Cleric
You are devoted to a god, and your god has smiled on your faith and loyalty, granting you the capacity to work miracles. Your class abilities tend to focus on healing and helping, but the power of your god is great, and so you also gain real power to alter the course of events, whether through those you support, or directly and personally. Your motivations are your own, but likely there are congruencies with your god's purposes as well, which is why you are a loyal worshiper.
Role: Clerics play many roles in society. Some provide for the spiritual needs of their people, serving as ministers, missionaries, or monastics. Some clerics seek converts and congregations, others accept only a very few worthy disciples, or none. As a cleric, you can choose how best to honor your god, within a few limitations. As an adventuring cleric, you may act as a medic and support for your team, or as a formidable combatant, or as a leader who speaks for the party when dealing with the larger world.
Restrictions: Your alignment must be within one step of your god's, along either the law/chaos axis or the good/evil axis. You select two of your god's domains (see below), and you must follow the ethos of your god. You may only honor one god, and no others (though you can tolerate or even ally with followers of other gods, especially if their gods are aligned with yours). If you find your alignment drifting, or if the restrictions of your ethos are too onerous, you and your game master should have a conversation about meeting these restrictions -- or about changing domains, gods, or even changing class.
Base Attack Bonus: +0.50 / level.
Caster Level: +1.0 / level.
Will Save: +0.75 / level.
Fort Save: +0.50 / level.
Reflex Save: +0.25 / level.
Hit Die: d8.
Level | Base Attack Bonus | Caster Level | Will Save | Fort Save | Refx Save | Special |
---|---|---|---|---|---|---|
1st | +0 (+0.5) | 1 (1.0) | +0 (+0.75) | +0 (+0.50) | +0 (+0.25) | Tyro Signature: Tyro Domain Power |
2nd | +1 (+1.0) | 2 (2.0) | +1 (+1.50) | +1 (+1.00) | +0 (+0.50) | Channel Energy or Interaction Cantrip |
3rd | +1 (+1.5) | 3 (3.0) | +2 (+2.25) | +1 (+1.50) | +0 (+0.75) | Spontaneous Healing or Combat Cantrip |
4th | +2 (+2.0) | 4 (4.0) | +3 (+3.00) | +2 (+2.00) | +1 (+1.00) | Mission Services or Exploration Cantrip |
5th | +2 (+2.5) | 5 (5.0) | +3 (+3.75) | +2 (+2.50) | +1 (+1.25) | Tyro Tier Choice |
6th | +3 (+3.0) | 6 (6.0) | +4 (+4.50) | +3 (+3.00) | +1 (+1.50) | Adventurer Signature: Adventurer Domain Power |
7th | +3 (+3.5) | 7 (7.0) | +5 (+5.25) | +3 (+3.50) | +1 (+1.75) | Channel Energy or Ceremony |
8th | +4 (+4.0) | 8 (8.0) | +6 (+6.00) | +4 (+4.00) | +2 (+2.00) | Favored Weapon or Combat Medic |
9th | +4 (+4.5) | 9 (9.0) | +6 (+6.75) | +4 (+4.50) | +2 (+2.25) | Sense Undead or Sense Outsider |
10th | +5 (+5.0) | 10 (10.0) | +7 (+7.50) | +5 (+5.00) | +2 (+2.50) | Adventurer Tier Choice |
11th | +5 (+5.5) | 11 (11.0) | +8 (+8.25) | +5 (+5.50) | +2 (+2.75) | Hero Signature: Hero Domain Power |
12th | +6 (+6.0) | 12 (12.0) | +9 (+9.00) | +6 (+6.00) | +3 (+3.00) | Channel Energy or Preach |
13th | +6 (+6.5) | 13 (13.0) | +9 (+9.75) | +6 (+6.50) | +3 (+3.25) | Destroy Undead or Combat Blessing |
14th | +7 (+7.0) | 14 (14.0) | +10 (+10.50) | +7 (+7.00) | +3 (+3.50) | Temple Teleport or Exploration Blessing |
15th | +7 (+7.5) | 15 (15.0) | +11 (+11.25) | +7 (+7.50) | +3 (+3.75) | Hero Tier Choice |
16th | +8 (+8.0) | 16 (16.0) | +12 (+12.00) | +8 (+8.00) | +4 (+4.00) | Legend Signature: Legend Domain Power |
17th | +8 (+8.5) | 17 (17.0) | +12 (+12.75) | +8 (+8.50) | +4 (+4.25) | Channel Energy or Crusade |
18th | +9 (+9.0) | 18 (18.0) | +13 (+13.50) | +9 (+9.00) | +4 (+4.50) | Life Revelation or Maximized Curing |
19th | +9 (+9.5) | 19 (19.0) | +4 (+14.25) | +9 (+9.50) | +4 (+4.75) | Sense Believers or Understand Divine Will |
20th | +10 (+10.0) | 20 (20.0) | +15 (+15.00) | +10 (+10.00) | +5 (+5.00) | Legend Tier Choice |
Skill Proficiencies
The cleric's proficient skills (and the ability scores used to boost each skill) are Craft (Int), Diplomacy (Cha), Gather Information (Chr), Heal (Wis), Knowledge (Religion, History) (Int), Language (Abyssal, Axiom, Celestial, Infernal, Protean) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiencies
You are proficient with simple weapons from the Hammers, Flails, and Close weapon groups (see the rules for weapon groups in Weapons and Armor). You are also proficient with martial weapons from one of these three groups, your choice. You are not proficient with exotic weapons. You are proficient with light armor, medium armor, bucklers, light shields, and heavy shields. Some clerics learn to use the favored weapon of their god (see below).
Spells and Spell Casting
At first level your caster level is one, and you can cast divine spells, which are drawn from the divine spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one caster level every time you gain a cleric level. As a priest, charisma is your spell casting ability score.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are a priest, you may choose to pick spells from the divine spell list. The level of the spell cannot exceed your new cleric level.
SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Cha 18 cleric casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.
DOMAINS: Your god acts with special power and authority within certain spheres of influence, or "domains." When you first become a cleric, you commit to your god and choose two domains from among those governed by your god. Some domains also have a prerequisite that you must meet. Each domain grants a number of signature domain powers, granted at levels 1, 6, 11, and 16. Each time you gain a signature power, you pick one of the two available to you through your two domains. At higher levels, you may also select a lower tier ability if you prefer. Your domains also offer you bonus feats available to you at levels 5, 10, 15, and 20.
Unless otherwise noted, using a domain power is a standard action and uses your character level as the caster level and for various effects. Exception: cantrips given as domain powers use the rules for cantrips. Many domain powers are spell-like abilities; these always use the appropriate Charisma modifier (odd at Tyro and Hero tiers, even at Adventurer and Legend tiers), as well as your character level as the caster level. The saving throw for domain SLAs, if not otherwise specified, is 9 + half your character level + your odd (for Tyro and Hero tier) or even (for Adventurer or Legend tier) Charisma modifier. Cleric domains are listed at the bottom of this page.
Class Abilities
TYRO TIER
Level 1 Cleric Tyro Tier Signature Ability: Domain Power Choose a Tyro tier power from one of your two domains. See below.
Level 2 Cleric Tyro Tier Interaction Ability (pick one):
- Channel Energy (Su): After one minute in prayer, you channel energy that heals living creatures. Channeling energy causes a burst that affects all creatures (except outsiders and constructs) in a 30-foot radius centered on you. Living creatures (whether friend or foe) are healed 2d6 points of damage. If you already have the ability to channel energy, this ability increases the dice rolled by +2d6. You may channel energy a number of times per day equal to 3 + your odd (column A) Charisma modifier. You must be able to present your holy symbol to use this ability.
- Interaction Cantrip: You learn one cantrip from these three: Dream Feast, Stabilize, Mending.
Level 3 Cleric Tyro Tier Combat Ability (pick one):
- Spontaneous Healing (Sp): This spell-like ability allows you to you use one of your spell slots not to cast a spell, but to release a blessing of healing that affects one living creature within close range (25 ft + 5 ft/2 caster levels). The blessing heals hit points equal to 1d4 per level of the slot used. Undead, oozes, and constructs are immune to this ability.
- Combat Cantrip: You learn one cantrip from these three: Daze, Bleed, Virtue.
Level 4 Cleric Tyro Tier Exploration Ability (pick one):
- Mission Services (Ex): Members of your faith are happy to assist you when you ask for help. In any place where those who honor your god can be found, you do not have to pay for room and board, you gain a +2 circumstance bonus on Gather Information and Knowledge (Local) checks, and you can purchase non-magical goods and services for half price.
- Exploration Cantrip: You learn one cantrip from these three: Guidance, Sacred Light, Purify.
Level 5 Cleric Tyro Tier Choice: Select a Cleric Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains. If you choose a domain feat, the only prerequisite you must meet is the required tier; you can ignore other prerequisites.
ADVENTURER TIER
Level 6 Cleric Adventurer Tier Signature Ability: Domain Power Choose an Adventurer tier power from one of your two domains, or a lesser tier power you have not yet chosen. See below.
Level 7 Cleric Adventurer Tier Interaction Ability (pick one):
- Channel Energy (Su): Your Channel Energy ability improves by an additional +2d6 points. See above for other details on channeling energy
- Ceremony (Sp): You are trained in leading celebrations dedicated to your god, including festival blessings, weddings, funerals, coming of age ceremonies, and inducting new members of your religion. Conducting a ceremony requires you to lead an hour of uninterrupted prayer, song, meditation, and so forth. At the conclusion of the ceremony, you and up to 100 attendees who are dedicated to your god receive a +1 morale bonus on all saving throws for 24 hours. You may conduct as many ceremonies as you like, but the benefits do not stack. (Clerics of lesser level can also conduct these services, but without the magical blessing.)
Level 8 Cleric Adventurer Tier Combat Ability (pick one):
- Favored Weapon (Ex): You are proficient with the favored weapon of your god, and you gain a +1 morale bonus to attacks when using it.
- Combat Medic (Ex): You not provoke attacks of opportunity when using the Heal skill or when casting conjuration/healing spells. You also gain a +1 morale bonus to AC until the start of your next turn after engaging in these activities.
Level 9 Cleric Adventurer Tier Exploration Ability (pick one):
- Sense Undead (Sp): You can cast Locate Creature as a spell-like ability, allowing you to sense the nearest undead within range. You can choose to exclude individual undead creatures known to you, or to focus on an individual undead known to you. You can also limit your sense to desired type(s) of undead. You can use this ability a number of times per day equal to your odd (column A) Intelligence modifier (minimum 1).
- Sense Outsider (Sp): You can cast Locate Creature as a spell-like ability, allowing you to sense the nearest outsider within range. You can choose to exclude individual outsiders creatures known to you, or to focus on an individual outsider known to you. You can also limit your sense to desired type(s) of outsider. You can use this ability a number of times per day equal to your odd (column A) Intelligence modifier (minimum 1).
Level 10 Cleric Adventurer Tier Choice: Select a Cleric Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains.
HERO TIER
Level 11 Cleric Hero Tier Signature Ability: Domain Power Choose a Hero tier power from one of your two domains, or a lesser tier power you have not yet chosen. See below.
Level 12 Cleric Hero Tier Interaction Ability (pick one):
- Channel Energy (Su): Your Channel Energy ability improves by an additional +2d6 points. See above for other details on channeling energy
- Preach (Ex): You can sway large crowds with your ability to preach about your god. You can make your voice heard clearly up to a quarter mile away. You can treat a crowd of up to 100 people as a single individual when making Diplomacy skill checks (those above Tyro Tier are not included). When you cast Enchantment/Charm spells with a casting time of a round or less, if you increase the casting time to one minute, you can affect twice the usual number of targets.
Level 13 Cleric Hero Tier Combat Ability (pick one):
- Destroy Undead (Su): Whenever your action causes undead to make a save vs fear or panic, they must save twice -- if they fail both saves, they are destroyed utterly by the power of your god.
- Combat Blessing (Sp): Once per day as a standard action, you can bless allies within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred bonus on attack rolls, saving throws, and AC for a number of rounds equal to your even (column B) Charisma modifier. You can affect yourself and a number of other allies equal to your even Charisma modifier.
Level 14 Cleric Hero Tier Exploration Ability (pick one):
- Temple Teleport (Sp) Once per day, you can cast Greater Teleport as a spell-like ability. However, you must start your teleport and end it in a place sacred to your god. You may learn of such places in your adventuring career, and you can use Knowledge (Religion) or other sources of lore to find others, as your game master allows.
- Exploration Blessing (Sp): Once per day as a standard action, you can bless allies within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred bonus on Break, Climb, Escape Artist, Fly, Gather Information, Jump, Knowledge, Ride, Search, Spot, Stealth, Survival, Swim, and Use Rope checks, as well as checks to resist the effects of natural climate and weather and to endure forced marches. This bonus lasts for 1 hour per caster level. You can affect yourself and a number of other allies equal to your even Charisma modifier.
Level 15 Cleric Hero Tier Choice: Select a Cleric Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains.
LEGEND TIER
Level 16 Cleric Legend Tier Signature Ability: Domain Power Choose a Legend tier power from one of your two domains, or a lesser tier power you have not yet chosen. See below.
Level 17 Cleric Legend Tier Interaction Ability (pick one):
- Channel Energy (Su): Your Channel Energy ability improves by an additional +2d6 points. See above for other details on channeling energy
- Crusade (Su): After getting the approval of your god, typically through a Commune or other divination spell, you can declare a crusade. Gods do not approve crusades unless the target is opposed to their ethos, and they do not approve crusades that are likely to cause net harm to the faith. You can target a polity (village, town, city, nation, empire, etc); an individual, family, or clan; an organization (guild, mercenary company, religion, etc); or a creature type (undead, goblins, etc). To launch a crusade, you spend an hour addressing up to 100 people per cleric level who share your faith. All of them become hostile towards your target (see diplomacy skill).
Level 18 Cleric Legend Tier Combat Ability (pick one):
- Life Revelation (Su): You become immune to the following conditions: bleeding, energy drained, exhausted, fatigued, nauseated, queasy, sickened, and tired. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.
- Maximized Curing (Su): Whenever you cast a Cure spell, the amount healed is maximized, that is, treat each die roll as an 8. This requires no feat and does not take a higher level slot.
Level 19 Cleric Legend Tier Exploration Ability (pick one):
- Sense Believers (Sp): You can cast Locate Creature as a spell-like ability, allowing you to sense all creatures in range who also honor your god or who have your alignment. You can choose to exclude creatures known to you, or to focus on an individual known to you. You can also limit your sense to either believers or those with your alignment. You can use this ability a number of times per day equal to your cleric level.
- Understand Divine Will (Su): Once per day, when you cast a divination spell such as Divination or Commune or Augury asking your god for advice, you understand the intent of the meaning that your god wishes you to comprehend. Thus, the game master offers the correct interpretation of the divination, leaving little to no room for ambiguity.
Level 20 Cleric Legend Tier Choice: Select a Cleric Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains.
Domains
Air Domain
You can manipulate lightning, mist, and wind; you are resistant to electricity damage.
Signature Class Abilities
- Tyro - Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two character levels you possess. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your character level as your base attack bonus and your even (column B) Charisma modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your even (column B) Charisma modifier.
- Hero - Shock Resistance (Ex): You gain electricity resistance equal to 9 plus your character level.
- Legend - Thundercloud (Su): You can, as a swift action, summon a storm cloud. This power functions as fog cloud except that while creatures are inside the cloud, they are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your character level. These rounds do not need to be consecutive.
Domain Feat: Choose from among these: Elemental Fist (electricity only), Flyby Attack, Whirlwind Attack, Wind Stance.
Animal Domain
You can speak with and befriend animals with ease. You gain the abilities of some animals.
Signature Class Abilities
- Tyro - Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of minutes per day equal to 3 + your odd (Column A) Charisma modifier. These minutes do not need to be consecutive. In addition, you are proficient with and gain Knowledge (nature) as a class skill.
- Adventurer - Eyes of the Hawk (Ex): You gain a racial bonus on Spot and Search checks equal to your even (column B) Charisma modifier. In addition, if you can act during a surprise round, you receive a +2 sacred bonus on your Initiative check.
- Hero - Animal Friend (Sp): You can cast Charm Animal as a spell-like ability once per day. The saving throw DC is 9 plus half your character level plus your even (column B) Charisma modifier. If you treat your friend well, the charm effect lasts until you succeed in making a new animal friend with this ability. Even if it saves, it still does not realize it was the target of a spell. When a prior friend is replaced, or when you release a friend early, it does not attack you or your allies (its attitude changes to indifferent).
- Legend - Predator's Grace (Su): You can, as a swift action, grant yourself a +20-foot bonus to your base speed. In addition, you gain low-light vision at the same time. If you already possess low-light vision, you gain scent and a +5 sacred bonus on Survival checks to track. You can use this ability a number of minutes per day equal to your character level; the minutes need not be consecutive.
Domain Feat: Choose from among these: Endurance, Mounted Combat, Trick Riding, Vermin Heart.
Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Signature Class Abilities
- Tyro - Superior Mender: You gain Mending as a cantrip. In addition, you gain a sacred bonus on all Craft skill checks and checks to create magic items equal to your odd (column A) Charisma modifier.
- Adventurer - Animation (Sp): With a move action, you can cast Animate Objects as a spell-like ability, using your character level as your caster level. You can use this ability once per day.
- Legend - Artificer's Touch (Sp): You can cause damage to objects and to construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage for every two character levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your character level. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Hero - Dancing Weapons (Su): As a swift action, you can give a weapon you touch the dancing special weapon quality. You can use this ability for a number of minutes per day equal to your character level. These minutes do not need to be consecutive.
Domain Feat: Choose from among these: Artisan, Cooperative Crafting, Craft Construct, Craft Wondrous Item.
Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic. (prerequisite: chaotic alignment)
Signature Class Abilities
- Tyro - Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Touch of Freedom (Sp): With a touch, you can free creatures from magical bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools, with a sacred bonus equal to half your character level. Targets receive the same bonus on CMB checks to escape a grapple. These bonuses last for 1d4 rounds, although the saving throw reroll only applies when the creature is touched. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Aura of Chaos (Su): You can surround yourself with a 30-foot radius aura of chaos. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform. You can use this ability for a number of rounds per day equal to your character level. These rounds do not need to be consecutive.
- Legend - Weapon of Chaos (Su): As a swift action, you can give a weapon touched the anarchic special weapon quality. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Catch Off Guard, Disruptive, Improved Dirty Trick, Lucky.
Charm Domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Signature Class Abilities
- Tyro - Daze Foe: You gain Daze as a cantrip. In addition, you increase the save DC of enchantment/charm spells and SLAs you cast with a +1 sacred bonus.
- Adventurer - Charming Demeanor (Su): As part of the action required to use the skill, you gain a sacred bonus equal to one-quarter of your character level on Diplomacy and Bluff checks. You also gain the Charming feat.
- Hero - A Personal Friend (Sp): You can cast Charm Person as a spell-like ability once per day. The saving throw DC is 9 plus half your character level plus your even (column B) Charisma modifier. If you treat your friend well, the charm effect lasts until you succeed in making a new friend with this ability. Even if the saves, it still does not realize it was the target of a spell. When a prior friend is replaced, or when you release a friend early, it does not attack you or your allies (its attitude changes to indifferent), and it does not realize it was charmed.
- Legend - Moment of Awe (Su): The very first time any creature targets you in particular with an attack, it feels a momentary feeling of awe towards you, and the attack fails. This ability functions automatically, even if you are asleep or helpless. Any given creature is affected only once ever.
Domain Feat: Choose from among these: Followers, Graceful, Improved Feint, Reputation.
Community Domain
Your touch makes creatures feel better, and your presence instills unity and strengthens emotional bonds. (prerequisite: non-evil alignment)
Signature Class Abilities
- Tyro - Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per character level. This touch also removes the queasy, shaken, and tired conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Binding Ties (Su): As a standard action, you can touch an ally and remove any one condition (excluding dead, disabled, dying, helpless, and stable) affecting the ally by transferring it to yourself; if you already have the condition, you suffer no additional effect. While this power is in use, your ally is immune to the transferred condition. This transfer lasts 3d6 rounds. You can end it early as a free action on your turn, and if you do, the condition reverts to the original creature. If you wait the full duration, the condition then ends for you and your ally. The condition may also be ended for both if you by the usual methods. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Guarded Hearth (Sp): Once per day as a spell-like ability requiring one minute to activate, you create a ward that protects a specified area with a radius of up to 5 feet per 2 character levels. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a morale bonus equal to your odd (column A) Charisma modifier on all saving throws and armor class while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per character level.
- Legend - Unity (Su): 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 against the effect in place of their own, if your result is better. Using this ability is an immediate action. You can use this ability for a number of saving throws per day equal to half your character level.
Domain Feat: Choose from among these: Bodyguard, Covering Defense, Swap Places, Team Up.
Creation Domain
You feel joy witnessing and bringing about new life, new music, and new art.
Signature Class Abilities
- Tyro - Touched by the Muse (Su): You can create and help create amazing things. Pick one option below:
- Midwife - You are skilled in bringing new life into the world. You gain a free rank in Profession (Midwife), and you gain another free rank every time you gain a character level. You apply your even (column B) Charisma modifier to Heal and Profession (Midwife) checks in addition to your Wisdom modifier.
- Storyteller - You have the ablity to create fictions. Perform (Oratory, Act, Comedy, and Dance) and Bluff are class skills for you. You gain a free rank in Perform (Oratory), and you gain another free rank every time you gain a character level. When you cast illusion (figment) spells, targets only gain a saving throw if they actively disbelieve or carefully inspect the illusion; normal interactions are not enough to grant a save.
- Musician - You have the ablity to compose music. Perform (Song, Wind, Percussion, and String) are class skills for you. You gain a free rank in one of those Perform skills, and you gain another free rank every time you gain a character level. When you cast sonic spells, you gain a bonus to the save throw DC equal to 1 plus your character level divided by 6.
- Artist - You are talented at drawing and painting. Scrivening is class skill for you. You gain a free rank in Craft (paintings), and you gain another free rank every time you gain a character level. You can treat nonmagical paints as if they were Marvelous Pigments, making things you paint become real. Over the course of a level, you can create goods equal in value to your level squared times ten gold pieces: 10 gp at level 1, 40 gp at level 2, 90 gp at level 3, etc.
- Adventurer - Floral Creator (Ex & Sp): You apply your even (column B) Charisma modifier to Profession (Farmer, Gardener, and Herbalist) checks. In addition, you can cast Goodberry, Plant Growth, and Grove of Respite as spell like abilities once each per day.
- Hero - Matchmaker (Sp): You can look at a two living creatures as a full round action to predict with 100 percent certainty the traits that the couple's offspring will exhibit. This skill requires a Sense Motive check vs. DC 25, and there is no save. This spell-like ability is full-round action that can be used at will and does not provoke attacks of opportunity. By picking the right parents, this ability lets you breed creatures with exceptional hit points (reroll 1s and 2s) and ability scores (+2 for each ability score over the racial norms listed). In addition, you can cast Charm Person or Charm Animal on two people or on two animals with the same standard action; if both fail, then they are charmed with each other (if even one fails, the ability has no effect).
- Legend - Guarantee Offspring (Su): You are skilled in the art of granting offspring to creatures who cannot produce viable young on their own. This can help infertile couples of the same species, or grant offspring to two members of different species that usually cannot produce offspring. You can breed creatures to create fertile hybrids, such as owlbears, that have qualities of both. This allows you, working with your DM, to create new monsters. You do not have any magical control over your creations, but if you raise them and treat them well, they have an attitude of helpful toward you when they reach maturity.
Domain Feat: Choose from among these: Craft Wondrous Item, Enlightened, Entertainer, Magic Lore.
Darkness Domain
You are at home in shadows, and you use darkness as a weapon.
Signature Class Abilities
- Tyro - Touch of Darkness (Sp): As a melee touch attack, 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 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to half your character level (minimum 1). You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you start and end your turn outdoors in an area of dim light or darkness, you are invisible (as per invisibility, so the effect ends if you make an attack). This ability lasts for a number of rounds equal to half your character level. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Eyes of Darkness (Su): 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 your character level; these minutes do not need to be consecutive.
- Legend - Shadow Evocation (Sp): Once per day, you can cast Shadow Evocation as a spell-like ability, using your character level as the caster level.
Domain Feat: Choose from among these: Blind-Fight, Improved Blind-Fight, Blindsense, Greater Blind-Fight.
Earth Domain
You can manipulate acid, earth, and stone; you are resistant to acid damage.
Signature Class Abilities
- Tyro - Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two character levels you possess. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Stone Strikes (Su): As a standard action, you turn your body into living stone, giving you a +1 sacred bonus to natural armor and allowing you to make unarmed strikes that deal an extra 1d3 points of bludgeoning damage in addition to your usual unarmed strike damage plus your Strength modifier and other modifiers that usually apply to unarmed strikes. These unarmed strikes do not provoke attacks of opportunity and they ignore the hardness of items with a hardness of 10 or less. This ability lasts for 10 rounds. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Acid Resistance (Ex): You gain acid resistance equal to 9 plus your character level.
- Legend - Stone Shaper (Sp): You can, using swift actions, cast Wall of Stone once per day and Stone Shape at will, using your character level as the caster level.
Domain Feat: Choose from among these: Elemental Fist (acid only), Muscular, Stand Still, Toughness.
Evil Domain
You are sinister and cruel, and have wholly pledged your soul to the cause of evil. (prerequisite: evil alignment)
Signature Class Abilities
- Tyro - Touch of Evil (Sp): You can cause a creature to become queasy as a melee touch attack. This ability lasts for a number of rounds equal to half your character level (minimum 1). You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Evil Fury (Su): As a swift action, you can give yourself an enhancement bonus equal to half your character level on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Whispering Evil (Su): As a standard action, you can whisper a hypnotizing litany of empty promises. Each enemy within a 30-foot emanation that can hear you must succeed on a Will save or become fascinated for as long as you continue the litany. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Weapon of Evil (Su): As a swift action, you can give a weapon touched the unholy special weapon quality. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Bloody Assault, Deadly Aim, Dreadful Carnage, Followers.
Fire Domain
You can call forth fire, ash, and smoke, and your flesh does not burn.
Signature Class Abilities
- Tyro - Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire targeting any foe within 30 feet as a ranged touch attack. This fire bolt deals 1d6 points of fire damage + 1 point for every two character levels you possess. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Cloud of Smoke (Sp): As a standard action, you can create a 5-foot-radius cloud of smoke, like a fog cloud spell, using your character level as the casting level. The range is 30 ft and the duration is 1 round per character level. In addition to the usual effects, creatures inside the cloud take a -2 penalty on attack rolls as long as they remain inside and for 1 round after exiting the cloud. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Fire Resistance (Ex): You gain fire resistance equal to 9 plus your character level.
- Legend - Wall of Ashes (Sp): As a swift action, you can create a wall of swirling ashes anywhere within 100 feet. This wall is a straight line up to 20 feet high and up to 10 feet long per character level you possess. The wall of ash blocks line of sight, and each time a creature enters the wall, it must make a Fortitude save (DC 9 + half your character level + your even (column B) Charisma modifier) or take 1 hp nonlethal damage per character level and be blinded for 10 minutes per character level. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Acrobatic Steps, Dazzling Display, Elemental Fist (fire only), Fleet.
Glory Domain
You are infused with the glory of the divine, and are a true foe of the undead. (prerequisite: good alignment)
Signature Class Abilities
- Tyro - Touch of Glory (Su): You can touch a creature as a standard action and give it a bonus equal to your character 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. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Channeling Glory (Su): If you can channel energy, or if you gain the ability later, you add an extra 1d6 when channelling. If you cannot channel energy, then you gain the ability to channel 1d6 energy (as the Cleric Tyro Tier Interaction Ability), a number of times per day equal to 3 + your odd (column A) Charisma modifier. In addition, you can channel energy as a standard action, not requiring a minute of prayer.
- Hero - Untouchable (Su): As a standard action, you can emit a 30-foot aura of divine presence. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 9 + half your character level + your odd (Column A) Charisma modifier. 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. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Undeath Ward (Sp): With a swift action, you can cast Undeath Ward as a spell-like ability once per day.
Domain Feat: Choose from among these: Extra Channel Energy, Heroic Defiance, Heroic Recovery, Reputation.
Good Domain
You have pledged your life and soul to kindness, love, helping others, and convincing evil-doers of the error of their ways. (prerequisite: good alignment)
Signature Class Abilities
- Tyro - Now Be Good (Sp): You can touch a creature as a standard action, giving it a -5 penalty on all skill checks, ability checks, damage rolls, attacks, and saving throws whenever it makes a die roll associated with an evil act. This power takes effect instantaneously and is permanent. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Friendly Stance (Sp): You can cast Friendly Stance as a move action once per day, using half your character level as the caster level.
- Hero - Protective Aura (Su): As a standard action, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 sacred bonus to AC and a +2 sacred bonus on all saving throws against attacks by evil creatures. In addition, allies in the area are immune to any magic with the evil descriptor. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
- Legend - Weapon of Good (Su): As a swift action, you can give a weapon touched the holy special weapon quality. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Bodyguard, In Harm's Way, Merciful Attack, Merciful Spell.
Healing Domain
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Signature Class Abilities
- Tyro - Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 hit points for every two character levels you possess (minimum 1d4). You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Restorative Touch (Sp): You can touch a creature, letting the healing power of your deity flow through you to your target. Each use restores 2 points from one ability score or cures one nonmagical disease (your choice). You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Life Link (Su): As a standard action, you may create a bond between yourself and one other other creature. Each round at the end of your turn, if the bonded creature is wounded for 6 or more hit points below its maximum hit points, it heals 6 hit points and you take 1d6 hit points of damage. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
- Legend - Gift of Life (Sp): You can touch a creature that has died within the past hour to grant it a few minutes of life. If the creature chooses to return to life, it is restored to full hit points, and all conditions that had been in effect on it are removed; however, all expended spell slots, uses per day, and other such remain expended. At the end of this time, the creature dies again, although it may cheat death (if it has enough lionheart points) to remain alive indefinitely. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Enlightened, Fast Healer, Slot Shield, Swift Aid.
Knowledge Domain
You are a scholar and a sage of legends. You use subtle methods to probe mysteries.
Signature Class Abilities
- Tyro - Lore and Legends (Ex): You are versed in book learning as well as tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. In addition, you treat all Knowledge skills as class skills.
- Adventurer - On Further Reflection (Ex): You can reroll a Knowledge check one minute after you determine the results of the first roll. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Understand Foe (Su): You can learn the abilities and weaknesses of a creature within 60 ft by looking at them with a standard action. With a use of this ability, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your character level + your odd (Column A) Charisma modifier. You can use this ability for a number of uses per day equal to your character level.
- Legend - Clairvoyance and Clairaudience (Su): As a swift action, you can see and hear at a distance, as if using Clairaudience/Clairvoyance. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Magic Lore, Reputation, Scholar, Smart.
Law Domain
You follow a strict and ordered methodology of behavior, which offers enlightenment to you and to everybody. (prerequisite: lawful alignment)
Signature Class Abilities
- Tyro - 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. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Touch of Restraint (Sp): You can touch a helpless creature as a standard action, binding it with bands of force that prevent any escape. A restrained creature is helpless and cannot take any actions other than a two move actions each round. The bonds last for one day per character level. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Issue Command (Sp): With a standard action, you can cast Command as a spell-like ability. This is a mind-affecting effect. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive. If the target saves, then no rounds are expended; if the target fails the save, then it continues to follow the command for one or more rounds, stopping only when it is dead or out of range or you cancel the effect as an immediate action. If you have rounds remaining, you can use the ability again.
- Legend - Weapon of Law (Su): As a swift action, you can give a weapon touched the axiomatic special weapon quality. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Coordinated Defense, Coordinated Maneuvers, Focused Strike, Professional.
Light Domain
You see truth and power of pure light, and you delight in radiance and clear sight.
Signature Class Abilities
- Tyro - Beam of Sunshine (Sp): As a standard action, you create a cone of light that springs forth from your hand or forehead, as you prefer. If the ambient light conditions are less, the beam illuminates as with bright light within 40 ft, normal light within another 40 ft, and dim lighting for another 40 ft beyond that. Within the beam's bright light, you gain a bonus on spot and search checks equal to your odd (Column A) Charisma modifier. You can position the beam as a free action. Creatures within the bright part of the beam who are looking at you, including any creatures attacking you, are dazzled if they fail a fortitude save vs DC 9 + half your character level plus your odd (Column A) Charisma modifier -- but they cease being dazzled if they attack another target. The beam lasts for one hour, and you can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier
- Adventurer - Rainbow Pattern (Sp): Once per day, you can cast Rainbow Pattern as a spell-like ability, using your character level as the caster level.
- Hero - True Seeing (Sp): Once per day, you can cast True Seeing as a spell-like ability, using your character level as the caster level.
- Legend - Sunburst (Sp): Once per day, you can cast Sunburst as a spell-like ability, using your character level as the caster level.
Domain Feat: Choose from among these: Cantrip (Mage Lights, Sacred Light, or Flare only), Dazzling Display, Enlightened, Weapon Focus (light weapons only).
Love Domain
You seek to show others how love can change the world. Fighting without killing is good, and talking is better still. (prerequisite: You always do your best to take the life of no living creature)
Signature Class Abilities
- Tyro - Example to Others (Ex): As part of the action required to use the skill, you gain a sacred bonus equal to half your character level on Diplomacy checks (minimum 1). You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier. You gain the Merciful Attack and Merciful Spell feats.
- Adventurer - Conversion (Sp): You can cast Conversion as an at-will spell-like ability, as the spell, except that you do not need any material component. You do need the spell's divine focus.
- Hero - Love Sets You Free (Su): You are at all times under the effect of a Freedom of Movement spell.
- Legend - Aura of Love (Su): Within 30 feet of you, all lethal damage inflicted on living targets is changed to nonlethal damage.
Domain Feat: Choose from among these: Charming, Extra Channel Energy, Improved Disarm, Knock-Out.
Luck Domain
You are infused with positive serendipity, and your mere presence can spread good fortune. (prerequisite: non-lawful alignment)
Signature Class Abilities
- Tyro - 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, it may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Everybody's Friend (Su): Excluding yourself, all allies within close range (25 ft + 5 ft per two character levels) receive a luck bonus on all attacks and saves. This bonus is equal to your character level divided by 4.
- Hero - Lucky Find (Su): Your holy symbol is a lucky charm for you. If you rub it as part of a search check, you gain a luck bonus equal to half your character level (you cannot take 10 or 20 on that search check). Even if the game master has not planned for an item to be found, there is a chance of finding something anyway. The game master secretly rolls a d12. On a 1-3, nothing is found. On a 4-6, something non-magical and not obviously useful is found. On a 7-9, something non-magical and useful is found. On a 10 or 11, something magical but not obviously useful is found. On a 12, something useful and magical is found. The DM chooses what is found, and the value of the item cannot exceed your character level times the d12 result squared. You can use this ability a number of times per day equal to half your character level.
- Legend - Lucky Stiff (Su): If you die, a remarkable and possibly implausible series of events results in you being raised, resurrected, reincarnated, or cloned (roll randomly) within 1d4 days. Once activated, this ability does not function again until after you have gained a new level.
Domain Feat: Choose from among these: Bouncing Spell, Lucky, Precise Shot, Sidestep.
Madness Domain
You embrace the power of madness that lurks deep in your heart, and can unleash it to drive your foes insane. (prerequisite: chaotic alignment)
Signature Class Abilities
- Tyro - Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your character level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your character level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Insane Focus (Su): You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, the Insane Focus ends. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Aura of Madness (Su): You can emit a 30-foot aura of madness, within which enemies are confused unless they make a Will save with a DC equal to 9 + 1/2 your character level + your odd (Column A) Charisma modifier. The confusion effect ends immediately when the creature leaves the area, the aura expires, or you end it as an immediate action. Creatures that succeed on their saving throw are immune to this aura for 24 hours. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Fearful Gaze (Su): As a swift action, you can cause a creature within 30 ft to experience terrible hallucinations if it fails a Will save vs DC 9 + 1/2 your character level + your even (Column B) Charisma modifier. If it saves, it is immune to this ability for 24 houre. If it fails, the creature loses any immunity to fear effects it might possess. In addition, the creature takes a penalty on Will saves made against fear effects equal to half your character level. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Disruptive, Improved Initiative, Lunge, Slot Strike.
Magic Domain
You are a true student of all things mystical, and see divinity in the purity of magic.
Signature Class Abilities
- Tyro - Magic Support (Su): As a standard action you can become a beacon of magical energy until the end of your next turn. The aura emanates 15 feet from you. All spells and spell-like abilities cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1; the caster chooses the benefit when the spell is cast. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Hand of the Acolyte (Sp): You gain Mage Hand as a cantrip you know. In addition, you can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your even (column B) Charisma modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). You can cause a weapon to fly a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Magic Sight (Su): You can see magic directly, as with a permanent Arcane Sight spell.
- Legend - Dispel Magic (Sp): With a swift action, you can cast Greater Dispel Magic as a spell-like ability, using your character level as the caster level. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
Domain Feat: Choose from among these: Combat Casting, Focused Spell, Spell Focus, Spell Penetration.
Mutation Domain
Seeking new life, perhaps even hating life as it is, you seek to warp yourself and others.
Signature Class Abilities
- Tyro - Abberant Touch (Sp): You can partially polymorph a creature into an abberant hybrid with a melee touch attack requiring a standard action. The target rolls a Will save vs DC9 + half your character level + your odd (column A) Charisma bonus. The effect has a duration of one minute per level and affects a particular individual only once per day. You may use this ability a number of times per day equal to three + your even (column B) Charisma modifier. You may choose one of the following effects:
- Head: The target's head changes into an animal head. The target can no longer speak or cast spells with verbal components.
- Arms & Hands: The target's hands become paw- or hoof-like. The target cannot cast spells with somatic components; takes a -3 on attacks made with claws or hands or weapons held in hands; and suffers a -3 penalty on skill checks that require hands.
- Legs & Feet: The target becomes a two-legged beast from the waist down. The target loses the ability to run, and its base move rate is reduced by half.
- Adventurer - Aberrant Shape (Su): You gain the ability to turn into four kinds of aberrations and back again. This ability functions like Beast Shape I, except as noted here. The effect lasts for 1 hour per character level, or until you change back. Changing form (to creature or back) is a standard action and doesn't provoke an attack of opportunity. You lose your ability to use somatic components while in abberant shape; you may also lose the ability to speak and to use verbal components, as noted below. You can use this ability a number of times per day equal to your even (column B) Charisma modifier. You gain the new form's natural abilities of natural weapons, movement, and senses, as well as:
- Choker: You gain the choker's grab and strangle abilities, as well as a +2 size bonus to dexterity and a +1 natural armor bonus.
- Ettercap: You gain the ettercap's web ability, as well as a +2 size bonus to strength and a +2 natural armor bonus.
- Gibbering mouther: You gain the gibbering mouther's all-around vision, amorphous, and grab abilities, as well as a +2 size bonus to strength and a +2 natural armor bonus.
- Intellect devourer: You gain resistance 20 to fire, cold, electricity, and sonic damage, as well as a +2 size bonus to dexterity and a +1 natural armor bonus. You cannot speak.
- Hero - Warp Other (Sp): A creature you target within 25 ft. is polymorphed into the form of a latalspawn, unless it makes a Fortitude save against DC 9 + half your character level + your even (column B) Charisma modifier. The target gains a +4 size bonus to Dexterity, a –2 penalty to Strength, and a +1 natural armor bonus; it does not gain the latalspawn's supernatural abilities. The duration is permanent. The target retains its mind and motivations, but is limited in the obvious ways.
- Legend - Unusual Anatomy (Ex): With your freakishly long limbs, your reach increases by 5 feet. Your mutating anatomy gives you a 75% chance to ignore any critical hit or sneak attack scored against you. You gain these benefits only in your normal form, not when polymorphed.
Domain Feat: Choose from among these: Fleet, Improved Natural Armor, Natural Spellcaster, Toughness.
Plant Domain
You have an affinity for green things, you can become more and more like a plant, and you can communicate with plants.
Signature Class Abilities
- Tyro - Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your character level (minimum +1). The effect lasts for one minute. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Speak with Plants (Sp): You can speak with plants, as per the spell, for a number of minutes per day equal to 3 + your even (Column B) Charisma modifier. In addition, you are proficient with and gain Knowledge (nature) as a class skill.
- Hero - Bramble Armor (Su): 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 an unarmed strike, a natural weapon, or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per character level. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Shape of a Plant (Sp): You can, as a swift action, change yourself into a plant creature, per the Plant Shape III spell. You can use this ability a number of minutes per day equal to your character level; the minutes need not be consecutive.
Domain Feat: Choose from among these: Endurance, Enlarge Spell, Natural Spellcaster, Toughness.
Protection Domain
Your faith is your greatest source of protection, and you can use that faith to defend others.
Signature Class Abilities
- Tyro - Resistant Partners (Sp): As a standard action, you can touch an ally to grant both the ally and yourself a resistance bonus to saving throws. The bonus is equal in number to your odd (Column A) Charisma modifier; that is also how long the bonus lasts, in minutes, and the number of times per day you can use it.
- Adventurer - Defense Against the Dark Arts (Sp): You can cast Death Ward as a spell-like ability once per day, using your character level as the caster level.
- Hero - Aura of Protection (Su): As a standard action, you emit a 30-foot aura of protection that grants you and your allies a deflection bonus to AC and resistance against all elements (acid, cold, electricity, fire, and sonic); the deflection bonus is equal to your odd (Column A) Charisma modifier and the resistance is equal to your character level. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Protection from Lasting Harm (Su): As a swift action, you or an ally you touch is protected from lethal damage -- all lethal hit point damage you take is converted to nonlethal damage. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive. You can protect more than one ally at a time, but the rounds of protection are counted for all those protected.
Domain Feat: Choose from among these: Bodyguard, In Harm's Way, Stand Still, Combat Patrol.
Repose Domain
You see death not as something to be feared, but as a final rest and a release after grief and suffering. The taint of undeath is a mockery of what you hold dear.
Signature Class Abilities
- Tyro - Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your odd (Column A) Charisma modifier. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Speak With Dead (Su): As a standard action, you can ask three questions of a dead creature as if using Speak with Dead. The dead creature you are questioning does not gain a saving throw and must answer truthfully. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Ward Against Necromancy (Su): As a standard action, you can emit a 30-foot aura that wards against death. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward also removes negative levels that a creature has gained within the last minute. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Undead Slayer (Su): As a swift action, you can give a weapon touched the undead bane and ghost touch special weapon qualities. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Diehard, Deathless Initiate, Ectoplasmic Spell, Improved Turn.
Rune Domain
You have a deep love of writing, and your passion puts magic into symbology. (prerequisite: lawful alignment)
Signature Class Abilities
- Tyro - Prayer Book (Su): You gain a prayer book, which is different from a wizard's book. It costs you nothing to make your prayerbook, you can possess only one at a time, and if lost you can duplicate it from memory at a cost of 10 gp per character level. No other character can use or read it. When you first gain this ability, your book contains one divine spell of your choice, and you can add another divine spell each time you gain a character level. The maximum level of spell you can add to your prayer book is equal to your caster level divided by four (minimum 1). You cannot put cantrips in your prayerbook. Each morning, if you read your prayer book for an hour, you can add a number of spells from it to your list of spells known -- the number of spells you can add to your known spells list is equal to your off (column A) Charisma modifier. You can cast these selected spells using spell slots, just like you cast the spells on your known spells list.
- Adventurer - Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d4 points of damage for every two character levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your character level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 6th-level spell for the purposes of dispelling. It can be discovered with a DC 25 Search skill check and disarmed with a DC 25 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your even (column B) Charisma modifier.
- Hero - Slot Rune (Sp): As a move action, you can create a slot rune in any adjacent square. As an additional action, per the usual casting time, you cast a spell using one of your slots into the slot rune. Any creature entering this square triggers the spell and is affected by it as if you had cast it. The spell 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. The rune is invisible and lasts 1 day per level or until discharged. You cannot create a slot rune in a square occupied by another creature or rune. This rune counts as an 11th-level spell for the purposes of dispelling. It can be discovered with a DC 30 Search skill check and disarmed with a DC 30 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your even (column B) Charisma modifier.
- Legend - Runelord (Su): As a swift action, you can change the location of any rune, glyph, symbol, or similar magical writing effect that you created. The magical writing must be within 30 feet. You can place the magical writing in any square adjacent to you, including one occupied by another creature. You are immune to the negative effects of the magical writings you move.
Domain Feat: Choose from among these: Cantrip (choice of Battle Ward or Read Magic), Magic Lore, Scribe Scroll, Smart.
Time Domain
You are a master of the abstract arts of chronology. (prerequisite: non-chaotic alignment)
Signature Class Abilities
- Tyro - Timekeeper (Su): You always know exactly what time it is, and you can grant this ability at will to any ally, who retains it for one hour per character level, allowing to-the-second coordination. You gain Knowledge (Arcana) as a class skill. If you use any skill to identify a magical effect, you also learn how long its original duration is, how much time it has left, if it is an ability that has a certain number of uses per day, and how many uses are left.
- Adventurer - Prepared (Sp): You can cast Contingency once per day as a spell-like ability.
- Hero - Time Travel (Sp): With a melee touch, you send a creature forward in time 3d4 rounds. It can resist with a will save vs DC9 + half your character level + your even (column B) Charisma modifier; if it saves, it is sent 1d4 rounds into the future. When the creature arrives, it appears in a random safe open space within 30 feet of where it was originally, or as close to that as possible.
- Legend - Future Knowledge (Sp): You can cast Moment of Prescience and Foresight once each per day as spell-like abilities.
Domain Feat: Choose from among these: Fleet, Quick Draw, Rapid Reload, Run.
Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.
Signature Class Abilities
- Tyro - Speedy (Ex): Increase all your speeds by 10 feet (land, and if/when you have them, climb, swim, and burrow).
- Adventurer - Fly (Sp): Once per day, you can cast Fly as a spell-like ability, using your character level as the caster level.
- Hero - Agile Feet (Su): As a swift action, you can gain increased mobility, ignoring all magical and mundane difficult terrain and moving through it with no penalties. You can use this ability for a number of rounds per day equal to your character level; these rounds do not need to be consecutive.
- Legend - Dimensional Hop (Sp): As a swift action, you can teleport up to 100 feet per character level per day. 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 you touch with you, but you must expend an equal amount of distance for each creature brought.
Domain Feat: Choose from among these: Dodge, Mobility, Run, Swap Places.
Undeath Domain
You are fascinated by death, and you do not flinch at using the dead for your own selfish purposes. (prerequisite: non-good alignment)
Signature Class Abilities
- Tyro - Skeletal Companion (Su): You create one skeleton from a medium-size humanoid or animal corpse, found during play, and this undead companion follows the general rules for companions and does not count against the standard 4 HD/caster level limit for controlling undead. You may not have a skeletal companion if you have any other companion. This companion has the following base statistics: Size medium; Speed 30 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 10, Dex 10, Con --, Int 1, Wis 10, Cha 10; Special Qualities: Immune to bleed, death effects, disease, paralysis, poison, sleep effects, and anything that raises the dead. Inflict spells heal it, cure spells do not. It is not mindless, is not destroyed at 0 hp, and automatically stabilizes at negative hp. You can command it as a swift action; without commands, it follows you and attacks anything that attacks it or you. Your skeletal companion cannot learn tricks and the Handle Animal skill does not apply to it. Choose from these Class Specials:
- Animalish I (Ex): Your companion's base move increases to 40 and gains a climb speed of 20. (animal skeleton only)
- Animalish II (Ex): Your companion loses its slam attack and gains a bite attack doing 1d8 damage. You can ride your skeleton if you are small in size, but only if you have a saddle (you cannot ride your companion without this Class Special).
- Armed (Ex): Your companion is proficient with all simple weapons. (humanoid skeleton only)
- Armored (Ex): Your companion is proficient with all light and medium armor and shields (not tower shields). (humanoid skeleton only)
- Boney (Su): Your companion gains DR 5/bludgeoning;.
- Strong Bones (Ex): Your companion gains a +2 bonus to natural armor.
- Undead I (Su): Your companion is immune to nonlethal damage, ability drain, ability score damage, energy drain, and all exhaustion/fatigue/tired effects.
- Undead II (Su): Your companion is immune to stunning, all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Undead III (Su): Your companion is immune to cold and to being turned by channeling; both positive and negative energy heals it.
- Undead IV (Su): If your companion deals a death blow, killing a small or medium humanoid or animal, then a skeleton rises from the corpse 1d4 rounds later, as with the Animate Dead spell. The new skeleton has hit dice based on your tier: Adventurer, 2 HD; Hero, 4 HD; Legend, 6 HD. The new skeleton counts against the usual limit of 4 HD/caster level.
- Adventurer - Necromancer (Sp): you can cast Ray of Enfeeblement, Chill Touch, or Ghoul Touch as a spell-like ability, using your character level as the caster level. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Convert Undead (Su): When you channel energy, you can choose to convert undead to your cause rather than turning them. Converted undead count against the standard 4 HD / caster level limit for controlling undead. Controlling intelligent undead follows the same rules as used with the Command Undead feat, in regard to the undead's attitude toward you and their chance to break your control. Note: This power has no value unless you can channel energy.
- Legend - Cult of Death: You gain the Reputation and Followers feats, or the More Followers feat, if you already have both (you can skip the Cohort feat). Your followers are all fanatical members of your undeath cult, willing to die for you with the expectation that they will serve their god through you after death.
Domain Feat: Choose from among these: Reputation, Command Undead, Followers, Improved Channel.
War Domain
You are a crusader for your god, always eager to shed the blood of others. (prerequisite: evil alignment)
Signature Class Abilities
- Tyro - Battle for Faith (Sp): You can inspire an ally up to 30 ft away in line of sight with the power of your god. As a standard action, you grant the ally (or yourself) a sacred bonus on melee damage rolls equal to your odd (Column A) Charisma modifier until the end of your next turn. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Tactical Insight (Ex): When you roll for initiative, you can roll twice and take the best result. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Combat Versatility (Su): As a swift action, you gain the use of one combat feat for a number of rounds per day equal to your character 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.
- Legend - Weapon of War (Su): As a swift action, you can give a weapon touched the wounding special weapon quality. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Combat Expertise, Combat Patrol, Combat Reflexes, Outflank.
Water Domain
You thrive in water, manipulate mist and ice, and resist cold.
Signature Class Abilities
- Tyro - Icicle (Sp): As a standard action, you can you can fire an icicle from your finger targeting any foe within 30 feet as a ranged touch attack. This icicle deals 1d6 points of cold damage + 1 point for every two character levels you possess. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Swimmer (Sp): You are proficient with the Swim skill and treat it as a class skill. You gain a swim speed of 30, along with the usual +8 on swim checks and the ability to take 10 when swimming. As a standard action, you can cast Water Breathing as a spell-like ability, a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Cold Resistance (Ex): You gain cold resistance equal to 9 plus your character level.
- Legend - Wall of Ice and Mist (Sp): As a swift action, you can create a plane of ice that emanates mist, like obscuring mist, to a distance of 10 ft on both sides of the wall. You yourself have the power to see through this mist. This wall is a straight line up to 20 feet high and up to 10 feet long per character level you possess. It is otherwise like the Wall of Ice spell, with required saves at 9 + half your character level + your even (column B) Charisma modifier). You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Acrobatic Steps, Bull Rush, Elemental Fist (cold only), Improved Trip.
Weather Domain
With power over storm and sky, you can call down the wrath of your god upon the world below.
Signature Class Abilities
- Tyro - Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier.
- Adventurer - Weathermonger (Sp): You gain Personal Stormcloud as a cantrip you know. In addition, once per day, you can cast Sleet Storm as a spell-like ability, using your character level as the caster level.
- Hero - Lightning Lord (Sp): You can call down a number of bolts of lightning per day equal to your character 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.
- Legend - Weapon of Thunderstorms (Su): As a swift action, you can give a weapon touched the shock and thundering special weapon qualities. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
Domain Feat: Choose from among these: Dodge, Endurance, Fleet, Thundering Spell.
Trickery Domain
You love illusions, deceptions, and pranks, as does your trickster god.
Signature Class Abilities
- Tyro - Picaresque (Ex & Sp): You are proficient with and treat Bluff, Disguise, Stealth, and Sleight of Hand as class skills. When using these skills, you can, as a free action, use this power to roll twice and take the higher result. You can use this reroll ability a number of times per day equal to 3 + your odd (Column A) Charisma modifier. In addition, you can become invisible as a move action, until the start of your next turn (or until you make an attack), as a spell-like ability. You can do this a number of times per day equal to your character level.
- Adventurer - Copycats (Sp): You can create 1d4 illusory doubles of yourself as a move action. These doubles functions like the Mirror Image spell, but they last for a number of rounds equal to your character level, or until all the illusory duplicates are dispelled or destroyed. This ability does not stack with itself or with Mirror Image spell. You can use this ability a number of times per day equal to 3 + your even (Column B) Charisma modifier.
- Hero - Veil of Disguise (Su): As a standard action, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet as per the Veil spell. The save DC to disbelive this effect is equal to 9 + half your character level + your odd (Column A) Charisma modifier. You can use this ability for a number of minutes per day equal to your character level; these minutes do not need to be consecutive.
- Legend - Permanent Image (Sp): Once per day as a swift action, you can cast Permanent Image as a spell-like ability, using your character level as the caster level.
Domain Feat: Choose from among these: Improved Dirty Trick, Improved Feint, Net Trickery, Silent Spell.