You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Granted Powers
Icicle (Sp): As a
Standard Action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged
Touch Attack. The icicle deals 1d6 points of cold 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.
Cold Resistance (): At 6th level, you gain
Cold Resistance 10. This resistance increases to 20 at 12th level. At 20th level, you gain
Cold Immunity.
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).
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.
Flotsam
You know that the sea’s bounty takes many forms, including hidden treasures among refuse.
Replacement Power
The following granted power replaces the cold resistance power of the Water domain.
Sift (Su): At 6th level, once per day you can reach into water as a
Standard Action and pull out an
Object with a maximum gp value of up to 50 gp × your
Cleric level. This
Object always has the
Broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not
Broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an
Object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then.
Replacement Domain Spells
2nd—
Make Whole, 5th—
Major Creation, 6th—
Animate Objects.
Flowing
Replacement Power
The following granted power replaces the icicle ability of the Water domain.
Go with the Flow (Su): You can touch a creature as a
Standard Action to suppress its strong emotions. The target is affected as the
Calm Emotions spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to 1/2 your
Cleric level (minimum 1). You can use this ability a number times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
2nd—
Cat's Grace, 4th—
Freedom of Movement, 6th—
Fluid Form, 8th—
Mind Blank.
Ice
Replacement Power
The following granted power replaces the
Cold Resistance power of the Water domain.
Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a
Standard Action to take on the form of ice, and you can end the transmutation with a
Free Action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your
Cleric level. The rounds need not be consecutive.
Replacement Domain Spells
7th—
Freezing Sphere, 9th—
Polar Ray.
Oceans
Replacement Power
The following granted power replaces the icicle power of the Water domain.
Surge (Su): As a
Standard Action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a
Combat Maneuver Check against the target, using your
Cleric level + your
Wisdom modifier as your
CMB. If successful, you may pull or push the creature as if using the
Bull Rush or
Drag combat maneuver. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
2nd—
Slipstream, 3rd—
Water Walk, 9th—
Tsunami.
Rivers
Freshwater rivers and streams are the lifeblood of both the land and your life.
Replacement Power
The following granted power replaces the icicle power of the Water domain.
Current Flow (Su): As a
Free Action, you can increase either your land or swim speed by 10 feet. While swimming, you gain a bonus on
Swim checks equal to your 1/2 your
Cleric level (minimum 1). These effects last for a number of rounds equal to your
Wisdom modifier (minimum 1). You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.
Replacement Domain Spells
1st—
Hydraulic Push, 2nd—
Slipstream, 5th—
Elemental Body II, 6th—
Fluid Form.
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