You can speak with and befriend animals with ease. In addition, you treat
Knowledge (nature) as a class skill.
Granted Powers
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 (): 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).
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.
Subdomains
Subdomains are more focused than domains, replacing some of the domain's spells and powers with new ones. Subdomains may be chosen in place of a domain if the character is eligible for it.
Feather
Add
Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Power
The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (): You gain a
Racial bonus on
Perception checks equal to 1/2 your
Cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2
Racial bonus on your
Initiative check.
Replacement Domain Spells
2nd—
Feather Fall, 3rd—
Fly, 6th—
Fly, Mass.
Fur
Replacement Power
The following granted power replaces the speak with animals power of the Animal domain.
Predator’s Grace (Su): 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.
Replacement Domain Spells
1st—
Magic Fang, 3rd—
Beast Shape I (animals only).
Insect
Replacement Power
The domain spells provided by the Insect domain affect vermin rather than animals, treating them as if they were not immune to spells with the mind-affecting descriptor. Any such spell that allows a
Will Save can instead be negated by the target vermin with a successful
Fortitude Save at the same DC. The following granted power replaces the speak with animals power of the Animal domain.
Exoskeleton (Su): As a
Swift Action, you can grow an exoskeleton that grants you a +1
Enhancement Bonus to your natural armor and 1d4 temporary hit points + 1 for every 2
Cleric levels you have. The natural armor bonus increases by 1 for every 5
Cleric levels you have. The exoskeleton retracts after 1 round, ending its benefits. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
4th—
Giant Vermin, 5th—
Vermin Shape II, 8th—
Summon Nature's Ally VIII (1d3 goliath stag beetles).
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