to attack rolls against that opponent equal to your Charisma bonus, and deal +1d6 holy (or unholy) damage per die of energy you would normally channel against that creature. This lasts until combat with that opponent is interrupted (e.g., you spend a round doing something other than attacking that enemy) or the opponent is dead.

Domain Spells: 1stmagic weapon, 2ndspiritual weapon, 3rdmagic vestment, 4thdivine power, 5thflame strike, 6thblade barrier, 7thpower word: blind, 8thpower word: stun, 9thpower word: kill.

Martial Training (Ex): You gain Exotic proficiency and Weapon Focus with your deity’s favored weapon as bonus feats. If your deity has no favored weapon, you gain the effects of these feats with the heavy mace instead. You also gain heavy armor proficiency.

Weapon Master (Su): At 8th level, you gain the use of one [Combat] feat for a number of rounds per day equal to your class level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

In addition, if you have levels in fighter, your cleric/archivist level provides Strong synergy towards determining the effects of your fighter talents.

Exemplar of War (Su): Upon reaching 20th level, you can channel enough positive energy to allies within a 100-foot radius that they will continue to fight even after suffering mortal wounds. Using this ability is a move action and requires concentration. While in use, allies within the radius who suffer enough damage to become disabled, dying, or dead ignore the effects of that damage and continue fighting. Disabled or dying characters must keep track of further damage. When the ability ends―because you stop concentrating, fail a Concentration check, or becomes disabled or worse―the full effects of all damage take effect. This ability supersedes the Warpriest’s prestige class feature of the same name, from Complete Divine.

Water Domain

Archivist Skill: Athletics.

Feat Options: Aquatic Breath [Reserve], Drowning Glance [Reserve], Favored Terrain (Underwater), Steam Spell [Metamagic].

Variant Channeling: You can command or rebuke water creatures and creatures with the [aquatic] subtype, as if you had the Command/Turn Elemental feat.

Domain Spells: 1stobscuring mist, 3rdfog cloud, 5thwater breathing, 7thcontrol water, 9thice storm, 11thcone of cold, 13thelemental body IV (water only), 13thhorrid wilting, 15thelemental swarm (water spell only).

Water Jet [Reserve] (Sp): As a standard action, you can create a jet of water targeting any foe within 30 feet as a ranged touch attack. The jet deals 1d6 points of nonlethal damage per level of the highest-level Water domain spell (or other spell with the [water] descriptor) you have prepared. In addition, the target is buffeted by the pressure and/or blinded by the spray, taking a –2 penalty on attack rolls for 1 round.

Protection of the Waves (Su): Starting at 8th level, as a swift action you can grant all allies within 30 ft. freedom of action, and they suffer no risk of involuntary drowning. Enemies within 30 ft. who are in the water take a penalty on attack rolls equal to your Charisma bonus due to interference of waves. You can use this ability a number of rounds per day equal to your class level; these rounds used need not be consecutive.

Water Exemplar (Ex): At 20th level, you are can use seamantleAPG at will as a spell-like ability.

Weather Domain

Archivist Skill: Survival. In addition, you suffer no penalties to Perception checks due to precipitation or wind.

Feat Options: Clap of Thunder [Reserve], Conductive Evocation [Metamagic], Deafening Spell [Metamagic], Storm Bolt [Reserve].

Variant Channeling: Channeled energy is electrical (rather than positive or negative), dealing electrical damage to those within the channeling radius. This is otherwise mechanically similar to channeling negative energy.

Domain Spells: 1stobscuring mist, 2ndgust of wind, 3rdcall lightning, 4thsleet storm, 5thice storm, 6thcontrol winds, 7thcontrol weather, 8thwhirlwind, 9thstorm of vengeance.

Storm Burst [Reserve] (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 per level of the highest-level Weather domain spell you have prepared. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your class 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.

Exemplar of Storms (Su): At 20th level, you are immune to electricity and sonic energy. You are treated as if your size were Colossal, for purposes of wind effects on you (only).

Winter Domain

This domain is from Frostburn. The domain powers from the Pathfinder water domain have been moved here, in order to de-emphasize the assumption in Pathfinder cosmology that “water = cold.”

Archivist Skill: Survival.

Feat Options: Flash Frost Evocation [Metamagic], Numbing Cold Evocation [Metamagic], Piercing Cold Evocation [Metamagic], Winter’s Blast [Reserve].

Variant Channeling: Channeled energy is cold (rather than positive or negative), dealing cold damage to those within the channeling radius. This is otherwise mechanically similar to channeling negative energy.

Domain SpellsFB: 1stsnowsight, 2ndsnow walk, 3rdwinter’s embrace, 4thice storm, 5thblizzard, 6thdeath hail, 7thcontrol weather, 8thsummon giants (frost), 9thfimbulwinter.

Icicle [Reserve] (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage per level of the highest-level [cold] spell you have prepared.

Dweller in Winter (Ex): At 4th level you gain favored terrain (arctic), as the ranger class feature of the same name, with a bonus equal to 1 + half your class level.

Exemplar of Winter (Su): Upon reaching 20th level, you become a master of cold. You can apply any one of the following feats to any [cold] spell without increasing the level or casting time: Extend Spell, Reach Spell, Silent Spell, or Still Spell.

Appendix B: Unspeakable Cults

The following index of demon lords and other blasphemous patrons is not intended to be all-encompassing; rather, it represents a list of examples from which other cults can be developed (for example, each of the orcish gods would likely have its own cult). This section is primarily intended as a utility to the referee in fleshing out evil opponents; it is not geared towards PCs (the “you” terminology is retained for the sake of consistency).

To prepare spells, you spend an hour performing some fetishistic obedience to your patron, as described in the entries below. Unless otherwise noted, the examples given are from the Pathfinder Campaign Setting (Lords of Chaos). Non-core sources, as indicated in the domain spells lists, are as noted in Appendix A.

Abraxas, Master of the Final Incantation

Interests: Forbidden lore, magic, snakes.

Obedience: Self-flagellate with a small whip or tree branch, punctuating each stroke with utterances of mystic words of power.

Domain Spells: 1stidentify, 2ndaugury, 3rdillusory script, 4thconfusion, 5thfleshshiverPGF, 6thgreater dispel magic, 7thvision, 8thpower word: stun, 9thimprisonment.

Resistances (Ex): You gain Arcane Defense (Enchantment) as a bonus feat; the save bonus provided by this feat also applies to all written magical effects (glyphs, runes, symbols, etc.).

Penultimate Incantation (Sp): At 4th level, you gain Improved Dispelling as a bonus feat.

Aldinach of the Six Venoms

Interests: Sand, scorpions, thirst.

Obedience: Pray to Aldinach while lying prone on sand for an hour, during which time you must eat at least one live scorpion.

Domain Spells: 1st—Extended endure elements, 2ndglitterdust, 3rdsearing light, 4thgiant vermin, 5thflesh to saltSSt, 6thmass desiccateSSt, 7thmass flesh to saltSSt, 8thsummon monster VIII (fiendish giant emperor scorpion), 9thsummon monster IX (fiendish black scorpion).

Desert Resistance (Ex): You gain favored terrain (deserts), as the ranger class feature, with a +2 bonus (this stacks with any existing bonus). You also receive a a +4 profane bonus on saves against effects that cause fatigue or exhaustion.

Dehydrating Strike (Ex): At 8th level, you gain the Staggering Strike feat as a bonus feat. For purposes of determining the scaling effects of this feat, treat your BAB derived from cleric/archivist levels as being equal to your cleric/archivist class level.

Andirifkhu, The Razor Princess

Interests: Illusions, traps, knives.

Obedience: Torture a living creature that is smaller than your size category on a mechanical device that utilizes blades or spikes, or torture a bound creature of any size with a knife. The creature must remain alive for the duration, and must die within 1 minute of the obedience’s end.

Domain Spells: 1stmagic weapon, 2ndphantom trap, 3rdchain of perditionUC, 4thdancing chainsBVD or phantasmal killer, 5thsummon monster V (babau demon), 6thgreater glyph of warding, 7thmass invisibility, 8th—Empowered blade barrier, 9thweird.

Resistances (Ex): You gain a +4 profane bonus on saves against illusions and a +4 profane bonus to AC against traps that inflict slashing damage.

Deeper Cuts (Ex): At 8th level, you gain the Bleeding Strike feat as a bonus feat. For purposes of determining the scaling effects of this feat, treat your BAB derived from cleric/archivist levels as being equal to your cleric/archivist class level.

Angazhan, The Ravenous King

Interests: Apes, jungles, brutal tyrants.

Obedience: Ingest hallucinogenic jungle plants and then beat a complex rhythm on a large drum made of human skin and bones while chanting prayers to Angazhan.

Domain Spells: 1stentangle, 2ndbull’s strength, 3rdgirallon’s blessingSS, 4thsummon monster IV (fiendish dire ape), 5thjungle’s raptureWotC, 6thsummon monster VI (1d3 bar-lgura demons, fiendish girallons, or advanced fiendish dire apes), 7thsummon monster VII (1d3 advanced fiendish girallons), 8thanimal shapes, 9thcrushing hand or summon monster IX (baregara demon)

Jungle Resistances (Ex): You gain favored terrain (forests and jungles), as the ranger class feature, with a +2 bonus (this stacks with any existing bonus). You also receive a a +4 profane bonus on saves against disease and poison caused by exposure to the jungle or creatures native to jungles.

Jungle’s Might (Su): At 4th level you gain a +2 profane bonus to Strength and a +2 profane bonus on all Fortitude saving throws.

Areshkagal, The Faceless Sphinx

Interests: Greed, portals, riddles.

Obedience: Inscribe several of the 23 riddles of the flesh (an interlocked series of conundrums, the answer to which no mortal has achieved) on your own flesh with a bone knife carved from a child’s rib.

Domain Spells: 1sthold portal, 2ndtouch of idiocy, 3rdshrink item, 4thconfusion, 5thplane shift, 6thlegend lore, 7thgreater teleport, 8thpower word: stun, 9thgate.

Resistances (Ex): You gain a +4 profane bonus on Will saving throws against sonic and language-dependant effects.

Portal Jump (Sp): Starting at 8th level, as a move action you can step through one doorway, arch, or window and emerge from another at any point within 500 feet. This is a teleportation effect similar to dimension door, but you do not become disoriented when you use this ability.

Asmodeus, Prince of Darkness

<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/9/94/Asmodeus.jpg/220px-Asmodeus.jpg" width="166" height="187"align="left" />Asmodeus is worshipped in Aramni as “Ashmedei” or “Asmodei,” head of the pantheon. This cult draws on the Disciple of Asmodeus prestige class from the Book of Vile Darkness.

Interests: Devils, contracts, absolute order.

Obedience: Litany and vows of obedience.

Domain Spells: 1stcommand, 2ndscorching ray, 3rdvigorCD, 4thlesser geas, 5thgreater command, 6thmass suggestion, 7thsummon monster VI (1d3 hellcats), 8thgreater planar ally (devils only), 9thdominate monster.

Learn Secret (Ex): Through trickery, deceit, and sometimes even intimidation, you can learn secrets otherwise unattainable. You can use Bluff in place of Streetwise to gather information; you gain a competence bonus to to the check equal to half your class level.

Evil Authority (Sp): Once per day, at the command of a disciple of Asmodeus of 8th level or higher, all [lawful] and/or [evil] creatures within 50 feet that have Hit Dice less than your class level must succeed at a Will save or recognize you as their superior. Affected creatures do not attack you and do as you command as though affected by a mass suggestion spell. This mind-affecting ability lasts for 24 hours.

Baalzebul, Lord of the Flies

Adapted from the Disciple of Baalzebul prestige class, from the Book of Vile Darkness. Cultists of Baalzebul are most common in Aramni’s Seventh Province.

Interests: Lies, deceit, flies, slugs.

Domain Spells: 1stray of enfeeblement, 2ndscare, 3rdsuggestion, 4thglibness, 5thinsect plague (biting flies), 6thmass suggestion, 7thsummon monster VII (bone devil), 8thgreater planar ally (horned devil), 9thmass charm monster.

Sneak Attack (Ex): At 1st level, you gain sneak attack +1d6, as the rogue class feature. This improves to +2d6 at 8th level, and +3d6 at 16th level. If you have levels in rogue, your cleric/archivist levels instead provide Weak synergy to your existing sneak attack progression (this increases to Strong synergy if you have the Temple Raider talent).

King of Lies (Ex): You gain an inherent bonus to Charisma equal to +1 per 4 class levels you possess.

Baphomet, Lord of Minotaurs

This combines the options given in Lords of Chaos with the abilities of the Thrall of Baphomet prestige class from Dragon Magazine (issue 341).

Interests: Beasts, labyrinths, minotaurs.

Obedience: Remain motionless for 55 minutes, and then spend the last 5 minutes speaking 50 observations regarding your surroundings into a hollowed-out bull’s horn.

Domain Spells: 1stcurse water, 2ndmisdirection, 3rddragon’s breath, 4thnightmare, 5th—extended monstrous physique II (minotaur), 6thsummon monster VI (1d3 fiendish minotaurs or schir demons, or one ankshar or bulezau demon), 7thinsanity, 8thmaze, 9thsummon monster IX (ghour demon).

Cunning (Ex): You gain immunity to maze and a +4 profane bonus on saving throws against confusion and insanity effects. While in a maze or labyrinth, you gain a +2 profane bonus to armor class, weapon damage rolls, and Intuition saving throws.

Feral Visage (Ex): At 4th level, you grow a pair of bull’s horns on your head, providing a natural gore attack for 1d6 base damage (if you already have a gore attack, you gain a bite attack; if you already have a bite attack as well, you gain the Multiattack feat instead). You gain a +4 competence bonus on Bluff checks to demoralize or browbeat.

Blibdoolpoolp, The Sea Mother

Interests: Elemental water, insanity, kuo-toa.

Obedience: Cultists wear pearl-colored vestments, shell helms, and drape themselves in nets; sacrifice pearls or humans (if available), or lobsters (if not).

Domain Spells: 1stlesser confusion, 2ndsilence, 3rdtouch of blibdoolpoolpDr342, 4thsummon monster IV (Medium water elemental), 5thcall lightning storm (horizontal, not vertical lines), 6thsummon nature’s ally VI (Huge water elemental), 7thinsanity, 8thhorrid wilting, 9thelemental swarm (water elementals).

Restrain Defectives (Ex): At 1st level, you gain Exotic Weapon Proficiency with the mancatcher (“pincer-staff”) and Improved Grapple as bonus feats.

Punish Infidels (Sp): Starting at 4th level, all foes within 30 feet who can see and hear a kuo-toa whip are affected as if by a doom spell (Intuition negates).

Cyth-V’sug, Prince of the Blasted Heath

Interests: Disease, fungus, parasites.

Obedience: Eat moldering flesh rife with parasitic worms during a 1-hour feast.

Domain Spells: 1stray of enfeeblement, 2ndwarp wood, 3rdcontagion, 4thrusting grasp, 5thinsect plague, 6thenveloping coccoonCD, 7thcreeping doom, 8thsummon monster VIII (fiendish purple worm), 9thshambler.

Demonic Health (Ex): You gain a +4 profane bonus on all saving throws against disease and effects that cause sickness or nausea.

Parasitic Link (Su): Starting at 8th level, once per day with a successful touch attack, you can infest a living creature with tiny worms and gnawing mites unless the target makes a Fortitude save. These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. As a swift action, you can quicken the parasitic infestation—this reduces the remaining duration by 1 round, but causes the parasites to chew and feed at an accelerated rate, dealing 1d2 points of Constitution damage to the target. You can only maintain a parasitic link with one creature at a time. These parasites count as a disease effect.

Dagon, The Shadow in the Sea

Interests: Deformity, the sea, sea monsters.

Obedience: Offer a bowl of fresh blood to Dagon by speaking prayers over the blood and then emptying the blood into the sea. The bowl must be made of gold and inscribed with runes sacred to Dagon—such a bowl must be worth no less than 100 gp, but can be reused for multiple obediences.

Domain Spells: 1stspeal with animals (aquatic only), 2nddisfiguring touchUM, 3rdwater breathing, 4thfreedom of movement, 5thcontact other plane, 6thmass bear’s endurance, 7thcontrol weather, 8thblood mistUM, 9th—summon monster IX (chernobue qlippoth, fiendish kraken, or shoggoth).

First Invocation of the Sea (Ex): You gain favored terrain (underwater), as the ranger class feature of the same name, with a bonus equal to half your class level (minimum +1). Your appearance changes slightly—your eyes may take on a glassy appearance, or your fingers and toes may be slightly webbed.

Second Invocation of the Sea (Ex): At 8th level, you gain terrain mastery (underwater), as the ranger class feature of the same name. Typically you gain gills, scales, bulging eyes, etc. as well.

Demogorgon, Prince of Demons

This cult supersedes the Thrall of Demogorgon prestige class from Dragon magazine, issue 357.

Interests: Dinosaurs, reptiles, split personality.

Obedience: Drug-fueled violent orgy.

Domain Spells: 1sthypnotism, 2ndscare, 3rd—exteneded barkskin (scales), 4thsummon monster III (1d4+1 fiendish venomous snakes), 5thslay living, 6thtransformation, 7thlimited wish, 8thsummon monster VIII (1d3 fiendish tyrannosaurs), 9thtwo mindsRR.

Reaching Touch (Ex): Your reach increases according to the following table.

Level Touch Attacks Melee Attacks
1st – 8th +5 ft. +0
9th – 16th +10 ft. +5 ft.
17th + +15 ft. +5 ft.

Rotting Touch (Su): Starting at 8th level, as a standard action you can deal 1d6 points of Constitution damage as a melee touch attack (Fortitude negates).

Deskari of the Locust Host

Interests: Chasms, infestations, locusts.

Obedience: Meditate while allowing insects or worms of any type to crawl upon your body—if no such vermin is available, you must instead lie face-down in a trench dug into soil and mouth prayers to Deskari into the dirt while scratching yourself with sharp bits of bone or wood.

Domain Spells: 1stinflict light wounds, 2ndsummon swarm, 3rdcontagion, 4thsummon monster IV (d’ziriak or fiendish giant wasp), 5thinsect plague, 6thswarm skinAPG, 7thcreeping doom or summon monster VII (chasme demon), 8threverse gravity, 9th—Quickened insect plague.

Resistances (Ex): You gain a +4 profane bonus on all saving throws against disease and against effects caused by vermin.

Swarm Walker (Su): Starting at 4th level, you can walk through any swarm without fear of taking damage or suffering any ill effects—swarms recognize you as one of their own. As long as you stand within a swarm, you gain a +4 profane bonus on Initiative checks and on all saving throws.

Dispater, Master of the Iron City

Adapted from the Disciple of Dispater prestige class, from the Book of Vile Darkness. Cultists of Dispater are most common in Aramni’s Second Province.

Interests: Domination, Iron, military strategy.

Domain Spells: 1stbane, 2nddarkness, 3rdgreater magic weapon, 4thrusting grasp, 5thstoneskin (“ironskin”), 6thwall of iron, 7thsummon monster VII (1d3 erinyes, or 1d4+1 kytons), 8thiron body, 9thimprisonment.

Iron Hews [Reserve] (Su): This functions as does the Godhammer divine feat, but it can be applied to any iron or steel weapon.

Iron Power (Ex): Any iron or steel weapon you wield gains an enhancement bonus equal to +1 per 4 class levels you possess for as long as you wield it. Starting at 8th level, you also gain the effects of the Improved Critical feat when wielding any iron or steel weapon.

Erythnul, The Many

Interests: Ugliness, hate, envy, malice, panic, slaughter.

Domain Spells: 1stenlarge person, 2ndscare, 3rdrage, 4thfear, 5thsummon monster V (2d4+1 fiendish gnolls, 1d4+1 fiendish bugbears, 1d3 fiendish ogres, or 1 fiendish troll), 6thtransformation, 7thgiant form I, 8thwrathful castigationMF, 9thcrushing fist of spiteBVD.

Mace of Terror [Strike] (Ex): When wielding Erthnul’s favored weapon (a stone-headed mace), you gain the effects of the Daunting Strike feat, using your cleric level in place of your BAB derived from cleric levels.

Blood Servitors (Sp): Starting at 8th level, once per day when you are struck in combat, you can cause the drops of blood you shed to spring up into monsters. This acts as a Quickened summon monster IV spell (1d4+1 fiendish gnolls or 1d3 fiendish bugbears).

Thief of Life (Ex): Also at 8th level, you also gain Thief of Life as a bonus feat. Remember that [Strike] effects cannot be combined in the same attack, so you cannot use this ability in conjunction with your mace of terror ability.

Fraz’Urb-Luu

This cult supersedes the Thrall of Fraz-Urb’luu prestige class, from Dragon magazine (issue 333).

Interests: Deception, illusions, imprisonment.

Domain Spells: 1stsilent image, 2ndmisdirection, 3rdglibness, 4thillusory wall, 5thseeming, 6thplanar ally (two skurchur demons), 7thproject image, 8thtrap the soul, 9thwish.

Bonded Item (Ex): You gain a staff as a bonded item. This follows the rules for a generalist wizard’s staff arcane bond.

Deception (Ex): Once per day per four class levels you possess, you can accomplish any one of the following as a free action:

  • Deceptive Magic: Add a +1 profane bonus to the DC of any illusion spell you cast;

  • Deceptive Summoning: Deceive a monster summoned by someone else into believing you are its summoner. This requires a Concentration check opposed to the summoner’s.

  • Deceptive Will: You gain a +4 profane bonus on a single Will save. If successful, you can make a Perform (acting) check to convince the caster that you failed the save.

Graz’zt

This cult is based on the Thrall of Graz’zt prestige class from the Book of Vile Darkness.

Interests: Drow, lamia.

Domain Spells: 1stcharm person, 2ndmirror image, 3rddeeper darkness, 4thfear, 5thdominate person, 6thsummon monster VI (one fiendish lamia, lamia matriarch, or succubus; or 1d3 babaus), 7thdisintegrate, 8thtrap the soul, 9thgate.

Dark Charisma (Ex): When dealing with evil creatures, you gain a +1 enhancement bonus to Charisma. This applies to your skill checks made in interacting with evil creatures, spells and ability DCs when used against evil creatures, and so on. The bonus improves by an additional +1 per 2 class levels after the 1st (maximum +10 at 19th level).

Spell Betrayal (Su): Starting at 4th level, whenever you cast a damaging spell on targets denied their Dexterity bonus to AC, you deal an additional +1d6 hp of damage per 4 class levels you possess. Starting at 8th level, you deal half this number of dice to any targets being threatened in melee.

Haagenti, The Whispers Within

Interests: Alchemy, invention, transformation.

Obedience: Practice the Divine Experiment by following the procedure to transmute lead into gold; this process normally requires a philosopher’s stone, but for this obedience, you can substitute any material—it’s not the actual transmutation that functions as obedience, but the act of going through the motions.

Domain Spells: 1stenlarge person, 2ndalter self, 3rdbeast shape I, 4thpolymorph, 5thbaleful polymorph, 6thtransformation, 7threverse gravity, 8thpolymorph any object, 9thshapechange.

Truth in the Flesh (Ex): You gain Arcane Defense (transmutation) as a bonus feat.

Master of Shapes (Su): At 8th level, you gain the [shapechanger] subtype. Your body can react instantaneously to mitigate attacks, granting immunity to critical hits and sneak attacks (which are treated as normal attacks). Whenever you are affected by a polymorph effect, you heal 1d6 points of damage per spell level of the effect.

Hextor

Interests: War, discord, conflict, murder.

Obedience: Fight Club-like brawl with other worshippers.

Domain Spells: 1stmurderous commandUM, 2ndscare or spiritual weapon, 3rdgirallon’s blessingSS, 4thblack tentacles, 5thincite riot, 6thtransformation, 7thfinger of death, 8thiron body, 9thimplosion.

Sneak Attack (Ex): At 1st level, you gain sneak attack +1d6, per the rogue class feature. Your number of sneak attack dice increases by 1 per 4 class levels you possess (maximum +6d6 at 20th level). If you have levels in rogue, your cleric level instead provides Weak synergy to your sneak attack progression; if you also have the Temple Raider talent, your cleric levels provide Full synergy instead (this supersedes the sneak attack synergy from both sources).

Assassination (Ex): At 8th level, you gain Killing Stroke as a bonus feat, using your cleric or archivist class level in place of your BAB derived from cleric or archivist levels.

Incabulos

Interests: Plague, famine, drought, nightmares, ill sendings.

Obedience: Weird humming and droning chants, with no light other than that of black candles.

Domain Spells: 1stsleep, 2ndfeast of ashesAPG, 3rd—contagion, 4thphantasmal killer, 5thnightmare, 6thendless slumberCM, 7thbestow greater curseCD or eyebite, 8thplaguePHII, 9thweird.

Eye of Possession (Sp): Once per day, you can use hypnotism as a spell-like ability. You gain an additional use per day every 4 class levels thereafter; at 20th level, you can use this ability at will.

Nightmare Mount (Su): At 8th level, you gain a nightmare steed. This functions similarly to fighter’s Mount talent, in terms of scaling the mount’s abilities.

Juiblex, The Faceless Lord

Interests: Oozes, poison, sloth.

Obedience: Submerge a small, severed piece of a human body in a vial of acid and chant praise to Juiblex as the flesh dissolves.

Domain Spells: 1stgrease, 2nddelay poison, 3rdcontagion, 4thtouch of slimeUM, 5thcorrosive consumptionUM, 6thconjure black puddingUM, 7thdestruction, 8thfluid formAPG, 9thsummon monster IX (1d3 alkilith demons or one omox demon).

Sign of the Faceless Lord (Ex): You gain a +4 profane bonus on all saving throws against poison and resistance to acid 5.

Ooze Form (Sp): Starting at 8th level, you can assume the form of a Medium ooze once per day, as if using beast shape III, but you receive no bonus to natural armor and are immune to poison, sneak attacks, and critical hits while in ooze form. You can use this ability an additional time per day per 4 class levels after the 8th.

Kabriri (Doresain), King of Ghouls

Interests: Ghouls, graves, secrets kept by the dead.

Obedience: You must partake of a cannibal feast; the body upon which you feed must either be at least a week old or be eaten while atop a grave.

Domain Spells: 1stdeathwatch, 2ndghoul touch, 3rdspeak with dead, 4thsummon undead IV (1d3 fiendish ghasts), 5thghoul gauntletLM, 6thcreate undead, 7thfinger of death, 8thtemporal stasis, 9thenergy drain.

Kiss of the Grave (Ex): You gain a +4 profane bonus on all saving throws against paralysis, poison, and disease.

Ghoulish Apotheosis (Ex): Starting at 8th level, the next time you die, you rise as a ghoul after 24 hours. Your type changes to undead and you lose all previous racial traits and racial feats (except small size), replacing them with +2 natural armor, darkvision 60 feet, channel resistance +2, and a ghoul's physical attacks. You do not change your total Hit Dice. If you achieve this boon when you’re already an undead creature, you instead gain a +4 profane bonus to Charisma.

Kostchtchie, The Deathless Frost

This cult incorporates the Thrall of Kostchtchie prestige class from Dragon magazine, issue 345.

Interests: Cold, giants, revenge.

Obedience: Spill the blood of a living creature onto snow-covered ground; the creature must remain alive during the entire obedience, and must die within a minute of the obedience’s end.

Domain Spells: 1stchill touch, 2ndbull’s strength, 3rdsleet storm, 4thfoebaneCAd, 5thcone of cold, 6thsummon monster VI (1d3 giant fiendish leucrottas, aka “hounds of Kostchtchie”), 7thgiant form I, 8thsummon monster VIII (1d3 fiendish frost giants), 9thpolar midnightUM.

Inured to Frost (Ex): You gain favored terrain (arctic), as the ranger class feature of the same name, with a bonus equal to half your class level (minimum +1). If you already have this favored terrain, your levels in classes granting that ability stack to determine your total bonus.

Rage (Ex): Starting at 4th level, you can rage as a barbarian of level equal the base attack bonus derived from your cleric/archivist level (e.g., a 4th level cleric of Kostchtchie rages as a 3rd level barbarian). This applies to the type of rage available and the number of rounds of use per day, but does not grant you rage powers or any other barbarian class features. If you have levels in barbarian, your cleric/archivist levels instead provide Strong theurgy towards your rage ability.

Lamashtu, Mother of Monsters

Interests: Madness, monsters, nightmares.

Obedience: Engage in a tryst with the sincere intention of being impregnated or impregnating your partner, or sacrifice a creature that has been alive for no more than a week.

Domain Spells: 1stlesser confusion, 2ndtouch of idiocy, 3rdsummon monster III (1d3 fiendish gnolls or 1 fiendish bugbear), 4thnightmare, 5thbaleful polymorph, 6thsummon monster VI (1d3 lamias or pack of 1d4+1 yeth hounds), 7thinsanity, 8thsymbol of insanity, 9thdominate monster.

Teratoma (Ex): You gain a beneficial deformity. Generally, this deformity manifests as a tentacle, tail, claw, or bite that grants you a secondary natural attack dealing a base 1d6 damage.

Third Eye (Su): At 4th level, a third eye opens in your forehead. This eye grants you darkvision to a range of 60 feet (if you already have darkvision, it extends the range of your darkvision by 30 feet) and a +4 profane bonus on Perception checks and Intuition saves.

Lolth, Demon Queen of Spiders

Interests: Drow, poison, spiders, arachnids.

Obedience: Bind a living creature so only a few key portions of anatomy (such as the belly, mouth, or eyes) remain exposed, allowing you to torment these exposed areas with needles, tiny knives, or poisonous vermin. During rituals, clerics of Lolth are nude or clad in black robes and/or tight leather.

Domain Spells: 1stanimate rope, 2ndweb, 3rdsnare, 4thpoison, 5thvermin shape II (spider), 6thsummon monster VI (yochlol demon), 7thsummon monster VII (bebelith or fiendish drider), 8thmaze, 9th—reach (close range) temporal stasis.

Command Arachnids (Su): At 1st level, you gain a limited form of the druid’s Mark of the Wild ability, but using your Knowledge (the planes) skill in place of Handle Animal, and it affects only vermin (spiders and other arachnoid creatures, including fiendish or demonic ones). Unallocated leadership potential can be used to spontaneously summon monster (arachnoids and demons only).

Poisonous Touch (Ex): At 4th level, you gain Venomous Strike as a bonus feat. For purposes of determining the scaling effects of this feat, treat your BAB derived from cleric/archivist levels as being equal to your cleric/archivist class level.

Malcanthet, The Succubus Queen

This cult supersedes the Thrall of Malcanthet prestige class, from Dragon magazine (issue 353).

Interests: Lust, succubi, torture.

Domain Spells: 1stcharm person, 2ndsanctuary, 3rd—touch range energy drain (typically by kiss), 4thcharm monster, 5thdominate person, 6thsummon monster VI (succubus), 7thsummon monster VII (dubbuk), 8thdemand, 9thdominate monster.

Dominating Voice (Su): You receive a +1 profane bonus on Bluff and Diplomacy checks, and on the save DCs of an language-dependent spells or spell-like abilities you use. This bonus increases by +1 per 5 class levels you possess.

Profane Beauty (Su): At 4th level and above, when not wearing armor or using a shield, you gain a deflection bonus to AC equal to your Charisma modifier.

Mephistopheles

Adapted from the Disciple of Mephistopheles prestige class, from the Book of Vile Darkness. Cultists of Mephistopheles are most common in Aramni’s Eighth Province.

Interests: Fire, cold, scheming, horned devils.

Domain Spells: 1stcommand, 2ndscorching ray, 3rdsuggestion, 4thfire shield, 5thhellfireBVD, 6thcone of cold, 7thhellfire stormBVD, 8thsummon monster VIII (barbed devil), 9thsummon monster IX (1 ice devil or 1d3 barbed devils).

Hellfire Grasp [Reserve] (Su): You gain a touch attack dealing 1d6 fire damage per level of the highest-level domain [fire] or Cultist domain spell you have prepared. You can use this ability as a [strike] effect in conjunction with unarmed or weapon attacks.

Body of Flame (Su): Starting at 8th level, you can transform your body into flame for up to 1 round per class level per day (these rounds need not be consecutive, but each activation requires a standard action). This functions as elemental body II, and creatures hitting you with natural weapons or unarmed attacks take 2d6 points of fire damage and also catch fire unless they succeed at a Reflex save (DC 15).

Mormo, Mother of Witches

Interests: Cruelty, deception, hags.

Obedience: Perform an act of cruelty upon a nonbeliever after spending an hour observing the nonbeliever—preferably from a vantage unknown by the victim. This act must, at the very least, incite the victim to tears or anger.

Domain Spells: 1stdisguise self, 2ndmisdirection, 3rdbestow curse, 4thfear, 5thbaleful polymorph, 6theyebite, 7thsummon monster VII (1d4+1 will-o’-the-wisps), 8thgreater bestow curse, 9thwail of the banshee.

Witch’s Cunning (Ex): You gain Arcane Defense (illusions) as a bonus feat.

Elder’s Grace (Ex): At 8th level, you immediately age into the next age category, taking all of the appropriate bonuses to mental ability scores without any of the penalties to physical ability scores. If you are venerable when you achieve the boon, you die and become a ghost. Any illusion effect you create gains a +2 profane bonus to the save DC.

Orcus, Prince of the Undead

This cult draws from both the Pathfinder demonic obedience and from the Thrall of Orcus prestige class from the Book of Vile Darkness.

Interests: Necromancy, undead, wrath.

Obedience: Grind a half-pound of bones from the skeleton of a sentient creature, mix with water to create a gray paste, and then eat it at the end of a long recitation of prayers to Orcus.

Domain Spells: 1stdetect undead, 2ndcommand undead, 3rdvampiric touch, 4thsummon undead IV (allip, shadow, or zombie ogre), 5thoverland flight (demon wings), 6thsummon undead VI (1 wraith, 1d3 wights, or 1d4+1 shadows), 7thfinger of death, 8thsummon undead VII (1 fiendish morgh or 1d3 bodaks or spectres), 9thsummon undead IX (1 nightwing or 1d3 devourers).

Carrion Stench (Ex): As a free action, you can emit the reek of carrion in a 10-ft. radius; those within (other than you) must save vs. Fortitude or be sickened for 1 round per class level you possess. You may use this ability a number of rounds per day equal to your Charisma modifier; these need not be consecutive.

Pallor of Death (Su): Starting at 8th level, as a standard action you can adopt the appearance of a humanoid undead creature of your size, as if using an alter self spell. While using this ability, you radiate an aura of fear in a radius equal to 5 ft. per 4 class levels you possess. You can use this ability for a number of minutes per day equal to half your class level; these need not be consecutive, but each use counts as at least one minute.

Pazuzu, King of the Wind Demons

Interests: Sky, temptation, winged creatures.

Obedience: String up the intestines of a freshly killed creature somewhere that will attract the attention of hungry birds (such as the branches of a tree or the crenellations of a tower), then meditate on the offering.

Domain Spells: 1stcharm person, 2ndenthrall, 3rdfly, 4thcharm monster, 5thmagic jar, 6thmass suggestion, 7thcreeping doom (appears as a breath weapon), 8thsummon monster VIII (1d3 vrock demons), 9thdominate monster (winged creatures only).

Temptation (Ex): You gain a +2 profane bonus on Bluff and Diplomacy checks made to convince a creature to perform an action against its nature. When casting a spell from the school of Enchantment, you gain a +1 profane bonus to the spell’s DC, and +2 profane bonus to penetrate spell resistance.

Winged Avatar (Sp): Starting at 8th level, you can assume the form of a winged creature at will, as if by a beast shape I spell. This ability improves to beast shape II at 10th level, beast shape III at 12th, beast shape IV or swarm skin at 14th level, form of the dragon II at 16th level, and form of the dragon III at 18th level.

Wastri, The Hopping Prophet

As described in the 1st edition World of Greyhawk gazetteer, cultists of Wastri often multiclass into monk, taking the Sacred Fist sutra.

Interests: Amphibians, bigotry, bullywugs, human supremacy and extermination of demi-humans (dwarves, elves, etc.), self-deception, swamps.

Obedience: Drown a living creature in swamp water (or at the very least, in muddy water), then impale the dead body on a sharp branch so wild creatures can feast on it. After impaling the creature, you must spend the rest of your obedience meditating on the sound of fluid dripping from its sodden body.

Domain Spells: 1stjump, 2nd—personal barkskin (“warty skin”), 3rdsummon monster III (fiendish giant toad), 4thconfusion (verbal component is a croak), 5thinsect plague, 6thbestow greater curseCD (warts causing -6 Cha and lose action 50%), 7thsummon monster VII (1 mogobo or 1d4+1 fiendish glacier toads), 8thsummon monster VII (1 hezrou or 1d3 fiendish dire crocodiles), 9thsummon monster IX (fiendish froghemoth).

Swamper’s Boon (Ex): You gain favored terrain (swamps), as the ranger class feature of the same name, with a bonus equal to half your class level (minimum +1). If you already have this favored terrain, your levels in classes granting that ability stack to determine your total bonus.

Superior Summoning (Su): At 4th level, when you use a summon monster spell, there is a 50% chance an additional creature of the same type is summoned. When you cast a Heightened summon monster spell to summon a variable number of creatures, the chance is 100%. This ability emulates the feat of the same name from Ultimate Magic, and supersedes the bullywug’s summoning racial trait from Monsters of Faerun.

Xoveron, The Horned Prince

Interests: Gargoyles, gluttony, ruins.

Obedience: Perch atop a high outcrop and look out over the surrounding terrain. If the outcrop is in an inhabited area (such as a city), no passersby should realize you are a living thing—any who do must be slain before the hour’s end.

Domain Spells: 1stsanctuary, 2ndshatter, 3rdvampiric touch, 4thstoneskin, 5thsummon monster V (1d3 fiendish gargoyles), 6thsummon monster VI (nabasu), 7thstatue, 8th—heightened finger of death, 9thwail of the banshee.

Gargoyle’s Gift (Ex): You gain a +4 profane bonus on saving throws against effects that cause sickness, nausea, fatigue, or exhaustion.

Glutton’s Feast (Sp): Starting at 8th level, you can cast heroes’ feast once per day. The food created by this effect consists of raw or rotting meat and rancid milk; it can be consumed and take effect in only 1 minute. Non-worshipers of Xoveron must make a Fortitude save to avoid being sickened by the feast for 6 hours (though all other benefits of the feast still apply).

Zuggtmoy, Demon Queen of Fungi

This cult supersedes the Thrall of Zuggtmoy prestige class from Dragon magazine, issue 337.

Interests: Fungi, molds, putrescence.

Obedience: Drink putrid alcohol distilled from strange fungi during a 1-hour ceremony.

Domain Spells: 1stentangle, 2ndtree (fungus) shape, 3rdfungal infestationUM, 4thsummon monster IV (fiendish fungal crawler, phantom fungus, phycomid, or violet fungus), 5thmemory rotMF or spore cloakRF, 6thsummon monster VI (fiendish rot grub swarm or 1d3 fiendish ascomids), 7thdestruction, 8thcontrol plants, 9thshambler.

Infestation (Ex): You become infested with abyssal spores and fungoid parasites, imposing a –4 penalty on Diplomacy checks with civilized humanoids. However, you gain Toughness as a bonus feat. You are immune to effects that normally cause the sickened condition; effects that would normally cause nausea make you sickened instead.

Zuggtmoy’s Embrace (Su): At 8th level, your type changes to Plant. You are immune to disease, mind-affecting spells and effects, nausea, poison, sickness, and sleep. However, your penalty to Diplomacy checks from your infestation increases to –8.

Zura, The Vampire Queen

Interests: Blood, cannibalism, vampires.

Obedience: Drink some of the blood of a willing creature, and allow the same creature to drink some of your own blood. Alternatively, you can feed on the flesh of a creature of your own race until you are full.

Domain Spells: 1stdeathwatch, 2ndspider climb, 3rdfangs of the vampire kingLM, 4thsummon monster IV (1d4+1 fiendish wolves), 5thdominate person, 6thcreate undead or summon undead VI (1d3 vampire spawn), 7thundead anatomy IV (vampire), 8thblood mistUM, 9thenergy drain.

Zura’s Favor (Ex): You gain a +4 profane bonus on all saving throws against the spells, spell-like abilities, and supernatural abilities of undead creatures.

Blood is Life (Su): Starting at 8th level, once per day as a full-round action, you may drink the blood of a creature that has been dead for no more than an hour to gain the benefits of heroes’ feast and death knell. The blood imbibed must come from a creature with a minimum CR of your character level –2.