Metin’in Domainleri (PF 1E)

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Bazı podcast bölümlerinde söyleyip durdum kendi oyunlarımda daha kuvvetli Cleric Domainleri kullanıyorum diye. Geçenlerde bir arkadaşımın ısrarı üzerine karmakarışık notlarımı düzenledim ve okunabilir hale getirdim. Eğer kullanmak isteyen varsa Cleric ve Domain yeniden yapılandırmalarım aşağıda. Güle güle test edin ve lütfen geri dönüşlerinizi discord veya e-posta üzerinden bana iletin. Kullanmadan önce aşağıdaki uyarılarıma da dikkat ederseniz sevinirim.

Uyarılar:
-Domainlerin büyük bir kısmı test edilmedi. Genelde ettiğim çoğu domain’i oyun sırasında editledim. O yüzden dikkatli olun ve güçlü bulduğunuz özellikleri değiştirmekten çekinmeyin.
-Genel olarak ACG kitabını kullanmadığım için kafamdaki güç dengesi o kitaptan önceki feat ve sınıflara göre.
-Inquisitorlerin domain alabileceği aklımdaydı yazarken ama bazı domainler Inquisitor uyumlu değil (örn. Magic) ve bazıları ise Inquisitor aldığında çok kuvvetli olabiliyor.(örn. Law) Açıkçası nasıl olsa Inquisitionlar var ve kuvvetliler diye düşündüm. Kendi oyunumda bu domainleri kullanmalarına izin verir miyim bilmiyorum.
-Cleric dipleme durumunda kırıklaşabilecek bir kaç kombinasyon var.
-Sadece Core domainleri subdomainleri değerlendirmeden yaptım. (Notlarımın çoğu 6 yıllık falan)

Neyse kısacası denge konusunda bir 2.0 a ihtiyaçları var ama şimdiki hali bunlar. Öncellikle 1-2 domain’i anlamak için Cleric sınıfına verdiğim ek özellikleri de görelim:
(Kural tartışma uyumu için her şey İngilizce.)
As a Cleric:
-At second level, You add half of the cleric level (rounded down) to your knowledge (religion) skill check as a sacred or profane bones.
-You gain bonus feats at levels 4, 10, 16, 20. These bonus feats can only be chosen from Channel feats, Metamagic feats or Deity specific feats. (Feats that “worshiper of X Deity” as a prerequisite). (Divine Obedience and similar feats count as deity specific for the purpose of this class ability.)

Domains:
Every domain has a initial passive power, a 1st level power, a high level power (6 or 8th level), and a 20th level capstone power. Even if the last power does not say anything about level 20 it is still acquired at that level.

Domain spells are unchanged. They are added for your convenience.

Air Domain
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.You gain the Auran as a bonus language.

Inner Lightning (Sp): You have an inner pool of electricity sparking within you. You can manifest this lightning in two ways. First, as a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack, dealing 1d6 points of electricity damage + 1 point for every two cleric levels you possess. Second, you can enhance a weapon you are holding as a swift action granting your weapon shocking special quality for one round. At 8th level this ability grants shocking burst instead. You can use this abilities a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Animal Domain
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) and Handle Animal as a class skill.

Speak with Animals (Sp): You 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 – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Beloved Caretaker (Su): All animals are always considered helpful to you.

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.

Artifice Domain
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.You gain heavy armor proficiency as a bonus feat.You add mending to your orison list.

Improve (Sp): You can imbue manufactured arms and armor with your magic. If used on manufactured weapon this works like greater magic weapon. If used on manufactured armor or shield it works as magic vestment. The effect lasts one hour.You can use this ability once per day and one additional time for every 5 cleric level you possess.

Craftsman (Ex) At 8th level become a master craftsman gaining three different benefits.You gain Craft magic arms and armor as a bonus feat. You gain +5 to your craft(armor) and craft (weapons) checks. Additionally you are not slowed by armor.

Timeless Art (Su):At 20th level the weapons and armors you create or improve (lvl1) are immune to sundering. Some equipment you Improve gains the duration of permanent. You can only maintain number of permanent Improved items equal to your Wisdom modifier.
Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere.

Chaos Domain
Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.You can cast detect law at will.

Curse of Chaos (Sp): As a standard action, you can imbue a target within 30 feet with chaos. The target can resist this effect with a Will save, DC equal to 10 + ½ the cleric’s level + Wisdom modifier. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, as a swift action you can give a weapon touched the anarchic 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.

Chaotic Resistance (Su): You gain DR 10/law.

Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Charm Domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.You gain +3 to your charisma check. Bluff is a class skill for you.

Dazing Touch (Sp): You 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. You 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 dominate person as a standart action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature dominated 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. At 20th level this ability’s duration becomes permanent but still you can only have one creature dominated this way.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Community Domain
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Knowledge (local) becomes a class skill for you.

Calming Touch (Sp): You 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). 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. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Community Use (Sp): You can enhance spells you cast to your community. All communal spells you cast are affected by Extend Spell metamagic feat.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes’ feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.

Darkness Domain
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Touch of Darkness (Sp): As a melee or ranged 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). You 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. You can use this ability as a swift action for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

One with the Shadow (Su): Your Eyes of  Darkness ability becomes constant. Additionally you gain Hide in Plain Sight as the shadow dancer ability

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Death Domain
Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead. You add your Wisdom modifier to your stabilization checks.

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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death’s Embrace (Ex): 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.

Beyond Death (Su): You become immortal. You cannot die from natural causes. You are immune to death effects and diseases. But you are not immune to effects of aging.

Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.

Destruction Domain
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. You can choose combat feats when you gain bonus feats from cleric levels.

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. You 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 as a move action 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.

Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Earth Domain
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.You gain the Terran as a bonus language.

Acid Reservoir (Sp): You can channel acid with your connection to earth You can manifest this acid in two ways. First, as a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack, dealing 1d6 points of acid damage + 1 point for every two cleric levels you possess. Second, you can enhance a weapon you are holding as a swift action granting your weapon corrosive special quality for one round. At 8th level this ability grants corrosive burst instead. You can use this abilities 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.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Evil Domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. You can cast detect good at will.

Burst of Evil (Sp): As a standard action, you can force evil energy into a target within 30 feet. This causes the target to become sickened. The target can resist this effect with a Will save, DC equal to 10 + ½ the cleric’s level + Wisdom modifier. Creatures sickened by your burst count as good for the purposes of spells with the evil descriptor. This ability lasts 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.

Scythe of Evil (Su): At 8th level, as a swift action you can give a weapon touched the unholy 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.

Evil Doesnt Get Hurt (Su): You gain DR 10/good.

Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Fire Domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.You gain the Ignan as a bonus language.

Fire Within (Sp): You have an inner pool of fire burning within you. You can manifest this flame in two ways. First, as a standard action, you can unleash a fire bolt targeting any foe within 30 feet as a ranged touch attack, dealing 1d6 points of fire damage + 1 point for every two cleric levels you possess. Second, you can enhance a weapon you are holding as a swift action granting your weapon flaming special quality for one round. At 8th level this ability grants flaming burst instead. You can use this abilities 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.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Glory Domain
Granted Powers: You are infused with the glory of the divine. Any morale bonus you receive is increased by one.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your 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. You 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 move 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.

Righteous Fight (Su): At 20th level, you add your charisma modifier to your caster level checks to overcome a creature’s spell resistance. This means your touch of glory can affect a check against spell resistance when you use it on yourself.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity. You can cast detect evil at will.

Blessing of Good (Sp): You 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. You can also use this ability on yourself as a swift action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, as a swift action you can give a weapon you touch the holy 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.

Embrace of Goodness (Su): You gain DR 10/evil.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. You don’t need a healing kit to treat deadly wounds. If you have access to a healing kit you reduce the time needed to treat deadly wounds to 10 minutes.(Treating deadly wounds without a healing kit does not give you a penalty.)

Rebuke Death (Sp): You 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. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your 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.

True Life (Su): Your targets gain the excessive healing as temporary healing points up to your cleric level plus your wisdom modifier for one minute.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Knowledge Domain
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. 

Inner Experience (Ex): You gain 2+cha skill points instead of 2+int.

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. You can use this ability as a standart action for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Master Knowledge (Su): You are the vessel of divine concept of knowledge. Once per day you can automatically succeed at any knowledge check you want. Using this ability requires 10 minutes of divine communing.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment. You can cast detect chaos at will.

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.You can also use this ability on yourself as a swift action. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, as a swift action you can give a weapon touched the axiomatic 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.

Reliable Protection (Su): You gain DR 10/chaos.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Liberation Domain
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Acrobatics and Escape Artist is a class skill for you.

Liberation (Su): You 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. At 20th level this effect becomes permanent.

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.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Roll 1d20 at the start of the day. This is your lucky number. Whenever you roll this number when making a skill check and attack roll, you gain a +1 luck bonus to the total.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your 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. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Doubled Luck (Su): Once per day you can treat natural 1 as a natural 20.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Madness Domain
Granted Powers: 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. You are immune to gaining insanities (Game Mastery Guide).

Vision of Madness (Sp): You can give a creature within 30 feet a vision of madness as a standard action. The target can resist this effect with a Will save, DC equal to 10 + ½ the cleric’s level + Wisdom modifier. 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. 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. At 20th level you can choose which effect confused enemies receive through your Aura of Madness. (Confused enemies within your aura does not roll to see what they do. You choose.)

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Magic Domain
Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic. Use magic device is a class skill for you.

Science of the Divine (Su): You do not have domain spell list. Instead every time you gain a new spell level you choose a spell from wizard spell list to be your domain spell. Once you choose a spell the choice is permanent.

Spontaneous Arcana (Su):When you use your spontaneous casting class feature you can choose to convert a spell to your domain spells (this one or your other domain) instead of a cure spell. You can use this ability once per day in 8th level and gain additional uses in 14th and 20th level.

Perfect Arcana (Su): When you are casting spells from your domain slots you automatically succeed spell resistance checks. Additionally you can prepare your domain spells to your normal slots.

Domain Spells: ———-

Nobility Domain
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith. You gain Persuasive as a bonus feat.

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). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Divine Banner (Su): Your holy/unholy symbol becomes a symbol of your nobility. All allies within 60 feet receive a +2 morale bonus on saving throws against fear and compulsion effects. Every ally affected by your inspiring word also gains +1 morale bonus to AC. This bonuses are doubled when they are adjacent to you.

Nobel Authority (Su): Wherever you go you carry an air of importance with you. You succeed at diplomacy and intimidate checks automatically when your noble title would be beneficial to the check you are making. The other site must be aware of your noble position. If you don’t have a noble title, you can use your status in clergy as a substitute.

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Plant Domain
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants. When you rest under the sun, your natural healing is doubled. Also Knowledge(nature) is a class skill for you.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

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. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Nature’s Access (Sp): At 20th level, you can use tree stride as a spell-like ability. However, the transport range of the trees you are using are tripled. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Protection Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 sacred or profane bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your sacred or profane bonus for 1 minute. When you use this ability, you lose your sacred or profane bonus granted by the Protection domain for 1 minute. You 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 sacred or profane bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The bonus to AC increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. At 20th level, your aura also grants DR 10/-. These rounds do not need to be consecutive. 

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Repose Domain
Granted Powers: 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. When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Gentle Rest (Sp): Undeads that failed the saving throw versus your channell energy or a spell you cast, is staggered for one round. Spells that do not allow a saving throw are not affected by this ability.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death as a move action 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.

Restful Departure (Su): At 20th level, you gain a divine protection against the undeath. First you or your body cannot become undead. You also gain SR equal to 11+your cleric level against the spells and spell like abilities of undead creatures.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Rune Domain
Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

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. You 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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scroll Master (Sp): You can use your own stats and caster level while using a scroll. This ability also affects dc of the scroll. You can use this once per day at 8th level and one additional time for every 4 cleric level you possess after 8. 

Runic Expert (Su): You can read and understand every language. This ability works as a permanent tongues spell, but only affecting reading not hearing or speaking.

Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power. Climb and Swim becomes a class skill for you.

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. You can also use this ability on yourself as a swift action. 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 half cleric level as an sacred or profane bonus to your Strength score for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Divine Strength (Su): You permanently gain +4 STR. (This is a typeless bonus)

Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Spells you cast that has light descriptor have their effective spell level increased by one (as if with the Heighten Spell metamagic feat)

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.

Perfect Light (Su): At 20th level, when you channel positive energy to damage undead your channel damage is maximized.(You treat every d6 you’d roll as a 6.)

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Travel Domain
Granted Powers: You are 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.

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

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per 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. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Planar Traveler (Su): When you use teleportation effect that require you to roll d100 to determine travel accuracy, you always get the best effect without rolling. You also arrive at your exact target point without rolling any d100s when using plane shift.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 minute 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.

Perfect Understanding (Ex): You can instantly understand if something is an illusion or not. This does not reveal invisible opponents.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith. You gain Weapon Focus (your deity’s favored weapon) as a bonus feat.

Battle Rage (Sp): You 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). You can also use this ability on yourself as a swift action. You can do so a number of times per day equal to 3 + your Wisdom modifier.

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

Perfect Form (Ex): You gain Weapon Mastery (Fighter level 20 class feature) with your deity’s favored weapon.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Water Domain
Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.You gain the Aquan as a bonus language.

Cold Aura (Sp): You possess an icy aura that drops the temperature around you. You can manifest this frost in two ways. First, as a standard action, you can unleash an icicle targeting any foe within 30 feet as a ranged touch attack, dealing 1d6 points of cold damage + 1 point for every two cleric levels you possess. Second, you can enhance a weapon you are holding as a swift action granting your weapon frost special quality for one round. At 8th level this ability grants frost burst instead. You can use this abilities 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.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below. Survival is a class skill for you.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Weather Master (Su): You are not affected by any weather effects.(including hampered movement, visibility or any penalty to flying or ranged weapons) (20th level)

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.