Special Qualities

Quality Description Classes
Animal Companions  Animal CompanionsDruid, Ranger, Hunter
Animal Companions  animal companionsHunter
Blessings  Blessings (Coming Soon)Warpriest
Bloodlines  BloodlinesSorcerer, Bloodrager
Domains  DomainsCleric, Druid, Oracle, Inquisitor
Mounts  MountsCavalier, Paladin, Samurai, Cowboy
Mysteries  Mysteries (Coming Soon)Oracle
Orders  Orders (Coming Soon)Cavalier, Samurai
Spirits  Spirits (Coming Soon)Shaman
Ways  Ways (Cowboys) (Coming Soon)Cowboy
Animal Skills

Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).

All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Animal Feats

Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Animal Choices

Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.

 

The following animals are examples of animal companions: Ape; Badger; Bear; Bird; Boar; Camel; Cat, Large; Cat, Small; Crocodile; Dinosaur; Dog; Horse; Pony; Shark; Snake, Constrictor; Snake, Viper; Wolf

Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Linkshare spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 4 +4 +2 3
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4
11th 9 +6 +6 +6 +3 9 5 +6 +3 4
12th 10 +7 +7 +7 +3 10 5 +8 +4 5
13th 11 +8 +7 +7 +3 11 6 +8 +4 5
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6
17th 14 +10 +9 +9 +4 14 7 +10 +5 6
18th 15 +11 +9 +9 +5 15 8 +12 +6 7
19th 15 +11 +9 +9 +5 15 8 +12 +6 7
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability score increase

Class Level: This is the character's effective druid level. A Ranger's effective druid level is equal to their ranger level -3. The ranger's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the animal companion's existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Share Spells (Ex): The druid may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


Animal Companions


Ape

Size medium

Speed 30 ft., Climb 30 ft.

Natural Armor +1

Attributes Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7

Attack Options bite (1d4), 2 claws (1d4)

Special Qualities low-light vision, scent

Advancment Level 4

Size large

Natural Armor +2

Attributes Str +8, Dex -2, Con +4

Attack Options bite (1d6), 2 claws (1d6)


Badger Wolverine

Size small

Speed 30 ft., burrow 10 ft., climb 10 ft.

Natural Armor +2

Attributes Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10

Attack Options bite (1d4), 2 claws (1d3)

Special Attacks rage (as a barbarian for 6 rounds per day)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d6), 2 claws (1d4)


Bear

Size small

Speed 40 ft.

Natural Armor +2

Attributes Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Attack Options bite (1d4), 2 claws (1d3)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d6), 2 claws (1d4)


Bird eagle, hawk, owl

Size small

Speed 10 ft., fly 80 ft. (average)

Natural Armor +1

Attributes Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6

Attack Options bite (1d4), 2 talons (1d4)

Special Qualities low-light vision, scent

Advancment Level 4

Attributes Str +2, Con +2


Boar

Size small

Speed 40 ft.

Natural Armor +6

Attributes Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4

Attack Options gore (1d6)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options gore (1d8)

Special Attacks ferocity


Camel

Size large

Speed 50 ft.

Natural Armor +1

Attributes Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4

Attack Options bite (1d4)

Special Attacks spit (ranged touch attack, target is sickened for 1d4 rounds, range 10 feet)

Special Qualities low-light vision, scent

Advancment Level 4

Attributes Str +2, Con +2


Cat, Large lion, tiger

Size medium

Speed 40 ft.

Natural Armor +1

Attributes Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10

Attack Options bite (1d6), 2 claws (1d4)

Special Qualities low-light vision, scent

Advancment Level 7

Size large

Natural Armor +2

Attributes Str +8, Dex -2, Con +4

Attack Options bite (1d8), 2 claws (1d6)

Special Attacks grab, pounce, rake (1d6)


Cat, Small cheetah, leopard

Size small

Speed 50 ft.

Natural Armor +1

Attributes Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6

Attack Options bite (1d4 plus trip), 2 claws (1d2)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d6 plus trip), 2 claws (1d3)

Special Qualities sprint


Crocodile alligator

Size small

Speed 20 ft., swim 30 ft.

Natural Armor +4

Attributes Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2

Attack Options bite (1d6)

Special Qualities hold breath, low-light vision

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d8) or tail slap (1d12)

Special Qualities death roll, grab, sprint


Dinosaur deinonychus, velociraptor

Size small

Speed 60 ft.

Natural Armor +1

Attributes Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14

Attack Options 2 talons (1d6), bite (1d4)

Special Qualities low-light vision, scent

Advancment Level 7

Size medium

Natural Armor +2

Attributes Str +4, Dex -2, Con +2

Attack Options 2 talons (1d8), bite (1d6), 2 claws (1d4)

Special Attacks pounce


Dog

Size small

Speed 40 ft.

Natural Armor +2

Attributes Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Attack Options bite (1d4)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d6)


Horse

Size large

Speed 50 ft.

Natural Armor +4

Attributes Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Attack Options bite (1d4), 2 hooves* (1d6)

Special Attacks * This is a secondary natural attack

Special Qualities low-light vision, scent

Advancment Level 4

Attributes Str +2, Con +2

Special Qualities combat trained (see the Handle Animal skill)


Pony

Size medium

Speed 40 ft.

Natural Armor +2

Attributes Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Attack Options 2 hooves (1d3)

Special Qualities low-light vision, scent

Advancment Level 4

Attributes Str+2, Con +2

Special Qualities combat trained (see the Handle Animal skill)


Shark

Size small

Speed 60 ft.

Natural Armor +4

Attributes Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2

Attack Options bite (1d4)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d6)

Special Qualities blindsense


Snake, Constrictor

Size medium

Speed 20 ft., climb 20 ft., swim 20 ft.

Natural Armor +2

Attributes Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Attack Options bite (1d3)

Special Attacks grab

Special Qualities low-light vision, scent

Advancment Level 4

Size large

Natural Armor +1

Attributes Str +8, Dex -2, Con +4

Attack Options bite (1d4)

Special Attacks constrict (1d4)


Snake, Viper

Size small

Speed 20 ft., climb 20 ft., swim 20 ft.

Natural Armor +2

Attributes Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Attack Options bite (1d3 plus poison)

Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC)

Special Qualities low-light vision, scent

Advancment Level 4

Size medium

Attributes Str +4, Dex -2, Con +2

Attack Options bite (1d4 plus poison)


Wolf

Size medium

Speed 50 ft.

Natural Armor +2

Attributes Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6;

Attack Options bite (1d6 plus trip)

Special Attacks trip

Special Qualities low-light vision, scent

Advancment Level 4

Size large

Natural Armor +2

Attributes Str +8, Dex -2, Con +4

Attack Options bite (1d8 plus trip)


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Sorcerer Bloodlines

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Bloodline Skill: Knowledge (dungeoneering)

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering])

Bloodline Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th)

Bloodline Powers

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.


Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes])

Bloodline Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th)

Bloodline Powers

Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


Arcane

Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Bloodline Skill: Knowledge (any one)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th)

Bloodline Powers

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


Celestial

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Bloodline Skill: Heal

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th)

Bloodline Powers

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Bloodline Skill: Knowledge (history)

Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your

Bloodline Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bloodline Powers

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.


Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Bloodline Skill: Perception

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness

Bloodline Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th)

Bloodline Powers

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Bloodline Skill: Knowledge (planes)

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse

Bloodline Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element

Bloodline Powers

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

Elemental Body

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Bloodline Skill: Knowledge (nature)

Bloodline Arcana: Whenever you cast a spell of the

Bloodline Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])

Bloodline Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th)

Bloodline Powers

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Bloodline Skill: Diplomacy

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration

Bloodline Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th)

Bloodline Powers

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Hellfire

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit


Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Bloodline Skill: Knowledge (religion)

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness

Bloodline Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th)

Bloodline Powers

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/


Bloodrager Bloodlines

Aberrant

There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.

Bloodline Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will

Bloodline Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th)

Bloodline Powers

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.


Abyssal

Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.

Bloodline Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness

Bloodline Spells: ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.

Abyssal Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes

Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.


Arcane

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bloodline Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.

Bloodline Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th)

Bloodline Powers

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.


Celestial

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus

Bloodline Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th)

Bloodline Powers

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.

Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.


Destined

Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.

Bloodline Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus

Bloodline Spells: shield

Bloodline Powers

Destined Strike (Su): At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.

Defy Death (Su): At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.

Victory or Death (Su): At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.


Draconic

At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.

Bloodline Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness

Bloodline Spells: shield (7th), resist energy (10th), fly (13th), fear (16th)

Bloodline Powers

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone


Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bloodline Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus

Bloodline Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.)

Bloodline Powers

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability.

Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.

Elemental Movement (Su): At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table.

Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type.

Elemental Body (Su):

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet


Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.

Bloodline Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess

Bloodline Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th)

Bloodline Powers

Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.

Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.

Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.


Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage.

Bloodline Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will

Bloodline Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th)

Bloodline Powers

Hellfire Strike (Su): At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the

Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.

Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.

Dark Wings (Su): At 12th level, when entering a bloodrage, you can grow batlike wings from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.


Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage.

Bloodline Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness

Bloodline Spells: chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th)

Bloodline Powers

Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect.

One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.


Domains

Air

The character can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, elemental swarn (9th) level


Animal

The character can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Powers

Speak with Animals (Sp): The character can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, hold animal (2nd) level, dominate animal (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Artifice

The character can repair damage to objects, animate objects with life, and create objects from nothing.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, wall of iron (7th) level, statue (8th) level, prismatic sphere (9th) level


Chaos

The character's touch infuses life and weapons with chaos, and you revel in all things anarchic.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
protection from law (1st) level, align weapon (chaos only) (2nd) level, magic circle against law (3rd) level, chaos hammer (4th) level, dispel law (5th) level, animate objects (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Charm

The character can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, calm emotions (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Darkness

You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, shadow walk (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Destruction

You revel in ruin and devastation, and can deliver particularly destructive attacks.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Earth

The character have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, soften earth and stone (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, stoneskin (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Evil

The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from good (1st) level, align weapon (evil only) (2nd) level, magic circle against good (3rd) level, unholy blight (4th) level, dispel good (5th) level, create undead (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Fire

The character can call forth fire, command creatures of the inferno, and your flesh does not burn.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Glory

The character is infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, searing light (3rd) level, holy smite (4th) level, righteous might (5th) level, undeath to death (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Good

The character have pledged your life and soul to goodness and purity.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from evil (1st) level, align weapon (good spell only) (2nd) level, magic circle against evil (3rd) level, holy smite (4th) level, dispel evil (5th) level, blade barrier (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Healing

The character's touch staves off pain and death, and your healing magic is particularly vital and potent.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, breath of life (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Knowledge

The character is a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, detect thought (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, find the path (6th) level, legend lore (7th) level, discern location (8th) level, foresight (9th) level


Law

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, magic circle against chaos (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, hold monster (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Liberation

The character is a spirit of freedom and a staunch foe against all who would enslave and oppress.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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 cleric 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.

Spells
remove fear (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Luck

The character is infused with luck, and your mere presence can spread good fortune.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
true strike (1st) level, aid (2nd) level, protection of energy (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Madness

You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Powers

Vision of Madness (Sp): The character 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 cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum -1). This effect fades after 3 rounds. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, confusion (4th) level, nightmare (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Magic

The character is a true student of all things mystical, and see divinity in the purity of magic.

Powers

Hand of the Acolyte (Su): The character 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 Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, spell resistance (5th) level, antimagic field (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Nobility

The character is a great leader, an inspiration to all who follow the teachings of your faith.

Powers

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 1/2 your cleric level (minimum 1). The character 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 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Spells
divine favor (1st) level, entrall (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, geas/quest (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Protection

Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability 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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
sanctuary (1st) level, shield other (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Repose

You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, death ward (4th) level, slay living (5th) level, undeath to death (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Rune

In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell Rune (Sp): 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.

Spells
erase (1st) level, secret page (2nd) level, plyph of warding (3rd) level, explosive runes (4th) level, lesser planar binding (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Strength

In strength and brawn there is truth - your faith gives you incredible might and power.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, stoneskin (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Sun

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
endure elements (1st) level, heat metal (2nd) level, searing light (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Travel

The character is an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Powers

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. The character 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 cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
longstrider (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, astral projection (9th) level


Trickery

The character is a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, invisibility (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, screen (7th) level, mass invisibility (8th) level, time stop (9th) level


War

The character is a crusader for your god, always ready and willing to fight to defend your faith.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, magic vestment (3rd) level, divine power (4th) level, flame strike (5th) level, blade barrier (6th) level, power word blind (7th) level, power word stun (8th) level, power word kill (9th) level


Water

The character can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, elemental swarm (water only) (9th) level


Weather

With power over storm and sky, you can call down the wrath of the gods upon the world below.

Powers

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

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

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Agathion (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Spells
shiled of faith (1st) level, align weapon (good spell only) (2nd) level, tounges (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar all (agathions only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Ancestors (Repose Subdomain)

The following granted power replaces the ward against death power of the Repose domain.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Speak with Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, rest eternal (4th) level, slay living (5th) level, geas/quest (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Arcane (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells 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 she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
magic aura (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, arcane eye (4th) level, spell resistance (5th) level, analyze dweomer (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Archon (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (good spell only) (2nd) level, prayer (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (archons only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Archon (Law Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (law only) (2nd) level, prayer (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (archons only> (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Ash (Fire Subdomain)

The following granted power replaces the fire resistance power of the Fire domain.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, disintegrate (7th) level, incendiary cloud (8th) level, fiery body (9th) level


Azata (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

: With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
expeditious retreat (1st) level, align weapon (chaos only) (2nd) level, fly (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (azata only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Azata (Good Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

Elysium's Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
expeditious retreat (1st) level, align weapon (good spell only) (2nd) level, f (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (azata only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Blood (War Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Catastrophe (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Caves (Earth Subdomain)

The following granted power replaces the acid resistance power of the Earth domain.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Spells
magic stone (1st) level, create pit (2nd) level, spiked pit (3rd) level, spike stones (4th) level, wall of stone (5th) level, hungry pit (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Construction (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, limited wish (7th) level, polymorph any object (8th) level, prismatic sphere (9th) level


Curse (Luck Subdomain)

The following granted power replaces the bit of luck power of the Luck domain.

Powers

Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
bane (1st) level, aid (2nd) level, bestow curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, eyebite (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Daemon (Evil Subdomain)

The following granted power replaces the scythe of evil power of the Evil domain. Daemons are a race of neutral evil outsiders.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Whispering Evil (Su): At 8th level, 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 saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Spells
cause fear (1st) level, align weapon (evil only) (2nd) level, vampiric touch (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (daemons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Day (Sun Subdomain)

The following granted power replaces the nimbus of light power of the Sun domain.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Spells
endure elements (1st) level, continual flame (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Defence (Protection Subdomain)

The following granted power replaces the resistant touch power of the Protection domain.

Powers

Deflection: Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
shield (1st) level, barkskin (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, deflection (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Demon (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
doom (1st) level, align weapon (chaos only) (2nd) level, rage (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (demons only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Demon (Evil Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
doom (1st) level, align weapon (evil only) (2nd) level, rage (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (demons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Evil Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (evil only) (2nd) level, suggestion (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (devils only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Law Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (law only) (2nd) level, suggestion (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (devils only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Divine (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, bless water (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, cleanse (5th) level, antimagic field (6th) level, resurrection (7th) level, protection from spells (8th) level, miracle (9th) level


Exploration (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
expeditious retreat (1st) level, locate object (2nd) level, fly (3rd) level, locate creature (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, world wave (9th) level


Family (Community Subdomain)

The following power replaces the calming touch power of the Community domain.

Powers

Binding: As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, calm emotions (2nd) level, create food and water (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Fate (Luck Subdomain)

The following granted power replaces the good fortune power of the Luck domain.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Spells
true strike (1st) level, augury (2nd) level, borrow fortune (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Feather (Animal Subdomain)

Add

Powers

Eyes of the Hawk (Ex): You gain a racial bonus on

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, feather fall (2nd) level, fly (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, fly (mass) (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Ferocity (Strength Subdomain)

The following granted power replaces the strength surge power of the Strength domain.

Powers

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, rage (3rd) level, spell immunity (4th) level, righteous might (5th) level, bull's strength (mass) (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Freedom (Liberation Subdomain)

The following granted power replaces the liberation power of the Liberation domain.

Powers

Liberty's Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

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 cleric 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.

Spells
sanctuary (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, plane shift (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Fur (Animal Subdomain)

The following granted power replaces the speak with animals power of the Animal domain.

Powers

Predator's: You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
magic fang (1st) level, hold animal (2nd) level, beast shape I (animals only) (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Growth (Plant Subdomain)

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
enlarge person (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, righteous might (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Heroism (Glory Subdomain)

The following granted power replaces the divine presence power of the Glory domain.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of

Spells
shiled of faith (1st) level, bless weapon (2nd) level, heroism (3rd) level, holy smite (4th) level, righteous might (5th) level, greater heroism (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Home (Community Subdomain)

The following granted power replaces the unity power of the Community domain.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. 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 sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.

Spells
alarm (1st) level, shield other (2nd) level, glyph of warding (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, guards and wards (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Honor (Glory Subdomain)

The following granted power replaces the touch of glory power of the Glory domain.

Powers

Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, zone of truth (3rd) level, holy smite (4th) level, righteous might (5th) level, geas/quest (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Ice (Water Subdomain)

The following granted power replaces the cold resistance power of the Water domain.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, freezing sphere (7th) level, horrid wilting (8th) level, polar ray (9th) level


Inevitable (Law Subdomain)

The following granted power replaces the touch of law power of the Law domain. Inevitables are a race of lawful neutral outsiders.

Powers

Command: As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, command undead (3rd) level, order's wrath (4th) level, greater command (5th) level, planar binding (inevitables only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Insanity (Madness Subdomain)

The following granted power replaces the visions of madness power of the Madness domain.

Powers

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, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, moonstruck (4th) level, phantasmal web (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Language (Rune Subdomain)

The following granted power replaces the spell rune power of the Rune domain.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rune Shift (Su): At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.

Spells
comprehend languages (1st) level, share language (2nd) level, tounges (3rd) level, explosive runes (4th) level, telepathic bond (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Leadership (Nobility Subdomain)

The following granted power replaces the inspiring word power of the Nobility domain.

Powers

Inspiring: As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

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

Spells
bless (1st) level, entrall (2nd) level, prayer (3rd) level, discern lies (4th) level, greater command (5th) level, brilliant inspiration (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Light (Sun Subdomain)

The following granted power replaces the sun's blessing power of the Sun domain.

Powers

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
faerie fire (1st) level, heat metal (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Loss (Darkness Subdomain)

The following granted power replaces the eyes of darkness power of the Darkness domain.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Forgetfulness (Su): At 8th level, you can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, enervation (5th) level, modify memory (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, energy drain (9th) level


Love (Charm Subdomain)

The following granted power replaces the dazing touch power of the Charm domain.

Powers

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, entrall (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, euphoric tranquility (8th) level, dominate monster (9th) level


Lust (Charm Subdomain)

The following granted power replaces the charming smile power of the Charm domain.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM's choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Spells
charm person (1st) level, touch of idiocy (2nd) level, suggestion (3rd) level, confusion (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Martyr (Nobility Subdomain)

The following granted power replaces the leadership power of the Nobility domain.

Powers

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 1/2 your cleric level (minimum 1). The character can use this power a number of times per day equal to 3 + your Wisdom modifier.

Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.

Spells
divine favor (1st) level, shield other (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, sacrificial oath (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Memory (Knowledge Subdomain)

The following granted power replaces the lore keeper power of the

Powers

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, memory lapse (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, modify memory (6th) level, legend lore (7th) level, moment of prescience (8th) level, foresight (9th) level


Metal (Earth Subdomain)

The following granted power replaces the acid dart power of the Earth domain.

Powers

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, heat metal (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, wall of iron (6th) level, elemental body IV (earth only) (7th) level, iron body (8th) level, elemnental swarm (earth only) (9th) level


Murder (Death Subdomain)

The following granted power replaces the death's embrace power of the Death domain.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Spells
cause fear (1st) level, death knell (2nd) level, keen edge (3rd) level, death ward (4th) level, suffocation (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, soffocation, mass (9th) level


Night (Darkness Subdomain)

The following granted power replaces the touch of darkness power of the Darkness domain.

Powers

Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
sleep (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, nighmare (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Nightmare (Madness Subdomain)

The following granted power replaces the vision of madness power of the Madness domain.

Powers

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, phantasmal kill (4th) level, nightmare (5th) level, cloak of dreams (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Oceans (Water Subdomain)

The following granted power replaces the icicle power of the Water domain.

Powers

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, slipstream (2nd) level, water walk (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, tsunami (9th) level


Protean (Chaos Subdomain)

The following granted power replaces the chaos blade power of the Chaos domain. Proteans are a race of chaotic neutral outsiders.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. 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.

Spells
lesser confusion (1st) level, align weapon (chaos only) (2nd) level, displacement (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar binding (proteans only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Purity (Protection Subdomain)

The following granted power replaces the aura of protection power of the Protection domain.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.

Spells
protection from chaos/evil/good/law (1st) level, shield other (2nd) level, remove blindness/deafness (3rd) level, spell immunity (4th) level, atonement (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Rage (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage: At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Spells
true strike (1st) level, bull's strength (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, moonstruck (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Resolve (Strength Subdomain)

The following granted power replaces the might of the gods power of the Strength domain.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bestow Resolve (Su): At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.

Spells
bless (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, heroes' feast (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Restoration (Healing Subdomain)

The following granted power replaces the rebuke death power of the Healing domain.

Powers

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, remove disease (2nd) level, cure serious wounds (3rd) level, neutralize poison (4th) level, break enchantment (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Resurrection (Healing Subdomain)

The following granted power replaces the healer's blessing power of the Healing domain.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, raise dead (5th) level, heal (6th) level, resurrection (7th) level, mass cure critical wounds (8th) level, true resurrection (9th) level


Revolution (Liberation Subdomain)

The following granted power replaces the freedom's call power of the Liberation domain.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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.

Powerful Persuader (Su): At 8th level, when you make a

Spells
remove fear (1st) level, entrall (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, symbol of persuasion (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Sessons (Weather Subdomain)

The following granted power replaces the storm burst power of the Weather domain.

Powers

Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of

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

Spells
goodberry (1st) level, fog cloud (2nd) level, call lightning (3rd) level, blight (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, sunburst (8th) level, storm of vengeance (9th) level


Smoke (Fire Subdomain)

The following granted power replaces the fire bolt power of the Fire domain.

Powers

Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, pyrotechnics (2nd) level, stinking cloud (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Souls (Repose Subdomain)

The following granted power replaces the gentle rest power of the Repose domain.

Powers

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, antilife shell (6th) level, destruction (7th) level, waves of exhaustion (8th) level, soul trap (9th) level


Storms (Weather Subdomain)

The following granted power replaces the lightning lord power of the Weather domain.

Powers

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

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, call lightning storm (5th) level, sirocco (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Tactics (War Subdomain)

The following granted power replaces the battle rage power of the War domain.

Powers

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, aid (2nd) level, magic vestment (3rd) level, divine power (4th) level, greater command (5th) level, blade barrier (6th) level, power word blind (7th) level, planar ally (greater) (8th) level, power word kill (9th) level


Thievery (Trickery Subdomain)

The following granted power replaces the master's illusions power of the Trickery domain.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thief of the Gods (Su): At 8th level, when you make a

Spells
disguise self (1st) level, invisibility (2nd) level, locate object (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, etheral jaunt (7th) level, mass invisibility (8th) level, time stop (9th) level


Thought (Knowledge Subdomain)

The following granted power replaces the remote viewing power of the

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast

Spells
comprehend languages (1st) level, detect thought (2nd) level, seek thoughts (3rd) level, divination (4th) level, telepathic bond (5th) level, find the path (6th) level, legend lore (7th) level, mind blank (8th) level, foresight (9th) level


Toil (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Repetition (Su): At 8th level, you can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.

Spells
command (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, waves of fatigue (5th) level, major creation (6th) level, waves of exhaustion (7th) level, statue (8th) level, prismatic sphere (9th) level


Trade (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Silver-Tongued Haggler (Su): Whenever you make a

Read Minds (Su): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
floating disk (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, overland flight (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, gate (9th) level


Undead (Death Subdomain)

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the

Aura of Repetition (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, ghoul touch (2nd) level, animate dead (3rd) level, enervation (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, energy drain (9th) level


War (Blood Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Wards (Rune Subdomain)

The following granted power replaces the spell rune power of the Rune domain.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell

Spells
arcane lock (1st) level, secret page (2nd) level, plyph of warding (3rd) level, dimension door (4th) level, lesser planar binding (5th) level, guards and wards (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Wind (Air Subdomain)

The following granted power replaces the lightning arc power of the Air domain.

Powers

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 caster level as your base attack bonus and your Wisdom 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 Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
whispering wind (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, wind walk (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, winds of vengeance (9th) level


Domains

Air

The character can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, elemental swarn (9th) level


Animal

The character can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Powers

Speak with Animals (Sp): The character can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, hold animal (2nd) level, dominate animal (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Artifice

The character can repair damage to objects, animate objects with life, and create objects from nothing.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, wall of iron (7th) level, statue (8th) level, prismatic sphere (9th) level


Chaos

The character's touch infuses life and weapons with chaos, and you revel in all things anarchic.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
protection from law (1st) level, align weapon (chaos only) (2nd) level, magic circle against law (3rd) level, chaos hammer (4th) level, dispel law (5th) level, animate objects (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Charm

The character can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, calm emotions (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Darkness

You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, shadow walk (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Destruction

You revel in ruin and devastation, and can deliver particularly destructive attacks.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Earth

The character have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, soften earth and stone (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, stoneskin (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Evil

The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from good (1st) level, align weapon (evil only) (2nd) level, magic circle against good (3rd) level, unholy blight (4th) level, dispel good (5th) level, create undead (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Fire

The character can call forth fire, command creatures of the inferno, and your flesh does not burn.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Glory

The character is infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, searing light (3rd) level, holy smite (4th) level, righteous might (5th) level, undeath to death (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Good

The character have pledged your life and soul to goodness and purity.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from evil (1st) level, align weapon (good spell only) (2nd) level, magic circle against evil (3rd) level, holy smite (4th) level, dispel evil (5th) level, blade barrier (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Healing

The character's touch staves off pain and death, and your healing magic is particularly vital and potent.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, breath of life (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Knowledge

The character is a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, detect thought (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, find the path (6th) level, legend lore (7th) level, discern location (8th) level, foresight (9th) level


Law

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, magic circle against chaos (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, hold monster (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Liberation

The character is a spirit of freedom and a staunch foe against all who would enslave and oppress.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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 cleric 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.

Spells
remove fear (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Luck

The character is infused with luck, and your mere presence can spread good fortune.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
true strike (1st) level, aid (2nd) level, protection of energy (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Madness

You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Powers

Vision of Madness (Sp): The character 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 cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum -1). This effect fades after 3 rounds. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, confusion (4th) level, nightmare (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Magic

The character is a true student of all things mystical, and see divinity in the purity of magic.

Powers

Hand of the Acolyte (Su): The character 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 Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, spell resistance (5th) level, antimagic field (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Nobility

The character is a great leader, an inspiration to all who follow the teachings of your faith.

Powers

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 1/2 your cleric level (minimum 1). The character 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 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Spells
divine favor (1st) level, entrall (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, geas/quest (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Protection

Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability 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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
sanctuary (1st) level, shield other (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Repose

You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, death ward (4th) level, slay living (5th) level, undeath to death (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Rune

In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell Rune (Sp): 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.

Spells
erase (1st) level, secret page (2nd) level, plyph of warding (3rd) level, explosive runes (4th) level, lesser planar binding (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Strength

In strength and brawn there is truth - your faith gives you incredible might and power.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, stoneskin (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Sun

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
endure elements (1st) level, heat metal (2nd) level, searing light (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Travel

The character is an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Powers

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. The character 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 cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
longstrider (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, astral projection (9th) level


Trickery

The character is a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, invisibility (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, screen (7th) level, mass invisibility (8th) level, time stop (9th) level


War

The character is a crusader for your god, always ready and willing to fight to defend your faith.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, magic vestment (3rd) level, divine power (4th) level, flame strike (5th) level, blade barrier (6th) level, power word blind (7th) level, power word stun (8th) level, power word kill (9th) level


Water

The character can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, elemental swarm (water only) (9th) level


Weather

With power over storm and sky, you can call down the wrath of the gods upon the world below.

Powers

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

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

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Agathion (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Spells
shiled of faith (1st) level, align weapon (good spell only) (2nd) level, tounges (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar all (agathions only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Ancestors (Repose Subdomain)

The following granted power replaces the ward against death power of the Repose domain.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Speak with Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, rest eternal (4th) level, slay living (5th) level, geas/quest (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Arcane (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells 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 she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
magic aura (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, arcane eye (4th) level, spell resistance (5th) level, analyze dweomer (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Archon (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (good spell only) (2nd) level, prayer (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (archons only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Archon (Law Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (law only) (2nd) level, prayer (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (archons only> (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Ash (Fire Subdomain)

The following granted power replaces the fire resistance power of the Fire domain.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, disintegrate (7th) level, incendiary cloud (8th) level, fiery body (9th) level


Azata (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

: With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
expeditious retreat (1st) level, align weapon (chaos only) (2nd) level, fly (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (azata only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Azata (Good Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

Elysium's Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
expeditious retreat (1st) level, align weapon (good spell only) (2nd) level, f (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (azata only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Blood (War Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Catastrophe (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Caves (Earth Subdomain)

The following granted power replaces the acid resistance power of the Earth domain.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Spells
magic stone (1st) level, create pit (2nd) level, spiked pit (3rd) level, spike stones (4th) level, wall of stone (5th) level, hungry pit (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Construction (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, limited wish (7th) level, polymorph any object (8th) level, prismatic sphere (9th) level


Curse (Luck Subdomain)

The following granted power replaces the bit of luck power of the Luck domain.

Powers

Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
bane (1st) level, aid (2nd) level, bestow curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, eyebite (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Daemon (Evil Subdomain)

The following granted power replaces the scythe of evil power of the Evil domain. Daemons are a race of neutral evil outsiders.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Whispering Evil (Su): At 8th level, 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 saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Spells
cause fear (1st) level, align weapon (evil only) (2nd) level, vampiric touch (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (daemons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Day (Sun Subdomain)

The following granted power replaces the nimbus of light power of the Sun domain.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Spells
endure elements (1st) level, continual flame (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Defence (Protection Subdomain)

The following granted power replaces the resistant touch power of the Protection domain.

Powers

Deflection: Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
shield (1st) level, barkskin (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, deflection (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Demon (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
doom (1st) level, align weapon (chaos only) (2nd) level, rage (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (demons only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Demon (Evil Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
doom (1st) level, align weapon (evil only) (2nd) level, rage (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (demons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Evil Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (evil only) (2nd) level, suggestion (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (devils only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Law Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (law only) (2nd) level, suggestion (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (devils only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Divine (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, bless water (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, cleanse (5th) level, antimagic field (6th) level, resurrection (7th) level, protection from spells (8th) level, miracle (9th) level


Exploration (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
expeditious retreat (1st) level, locate object (2nd) level, fly (3rd) level, locate creature (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, world wave (9th) level


Family (Community Subdomain)

The following power replaces the calming touch power of the Community domain.

Powers

Binding: As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, calm emotions (2nd) level, create food and water (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Fate (Luck Subdomain)

The following granted power replaces the good fortune power of the Luck domain.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Spells
true strike (1st) level, augury (2nd) level, borrow fortune (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Feather (Animal Subdomain)

Add

Powers

Eyes of the Hawk (Ex): You gain a racial bonus on

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, feather fall (2nd) level, fly (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, fly (mass) (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Ferocity (Strength Subdomain)

The following granted power replaces the strength surge power of the Strength domain.

Powers

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, rage (3rd) level, spell immunity (4th) level, righteous might (5th) level, bull's strength (mass) (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Freedom (Liberation Subdomain)

The following granted power replaces the liberation power of the Liberation domain.

Powers

Liberty's Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

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 cleric 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.

Spells
sanctuary (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, plane shift (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Fur (Animal Subdomain)

The following granted power replaces the speak with animals power of the Animal domain.

Powers

Predator's: You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
magic fang (1st) level, hold animal (2nd) level, beast shape I (animals only) (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Growth (Plant Subdomain)

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
enlarge person (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, righteous might (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Heroism (Glory Subdomain)

The following granted power replaces the divine presence power of the Glory domain.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of

Spells
shiled of faith (1st) level, bless weapon (2nd) level, heroism (3rd) level, holy smite (4th) level, righteous might (5th) level, greater heroism (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Home (Community Subdomain)

The following granted power replaces the unity power of the Community domain.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. 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 sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.

Spells
alarm (1st) level, shield other (2nd) level, glyph of warding (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, guards and wards (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Honor (Glory Subdomain)

The following granted power replaces the touch of glory power of the Glory domain.

Powers

Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, zone of truth (3rd) level, holy smite (4th) level, righteous might (5th) level, geas/quest (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Ice (Water Subdomain)

The following granted power replaces the cold resistance power of the Water domain.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, freezing sphere (7th) level, horrid wilting (8th) level, polar ray (9th) level


Inevitable (Law Subdomain)

The following granted power replaces the touch of law power of the Law domain. Inevitables are a race of lawful neutral outsiders.

Powers

Command: As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, command undead (3rd) level, order's wrath (4th) level, greater command (5th) level, planar binding (inevitables only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Insanity (Madness Subdomain)

The following granted power replaces the visions of madness power of the Madness domain.

Powers

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, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, moonstruck (4th) level, phantasmal web (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Language (Rune Subdomain)

The following granted power replaces the spell rune power of the Rune domain.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rune Shift (Su): At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.

Spells
comprehend languages (1st) level, share language (2nd) level, tounges (3rd) level, explosive runes (4th) level, telepathic bond (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Leadership (Nobility Subdomain)

The following granted power replaces the inspiring word power of the Nobility domain.

Powers

Inspiring: As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

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

Spells
bless (1st) level, entrall (2nd) level, prayer (3rd) level, discern lies (4th) level, greater command (5th) level, brilliant inspiration (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Light (Sun Subdomain)

The following granted power replaces the sun's blessing power of the Sun domain.

Powers

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
faerie fire (1st) level, heat metal (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Loss (Darkness Subdomain)

The following granted power replaces the eyes of darkness power of the Darkness domain.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Forgetfulness (Su): At 8th level, you can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, enervation (5th) level, modify memory (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, energy drain (9th) level


Love (Charm Subdomain)

The following granted power replaces the dazing touch power of the Charm domain.

Powers

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, entrall (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, euphoric tranquility (8th) level, dominate monster (9th) level


Lust (Charm Subdomain)

The following granted power replaces the charming smile power of the Charm domain.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM's choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Spells
charm person (1st) level, touch of idiocy (2nd) level, suggestion (3rd) level, confusion (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Martyr (Nobility Subdomain)

The following granted power replaces the leadership power of the Nobility domain.

Powers

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 1/2 your cleric level (minimum 1). The character can use this power a number of times per day equal to 3 + your Wisdom modifier.

Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.

Spells
divine favor (1st) level, shield other (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, sacrificial oath (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Memory (Knowledge Subdomain)

The following granted power replaces the lore keeper power of the

Powers

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, memory lapse (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, modify memory (6th) level, legend lore (7th) level, moment of prescience (8th) level, foresight (9th) level


Metal (Earth Subdomain)

The following granted power replaces the acid dart power of the Earth domain.

Powers

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, heat metal (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, wall of iron (6th) level, elemental body IV (earth only) (7th) level, iron body (8th) level, elemnental swarm (earth only) (9th) level


Murder (Death Subdomain)

The following granted power replaces the death's embrace power of the Death domain.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Spells
cause fear (1st) level, death knell (2nd) level, keen edge (3rd) level, death ward (4th) level, suffocation (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, soffocation, mass (9th) level


Night (Darkness Subdomain)

The following granted power replaces the touch of darkness power of the Darkness domain.

Powers

Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
sleep (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, nighmare (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Nightmare (Madness Subdomain)

The following granted power replaces the vision of madness power of the Madness domain.

Powers

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, phantasmal kill (4th) level, nightmare (5th) level, cloak of dreams (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Oceans (Water Subdomain)

The following granted power replaces the icicle power of the Water domain.

Powers

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, slipstream (2nd) level, water walk (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, tsunami (9th) level


Protean (Chaos Subdomain)

The following granted power replaces the chaos blade power of the Chaos domain. Proteans are a race of chaotic neutral outsiders.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. 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.

Spells
lesser confusion (1st) level, align weapon (chaos only) (2nd) level, displacement (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar binding (proteans only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Purity (Protection Subdomain)

The following granted power replaces the aura of protection power of the Protection domain.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.

Spells
protection from chaos/evil/good/law (1st) level, shield other (2nd) level, remove blindness/deafness (3rd) level, spell immunity (4th) level, atonement (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Rage (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage: At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Spells
true strike (1st) level, bull's strength (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, moonstruck (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Resolve (Strength Subdomain)

The following granted power replaces the might of the gods power of the Strength domain.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bestow Resolve (Su): At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.

Spells
bless (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, heroes' feast (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Restoration (Healing Subdomain)

The following granted power replaces the rebuke death power of the Healing domain.

Powers

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, remove disease (2nd) level, cure serious wounds (3rd) level, neutralize poison (4th) level, break enchantment (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Resurrection (Healing Subdomain)

The following granted power replaces the healer's blessing power of the Healing domain.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, raise dead (5th) level, heal (6th) level, resurrection (7th) level, mass cure critical wounds (8th) level, true resurrection (9th) level


Revolution (Liberation Subdomain)

The following granted power replaces the freedom's call power of the Liberation domain.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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.

Powerful Persuader (Su): At 8th level, when you make a

Spells
remove fear (1st) level, entrall (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, symbol of persuasion (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Sessons (Weather Subdomain)

The following granted power replaces the storm burst power of the Weather domain.

Powers

Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of

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

Spells
goodberry (1st) level, fog cloud (2nd) level, call lightning (3rd) level, blight (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, sunburst (8th) level, storm of vengeance (9th) level


Smoke (Fire Subdomain)

The following granted power replaces the fire bolt power of the Fire domain.

Powers

Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, pyrotechnics (2nd) level, stinking cloud (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Souls (Repose Subdomain)

The following granted power replaces the gentle rest power of the Repose domain.

Powers

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, antilife shell (6th) level, destruction (7th) level, waves of exhaustion (8th) level, soul trap (9th) level


Storms (Weather Subdomain)

The following granted power replaces the lightning lord power of the Weather domain.

Powers

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

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, call lightning storm (5th) level, sirocco (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Tactics (War Subdomain)

The following granted power replaces the battle rage power of the War domain.

Powers

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, aid (2nd) level, magic vestment (3rd) level, divine power (4th) level, greater command (5th) level, blade barrier (6th) level, power word blind (7th) level, planar ally (greater) (8th) level, power word kill (9th) level


Thievery (Trickery Subdomain)

The following granted power replaces the master's illusions power of the Trickery domain.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thief of the Gods (Su): At 8th level, when you make a

Spells
disguise self (1st) level, invisibility (2nd) level, locate object (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, etheral jaunt (7th) level, mass invisibility (8th) level, time stop (9th) level


Thought (Knowledge Subdomain)

The following granted power replaces the remote viewing power of the

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast

Spells
comprehend languages (1st) level, detect thought (2nd) level, seek thoughts (3rd) level, divination (4th) level, telepathic bond (5th) level, find the path (6th) level, legend lore (7th) level, mind blank (8th) level, foresight (9th) level


Toil (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Repetition (Su): At 8th level, you can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.

Spells
command (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, waves of fatigue (5th) level, major creation (6th) level, waves of exhaustion (7th) level, statue (8th) level, prismatic sphere (9th) level


Trade (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Silver-Tongued Haggler (Su): Whenever you make a

Read Minds (Su): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
floating disk (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, overland flight (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, gate (9th) level


Undead (Death Subdomain)

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the

Aura of Repetition (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, ghoul touch (2nd) level, animate dead (3rd) level, enervation (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, energy drain (9th) level


War (Blood Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Wards (Rune Subdomain)

The following granted power replaces the spell rune power of the Rune domain.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell

Spells
arcane lock (1st) level, secret page (2nd) level, plyph of warding (3rd) level, dimension door (4th) level, lesser planar binding (5th) level, guards and wards (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Wind (Air Subdomain)

The following granted power replaces the lightning arc power of the Air domain.

Powers

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 caster level as your base attack bonus and your Wisdom 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 Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
whispering wind (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, wind walk (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, winds of vengeance (9th) level


Domains

Air

The character can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, elemental swarn (9th) level


Animal

The character can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Powers

Speak with Animals (Sp): The character can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, hold animal (2nd) level, dominate animal (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Artifice

The character can repair damage to objects, animate objects with life, and create objects from nothing.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, wall of iron (7th) level, statue (8th) level, prismatic sphere (9th) level


Chaos

The character's touch infuses life and weapons with chaos, and you revel in all things anarchic.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
protection from law (1st) level, align weapon (chaos only) (2nd) level, magic circle against law (3rd) level, chaos hammer (4th) level, dispel law (5th) level, animate objects (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Charm

The character can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, calm emotions (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Darkness

You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, shadow walk (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Destruction

You revel in ruin and devastation, and can deliver particularly destructive attacks.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Earth

The character have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, soften earth and stone (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, stoneskin (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Evil

The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from good (1st) level, align weapon (evil only) (2nd) level, magic circle against good (3rd) level, unholy blight (4th) level, dispel good (5th) level, create undead (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Fire

The character can call forth fire, command creatures of the inferno, and your flesh does not burn.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Glory

The character is infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, searing light (3rd) level, holy smite (4th) level, righteous might (5th) level, undeath to death (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Good

The character have pledged your life and soul to goodness and purity.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from evil (1st) level, align weapon (good spell only) (2nd) level, magic circle against evil (3rd) level, holy smite (4th) level, dispel evil (5th) level, blade barrier (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Healing

The character's touch staves off pain and death, and your healing magic is particularly vital and potent.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, breath of life (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Knowledge

The character is a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, detect thought (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, find the path (6th) level, legend lore (7th) level, discern location (8th) level, foresight (9th) level


Law

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, magic circle against chaos (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, hold monster (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Liberation

The character is a spirit of freedom and a staunch foe against all who would enslave and oppress.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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 cleric 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.

Spells
remove fear (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Luck

The character is infused with luck, and your mere presence can spread good fortune.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
true strike (1st) level, aid (2nd) level, protection of energy (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Madness

You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Powers

Vision of Madness (Sp): The character 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 cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum -1). This effect fades after 3 rounds. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, confusion (4th) level, nightmare (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Magic

The character is a true student of all things mystical, and see divinity in the purity of magic.

Powers

Hand of the Acolyte (Su): The character 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 Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, spell resistance (5th) level, antimagic field (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Nobility

The character is a great leader, an inspiration to all who follow the teachings of your faith.

Powers

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 1/2 your cleric level (minimum 1). The character 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 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Spells
divine favor (1st) level, entrall (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, geas/quest (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Protection

Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability 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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
sanctuary (1st) level, shield other (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Repose

You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, death ward (4th) level, slay living (5th) level, undeath to death (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Rune

In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell Rune (Sp): 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.

Spells
erase (1st) level, secret page (2nd) level, plyph of warding (3rd) level, explosive runes (4th) level, lesser planar binding (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Strength

In strength and brawn there is truth - your faith gives you incredible might and power.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, stoneskin (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Sun

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
endure elements (1st) level, heat metal (2nd) level, searing light (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Travel

The character is an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Powers

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. The character 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 cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
longstrider (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, astral projection (9th) level


Trickery

The character is a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, invisibility (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, screen (7th) level, mass invisibility (8th) level, time stop (9th) level


War

The character is a crusader for your god, always ready and willing to fight to defend your faith.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, magic vestment (3rd) level, divine power (4th) level, flame strike (5th) level, blade barrier (6th) level, power word blind (7th) level, power word stun (8th) level, power word kill (9th) level


Water

The character can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, elemental swarm (water only) (9th) level


Weather

With power over storm and sky, you can call down the wrath of the gods upon the world below.

Powers

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

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

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Agathion (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Spells
shiled of faith (1st) level, align weapon (good spell only) (2nd) level, tounges (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar all (agathions only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Ancestors (Repose Subdomain)

The following granted power replaces the ward against death power of the Repose domain.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Speak with Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, rest eternal (4th) level, slay living (5th) level, geas/quest (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Arcane (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells 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 she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
magic aura (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, arcane eye (4th) level, spell resistance (5th) level, analyze dweomer (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Archon (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (good spell only) (2nd) level, prayer (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (archons only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Archon (Law Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (law only) (2nd) level, prayer (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (archons only> (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Ash (Fire Subdomain)

The following granted power replaces the fire resistance power of the Fire domain.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, disintegrate (7th) level, incendiary cloud (8th) level, fiery body (9th) level


Azata (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

: With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
expeditious retreat (1st) level, align weapon (chaos only) (2nd) level, fly (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (azata only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Azata (Good Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

Elysium's Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
expeditious retreat (1st) level, align weapon (good spell only) (2nd) level, f (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (azata only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Blood (War Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Catastrophe (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Caves (Earth Subdomain)

The following granted power replaces the acid resistance power of the Earth domain.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Spells
magic stone (1st) level, create pit (2nd) level, spiked pit (3rd) level, spike stones (4th) level, wall of stone (5th) level, hungry pit (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Construction (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, limited wish (7th) level, polymorph any object (8th) level, prismatic sphere (9th) level


Curse (Luck Subdomain)

The following granted power replaces the bit of luck power of the Luck domain.

Powers

Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
bane (1st) level, aid (2nd) level, bestow curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, eyebite (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Daemon (Evil Subdomain)

The following granted power replaces the scythe of evil power of the Evil domain. Daemons are a race of neutral evil outsiders.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Whispering Evil (Su): At 8th level, 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 saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Spells
cause fear (1st) level, align weapon (evil only) (2nd) level, vampiric touch (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (daemons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Day (Sun Subdomain)

The following granted power replaces the nimbus of light power of the Sun domain.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Spells
endure elements (1st) level, continual flame (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Defence (Protection Subdomain)

The following granted power replaces the resistant touch power of the Protection domain.

Powers

Deflection: Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
shield (1st) level, barkskin (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, deflection (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Demon (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
doom (1st) level, align weapon (chaos only) (2nd) level, rage (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (demons only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Demon (Evil Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
doom (1st) level, align weapon (evil only) (2nd) level, rage (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (demons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Evil Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (evil only) (2nd) level, suggestion (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (devils only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Law Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (law only) (2nd) level, suggestion (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (devils only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Divine (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, bless water (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, cleanse (5th) level, antimagic field (6th) level, resurrection (7th) level, protection from spells (8th) level, miracle (9th) level


Exploration (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
expeditious retreat (1st) level, locate object (2nd) level, fly (3rd) level, locate creature (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, world wave (9th) level


Family (Community Subdomain)

The following power replaces the calming touch power of the Community domain.

Powers

Binding: As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, calm emotions (2nd) level, create food and water (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Fate (Luck Subdomain)

The following granted power replaces the good fortune power of the Luck domain.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Spells
true strike (1st) level, augury (2nd) level, borrow fortune (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Feather (Animal Subdomain)

Add

Powers

Eyes of the Hawk (Ex): You gain a racial bonus on

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, feather fall (2nd) level, fly (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, fly (mass) (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Ferocity (Strength Subdomain)

The following granted power replaces the strength surge power of the Strength domain.

Powers

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, rage (3rd) level, spell immunity (4th) level, righteous might (5th) level, bull's strength (mass) (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Freedom (Liberation Subdomain)

The following granted power replaces the liberation power of the Liberation domain.

Powers

Liberty's Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

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 cleric 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.

Spells
sanctuary (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, plane shift (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Fur (Animal Subdomain)

The following granted power replaces the speak with animals power of the Animal domain.

Powers

Predator's: You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
magic fang (1st) level, hold animal (2nd) level, beast shape I (animals only) (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Growth (Plant Subdomain)

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
enlarge person (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, righteous might (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Heroism (Glory Subdomain)

The following granted power replaces the divine presence power of the Glory domain.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of

Spells
shiled of faith (1st) level, bless weapon (2nd) level, heroism (3rd) level, holy smite (4th) level, righteous might (5th) level, greater heroism (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Home (Community Subdomain)

The following granted power replaces the unity power of the Community domain.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. 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 sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.

Spells
alarm (1st) level, shield other (2nd) level, glyph of warding (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, guards and wards (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Honor (Glory Subdomain)

The following granted power replaces the touch of glory power of the Glory domain.

Powers

Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, zone of truth (3rd) level, holy smite (4th) level, righteous might (5th) level, geas/quest (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Ice (Water Subdomain)

The following granted power replaces the cold resistance power of the Water domain.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, freezing sphere (7th) level, horrid wilting (8th) level, polar ray (9th) level


Inevitable (Law Subdomain)

The following granted power replaces the touch of law power of the Law domain. Inevitables are a race of lawful neutral outsiders.

Powers

Command: As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, command undead (3rd) level, order's wrath (4th) level, greater command (5th) level, planar binding (inevitables only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Insanity (Madness Subdomain)

The following granted power replaces the visions of madness power of the Madness domain.

Powers

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, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, moonstruck (4th) level, phantasmal web (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Language (Rune Subdomain)

The following granted power replaces the spell rune power of the Rune domain.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rune Shift (Su): At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.

Spells
comprehend languages (1st) level, share language (2nd) level, tounges (3rd) level, explosive runes (4th) level, telepathic bond (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Leadership (Nobility Subdomain)

The following granted power replaces the inspiring word power of the Nobility domain.

Powers

Inspiring: As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

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

Spells
bless (1st) level, entrall (2nd) level, prayer (3rd) level, discern lies (4th) level, greater command (5th) level, brilliant inspiration (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Light (Sun Subdomain)

The following granted power replaces the sun's blessing power of the Sun domain.

Powers

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
faerie fire (1st) level, heat metal (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Loss (Darkness Subdomain)

The following granted power replaces the eyes of darkness power of the Darkness domain.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Forgetfulness (Su): At 8th level, you can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, enervation (5th) level, modify memory (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, energy drain (9th) level


Love (Charm Subdomain)

The following granted power replaces the dazing touch power of the Charm domain.

Powers

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, entrall (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, euphoric tranquility (8th) level, dominate monster (9th) level


Lust (Charm Subdomain)

The following granted power replaces the charming smile power of the Charm domain.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM's choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Spells
charm person (1st) level, touch of idiocy (2nd) level, suggestion (3rd) level, confusion (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Martyr (Nobility Subdomain)

The following granted power replaces the leadership power of the Nobility domain.

Powers

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 1/2 your cleric level (minimum 1). The character can use this power a number of times per day equal to 3 + your Wisdom modifier.

Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself. This power also transfers any effects that accompany the damage. The damage done to you cannot be reduced in any way. You can use this ability once per day at 8th level, plus on additional time per day at 14th level and 20th level.

Spells
divine favor (1st) level, shield other (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, sacrificial oath (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Memory (Knowledge Subdomain)

The following granted power replaces the lore keeper power of the

Powers

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, memory lapse (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, modify memory (6th) level, legend lore (7th) level, moment of prescience (8th) level, foresight (9th) level


Metal (Earth Subdomain)

The following granted power replaces the acid dart power of the Earth domain.

Powers

Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, heat metal (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, wall of iron (6th) level, elemental body IV (earth only) (7th) level, iron body (8th) level, elemnental swarm (earth only) (9th) level


Murder (Death Subdomain)

The following granted power replaces the death's embrace power of the Death domain.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Killing Blow (Su): At 8th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to half your cleric level. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Spells
cause fear (1st) level, death knell (2nd) level, keen edge (3rd) level, death ward (4th) level, suffocation (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, soffocation, mass (9th) level


Night (Darkness Subdomain)

The following granted power replaces the touch of darkness power of the Darkness domain.

Powers

Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
sleep (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, nighmare (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Nightmare (Madness Subdomain)

The following granted power replaces the vision of madness power of the Madness domain.

Powers

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, phantasmal kill (4th) level, nightmare (5th) level, cloak of dreams (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Oceans (Water Subdomain)

The following granted power replaces the icicle power of the Water domain.

Powers

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, slipstream (2nd) level, water walk (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, tsunami (9th) level


Protean (Chaos Subdomain)

The following granted power replaces the chaos blade power of the Chaos domain. Proteans are a race of chaotic neutral outsiders.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. 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.

Spells
lesser confusion (1st) level, align weapon (chaos only) (2nd) level, displacement (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar binding (proteans only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Purity (Protection Subdomain)

The following granted power replaces the aura of protection power of the Protection domain.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Purifying Touch (Su): At 8th level, you can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability once per day at 8th level, plus one additional time per day at 14th and 20th level.

Spells
protection from chaos/evil/good/law (1st) level, shield other (2nd) level, remove blindness/deafness (3rd) level, spell immunity (4th) level, atonement (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Rage (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage: At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Spells
true strike (1st) level, bull's strength (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, moonstruck (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Resolve (Strength Subdomain)

The following granted power replaces the might of the gods power of the Strength domain.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bestow Resolve (Su): At 8th level, you can bless creatures with the boldness of your deity. You can bestow a number of temporary hit points equal to your level + your Wisdom modifier to all allies within 20 feet. The temporary hit points remain for 1 minute. You can use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th.

Spells
bless (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, heroes' feast (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Restoration (Healing Subdomain)

The following granted power replaces the rebuke death power of the Healing domain.

Powers

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, remove disease (2nd) level, cure serious wounds (3rd) level, neutralize poison (4th) level, break enchantment (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Resurrection (Healing Subdomain)

The following granted power replaces the healer's blessing power of the Healing domain.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, raise dead (5th) level, heal (6th) level, resurrection (7th) level, mass cure critical wounds (8th) level, true resurrection (9th) level


Revolution (Liberation Subdomain)

The following granted power replaces the freedom's call power of the Liberation domain.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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.

Powerful Persuader (Su): At 8th level, when you make a

Spells
remove fear (1st) level, entrall (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, symbol of persuasion (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Sessons (Weather Subdomain)

The following granted power replaces the storm burst power of the Weather domain.

Powers

Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of

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

Spells
goodberry (1st) level, fog cloud (2nd) level, call lightning (3rd) level, blight (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, sunburst (8th) level, storm of vengeance (9th) level


Smoke (Fire Subdomain)

The following granted power replaces the fire bolt power of the Fire domain.

Powers

Cloud of Smoke (Su): As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, pyrotechnics (2nd) level, stinking cloud (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Souls (Repose Subdomain)

The following granted power replaces the gentle rest power of the Repose domain.

Powers

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, antilife shell (6th) level, destruction (7th) level, waves of exhaustion (8th) level, soul trap (9th) level


Storms (Weather Subdomain)

The following granted power replaces the lightning lord power of the Weather domain.

Powers

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

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, call lightning storm (5th) level, sirocco (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Tactics (War Subdomain)

The following granted power replaces the battle rage power of the War domain.

Powers

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, aid (2nd) level, magic vestment (3rd) level, divine power (4th) level, greater command (5th) level, blade barrier (6th) level, power word blind (7th) level, planar ally (greater) (8th) level, power word kill (9th) level


Thievery (Trickery Subdomain)

The following granted power replaces the master's illusions power of the Trickery domain.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thief of the Gods (Su): At 8th level, when you make a

Spells
disguise self (1st) level, invisibility (2nd) level, locate object (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, etheral jaunt (7th) level, mass invisibility (8th) level, time stop (9th) level


Thought (Knowledge Subdomain)

The following granted power replaces the remote viewing power of the

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast

Spells
comprehend languages (1st) level, detect thought (2nd) level, seek thoughts (3rd) level, divination (4th) level, telepathic bond (5th) level, find the path (6th) level, legend lore (7th) level, mind blank (8th) level, foresight (9th) level


Toil (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Repetition (Su): At 8th level, you can emit a 30-foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.

Spells
command (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, waves of fatigue (5th) level, major creation (6th) level, waves of exhaustion (7th) level, statue (8th) level, prismatic sphere (9th) level


Trade (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Silver-Tongued Haggler (Su): Whenever you make a

Read Minds (Su): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
floating disk (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, overland flight (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, gate (9th) level


Undead (Death Subdomain)

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the

Aura of Repetition (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, ghoul touch (2nd) level, animate dead (3rd) level, enervation (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, energy drain (9th) level


War (Blood Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Wards (Rune Subdomain)

The following granted power replaces the spell rune power of the Rune domain.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell

Spells
arcane lock (1st) level, secret page (2nd) level, plyph of warding (3rd) level, dimension door (4th) level, lesser planar binding (5th) level, guards and wards (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Wind (Air Subdomain)

The following granted power replaces the lightning arc power of the Air domain.

Powers

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 caster level as your base attack bonus and your Wisdom 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 Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
whispering wind (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, wind walk (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, winds of vengeance (9th) level


Domains

Air

The character can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, air walk (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, elemental swarn (9th) level


Animal

The character can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Powers

Speak with Animals (Sp): The character can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, hold animal (2nd) level, dominate animal (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Artifice

The character can repair damage to objects, animate objects with life, and create objects from nothing.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, wall of iron (7th) level, statue (8th) level, prismatic sphere (9th) level


Chaos

The character's touch infuses life and weapons with chaos, and you revel in all things anarchic.

Powers

Touch of Chaos (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
protection from law (1st) level, align weapon (chaos only) (2nd) level, magic circle against law (3rd) level, chaos hammer (4th) level, dispel law (5th) level, animate objects (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Charm

The character can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Powers

Dazing Touch (Sp): The character can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
charm person (1st) level, calm emotions (2nd) level, suggestion (3rd) level, heroism (4th) level, charm monster (5th) level, geas/quest (6th) level, insanity (7th) level, demand (8th) level, dominate monster (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Community

The character's touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Powers

Calming Touch (Sp): The character can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, shield other (2nd) level, prayer (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Darkness

You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Powers

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 1/2 your cleric level (minimum 1). The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. The character can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Spells
obscuring mist (1st) level, blindness/deafness (blindness only) (2nd) level, deeper darkness (3rd) level, shadow conjuration (4th) level, summon monster V (summons 1d3 shadows) (5th) level, shadow walk (6th) level, power word blind (7th) level, greater shadow evocation (8th) level, shades (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Death

The character can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Powers

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Su): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spells
cause fear (1st) level, death knell (2nd) level, animate dead (3rd) level, death ward (4th) level, slay living (5th) level, create undead (6th) level, destruction (7th) level, create greater undead (8th) level, wail of banshee (9th) level


Destruction

You revel in ruin and devastation, and can deliver particularly destructive attacks.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Earth

The character have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Spells
magic stone (1st) level, soften earth and stone (2nd) level, stone shape (3rd) level, spike stones (4th) level, wall of stone (5th) level, stoneskin (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Evil

The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from good (1st) level, align weapon (evil only) (2nd) level, magic circle against good (3rd) level, unholy blight (4th) level, dispel good (5th) level, create undead (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Fire

The character can call forth fire, command creatures of the inferno, and your flesh does not burn.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, elemental body (fire only) (7th) level, incendiary cloud (8th) level, elemental swam (fire only) (9th) level


Glory

The character is infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Powers

Touch of Glory (Sp): The character 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 cleric 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. The character can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

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 cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric 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.

Spells
shiled of faith (1st) level, bless weapon (2nd) level, searing light (3rd) level, holy smite (4th) level, righteous might (5th) level, undeath to death (6th) level, holy sword (7th) level, holy aura (8th) level, gate (9th) level


Good

The character have pledged your life and soul to goodness and purity.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from evil (1st) level, align weapon (good spell only) (2nd) level, magic circle against evil (3rd) level, holy smite (4th) level, dispel evil (5th) level, blade barrier (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Healing

The character's touch staves off pain and death, and your healing magic is particularly vital and potent.

Powers

Rebuke Death (Sp): The character can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. The character can only use this ability on a creature that is below 0 hit points. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th 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.

Spells
cure light wounds (1st) level, cure moderate wounds (2nd) level, cure serious wounds (3rd) level, cure critical wounds (4th) level, breath of life (5th) level, heal (6th) level, regenerate (7th) level, mass cure critical wounds (8th) level, mass heal (9th) level


Knowledge

The character is a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Powers

Lore Keeper (Sp): The character 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 cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
comprehend languages (1st) level, detect thought (2nd) level, speak with dead (3rd) level, divination (4th) level, true seeing (5th) level, find the path (6th) level, legend lore (7th) level, discern location (8th) level, foresight (9th) level


Law

You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
protection from chaos (1st) level, align weapon (law only) (2nd) level, magic circle against chaos (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, hold monster (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Liberation

The character is a spirit of freedom and a staunch foe against all who would enslave and oppress.

Powers

Liberation (Su): The character have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric 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 cleric 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.

Spells
remove fear (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Luck

The character is infused with luck, and your mere presence can spread good fortune.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
true strike (1st) level, aid (2nd) level, protection of energy (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Madness

You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Powers

Vision of Madness (Sp): The character 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 cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum -1). This effect fades after 3 rounds. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Spells
lesser confusion (1st) level, touch of idiocy (2nd) level, rage (3rd) level, confusion (4th) level, nightmare (5th) level, phantasmal killer (6th) level, insanity (7th) level, scintillating pattern (8th) level, weird (9th) level


Magic

The character is a true student of all things mystical, and see divinity in the purity of magic.

Powers

Hand of the Acolyte (Su): The character 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 Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, spell resistance (5th) level, antimagic field (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Nobility

The character is a great leader, an inspiration to all who follow the teachings of your faith.

Powers

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 1/2 your cleric level (minimum 1). The character 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 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Spells
divine favor (1st) level, entrall (2nd) level, magic vestment (3rd) level, discern lies (4th) level, greater command (5th) level, geas/quest (6th) level, repulsion (7th) level, demand (8th) level, storm of vengeance (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Plant

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
entangle (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4th) level, wall of thorns (5th) level, repel wood (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Protection

Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Powers

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. The character can use this ability 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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
sanctuary (1st) level, shield other (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, repulsion (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Repose

You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. 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. These rounds do not need to be consecutive.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, death ward (4th) level, slay living (5th) level, undeath to death (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Rune

In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Powers

Blast Rune (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 + 1 point for every two cleric 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 cleric level or until discharged. The character cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell Rune (Sp): 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.

Spells
erase (1st) level, secret page (2nd) level, plyph of warding (3rd) level, explosive runes (4th) level, lesser planar binding (5th) level, greater glyph of warding (6th) level, instant summons (7th) level, symbol of death (8th) level, teleportation circle (9th) level


Strength

In strength and brawn there is truth - your faith gives you incredible might and power.

Powers

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, magic vestment (3rd) level, spell immunity (4th) level, righteous might (5th) level, stoneskin (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Sun

You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Spells
endure elements (1st) level, heat metal (2nd) level, searing light (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Travel

The character is an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Powers

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. The character 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 cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
longstrider (1st) level, locate object (2nd) level, fly (3rd) level, dimension door (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, astral projection (9th) level


Trickery

The character is a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Powers

Copycat (Sp): The character 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 cleric level, or until the illusory duplicate is dispelled or destroyed. The character can have no more than one copycat at a time. This ability does not stack with the mirror image spell. The character 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, invisibility (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, screen (7th) level, mass invisibility (8th) level, time stop (9th) level


War

The character is a crusader for your god, always ready and willing to fight to defend your faith.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, magic vestment (3rd) level, divine power (4th) level, flame strike (5th) level, blade barrier (6th) level, power word blind (7th) level, power word stun (8th) level, power word kill (9th) level


Water

The character can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Powers

Icicle (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 + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Spells
obscuring mist (1st) level, fog cloud (2nd) level, water breathing (3rd) level, control water (4th) level, ice storm (5th) level, cone of cold (6th) level, elemental body IV (water only) (7th) level, horrid wilting (8th) level, elemental swarm (water only) (9th) level


Weather

With power over storm and sky, you can call down the wrath of the gods upon the world below.

Powers

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

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

Spells
obscuring mist (1st) level, fog cloud (2nd) level, call lightning (3rd) level, sleet storm (4th) level, ice storm (5th) level, control winds (6th) level, control weather (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Agathion (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain. Agathions are a race of neutral good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Spells
shiled of faith (1st) level, align weapon (good spell only) (2nd) level, tounges (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar all (agathions only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Ancestors (Repose Subdomain)

The following granted power replaces the ward against death power of the Repose domain.

Powers

Gentle Rest (Sp): The character's 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 Wisdom modifier. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Speak with Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.

Spells
deathwatch (1st) level, gentle repose (2nd) level, speak with dead (3rd) level, rest eternal (4th) level, slay living (5th) level, geas/quest (6th) level, destruction (7th) level, waves of exhaustion (8th) level, wail of the banshee (9th) level


Arcane (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells 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 she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
magic aura (1st) level, magic mouth (2nd) level, dispel magic (3rd) level, arcane eye (4th) level, spell resistance (5th) level, analyze dweomer (6th) level, spell turning (7th) level, protection from spells (8th) level, mage's disjunction (9th) level


Archon (Good Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Good (Sp): The character can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (good spell only) (2nd) level, prayer (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (archons only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Archon (Law Subdomain)

The following granted power replaces the holy lance power of the Good domain or the staff of order power of the Law domain. Archons are a race of lawful good outsiders.

Powers

Touch of Law (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a

Spells
divine favor (1st) level, align weapon (law only) (2nd) level, prayer (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (archons only> (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Ash (Fire Subdomain)

The following granted power replaces the fire resistance power of the Fire domain.

Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. The character can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Spells
burning hands (1st) level, produce flame (2nd) level, fireball (3rd) level, wall of fire (4th) level, fire shield (5th) level, fire seeds (6th) level, disintegrate (7th) level, incendiary cloud (8th) level, fiery body (9th) level


Azata (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

: With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
expeditious retreat (1st) level, align weapon (chaos only) (2nd) level, fly (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (azata only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Azata (Good Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of good power of the Good domain. Azatas are a race of chaotic good outsiders.

Powers

Elysium's Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from 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. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
expeditious retreat (1st) level, align weapon (good spell only) (2nd) level, f (3rd) level, holy smite (4th) level, dispel evil (5th) level, planar ally (azata only) (6th) level, holy word (7th) level, holy aura (8th) level, summon monster IX (good spell only) (9th) level


Blood (War Subdomain)

The following granted power replaces the weapon master power of the War domain.

Powers

Battle Rage (Sp): The character can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). The character can do so a number of times per day equal to 3 + your Wisdom modifier.

Wounding Blade (Su): At 8th level, you can give a weapon that you touch the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
magic weapon (1st) level, spiritual weapon (2nd) level, vampiric touch (3rd) level, divine power (4th) level, wall of thorns (5th) level, blade barrier (6th) level, inflict serious wounds (mass) (7th) level, power word stun (8th) level, power word kill (9th) level


Catastrophe (Destruction Subdomain)

The following granted power replaces the destructive aura power of the Destruction domain.

Powers

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an ever-changing storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (

Spells
true strike (1st) level, shatter (2nd) level, rage (3rd) level, inflict critical wounds (4th) level, shout (5th) level, harm (6th) level, disintegrate (7th) level, earthquake (8th) level, implosion (9th) level


Caves (Earth Subdomain)

The following granted power replaces the acid resistance power of the Earth domain.

Powers

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 cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Spells
magic stone (1st) level, create pit (2nd) level, spiked pit (3rd) level, spike stones (4th) level, wall of stone (5th) level, hungry pit (6th) level, elemental body IV (earth only) (7th) level, earthquake (8th) level, elemnental swarm (earth only) (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Cloud (Air Subdomain)

The following granted power replaces the electricity resistance power of the Air domain.

Powers

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as

Spells
obscuring mist (1st) level, wind wall (2nd) level, gaseous form (3rd) level, solid fog (4th) level, control winds (5th) level, chain lightning (6th) level, elemental body IV (air only) (7th) level, whirlwind (8th) level, storm of vengeance (9th) level


Construction (Artifice Subdomain)

The following granted power replaces the dancing weapon power of the Artifice domain.

Powers

Artificer's Touch (Sp): The character can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as

Spells
animate rope (1st) level, wood shape (2nd) level, stone shape (3rd) level, minor creation (4th) level, fabricate (5th) level, major creation (6th) level, limited wish (7th) level, polymorph any object (8th) level, prismatic sphere (9th) level


Curse (Luck Subdomain)

The following granted power replaces the bit of luck power of the Luck domain.

Powers

Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 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. The character can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Spells
bane (1st) level, aid (2nd) level, bestow curse (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, eyebite (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Daemon (Evil Subdomain)

The following granted power replaces the scythe of evil power of the Evil domain. Daemons are a race of neutral evil outsiders.

Powers

Touch of Evil (Sp): The character is sinister and cruel, and have wholly pledged your soul to the cause of evil.

Whispering Evil (Su): At 8th level, 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 saving throw or become fascinated for as long as you continue the litany. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive. This is a mind-affecting effect.

Spells
cause fear (1st) level, align weapon (evil only) (2nd) level, vampiric touch (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (daemons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Day (Sun Subdomain)

The following granted power replaces the nimbus of light power of the Sun domain.

Powers

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Spells
endure elements (1st) level, continual flame (2nd) level, daylight (3rd) level, fire shield (4th) level, flame strike (5th) level, fire seeds (6th) level, sunbeam (7th) level, sunburst (8th) level, prismatic sphere (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Decay (Plant Subdomain)

The following granted power replaces the bramble armor power of the Plant domain.

Powers

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). The character can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative

Spells
entangle (1st) level, barkskin (2nd) level, contagion (3rd) level, poison (4th) level, wall of thorns (5th) level, harm (6th) level, animate plants (7th) level, control plants (8th) level, shambler (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Deception (Trickery Subdomain)

The following granted power replaces the copycat power of the Trickery domain.

Powers

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each 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 cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Spells
disguise self (1st) level, mirrior image (2nd) level, nondetection (3rd) level, confusion (4th) level, false vision (5th) level, mislead (6th) level, project image (7th) level, mass invisibility (8th) level, time stop (9th) level


Defence (Protection Subdomain)

The following granted power replaces the resistant touch power of the Protection domain.

Powers

Deflection: Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

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 cleric level. 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 cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells
shield (1st) level, barkskin (2nd) level, protection of energy (3rd) level, spell immunity (4th) level, spell resistance (5th) level, antimagic field (6th) level, deflection (7th) level, mind blank (8th) level, prismatic sphere (9th) level


Demon (Chaos Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Chaos Blade (Su): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. The character 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 cleric 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.

Spells
doom (1st) level, align weapon (chaos only) (2nd) level, rage (3rd) level, chaos hammer (4th) level, dispel law (5th) level, planar ally (demons only) (6th) level, word of chaos (7th) level, cloak of chaos (8th) level, summon monster IX (chaos spells only) (9th) level


Demon (Evil Subdomain)

The following granted power replaces the touch of chaos power of the Chaos domain or the touch of evil power of the Evil domain.

Powers

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
doom (1st) level, align weapon (evil only) (2nd) level, rage (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (demons only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Evil Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (evil only) (2nd) level, suggestion (3rd) level, unholy blight (4th) level, dispel good (5th) level, planar ally (devils only) (6th) level, blashpemy (7th) level, unholy aura (8th) level, summon monster IX (evil spells only) (9th) level


Devil (Law Subdomain)

The following granted power replaces the touch of evil power of the Evil domain or the touch of law power of the Law domain.

Powers

Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a

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 1/2 your cleric level. The character can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Spells
command (1st) level, align weapon (law only) (2nd) level, suggestion (3rd) level, order's wrath (4th) level, dispel chaos (5th) level, planar ally (devils only) (6th) level, dictum (7th) level, shield of law (8th) level, summon monster IX (law spell only) (9th) level


Divine (Magic Subdomain)

The following granted power replaces the hand of the acolyte power of the Magic domain.

Powers

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. The character can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Spells
identify (1st) level, bless water (2nd) level, dispel magic (3rd) level, imbue with spell ability (4th) level, cleanse (5th) level, antimagic field (6th) level, resurrection (7th) level, protection from spells (8th) level, miracle (9th) level


Exploration (Travel Subdomain)

The following granted power replaces the agile feet power of the Travel domain.

Powers

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric 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. The character can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Spells
expeditious retreat (1st) level, locate object (2nd) level, fly (3rd) level, locate creature (4th) level, teleport (5th) level, find the path (6th) level, greater teleport (7th) level, phase door (8th) level, world wave (9th) level


Family (Community Subdomain)

The following power replaces the calming touch power of the Community domain.

Powers

Binding: As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. The character can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Spells
bless (1st) level, calm emotions (2nd) level, create food and water (3rd) level, imbue with spell ability (4th) level, telepathic bond (5th) level, heroes' feast (6th) level, refuge (7th) level, mass cure critical wounds (8th) level, miracle (9th) level


Fate (Luck Subdomain)

The following granted power replaces the good fortune power of the Luck domain.

Powers

Bit of Luck (Sp): The character 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. The character can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.

Spells
true strike (1st) level, augury (2nd) level, borrow fortune (3rd) level, freedom of movement (4th) level, break enchantment (5th) level, mislead (6th) level, spell turning (7th) level, moment of prescience (8th) level, miracle (9th) level


Feather (Animal Subdomain)

Add

Powers

Eyes of the Hawk (Ex): You gain a racial bonus on

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
calm animals (1st) level, feather fall (2nd) level, fly (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, fly (mass) (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Ferocity (Strength Subdomain)

The following granted power replaces the strength surge power of the Strength domain.

Powers

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

Spells
enlarge person (1st) level, bull's strength (2nd) level, rage (3rd) level, spell immunity (4th) level, righteous might (5th) level, bull's strength (mass) (6th) level, grasping hand (7th) level, clenched fist (8th) level, crushing hand (9th) level


Freedom (Liberation Subdomain)

The following granted power replaces the liberation power of the Liberation domain.

Powers

Liberty's Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

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 cleric 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.

Spells
sanctuary (1st) level, remove paralysis (2nd) level, remove curse (3rd) level, freedom of movement (4th) level, plane shift (5th) level, greater dispel magic (6th) level, refuge (7th) level, mind blank (8th) level, freedom (9th) level


Fur (Animal Subdomain)

The following granted power replaces the speak with animals power of the Animal domain.

Powers

Predator's: You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level

Spells
magic fang (1st) level, hold animal (2nd) level, beast shape I (animals only) (3rd) level, summon nature's ally IV (animals only) (4th) level, beast shape III (animals only) (5th) level, antilife shell (6th) level, animal shapes (7th) level, summon nature's ally VIII (animals only) (8th) level, shapechange (9th) level


Growth (Plant Subdomain)

You find solace in the green, can grow defensive thorns, and can communicate with plants.

Powers

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the

Bramble Armor (Su): At 6th 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 an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. The character can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Spells
enlarge person (1st) level, barkskin (2nd) level, plant growth (3rd) level, command plants (4