Earth Domain

You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.  

Granted Powers

Acid Dart (): 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. 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 Acid Resistance 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).  

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.  

Caves

Replacement Power

The following granted power replaces the Acid Resistance power of the Earth domain.   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.  

Replacement Domain Spells

2nd—Create Pit, 3rd—Spiked Pit, 6th—Hungry Pit.    

Metal

Replacement Power

The following granted power replaces the acid dart power of the Earth domain.   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.  

Replacement Domain Spells

2nd—Heat Metal, 6th—Wall of Iron, 8th—Iron Body.    

Petrification

Replacement Power

The following granted power replaces the acid dart power of the Earth domain.   Fossil Form (Su): At the beginning of your turn as a Swift Action, you can infuse your flesh with minerals, granting you cumbersome security. Until the beginning of your next turn, you are Staggered, gain Hardness 2, and gain a +2 bonus on Saving Throws against petrification. This Hardness increases by 2 and your saving throw bonus increases by 1 for every 4 Cleric levels you have. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

4th—Calcific Touch, 5th—Stoneskin, 6th—Flesh to Stone, 8th—Statue.    

Radiation

Replacement Power

The following granted power replaces the acid dart power of the Earth domain.   Radiating Touch (Su): As a Standard Action that provokes attacks of opportunity, you can irradiate any unattended Object for a number of rounds equal to your Cleric level. While an Object is irradiated, it emits a faint aura of transmutation.   Any creature that passes within 5 feet of the aura must succeed at a Will Save (DC equal to 10 + 1/2 your Cleric level + your Wisdom modifier) or become Sickened. You’re immune to this Object’s effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  

Replacement Domain Spells

2nd—Defoliate, 4th—Blight, 8th—Horrid Wilting.

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