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Domains

Air Turn Earth, Rebuke Air


Animal Speak With Animals
Celerity +10 speed with light/no armor/load
Chaos +1 to Chaos spells
City Gather Information and Knowledge (Local) as class skills
Cold Turn Fire, Rebuke Cold
Community Calm Emotions, +2 Diplomacy
Competition +1 on opposed checks
Creation +1 to Conjuration (creation)
Death Death Touch (1d6 per level, death)
Destiny Make willing creature reroll once per day
Destruction Smite (+ level damage)
Domination Spell Focus (Enhancement)
Dream Immune to fear
Earth Turn Air, Rebuke Earth
Evil +1 to Evil spells
Fire Turn Water, Rebuke Fire
Force Reroll damage 1 per day
Glory Turn undead +2 check +1d6 damage
Good +1 to Good spells
Healing +1 level to healing spells
Inquisition +4 on dispel checks
Knowledge Knowledge as class skills
Law +1 to Law spells
Liberation Extra roll to save against restrictions
Luck 1 reroll per day
Madness -1 to Wisdom checks and Will saves, half level to checks 1 per
day
Magic Use Magic Device as half-level wizard
Mind +2 on Bluff, Diplomacy and Sense Motive
Mysticism Luck bonus equal to Charisma modifyer 1 per day
Oracle Divination spells at +2 caster level
Pact Appraise, Intimidate and Sense Motive as class skills
Pestilence Immunity to effects of diseases, can still carry them
Plant Rebuke plants
Purification Abjuration spells at +1 caster level
Protection Protective Ward
Strength +1 strength per level
Summoner Conjuration summoning and calling at +2 caster level
Sun Greater Turning
Travel 1 round of Freedom of Movement per level
Trickery Bluff, Disguise and Hide as class skills
War Martial Weapon Proficiency and Focus
Water Turn Fire, Rebuke Water
Weather No drawbacks from rain, snow and ice: wind as 1 category bigger

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