You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Granted 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. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Acid Resistance (): 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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